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Vlaana

Testers
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About Vlaana

  • Rank
    Nestling

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  • Gender
    Male
  • Location
    France

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  1. Oui en attente du déploiement de la 5.9 sur les serveurs pour revenir et former les oisillons qui seraient intéressés par découvrir le jeu.
  2. Je rajouterais sans broncher 2 ou 3 farm en plus vu les dernières mises à jour.
  3. Salut, Je suis un gros joueurs de MMORPG (DAoC, lineage 2, Wow vanilla, Tera) et RPG (Baldur's gate 1 et 2, Divinity: Original Sin, Pathfinder: kingmaker). J'ai toujours aimé les jeu PvP mais j'ai trouvé très peu de jeu intéressant, le meilleur restant DAoC. La perte de l'aspect social ainsi que la mise en œuvre des "Free to play" (ou comment mieux voler les gens) dans les MMORPG ont contribué à mon abandon de ce type de jeu. Lorsque j'ai découvert Crowfall, j'ai tous de suite été intéressé par la mise au centre du jeu des aspects PvP et métiers. De plus, l'équipe était passionnée et cela se fait de plus en plus rare dans cette industrie. Concernant les races: J'adore les Nétharis mais j'ai était déçu de voir que l'armure ne correspondait pas à l'image donnée ci dessous qui a vraiment la classe avec les runes de feu sur les épaulettes Sinon, je déteste la race des Fae. Plusieurs raisons: déjà d'un point de vu graphique les ailes gênent beaucoup mais surtout trop de bonus racial et d'avantage sur une seule race. Concernant les classes: Pour la 5.8, j'ai joué l'archer et je trouve que la classe a trop de limitation. C'est pourquoi, je vais certainement retourner a mon ancien amour le confesseur que j'avais abandonné a cause de la possibilité de pouvoir tuer aux dégâts de chute en un coup avec la physique raté du jeu. Mais vu le manque cruel de dégâts actuellement dans le jeu, je vais retourner dessus. En plus, la classe à énormément de potentiel. Un petit bémol cependant, les développeurs ont donné le sorts mur de feu à tout le monde et ça je n'ai pas apprécié car ce sort faisait parti du cœur même de la classe, c'était son identité en quelque sorte. Pour ce qui est des MMORPG, je suis plutôt accro si un jeu m'intéresse énormément et je ne compte pas mes heures.
  4. @vkromasTryed to update test environment, I got stopped to 0% and I have the following message: Updating Error#1 Failed validation No error Failed to access remote metafile Read operation With my second account it worked fine and unlocked the first one 🤔 Ok happening again, dunno why.
  5. And what remove the ability to destroy white ore... I would like to see that.
  6. Anyway, even if they remove the spirit bank later. Do you expect us to let you loot us? The problem will be better from a PvP point of view but I would prefer to destroy the ressources harvested instead of letting you taking them. So basically a loss/loss situation instead of a win/loss but you will never have a loss/win situation versus seasoned harvesters playing together. But currently new players can still craft a test the game so it is fine. Otherwise with the passive tree gap + no items most of them would leave.
  7. You seem to forget that they wanna create some trade hub. You cannot do this if everyone can make/drop everything alone. It will probably create a second money other than gold (chaos ember) which is a good thing from my point of view. Moreover, new players will also drop valuable stuff used by bigger guild, this will help them to develop faster or at least reduce the gap.
  8. Vlaana

    Ranger feedback

    Added some basic calculation to explain the low damage feeling.
  9. @Durenthal I did a basic calculation which I hope explain why ranger deal no damage but this probably apply to almost all classes. MIN damage MAX damage Armor penetration (ex: crushing) Armor mitigation (ex: crushing) HP White Bow 32.00 46.00 0.03 Blue bow 41.00 57.00 0.10 Basic arrow 14.00 21.00 0.00 Blue quiver 50.00 72.00 0.00 White plate armor 0.19 Blue plate armor 0.31 White mail armor 0.14 Blue mail armor 0.22 White plate part 1000.00 Blue plate part 2000.00 White mail part 750.00 Blue mail part 1400.00 Passive tree 0.15 0.18 (9% elemental ranger) Basic attack calculation formula 227 - 307 + 2.67*Weapon damage 227.00 307.00 2.67 Calculation (White on White) Comments Calculation (Blue on blue) Comments White bow 32.00 46.00 Blue bow 41.00 57.00 basic arrow 14.00 21.00 Blue quiver 50.00 72.00 basic attack output 349.82 485.89 Before mitigation basic attack output 469.97 651.43 Before mitigation Without armor penetration tree for attacker Without armor penetration tree for attacker Output damage on white plate 230.88 320.69 After mitigation Output damage on blue plate 286.68 397.37 After mitigation Output damage on white mail 248.37 344.98 Output damage on blue mail 328.98 456.00 With armor penetration tree for attacker With armor penetration tree for attacker Output damage on white plate 283.35 393.57 Output damage on blue plate 357.18 495.09 Output damage on white mail 300.85 417.87 Output damage on blue mail 399.47 553.72 Gain between white/blue equipements in percentage MIN damage MAX damage Comments Without armor penetration tree for attacker Gain damage on plate with blue stuff 24.17 23.91 % Gain damage on mail with blue stuff 32.45 32.18 % With armor penetration tree for attacker Gain damage on plate with blue stuff 26.05 25.79 % Gain damage on mail with blue stuff 32.78 32.51 % Meanwhile HP increase by 200% on helmet, gloves and boots between white and blue stuff. I dunno where the final damage modifier applies but anyway it is far from enough with such a gap. I did not consider all the defensive discipline or talents but basically you need more arrow the higher the stuff is (with equal stuff between you and your ennemy)
  10. @thomasblair So I agree. It is working correctly. My mistake. Now, I am gonna switch class because I will never kill someone with the archer class. 🤗
  11. @thomasblair How much does it contribute? I mean basically all our tests with real arrow/quiver show the same damage. My example below is on live, did you correct it on the test? Or do you consider it always worked well? Equipment: Blue bow (damages 41-57) Crushing blue quiver (damages 47-69) The ranged damage given in my character sheet does not care about my quiver or my basic arrow. https://imgur.com/fbJNEh2 I did a test using basic arrow (damage 14-21) on dummy and got the following damages: https://imgur.com/UFafpLP Now, the same test by using my crushing blue quiver (damage 46-69) https://imgur.com/zwWFS5m (1) 41-57 + 14-21 = 55 - 78 (2) 41-57 + 46-69 = 87 - 126 (normal 2 hand blue weapon) I increase my damage range by more than 50% and nothing happen on dummy and player 1+1 is not equal to 2 here. I used the formula given in the basic attack description: 227 - 307 + 267% Weapon damage. (1) 374 - 515 (2) 459 - 643 It is not possible to have the damage so close to each other with and without quiver. Moreover, why do I have higher damage than that on dummy? Probably the armor penetration. However, on Durenthal's video made on test server, It seems to have a small gap between both arrow/quiver. this gap is around 100 damages less with arrow so the formula is fine. The class has no damage. 🤣 I will switch to another class. 🤔
  12. You should stop talking about something you don't know. To deal so much damage with rapid fire (2500 to 3000 damage) you target has no gear, not moving and is not playing with a front line. @Ussiah Waiting your movie to show your 3000 damages on a well geared player in team fight with one rapid fire... and before the quivers are corrected 🤗 An archer with a good epic bow hitting a plate geared class (epic equipment) using sturdy minor discipline will do around 500 to 600 damages by rapid fire. This is only true when the skill is working correctly (2 in 3 chance) and you still have 15.5kPV to go in order to kill the guy. So, I feel sorry to disappoint you, archer damage is trash (this point is also true for almost all leather classes). To give you a comparison, during the time you will charge your bow, a Stormcaller druid will deal four times your damage just spamming auto-attacks. To answer your question about survivability: if you wanna survive then just play wood-elf. Another option is to play warden with mail + ultimate always up… You can even play a warden wood-elf and if you still die… You know what I mean. In RvR game, mispositionning should be punished so dying in less than 10 seconds on condition that you are playing a DD yourself is fine. There is a long way to go in this game to have such result. @jtoddcoleman On the archer class, my regret is the lake of communication regarding this "quiver" topic from the developer. If they don't care and want to wait Update 6.0 to correct all the classes that is fine by me but I am losing my time testing this class hoping they will correct what I found. Instead I could switch class to have more pleasure (Who does not want to play Pitfighter? Ho right, I dislike it). A side note: the class passive "call of fire" is stupid. Mainly because the CD rotation of rapid fire only allow a time window for 2 fully charged attacks and not moving in a PvP game is ....
  13. @Ikas Tu trouveras sur le forum à l'endroit ci dessous un de mes posts expliquant une partie des raisons qui selon moi font que les combats sont long. @Isna complètera sans doute ce post avec un avis assez long sur le sujet. Après, je suis content de savoir qu'ils vont faire quelques chose à partir de la 6.0 mais leur manque de communication sur cet aspect est vraiment pénible. Je prend l'exemple du ranger (ma classe principale) qui a un problème de dégât a cause d'un objet (carquois) non pris en compte dans ses dégâts depuis le début de la 5.8. Cela fait que la classe perd 60% de l'ensemble de ses dégâts. Cela fait 1 mois qu'on reporte ce problème et aucune communication de la part des développeurs pour se positionner, soit on n'en a rien a faire jusqu’à la 6.0, soit cela sera corriger sous peu. Ils préfèrent vendre leur proto campagne a récompense alors qu'il y a actuellement des problèmes majeurs sur certains aspects du jeu. Comme dit plus haut on est en pré-alpha, développer l'aspect des récompenses si tôt, ne me semble pas raisonnable au vu des améliorations a apporter sur ce qui existe déjà. J'ai un peu l'impression qu'on construit un château de carte et attention aux coups de vent! Je dérive, je dérive mais encore une fois nous sommes loin des discussions internes d'un tel projet. C'est une bonne chose que tu sois arrivé!
  14. Hello everyone, Here some of my feedback about crowfall large scale battle. As usual, English is not my native language. Keep in mind that my feedback is based on people having equal gears. I found a lot of post on this forum complaining about the Pitfighter champion (I do not play it and I agree they are a pain) however does the problem lie in the class itself? In the following argumentation, I will try to explain my view on this tanky meta. For me, it is a combinaison of several factors which created such dirty meta (personnal opinion). DD = Damage dealer classes The DD (all leather classes, the true heroes! Survival at its fitness 🤥) One sentence is enough, I found that most of the DD lake a ton of base damages. Except for assassin which is almost balanced (I only speak about damages here, not mobility or sustain) and good to gank people harvesting in the wild, others classes are so way behind. The lake of heavy AOE to control/perturbate the path of the battle does contribute to the tank impunity. In this part, I will explain why I personnaly find the passive trees really bad On one hand, the armor tree give player a direct reward independent from their class to decrease damage taken which provides an higher damage output on long terme battle. On the other hand, the weapon tree is laking and player has to pick several useless passives to reach better one. As the DD are lacking so much base damages this tree does not help them to provide higher burst. From my point of view, most decent players would like to go in the armor tree first then to the weapon tree. This choice made by most players has for effect to reduce the overoll burst output of a group. This part concerns the disciplines The disciplines (major or minor) are heavily oriented toward defense. Either these disciplines give invulnerability towards an element or scale with equipment. For example, the minor discipline "sturdy" scale with better equipment making it too strong at the later stage of the game. Moreover this aspect of the game is intensified because there is almost no discipline scaling with damage. "Sparring" and "Uniform set" provide flat damages increase and Glass canon is not clear (the text desciption says "Makes no sense. At all.", I agree with this statement). The only real discipline available to set up a "burst" is the new "force mage" discipline modifying your final damage modifier. But again, all the combo stuff mainly ruin it. For example: In big team fight, you are focusing someone, you start a combo and another group switch target to help you and you see your ennemy health going low, you would like to use "Force mage" active between two combo spells in order to finish him. However, you cannot and you ennemy survive. The lack of choice to increase damage output and the low versatility of those disciplines make them not interesting. Equipments, the last but not the least: Plate set provides a lot of mitigation and an heavy HP pool. It increases the HP efficiency so much that it become insane. Mail set is almost as the plate set with a small bonus on the damage side. Leather set, the trade between mitigation/HP for +2,5% damage is basically a mathematical mistake 🎓. DD need to have enough damage to take advantage of this. Moreover, the leather recipies require so much leather than plate/mail gears and participate in another vicious circle towards the heavy classes. Recently I found a post complaining about scarcity of leather, which is true: However, I feel sorry to see the second part. Leather classes live to deal more damages. If people thinks about defense before increasing damage, it amplifies the gap between damage versus mitigation. Basically, It means that the stats boosting damage are not interesting. Others: Ultimate feel more like basic spell, it is charging to fast. A lot of class are spamming them like candy, this also contribute to their survivability in combat. Another way the game is limiting instant burst is combo, there are too many of them making burst almost impossible to set. Another example, "absolution" (confessor spell) which remove the sins from the target so you cannot make a focus with 5/6 confessor on the same one to burst it down. Conclusion: Managing so much statistiques by percentages create a lot of disparities (trees, items, talents, ...).🎓 With all those problems accumulating, the tanky classes with plate or mail are above others due to health pool efficiency. This contribute to ridiculous situations such as mail assassin tanking 20 people for more than 30 seconds and leaving alive, fight longer than 45 minutes without any death.
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