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ComradeAma

Testers
  • Content Count

    197
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  • Last visited

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    2

Reputation Activity

  1. Like
    ComradeAma reacted to oneply in 5.90 LIVE Feed Back for 5/22/2019 and 5/23/2019   
    are you also getting rid of death shroud? and how much was it lowered? not like we wont find out so why be vague.
    gotta be honest, im losing interest in Grindfall at an increasing rate. alot of little things are piling up that have removed the fun of the game. its starting to feel more like a chore than a game (not burnout). seems like you are more focused on creating more ways to grind than you are on ways to make meaningful pvp (which there are numerous suggestions for all over this forum that are good). before the war tribes update i was really tempted to upgrade my account and buy a second one in case i got a friend to play. im glad i didnt, and most likely wont. in fact i "bought into" another game that is essentially a direct competitor. the game you advertise is not the game being delivered. 
  2. Like
    ComradeAma reacted to Yoink in Optimal Crowfall rotations for every spec   
    NUM LOCK
    ALT+TAB
    ALT+TAB
    ROTATE CAMERA VIEW
    HOLD W
    SPACE BAR
    Repeat for 90 minutes
  3. Like
    ComradeAma reacted to Durling in 5.90 LIVE Feed Back for 5/22/2019 and 5/23/2019   
    The durability hit on death is absolutely ridiculous.  I am not inclined to play with the rate at which my gear breaks.
  4. Like
    ComradeAma reacted to makkon in 5.90 LIVE Feed Back for 5/22/2019 and 5/23/2019   
    improve respawn system! current system is zerg based and also based on unwanted fort capturing windows.
    I wanna suggest 2 ways to fix it.
    core ideas:
    1) death shroud + new respawn mechanic are interchangeable and incompatible atm
    2) increased timers on new death if you have any kind of closest to you death place temples makes you able to back to the battle almost immediately.
    3) death shroud unpersistent to be viable
     
    1-th way:
    1) remove death shroud
    2) make respawn cooldown depend on distance and amount of respawn points.
    https://imgur.com/XxgYnuU

    if you have keep and fort in the zone and you get killed inside the keep, you can chose - wait here and be safe or travel to closest temple and respawn there but faster.
    numbers can be adjusted.
    3) keep grave on the map until next death.
    this way ppl think where they want to respawn
     
    2-th way:
    1) keep death shroud. but make it persistent already (unable to remove via teleport/gate jump or relog)
    2) keep current system but increase also death shroud timer on death. like on the 1-th way:
      a) respawn on the grave immediately +5m to death shroud
      b) respawn X parcels from grave minus X*30second to death shroud
    this way ppl also think about place they want to respawn.
     
     
     
  5. Like
    ComradeAma reacted to Ble in 5.90 LIVE Bug Reports for 5/22/2019 and 5/23/2019   
    Will-O-Wisps NOT WORKING
    What are we even doing here?  Are we just wholesale wasting our time?  I posted about this myself on May 3rd.  Others have posted about it, Skoky JUST posted about it a day or two ago.  I offered video footage. 
     
    All this and it hasn't even made the "known issues" list. Please let me know exactly what I need to do to get your attention on an incredibly class-breaking bug.
  6. Like
    ComradeAma got a reaction from pamintandrei in 5.90 LIVE Feed Back for 5/20/2019   
    This is the first patch, that made me feel angry and dull. Game is totaly unstable, pvp content is about 5% of playtime and the rest is braindead grind for gear, which is the biggest factor in pvp. Population is being depleted. I don't know where the shift from initial direction happened and why, but I don't want to play it until game is back to its roots. I am taking break.


     
  7. Sad
    ComradeAma got a reaction from Kunter84 in 5.90 LIVE Feed Back for 5/20/2019   
    This is the first patch, that made me feel angry and dull. Game is totaly unstable, pvp content is about 5% of playtime and the rest is braindead grind for gear, which is the biggest factor in pvp. Population is being depleted. I don't know where the shift from initial direction happened and why, but I don't want to play it until game is back to its roots. I am taking break.


     
  8. Like
    ComradeAma got a reaction from Scorn in 5.90 LIVE Feed Back for 5/20/2019   
    This is the first patch, that made me feel angry and dull. Game is totaly unstable, pvp content is about 5% of playtime and the rest is braindead grind for gear, which is the biggest factor in pvp. Population is being depleted. I don't know where the shift from initial direction happened and why, but I don't want to play it until game is back to its roots. I am taking break.


     
  9. Like
    ComradeAma got a reaction from Phr00t in 5.90 LIVE Feed Back for 5/20/2019   
    This is the first patch, that made me feel angry and dull. Game is totaly unstable, pvp content is about 5% of playtime and the rest is braindead grind for gear, which is the biggest factor in pvp. Population is being depleted. I don't know where the shift from initial direction happened and why, but I don't want to play it until game is back to its roots. I am taking break.


     
  10. Like
    ComradeAma got a reaction from oneply in 5.90 LIVE Feed Back for 5/20/2019   
    This is the first patch, that made me feel angry and dull. Game is totaly unstable, pvp content is about 5% of playtime and the rest is braindead grind for gear, which is the biggest factor in pvp. Population is being depleted. I don't know where the shift from initial direction happened and why, but I don't want to play it until game is back to its roots. I am taking break.


     
  11. Like
    ComradeAma got a reaction from Kraahk in Who drops Black Mask?   
    It can randmoly drop from hunger version of Ancient Animals R6+. They turn into hunger version near hunger crystals.
    P.S. bring party for them, they are tough.
  12. Sad
    ComradeAma got a reaction from Raindog in 5.90 LIVE Feed Back for 5/20/2019   
    This is the first patch, that made me feel angry and dull. Game is totaly unstable, pvp content is about 5% of playtime and the rest is braindead grind for gear, which is the biggest factor in pvp. Population is being depleted. I don't know where the shift from initial direction happened and why, but I don't want to play it until game is back to its roots. I am taking break.


     
  13. Like
    ComradeAma got a reaction from JamesGoblin in Who drops Black Mask?   
    It can randmoly drop from hunger version of Ancient Animals R6+. They turn into hunger version near hunger crystals.
    P.S. bring party for them, they are tough.
  14. Like
    ComradeAma got a reaction from JamesGoblin in 5.90 LIVE Bug Reports for 5/17/2019   
    Spent 25 mins trying to login for siege. About 10 Loading zone stucks, 5 crashes and 3 times client eat all computer memory. In the first fight, everyone in raid had frezzes for 10 seconds in 40 people fight, my client crashed and could not login again cause of "Loading zone" issues again and again and again. During 1 hour of siege I was 10 minutes in game and 50 mins Alt+F4ing game. Players are desynced, enemies are desynced, siege UI is desynced with siege state. If you start Sanctioned campaign with this game "stability", I am out till Alpha or Release.
  15. Thanks
    ComradeAma got a reaction from JamesGoblin in 5.90 LIVE Bug Reports for 5/17/2019   
    There were multiple desyncs of party/faction members today. Suddenly ally/-es just stop moving and you can't see their actual position until you relog. It completely breaks pvp experience. Client log had the same exception during those moments:
    During siege fights we had three fights on the same map. The first two fights were handled good by the game, but the third fight had contant freezes for everyone, fps dropped to 10. There were no exceptions in logs during that time besides a lof of "WARNING COOPTASKER - CoopTasker is overloaded and can't keep the framerate to minimum levels!". Server performed great though.
    The new ressurection mechanic allows defenders to constantly res inside their keep, while attackers need at least a fort on siege map. In any case defends will spawn faster.
    After constantly wiping our enemies near tree of life we still could not win the siege, because they were running back every 2-3 minutes from dragon statue below. It felt super unfair. 
    Healers are quite imbalanced with 2k SP. Siege was a party of clerics, druids and templars, where nothing dies.

    In tree of life room I managed to drop under floor texture somehow then slowly "fall" through texture to bottom room.
  16. Like
    ComradeAma got a reaction from JamesGoblin in 5.90 LIVE Bug Reports for 5/17/2019   
    Every map change I am stuck on "Loading Zone..." and have to restart 1-10 times to get in. 
    P.S. everyone has this issue.
  17. Haha
    ComradeAma reacted to Drewcifer in 5.90 LIVE Bug Reports for 5/17/2019   
    Still need to loot the group doobers or they will stay there forever.(stuff they already looted)
     
     
  18. Like
    ComradeAma got a reaction from Brindylln in 5.90 LIVE Bug Reports for 5/17/2019   
    Every map change I am stuck on "Loading Zone..." and have to restart 1-10 times to get in. 
    P.S. everyone has this issue.
  19. Like
    ComradeAma got a reaction from makkon in 5.90 LIVE Bug Reports for 5/17/2019   
    There were multiple desyncs of party/faction members today. Suddenly ally/-es just stop moving and you can't see their actual position until you relog. It completely breaks pvp experience. Client log had the same exception during those moments:
    During siege fights we had three fights on the same map. The first two fights were handled good by the game, but the third fight had contant freezes for everyone, fps dropped to 10. There were no exceptions in logs during that time besides a lof of "WARNING COOPTASKER - CoopTasker is overloaded and can't keep the framerate to minimum levels!". Server performed great though.
    The new ressurection mechanic allows defenders to constantly res inside their keep, while attackers need at least a fort on siege map. In any case defends will spawn faster.
    After constantly wiping our enemies near tree of life we still could not win the siege, because they were running back every 2-3 minutes from dragon statue below. It felt super unfair. 
    Healers are quite imbalanced with 2k SP. Siege was a party of clerics, druids and templars, where nothing dies.

    In tree of life room I managed to drop under floor texture somehow then slowly "fall" through texture to bottom room.
  20. Like
    ComradeAma got a reaction from JamesGoblin in Why all the barriers to participation in the economy?   
    They will either improve experience for traders or we will create site with sell/buy orders, search and filters.
  21. Like
    ComradeAma got a reaction from Thromdeir in Vessels live stream May 16 - Official discussion thread   
    There are two issues I see with vessel system which need attention.

    First, you will upgrade your vessel as game progresses and when you upgrade vessel, you lose all your skills, talents, attributes and health bonuses, because you create new character. You have to go out and level it to 25th level at least , before you are competitive again. Imagine Dirge, wearing plate armor, upgrading his vessel from white to green. He won't be able to wear his plate until 25th level. Healers won't be able to heal until 17th level, because they lack talent for Support Power. Yes, we want to go out and find fights while we are harvesting/ganking/farming/killing bosses/capturing objectives, but we absolutely don't want to be facerolled by leveled character, because our 5th level vessel can't do anything than PvE.
    So here is suggesion: introduce upgrade vessel mechanic, so instead of creating new character, you just upgrade vessel on existing character, you keep all your talents and skills, but your level, attributes and health bonuses are reset, so you need to level it, but you are somewhat competitive. New vessel could be automatically leveled by XP of previous vessel, e.g upgrading from white vessel would add 15k XP to new vessel immediately. 

    Second, when people play game for a few years, grave diggers and necromancers will be at the top performance to craft legendary vessels. Once player got and leveled his legendary vessel, he won't need necromancer services anymore. It would be great if vessel becomes disposable as any other "gear". Its durability could decrease in combat and after death and once it reaches 0, your character gets some kind of "death debuff", which reduces all stats to 0 or something. Then it should to be replaced or repaired with help of necromancer. 
  22. Sad
    ComradeAma got a reaction from Raindog in 5.90 LIVE Bug Reports for 5/17/2019   
    Every map change I am stuck on "Loading Zone..." and have to restart 1-10 times to get in. 
    P.S. everyone has this issue.
  23. Like
    ComradeAma got a reaction from makkon in 5.90 LIVE Feed Back for 5/14/2019   
    Since power queue has been removed, combat feels less satisfying, because you have to wait for current power animation to finish before you press next power . If you press it too early it won't activate.
    For some classes good timing is crucial: for example, Myrmidon wants to mitigate his crash damage with Pulverize as late as possible, meanwhile he is swinging axes. If he presses Pulverize before swing finishes animation, it won't go off, Myrm will have to release key and press it again, but because there are about 500ms to do that, he will miss crash and take big damage. Just a 1ms early will be enough to tank crazy amount of damage. I don't think it feels good. While I am on battlefield I tend to watch what enemies are doing instead of tunnel visioning myself/my target/my skillbar. But game forces me now.
    Another example is Templar Parry, once you used Stand and got hit, you activate Parry, but you can't press Stand again until Parry's animation finishes and animation is quite slow. Hitting RBM too early will result in no blocking for a few seconds, in other words not getting 50% mitigation bonus, which can be crucial for tank class in some situations.
    It would be great to have power queue back, so you can queue next power if current power animation is less then ~300ms to its end.
  24. Like
    ComradeAma got a reaction from Kraahk in Where do you get adhesive?   
    Fort/keep vendor with scroll icon.
  25. Like
    ComradeAma got a reaction from seastodd in Vessels live stream May 16 - Official discussion thread   
    There are two issues I see with vessel system which need attention.

    First, you will upgrade your vessel as game progresses and when you upgrade vessel, you lose all your skills, talents, attributes and health bonuses, because you create new character. You have to go out and level it to 25th level at least , before you are competitive again. Imagine Dirge, wearing plate armor, upgrading his vessel from white to green. He won't be able to wear his plate until 25th level. Healers won't be able to heal until 17th level, because they lack talent for Support Power. Yes, we want to go out and find fights while we are harvesting/ganking/farming/killing bosses/capturing objectives, but we absolutely don't want to be facerolled by leveled character, because our 5th level vessel can't do anything than PvE.
    So here is suggesion: introduce upgrade vessel mechanic, so instead of creating new character, you just upgrade vessel on existing character, you keep all your talents and skills, but your level, attributes and health bonuses are reset, so you need to level it, but you are somewhat competitive. New vessel could be automatically leveled by XP of previous vessel, e.g upgrading from white vessel would add 15k XP to new vessel immediately. 

    Second, when people play game for a few years, grave diggers and necromancers will be at the top performance to craft legendary vessels. Once player got and leveled his legendary vessel, he won't need necromancer services anymore. It would be great if vessel becomes disposable as any other "gear". Its durability could decrease in combat and after death and once it reaches 0, your character gets some kind of "death debuff", which reduces all stats to 0 or something. Then it should to be replaced or repaired with help of necromancer. 
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