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About galvia

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  1. It was the best of times. It was the worst of times. The russians were out and there were 5 players on the North American server at 3pm Eastern on a Friday. Perfect time for a Euro Trip! Thanks to @Yumx and Vanguard for the host and giving me an opportunity to work on my cleric. 1 Kill, 24 Assists, tons of fun. See you all in dregs!
  2. Myrmidons will die to berserker crash through Ulti from time to time. It looks like the crash damage most often happened when your berserk bar was full, but not 100% of the time.
  3. This is an old bug but it was super relevant during today's siege. Fire damage types affect Keep walls currently - we lost a wall and a huge tactical advantage because the opposing force was able to just use basic attacks from confessors to break down a second wall and remove our choke point advantage.
  4. The people who were most heinously night capping (Applecross, for example) were Australian and as far as I know, have quit or taken a break along with the rest of uXa for this wipe. I know the issue has been addressed because I don't wake up in the morning to see all of our holdings have been flipped without any PVP or interference from the major guilds. We don't ask our members if anybody is feeling up to doing a little bit of night capping or staying up absurdly late for the stupid circle standing game. I know it's fixed because the burnout on my guild has been HUGELY reduced because we now only have to circle stand a little bit, and usually as a part of some other activity that is actually fun.
  5. Yeah - but that was in relation to Outpost night capping and the capture bonuses, which have been tweaked. Holding Outposts is still pretty important but the night capping effect is seriously reduced when there are 1/3 of the total outposts now then there were then, that cap at 3x the speed.
  6. I think a lot of this gets resolved in the Dregs ruleset where we get to place our own banes and build our own bases. The other perceived solution is that PVE activities should drive PVP activities but since the maps are pretty large and the population is pretty small it's hard to see the impact of that unless you are explicitly trying to seek that out. We often get good PVP when we cycle around enemy zones when wartribe respawn timers come up - and if we happen to not find someone we can at least take the drops. We'll see though. ACE is pretty well aware of this being an issue and have reacted in the past to this. The fort windows themselves are a reaction to low PVP around objectives.
  7. I agree with this part. It would be nice if there was some sort of incentive for the double siege, like increased holding points for the space between or a capture bonus modifier increase on the second siege or something. Right now it's just two chances, and if you flip a keep on the first siege but fail to defend it during the second you ultimately end up with just whatever the capture bonus was instead of capture bonus + holding points. I think I would prefer it if there was one siege on Saturday, but more fort windows. I completely disagree with this. Great post @Angelmar
  8. Connoisseur only provides 5% more harvest chance for 8 seconds, and you only roll that 5% chance on the 75%, 50%, and 25% breaks of a motherlode, so make sure it is up if you want to feel any difference. It is pretty minor, and I prefer to run Villien and just do more motherlodes with the same tools. On the drop rate, I've noticed that gems actually drop MORE these days than previously. Here's a screenshot of the haul from 1 pot last campaign in Darilu: This doesn't include the 1k dust and 10 embers we found, a lot of the souls and the body parts we got from the zombies. We run 2 foreman, 1 main hitter, and 2 mob clearers in our group and exclusively motherlode in mines when we're looking for gems. You have to run the potion, you need to use a gemfind pick, you have to clear quickly, and you need to make sure that the person running the potion with the best gem find chance snapshots the node (deals the most damage) in the first 25% of the node.
  9. Redacting this. It was because I was used to silly amounts of crit harvest gear from the previous campaign.
  10. For the record, when the game is a game and not a test campaigns will be longer. 3 months should be about the length of a typical campaign give or take.
  11. I'm glad that we're getting a 30 day trial. I'm sad that we are still not getting any communication publicly about the Trials before they are posted cc @Pann. A 30 day trial with low imports requires a lot of pre-planning that we just didn't get. In the last campaign with a Gods Reach break we had plenty of time to figure out our strategy, and we had an approximate timeframe publicly posted for when the campaign would come up. This campaign we have to scramble to adjust to a campaign ruleset we were not aware of, with a completely different import amount and set of challenges. It would be nice to have even 2 - 3 days of warning for these types of events.
  12. The Gods Reach map is still the same, and we have another level 20 locked campaign Rank 8 resources being available in Gods Reach is antithetical to the purpose of Gods Reach. Someone shouldn't be able to safely farm quality materials in Gods Reach. Crafted vessels shouldn't be affected by the level 20 limitation. It is a bad experience to have to export a vessel in the middle of a campaign to then level that vessel in Gods Reach extremely safely and mostly without your guild. This is exasperated by higher quality mobs. I'm not a new player and I don't want to hang out on Newbie Island every time I progress my vessel. The crafted vessel limitation wouldn't be so bad if it didn't eat one of my precious exports.
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