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Rikutatis

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Rikutatis last won the day on May 12 2018

Rikutatis had the most liked content!

About Rikutatis

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  1. I can't speak for all of Sugoi's core on the burn out issue, but for me at least it had more to do with poorly made socksty performance (with a healthy sprinkle of blair balance), than a simple burn out due to playing too much or trying too hard 😋
  2. I think you got too used to the "nothing matters" pre-alpha state of affairs with one major guild in each of the 3 factions to balance pvp out (until UDL kinda left, I guess, which left a vacuum in Chaos). Get used to to the mega zerg uncle bob scenario, this is how the game is likely to be played unless ACE can think of MUCH better scoring systems and gameplay mechanics. This is how EVE is played and apparently this is how Shadowbane used to be played as well. The two games CF is modeling itself after. The fact that the combat system is 90% reliant on build/knowledge with an abysmally low skill ceiling and a scoring mechanic that is about how many no-life bodies you can throw at braindead objectives 24/7 don't help much either.
  3. Pros: - Those huge msg spikes seem to be gone or at least greatly diminished, that's kinda exciting - Winterblades discipline and patience to take things slowly and choose the right objectives, things could have gone awry several times there 👏 - I really like how deathshroud is working atm to make these fights more decisive. Great stuff Cons: - FPS (and hitching) is still pretty poorly made socksty it seems - That zone cap of 100 is concerning. I know that won't be the final number, but imagine a zone cap of 300 in a server of 2k at launch. So much meta game cheese that can happen with that restriction... - I see you guys are still terrible at math! (or maybe just very good at propaganda math lol) Some things never change 😂
  4. Slightly better than how it was before, but still unplayable for what the game is aiming to be. Keep fights with 60-80 players become slide shows with 10 fps and 2k ping spikes. Hitching is still a constant. Considering these keep fights are currently the game's main event and only source of guaranteed pvp it's a bit frustrating. (Edit: only other option is to play a ganker spec and kill gatherers in adventure zones or keeps)
  5. Honestly I think a better idea would be to just contact all the more active larger guilds, both NA and EU, and see if they're interested in sending a couple (a few) teams each. There might be what, 4 to 6 of these guilds in total? Then PUGs can join in once there's a core of participation. CAL once did a big event like this (colisseum) and it was pretty successful.
  6. That sounds fun, good idea.
  7. I hope they're just missing the tech to make outpost captures a LOT faster than this, and not actually their original intent.
  8. Signed. Tbh, the whole "ult" thing needs to be revisited and reworked from the ground up. It'll feel very off and disjointed for some classes after these upcoming changes.
  9. That's a very valid concern, I agree. I think it was veeshan that suggested in another thread to give the CC promotions CC that sticks a little more somehow (as long as it's not overboard), that way if you want the most effective CC you can get, you need to spec into those. That sounded like a good idea. Redesigning the CC promotion classes to be something else sounds good as well. But I agree they just feel lackluster atm.
  10. Thanks for putting this together Zybak, it was really interesting for me who's been away for so long and am just returning to see what the devs' current perspective on all these topics are. Some highlights for me were: 1) Blair saying they think the current gear power curve is too steep and they want to make it more shallow. Thus the nerf in adv weapon damage. I hope they intend to look into armor as well, since mitigation vs pen is huge as well in terms of power curve, probably a bit too much. 2) Their philosophy on CC is to keep your character more in control and I'm very happy they intend to keep the current direction, even if they're willing to tweak things a little bit. 3) JTodd ideas on a Dregs CW that will eliminate guilds each season based on victory points performance and keep the top guilds til the winner. I know some ppl dislike the idea of being eliminated as a solo player or tiny guild, but honestly I think it makes sense for a Shadow/Dregs CW (still unsure if they are merging both, but assume so). 4) This is more of a concern of mine: but seems like the Big World style 5-man group friendly fire we had in earlier stages of testing is not going to be the default for the Dregs. So basically Dregs could end up being the same zerg ball spamfest that the faction ruleset is with Alliance wide friendly fire immunities. I was really hoping that 5-man group FF from BW would return in the Dregs to differentiate it from the faction rulesets and make the combat gameplay more tactical and less spammy.
  11. Agreed on pit fighter and tank fessor / fall damage. Strongly disagree on retaliate needing to cost 75% of your stamina though. God no, I really don't want to go back to what CC was before these changes. Never being in control of your character and stunlocked for half the fight. Too much CC and stuns have recently ruined Overwatch for the largest part of its community including several pros and ex-pros that spoke out against it, it's simply not fun. Maybe they can tone down the diminishing returns mechanic now that CC is tied to stamina, or even better, just give you more stuff that can be done with stamina so that it's an actual decision making process. Say, dodge/dash is also stam based instead of pip based, so that you need to choose whether to dodge or CC break. I don't think CC should be a "get stunlocked and custarded from full to zero hp" thing, but more of a "got CCed, need to manage your resources carefully and react quickly, but it won't cost you more than a second lost". Also I don't think anti-stealth is quite there vs stealth atm, but I haven't fully tested all the synergies between race, powers and discs that have anti-stealth so I won't comment on that.
  12. hmm, yea, in the vid it's looking like maybe the walls around you messed up with the reticle aiming or blight placement and the blight circle actually ended up by your feet instead of where your reticle was aiming at the orbs?
  13. ESO had exactly the same problem as GW2. DAoC had no AoE caps, it was glorious to see a well coordinated 8-man group wipe a 50 man zerg caught unaware. If the Dregs go back to the old Big World 5-man group friendly fire, it won't be so bad. But the map objectives should attempt to force people to spread out as well.
  14. While I agree earthkeeper is the best healer atm, I disagree that archdruid is the number one keep defense toon. You can definitely get a high value bomb off in a breach choke point or inside a throne room, and maybe one shot or maybe get 1/2 to 2/3 of someone's health (maybe a few someone's) and it feels great when you do, but that's just not consistent at a 4m range explosion. Honestly what yianni said about bombs not working 60% of the time might just be a range thing coupled with client-server desync, 4m is ridiculously short. You may get one of those high value bombs off in the course of a fight while a templar, fessor or champ is providing consistent nonstop dps, kps, CC, utility, etc. I mean, just look at how many archdruids there are playing in the regular guilds doing sieges everynight, and while I agree he probably has the highest skill cap of all classes atm, I don't think that's the only reason people are not playing him. Granted the atrocious lag during keep sieges also doesn't make tray swapping and bombing very easy, but still. And this is with the current bug of insta invis bombs, he'll get even less consistent when that's fixed. He has his niche, he's playable and he forces people to be mindful of choke points and tight spaces, but he could actually be very viable and the number one toon defense if the range on those bombs was extended by a few meters. Either that or to give him a better toolkit outside of the bomb gimmick.
  15. So this is pretty much what happens every single night on the US server during prime time siege hours: Some ppl may have slightly better or slightly worse performance, but overall this is what you get. That fight started with around 50-60 ppl and then another 20 or so joined in at the end. So maybe 70-80 in total. Again, I repeat: this is what happens every single night during keep sieges. I sincerely doubt this performance will suddenly get better until the end of the month and the beginning of the official sanctioned campaigns. And I really don't think the first sanctioned campaigns with rewards should be played in lag as atrocious as this. What I propose is for the devs to modify the way objectives work during this time to force people to spread out. So we'd be more likely to see a bunch of 10v10s than one location crammed with 80 people. I don't know how to achieve that, maybe the 6 forts inside adventure zones also can only be sieged during the same time keeps are, and they give something extra special to the faction that owns them? Special mats, a harvesting bonus in the zone, I don't know. That way instead of 3 keeps, there'd be 9 points to be captured and hopefully people would be forced to spread out more? And make it in such a way that you can't just insta cap the forts in 1 min and then everyone rushes to the same keep again. Those fights should be going on simultaneously. I'm not sure, there's probably better ideas out there, but I think something should be done to spread people out. And to avoid at all costs having some sort of objective that forces the whole server to converge on the same spot (like the last emperor keep in ESO for example).
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