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Jjohnsin last won the day on January 27 2018

Jjohnsin had the most liked content!

About Jjohnsin

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  1. Well thanks for opening my eyes, greatly appreciated :thumbsup:
  2. If this is true all my theorycrafting has changed lol. I definitely misunderstood the tooltip
  3. Did I say harvest basic mats? No I didn't. You can still farm low-level resource nodes without training granted you equip the harvesting disciplines and make yourself a semi-decent harvesting tool. Not to mention you can just start stockpiling resources regardless of whether or not you can fully utilize them or not. You actually can get plenty of drops without harvesting trained, that's part of the reason why we have harvesting discs. You just said in your OP that you didn't actually play the game once so...ok. Find this hard to believe either way. Yes, you gained experience while not doing anything. But while you were not doing anything in game, other people were harvesting and crafting and fighting and stockpiling which means you still come out behind. Which means you *could* have been doing something to actively progress and deliberately chose not to. Not to mention there will be skill tomes for newer players to "catch up", though obviously they won't be 100% even with someone who has been playing since release. But cmon, do you really realistically expect any MMO to have that. Again, newer players can still harvest low rank resource nodes if they wish, which are not useless (not to mention come the real game most people will be running in whites and greens due to durability decay meaning even lower level resources are valuable to veterans). Idk man, it seems like you actively decided not to participate in any of the active progression you say the game needs. Plus it seems you don't have a good grasp on all the systems that either are or will be in place regarding harvesting and skill trees.
  4. Ive been trying to get a feature that allows you to designate which inventory slots you want materials to go to automatically for partly the same reason as "stack all". There are so many types of resources id like to designate a 3x3 square for example where all my ore would fill first before going to the first open default inventory slot. I think QoL stuff like this will be very important for such a resource heavy game.
  5. Agreed. Would be a nice QoL feature, though I'm not sure how long it would take to implement. But +1, would enjoy having
  6. No, not as far as im aware. The only buffs to movespeed come from racial abilities or disciplines like friar and bard. As well as bloodworms
  7. I mean if you want active stuff to do in the game you can still level your vessel, make your intermediate gear, farm lower level resource nodes, look for fights (though the difference between advanced and intermediate is a little much imo at the moment), look for a group to play with that may have higher skill training that you can join with, farm chests for advanced mats, etc, etc. There is definitely plenty to do while you are progressing through the basic trees. It seems you just didnt want to login and participate in the above suggestions. Just because you dont see a reason to login doesn't mean there is no reason to login.
  8. I think the best solo classes are probably ranger, duelist or assassin. A well played champ can be a monster as well
  9. I never said i could. I just said under the current iteration ive made multiple builds work in open-world settings. If you look back i actually agree that pip generation is an issue, but that's not what we were discussing these last few posts
  10. Uhh...That was quite the wall of text. Look man,if you personally can't find success with anything, that doesn't mean that nothing works. Maybe it means you need to think about using your tools in a different way. Troub is actually really great on templar. I dont theorycraft anything for 1v1 and ive built and tested at least two very different but very effective open world builds.
  11. Agreed with you guys. Pretty nervous about the current system. Crit scales insanely well in this game at the moment, as is the case for most games, but not keeping it inn check will lead to even worse damage numbers than we have now imo
  12. The breakdown is only base kit. I have thought about the impact of disciplines on them, but my gripe is that I wanted disciplines to either specialize your character further into it's role, or force you to give some stuff up to be more of a broad role filler. As is, I feel as though disciplines do not offer much customization in the sense of roles but rather just give you more access to different abilities of stuff you may already have. I want classes to NOT have access to a majority of roles in the game, and then force the player to use disciplines to make hard decisions about what the want to do and what role they want to fill. Rather than every class being able to have access to every role I see as important to a group, with disciplines just filling in the one or maybe two things they don't already have access to. If that makes sense, I slept poorly last night and worked out pretty hard so i'm having a tough time explaining myself LOL
  13. We may be done with the tank/healer/dps/specialist roles. Thats not how i define group roles though. Im more along the lines of CC, survivability, damage, support, and healing. But if everyone has access to most of those roles in their base kit, it doesnt leave much "specialization" for your class. I prefer classes being kept to 1 or 2 of those categories rather than 4 or 5, and then using your disciplines to define your role more specifically or more broadly. I prefer to start small and branch out into a tree, not starting with a tree and just adding more branches if that makes sense. It's simply a case of my prefering defined class roles and you prefering more broad classes. I personally think we will see tons of issues with classes not being picked if it stays the way it is now, whereas if classes filles only one role then your class is always viable because that role needs to be filled in a group.
  14. Some classes play differently (tho not by much) than others. The issue is that as a result classes dont have any defined roles, and it will always come down to tuning as a result, meaning classes will be pushed out of groups because another class does what it does but better. Its not a matter of how the class individually plays. Its a matter of how the class plays in a group setting. And i mean, yes rapier duelist and knight are very different because duelist is primarily based around being a stealth class. But if you look at Myrm, knight, champ, templar...theyre basically filling the same main role. Exactly. And once that class gets nerfed, another class takes its place because it does the exact same thing but better. An when champ gets fixed or nerfed or whatever...its still filling the same role as it did and its viability in group play will revolve around whether it still does everything better than other melee, rather than does it fill a specific role you are looking for within your group comp
  15. I tries to get expose needed by not working on LMB or RMB. I was shot down because "you can just not use abilities" to counter it.
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