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Jjohnsin last won the day on January 27 2018

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  1. When it comes to ranged cc a large percent of the power budget needs to be the range. I totally agree slayer cc needs to be revamped. There are a couple ways you can go with it as I see it: increase CD and lower damage while adding basically a ranged impale, remove aoe and keep the damage with longer CD, or make the cc more reliant on some sort of other conditions.
  2. Should be in sequence. But I haven't tested specifically so i can't be 100 sure
  3. I'm not sure that can apply to Crowfall simply due to the discipline system. When combat was reasonably balanced between classes in the past, I found incredible success on a rapier duelist build even though almost everyone in the game was saying duelist was purely a 1v1/ganking class and useless in group fights. Smart theorycrafting, disciplines, and playstyle all enable classes to find success in roles otherwise thought out of reach for them. The caveat being that class power budgets have to be somewhat reasonably balanced. Its an issue as old as the game has been around and I've always brought up, if one or two promotions do everything better nobody will play something else simply because so many promotions have role overlap and no direction. It doesn't really contribute to a meatball meta but does contribute to why the meatball only being champs.
  4. Well thanks for opening my eyes, greatly appreciated :thumbsup:
  5. If this is true all my theorycrafting has changed lol. I definitely misunderstood the tooltip
  6. 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.
  7. 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.
  8. Agreed. Would be a nice QoL feature, though I'm not sure how long it would take to implement. But +1, would enjoy having
  9. 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
  10. 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.
  11. I think the best solo classes are probably ranger, duelist or assassin. A well played champ can be a monster as well
  12. 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
  13. 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.
  14. 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
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