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Sekcbaba

Testers
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About Sekcbaba

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  1. nice, that looks a good bit better. Maybe im just not seeing the video right, but, it seems like the large circle gives priority to closest target if a closer target is in it, while center dot reticle target is ignored. Maybe nitpicking a little but it would be nice if whatever the center dot was on always got priority.
  2. Ah was not aware. Well i am glad they are trying something like that, but i think it clearly needs fine tuning. There are countless well documented videos where you simply cannot hit the target your reticle is hovering over because there is another closer target that "intercepts" the shot due to the huge size of raycast. I would much prefer aim assist basically be removed entirely, but i could live with a system where you can at least hit what your aiming at. If the current iteration is final, sadly i just dont think i could enjoy the games combat enough to stick around.
  3. The ranged hitbox / reticle system is very frustrating to use. I can even understand wanting some aim assist to help players who are not great shooter players, but in action right now it just makes for terrible team fight mechanics, you almost always hit the closest enemy to you because the aim assist is so huge you cant trust the reticle. If you really must keep this much aim assist in game, it would be great if you could at least program in some kind of "reticle priority" where target in reticle is always given priority vs other targets in the vicinity that might be closer to you.
  4. my 2c, i think POIs that are able to produce goods for owner with minimal / no interaction on part of owner (like say a quarry or crop plot that generates resources every x mins) should be capturable / destroyable at anytime in general. But player built bases / forts really need siege windows. I have played many survival games with 24/7 base destruction and can recall the number of exciting / enjoyable pvp encounters from them on one hand. In the short term you may feel fueled to seek revenge on the people who burned your base while you slept, but generally people can only take picking up stones and building / breaking walls each day without any actual "fighting" for so long. It becomes extremely monotonous and an ironic joke of how little actual pvp there is in the so called "hardcore pvp" game.
  5. regarding healing, i interpretted it as healing would be initially weak during this phase of testing but it is not intended to stay weak, and would be improved through focusing on support power rather than other stats. They certainly added a ton of new healing options in disciplines so it feels like healing / support will end up being a bigger part of the game in some ways. Doesnt necessarily mean firehouse healing, though thats kind of a subjective term IMO. Im fine with strong healing / support abilities so long as they arent too easily used compared to landing damaging effects. I thought old legionaire design was pretty bad (huge aoe heals) but if most heals are smaller ground / cone / manually targeted then im all for it.
  6. I think you are missing one thing here - the discipline gives form life, which is litterally the druid default left click in heal stance. So since this ability does nothing for druid, i think they added on the additional bonus to make this rune still worth considering taking on druid. Just my 2c.
  7. ill admit im 100% ignorant in regards to these kind of fundraising campaigns, but seems oddly counter-intuitive that rules would require you stay fairly quiet during a fundraising activity rather than actively trying to... idk, showcase things to help raise funds. lol. But i have seen my fair share of strange regulations.
  8. I like the essence mechanic, and i like the proposed idea of healing power increasing at higher essence levels. That would tempt players to play risky so to speak and really allow people who have a firm grasp on the class mechanics to show it. I am not a big fan of much of the death tray abilities at the moment just because so many are rooted vs the newly introduced classes like myrm and duelist having much more free movement ability. It is hilariously awkward and usually futile trying to kill people with death orb circle and such at the moment. I like the idea of the eventual healing focused druid path having skills that give a little more direct control over healing. I would love to see the heal orb left click replaced with a focused beam heal or something for that path. Not an auto aim heal beam like team fortress, but like a heal version of the death tray left click (single target only though).
  9. theres some indication that the explorer path will have things like stealth and tracking, which could certainly help with evading roving gank groups. But since those arent implemented yet its really hard to say how it will work out. I do like the idea of individual and small groups of players being able to have a fun time in game with things like this. Sure they wont be winning any combat campaigns but if its fun and it helps the world be more fleshed out then its great all around IMO.
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