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About Nightfire01

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  1. Champion: Basic attack combos are bugged, regularly i can only do the first basic attack in the combo on Tyranny US east. Rend is rubber-banding the user like crazy and locking them in place for between 10-20 seconds and at times teleporting them from 20-50 meters. Throughout this time it also becomes impossible to cast abilities.
  2. Starts as a 4v9 aka No, You Can't Have Our Fort

    Thanks for the fun fight. Props to Scorn during that bout, you made it really difficult to apply backline pressure
  3. Echoing what everyone else has said about landing certain ranged abilities. Myrm net is running into the same issues. Where I'll miss it 90% of the time at range. It may actually be worse than it was in 5.1. Also myrmidon net pull is not pulling targets correctly, they are rubberbanding back to their original locations half the time. On the plus side, landing melee abilities feels good again so props for that.
  4. Another myrmidon topic

    No dual weapons still have broken PCMs so no help there. And with the change to noble purpose we'll be back to our old resource starved-starved selves. The change to gore was okay but still doesn't seal the deal Myrm (I still think it's too expensive for something we have to constantly use and hopefully land). I think a helpful solution would be that all the stacks reset when a new gore is landed and cap that stack limit at 5 or something along those lines. That way we don't need be constantly spamming gore which isn't really fun since it limits the pressure we can apply. I'm still pushing for an increase in the uptime in berserk too.
  5. Always, you cant run without it on myrmidon. Ive been going eith weapon finesse, noble purpose, and one flex passive. Still doesnt allow me more than 3 strikes, which need to all land and get me hunter stacks.
  6. Youll have to explain that one to me, i run a non-broken pcm advanced mace at .2 and still cant do much of anything.
  7. Myrm is still a borderline impossible class to play. The fact that you have to just span your gore ability constantly to have any hope of being able to cast abilities isnt a fun or creative mechanic, it's just straight up frustrating (you can maybe get 3 attacks off before you just sit there hoping to have the chance to negate your crash). Basic attacks cant be used of myrm, they eat enough fury that the user cant even finish off a combo. Reduce of remove this cost, it doesn't make any sense in the new world of efficiency and power costs. Gore is a bad mechanic for resource regen, it might have been fine and made sense before weapon efficiency was introduced but now the user need roughly 8 hunter stacks to have be able to combo and add any chance of pressuring an enemy. That's 8 gores in 30 seconds, and each is on an independent timer. I literally am a netting and goring machine, that's all we can do. Resource costs means the myrmidon has to choose whether to try and sustain itself and die slowly through bersek, or die quickly without being able to really dent an enemy (no resources means no burst damage).With the myrmidons inability to provide pressure, it cant handle its role as a tank since a mana-shielded confessor can ignore a net the myrmidon casts as the myrm cant attack it afterwards without any hunter stacks( no way to gore to salvation on a fessor or druid). Disciplines mean nothing to the myrm, he'a shoehorned into field surgeon because you need noble purpose to have the extra resource gain when berserked, and juggernaut so that you dont die from a crash(due too low of a berserk timer). In terms of damage itself, the myrmidon would be in a good place if it could consistently use abilities, but as long as it's gimped hardcore by resource costs it's bottom tier class, not good at single target or group roles. To fix this issue, it needs a couple things, most abilities on the myrmidon need a resource cost reduction. Pulverize shouldn't cost half a resource bar and gore needs to be reduced dramatically, it's our only way to get regen. Berkserk timer needs to be increased back to it's previous value or at least 10 seconds since the myrm has poorly made socks mitigation. This is literally the only way to not be blown up instantly on myrmidon, so make this cool mechanic not feel like a total crutch all the time. I want to try all these fun disciplines too, but Myrmidon literally is forced to stack resource abilities and passives.
  8. Just to reiterate, this pretty much kills the Myrmidon right now. Currently it spends 3/4 of a fight after the first five seconds out of fury. You basically have to decide between survival (using pulverize) or getting one extra swing in.
  9. Minerals and gems

    YeahI agree with you there. There currently isn't any other craft with so many obstacles just to make something basic like necromancy has. As long as the drop rate is low, and minerals are hidden behind motherlodes with a high quantity requirement, you're going to see bodies being a rarity that only some of the larger groups of players and guilds can afford.
  10. Minerals and gems

    Cinnabar drops from marble now, but the drop rate is so sparse that it's just torture trying to get the 36 required for one archetype, even with skill training and motherlode potions.
  11. Problem with the Vessel System

    Strictly speaking in a thought on game mechanics, I would be okay with this if they were extremely rare, maybe even incorporated into the POI system. Otherwise we get into a position where we begin to further limit the use of necromancy as a craft, because what's the point really if you can just find super vessels laying around (because it makes no sense for these fallen heroes to be garbage vessels or fallen mediocres). Overall I don't think it will fit in well as an idea unless necromancy was scrapped and this became the method for advanced vessel retrieval, since it feels like it would be a difficult balance and would mistreat necromancy compared to some others unless you began to follow a similar principal for other crafts such as an ancient weapons store for rare weapons and armour and things, etc.
  12. My only problem with this method is that certain certain crafters get completely gimped by this limitation. With minerals and gems only coming from motherlodes, those crafters get potentially more limited (mainly looking at jewelcrafters and necromancers). Any other crafter can do their basic crafts from regular nodes and thus could even do limited harvesting on a character untrained in gathering and still have the potential to create something. I dont mind making minerals and gems have an increased rarity on normal nodes but to hide these behind motherlodes just adds an increased barrier for these professions that doesn't exist for any of the others. Making them more likely to drop from motherlodes still adds purpose and value to these due to the increased reward of quantity and potentially the quality of the materials.
  13. Minerals and gems

    Has anyone done any extensive testing on granite motherlodes? Going by the excavation skill tree, it seems like the likely location for cinnabar but I haven't had any luck getting any to drop yet.
  14. Minerals and gems

    Thanks for that info, I tried all the other stone except cobblestone since I thought there was no way that created halite. Lesson learned haha.
  15. Minerals and gems

    Spent all day trying to get some off motherlodes without success. If they're just incredibly rare, it's still absurd since it's going to require 36 of each mineral just to craft a humanoid archetype, with centaur requiring 48. I've only seen responses based on Cinnabar, but has anyone even seen halite?