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Kirchhoff

Testers
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About Kirchhoff

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    Piapiac

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  1. Putting balance aside for now, I want to talk about how the Templar fits into Crowfall’s combat. I will touch on three areas – Design/Role, Skills, Customization – and contrast the good with the bad; identifying what makes this class fun. Most of this feedback is directed toward ACE, with an emphasis on design philosophy and achieving “fun”. Feel free to contribute to that goal. Let’s try to avoid “in 5.7 Templar is so weak, buff plz”. Tell us what you like about the Templar; what really makes the class fun? DESIGN/SKILLS Originally designed as a tank with an area-control
  2. The 0 damage thing is frustrating and there is only so much you can about that. See this post for @Spawl for more information:
  3. Sounds like you misunderstood him just a bit. It does NOT matter who hits the node from 76% to 75%. It only matter who did the most damage during the 100%-75% period. This is a relatively trivial thing to setup. Give the person with the best training the best tool and literally have them just hold left click (don't even use buffs). Everyone else use worse tools and spam the Foreman skills. It is usually even simpler, because having the training for better drops means you probably (or should) have training for more node damage anyway. The only time it becomes a concern is when y
  4. Suggestion: I have no idea what the purpose of announcing everyone who follows the stream with an annoyingly loud and obnoxious blaring horn actually is, but at a minimum don't do it while you have the co-founder of the game talking. Seems incredibly disrespectful to your guest and doesn't allow your viewers to actually hear him.
  5. Yea, WoW developers talked about the idea of having "pristine" servers (or w/e they called it), in response to people asking for vanilla. I think it is an itch that can only be scratched once. That is, I don't see anyone playing on these fresh start servers more than once. In a game designed to be a grind for more and more character power, with a huge focus on obtaining better items through infuriating RNG systems, there just isn't a large amount of people who will be willing to continually reset their characters (beyond the standard expansion type resets). These things have a way of b
  6. They should make materials auto-group and become a single "block". For example, when you toss 2 stacks of ore into your bank/inventory, they automatically become a 2x1 block that moves together in the same way a weapon would. As you add more ore, it becomes larger. Obviously we would need a option to edit the shape (do you want 9x1 or 3x3) and to turn off the feature if so desired. But yes, inventory management needs a lot of work. Just moving things around is slow and unresponsive.
  7. Unfortunately, we have been through this topic a million times already and nothing has really changed. Overall, I think this issue is the result of a few poor design decisions (based on current iteration): Dodge and Parry can only be on RMB Maps are largely wide open with limited options to "LoS" Everyone gets ranged weapons (except Templar) All of that makes Templar extremely weak in 1v1 and open world situations. Every single class/race has the ability to kite a Templar to death. So it's not like other games, where maybe half the classes counter you or something.
  8. Only thing that matters is the total number of PIPs used during the roll, not how you distribute them. So, yes, spending 5 in Grade and 5 in Durability would be the same as spending 10 in Grade. In fact, you will "even out" the curve of your crafts if you split your rolls up like that. That is, doing 2 rolls that are each at 5 in Grade and 5 in Durability, will offer a "less extreme" curve of results than rolling 10 in Grade and then 10 in Durability. Essentially, you will end up with less really bad ones and less really good ones and tend more toward an "average". Simply because roll
  9. You don't have to roll them all in one thing. Using the 15 PIP example, you could put 7 in "grade" and 1 in "durability". That would count as an 8 PIP roll.
  10. @Groovin In your above example, the potions do not really impact "the best you can make". You can, in fact, get +86 with or without potions. A 7 PIP Amazing is the "cap" for a green tool and that result can be achieved once you have at least 7 PIPS. The potion just increases the chance of getting a good roll. Also, you will be far better off rolling 6 & 6. While it will have a negligible impact on spread of +mining on your picks, you will see a much better yield on durability (which actually matters on tools). @RNG You don't need to know what percent a 7 PIP roll is. Gettin
  11. I think we need to understand the answer to what the deathblow mechanic does to a player. A lot of people thought it meant a forced tow-truck, but as understood in this post, that might not be the case. Hopefully we can get a clearer picture of that next week (deathblow live stream incoming?). Either way, the camping issue will be a problem. Camping has been a problem in MMO's since forever, but usually that doesn't carry such a heavy cost. Normally it just takes its toll on your patience and some trivial repair cost. In Crowfall, however, dying hurts a lot. It un-does hard work, de
  12. We certainly disagree on it being even possible, which is fine. You seem to have insight in to how the Developers view EK's (I do not), so perhaps you are right. In any case, it is not something I am worried about. It is not something I think will happen. It is hypothetical. I brought it up because, for me, it was the only big reason having no durability loss in EK's would be a problem. If that situation never exists, then it is a non issue. I was never arguing about how feasible, likely, or practical it was.
  13. Given the current state of the game and specifically the implementation of EK's, we don't know. Ultimately, however, people will fight in competitive PvP for bragging rights and being on the top of a leader board. At the start of this thread I compared the potential EK's have with Minecraft servers and the creativity that led to DotA. Use your imagination. People could be fighting over any number of things if EK's even get close to the examples I cited (although best case scenario puts that years out). Again, this goes back to the word could. If there is no leader board, if there
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