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Kirchhoff

Testers
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  1. Like
    Kirchhoff got a reaction from Flamez in Templar Commentary - Fundamental Design   
    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 theme, the Templar certainly has a place in Crowfall’s large scale fights centered around defending and capturing specific points of interest.  Many of the skills that form the “core” of the Templar are tailored made for that.  However, there are a number of other skills that spark your imagination to see other possibilities as well.  But first, what is the core functionality of how the Templar is supposed to work?
    In the most basic terms, the Templar uses their LMB attacks to generate PIPs to be spent on more powerful abilities; very similar to combo points.  There are some skills that also generate PIPs (more on that later).  While the theory is fine and is used for similar classes in other games with great success (WoW Paladin), it fails to deliver in Crowfall for a few simple reasons:
    You generate too few PIPs per time spent using LMB.  This is compounded by the need to be in melee to even generate PIPs and the burden of only the 3rd attack generating PIPs.  Devotion feels like a band-aid in this area (healing is a separate discussion). Most skills that spend PIPs don’t even feel strong enough to use.  As a point of reference, most discipline skills do way more damage and cost 0 PIPs. Essentially, this amounts to the Templar’s resource system being completely ignored.  This is, in part, due to the silly PIP generation of Divine Light.  In a large group fight (which the Templar is designed for), every pulse of Divine Light can give you full PIPs.  You literally cannot even get close to spending them as fast as you get them.  Nor would you want to, because you should be holding RMB and spamming E like a good little Templar.  Which leads me to the over-arching conclusion of the Templar: One Trick Pony.  If your enemies are not standing in your Divine Light and triggering your Parry, then the Templar is neither effective or fun to play.
    SKILLS
    Great Swing 1 – Great Swing 2 – Great Swing 3
    As above, the biggest problem is all the PIP generation taking place on the 3rd swing.
    (Suggestion: Each attack generates a PIP and then the spenders cost more PIPs to start the chain, but subsequent attacks in the chain are free.)
    Censure
    The biggest problem is how buggy this is.  I would much prefer the vertical “jumping” element be removed in favor of a more standard “charge” implementation.  Some other ideas could be to do something similar to GW2’s Warrior “spinning dash” skill.
    (Suggestion: Some way to customize our build and give this skill 2 uses – like racial dodges – would be fun)
    Reproach - Castigate – Radiant Sweep/Righteous Smash
    Long and slow.  This combo sees limited use because skill 1 & 2 stink (a lot) and people need to be not paying attention to be hit by the third one.  Radiant Sweep is obviously really strong, but Righteous Smash is lacking.  The damage is weak and the resource generation is borderline useless (see DESIGN comments above).
    (Suggestion: Give the first 2 skills of this combo more damage or some other reason to be used, then buff the damage on Righteous Smash by a good amount.)
    Judgement – Execute
    Perfect.  Unique, powerful in the right circumstances, and fun.  Some of the most fun I have playing Templar is using this skill.
    Divine Light
    Very strong skill, really fits the Templar design and role.  The PIP cost/generation mechanic needs to be overhauled.  A single 2 PIP upfront cost and no additional cost/gain would be appropriate.  Should be Holy Damage.
    (Suggestion: Would really like to see some build customization around causing some effect to enemies that either enter or exit your Divine Light, choose to have it follow your character, or cause other skills to be more powerful while in your own Divine Light)
    Devotion
    Really great skill.  The best element being that you heal based on the damage you do.  Very fun dynamic.  The “Sin” dynamic needs to be looked at again as there is no synergy with other skills.
    (Suggestion: Emphasize this as the healing option in damage oriented builds and Divine Light stronger in supportive builds; base values/scaling need to be looked at to make that happen.)
    Holy Warrior
    Although I don’t think it works, the theory of this skill is great.  Allows Templar to cut through heavy mitigation classes/builds/buffs in a way that others cannot.  However, it feels like this should be an ultimate for offensive builds.
    Righteous Stand – Righteous Parry
    While this is supposed to be a class defining ability, it is simply too strong.  It is the primary source of damage and crowd control.  A re-design that gives the Parry a cooldown and removes the knockdown is probably warranted.
    Retaliate
    Uninspiring.  Low damage, nothing unique (sin reduces cooldown is useless with stamina change).  Also devalued because we currently spend a lot of the time holding RMB and therefore avoiding CC (especially true when it was bugged).
    (Suggestion: Have it additionally do damage and reflect the CC back to the player who placed it on you.  Would allow some additional tools against ranged classes.)
    Brilliance
    Generic.  No real synergy with anything.  Should at least be holy damage, but something more impactful should be explored.
    CUSTOMIZATION
    There are many solution-oriented comments sprinkled throughout the Skills commentary above.  But to define the problem, we lack the ability to customize our characters to a degree that can, in any meaningful or successful way, change our role. 
    This is a more striking weakness on the Templar because of the complete lack of a ranged option (which I think is fine).  The only real Disciplines in the game that help versus ranged attacks are the ones that give you ranged attacks yourself.  It is almost a “if you can’t beat them – join them” philosophy.  (Not counting the silly, cancerous “reflect” or “immune” to some specific damage type Disciplines.)
    Additionally, replacing your Templar skills with discipline ones makes you feel like “not a Templar” instead of a “different Templar”.  That is obviously a larger game issue but seems exaggerated in the Templar.
    I would love to see a new take on a WoW-like talent system where you have to make choices, and everything seems powerful, but perhaps in different roles or circumstances.
  2. Like
    Kirchhoff got a reaction from Fahennel in Templar Commentary - Fundamental Design   
    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 theme, the Templar certainly has a place in Crowfall’s large scale fights centered around defending and capturing specific points of interest.  Many of the skills that form the “core” of the Templar are tailored made for that.  However, there are a number of other skills that spark your imagination to see other possibilities as well.  But first, what is the core functionality of how the Templar is supposed to work?
    In the most basic terms, the Templar uses their LMB attacks to generate PIPs to be spent on more powerful abilities; very similar to combo points.  There are some skills that also generate PIPs (more on that later).  While the theory is fine and is used for similar classes in other games with great success (WoW Paladin), it fails to deliver in Crowfall for a few simple reasons:
    You generate too few PIPs per time spent using LMB.  This is compounded by the need to be in melee to even generate PIPs and the burden of only the 3rd attack generating PIPs.  Devotion feels like a band-aid in this area (healing is a separate discussion). Most skills that spend PIPs don’t even feel strong enough to use.  As a point of reference, most discipline skills do way more damage and cost 0 PIPs. Essentially, this amounts to the Templar’s resource system being completely ignored.  This is, in part, due to the silly PIP generation of Divine Light.  In a large group fight (which the Templar is designed for), every pulse of Divine Light can give you full PIPs.  You literally cannot even get close to spending them as fast as you get them.  Nor would you want to, because you should be holding RMB and spamming E like a good little Templar.  Which leads me to the over-arching conclusion of the Templar: One Trick Pony.  If your enemies are not standing in your Divine Light and triggering your Parry, then the Templar is neither effective or fun to play.
    SKILLS
    Great Swing 1 – Great Swing 2 – Great Swing 3
    As above, the biggest problem is all the PIP generation taking place on the 3rd swing.
    (Suggestion: Each attack generates a PIP and then the spenders cost more PIPs to start the chain, but subsequent attacks in the chain are free.)
    Censure
    The biggest problem is how buggy this is.  I would much prefer the vertical “jumping” element be removed in favor of a more standard “charge” implementation.  Some other ideas could be to do something similar to GW2’s Warrior “spinning dash” skill.
    (Suggestion: Some way to customize our build and give this skill 2 uses – like racial dodges – would be fun)
    Reproach - Castigate – Radiant Sweep/Righteous Smash
    Long and slow.  This combo sees limited use because skill 1 & 2 stink (a lot) and people need to be not paying attention to be hit by the third one.  Radiant Sweep is obviously really strong, but Righteous Smash is lacking.  The damage is weak and the resource generation is borderline useless (see DESIGN comments above).
    (Suggestion: Give the first 2 skills of this combo more damage or some other reason to be used, then buff the damage on Righteous Smash by a good amount.)
    Judgement – Execute
    Perfect.  Unique, powerful in the right circumstances, and fun.  Some of the most fun I have playing Templar is using this skill.
    Divine Light
    Very strong skill, really fits the Templar design and role.  The PIP cost/generation mechanic needs to be overhauled.  A single 2 PIP upfront cost and no additional cost/gain would be appropriate.  Should be Holy Damage.
    (Suggestion: Would really like to see some build customization around causing some effect to enemies that either enter or exit your Divine Light, choose to have it follow your character, or cause other skills to be more powerful while in your own Divine Light)
    Devotion
    Really great skill.  The best element being that you heal based on the damage you do.  Very fun dynamic.  The “Sin” dynamic needs to be looked at again as there is no synergy with other skills.
    (Suggestion: Emphasize this as the healing option in damage oriented builds and Divine Light stronger in supportive builds; base values/scaling need to be looked at to make that happen.)
    Holy Warrior
    Although I don’t think it works, the theory of this skill is great.  Allows Templar to cut through heavy mitigation classes/builds/buffs in a way that others cannot.  However, it feels like this should be an ultimate for offensive builds.
    Righteous Stand – Righteous Parry
    While this is supposed to be a class defining ability, it is simply too strong.  It is the primary source of damage and crowd control.  A re-design that gives the Parry a cooldown and removes the knockdown is probably warranted.
    Retaliate
    Uninspiring.  Low damage, nothing unique (sin reduces cooldown is useless with stamina change).  Also devalued because we currently spend a lot of the time holding RMB and therefore avoiding CC (especially true when it was bugged).
    (Suggestion: Have it additionally do damage and reflect the CC back to the player who placed it on you.  Would allow some additional tools against ranged classes.)
    Brilliance
    Generic.  No real synergy with anything.  Should at least be holy damage, but something more impactful should be explored.
    CUSTOMIZATION
    There are many solution-oriented comments sprinkled throughout the Skills commentary above.  But to define the problem, we lack the ability to customize our characters to a degree that can, in any meaningful or successful way, change our role. 
    This is a more striking weakness on the Templar because of the complete lack of a ranged option (which I think is fine).  The only real Disciplines in the game that help versus ranged attacks are the ones that give you ranged attacks yourself.  It is almost a “if you can’t beat them – join them” philosophy.  (Not counting the silly, cancerous “reflect” or “immune” to some specific damage type Disciplines.)
    Additionally, replacing your Templar skills with discipline ones makes you feel like “not a Templar” instead of a “different Templar”.  That is obviously a larger game issue but seems exaggerated in the Templar.
    I would love to see a new take on a WoW-like talent system where you have to make choices, and everything seems powerful, but perhaps in different roles or circumstances.
  3. Thanks
    Kirchhoff got a reaction from Glitchhiker in Templar Commentary - Fundamental Design   
    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 theme, the Templar certainly has a place in Crowfall’s large scale fights centered around defending and capturing specific points of interest.  Many of the skills that form the “core” of the Templar are tailored made for that.  However, there are a number of other skills that spark your imagination to see other possibilities as well.  But first, what is the core functionality of how the Templar is supposed to work?
    In the most basic terms, the Templar uses their LMB attacks to generate PIPs to be spent on more powerful abilities; very similar to combo points.  There are some skills that also generate PIPs (more on that later).  While the theory is fine and is used for similar classes in other games with great success (WoW Paladin), it fails to deliver in Crowfall for a few simple reasons:
    You generate too few PIPs per time spent using LMB.  This is compounded by the need to be in melee to even generate PIPs and the burden of only the 3rd attack generating PIPs.  Devotion feels like a band-aid in this area (healing is a separate discussion). Most skills that spend PIPs don’t even feel strong enough to use.  As a point of reference, most discipline skills do way more damage and cost 0 PIPs. Essentially, this amounts to the Templar’s resource system being completely ignored.  This is, in part, due to the silly PIP generation of Divine Light.  In a large group fight (which the Templar is designed for), every pulse of Divine Light can give you full PIPs.  You literally cannot even get close to spending them as fast as you get them.  Nor would you want to, because you should be holding RMB and spamming E like a good little Templar.  Which leads me to the over-arching conclusion of the Templar: One Trick Pony.  If your enemies are not standing in your Divine Light and triggering your Parry, then the Templar is neither effective or fun to play.
    SKILLS
    Great Swing 1 – Great Swing 2 – Great Swing 3
    As above, the biggest problem is all the PIP generation taking place on the 3rd swing.
    (Suggestion: Each attack generates a PIP and then the spenders cost more PIPs to start the chain, but subsequent attacks in the chain are free.)
    Censure
    The biggest problem is how buggy this is.  I would much prefer the vertical “jumping” element be removed in favor of a more standard “charge” implementation.  Some other ideas could be to do something similar to GW2’s Warrior “spinning dash” skill.
    (Suggestion: Some way to customize our build and give this skill 2 uses – like racial dodges – would be fun)
    Reproach - Castigate – Radiant Sweep/Righteous Smash
    Long and slow.  This combo sees limited use because skill 1 & 2 stink (a lot) and people need to be not paying attention to be hit by the third one.  Radiant Sweep is obviously really strong, but Righteous Smash is lacking.  The damage is weak and the resource generation is borderline useless (see DESIGN comments above).
    (Suggestion: Give the first 2 skills of this combo more damage or some other reason to be used, then buff the damage on Righteous Smash by a good amount.)
    Judgement – Execute
    Perfect.  Unique, powerful in the right circumstances, and fun.  Some of the most fun I have playing Templar is using this skill.
    Divine Light
    Very strong skill, really fits the Templar design and role.  The PIP cost/generation mechanic needs to be overhauled.  A single 2 PIP upfront cost and no additional cost/gain would be appropriate.  Should be Holy Damage.
    (Suggestion: Would really like to see some build customization around causing some effect to enemies that either enter or exit your Divine Light, choose to have it follow your character, or cause other skills to be more powerful while in your own Divine Light)
    Devotion
    Really great skill.  The best element being that you heal based on the damage you do.  Very fun dynamic.  The “Sin” dynamic needs to be looked at again as there is no synergy with other skills.
    (Suggestion: Emphasize this as the healing option in damage oriented builds and Divine Light stronger in supportive builds; base values/scaling need to be looked at to make that happen.)
    Holy Warrior
    Although I don’t think it works, the theory of this skill is great.  Allows Templar to cut through heavy mitigation classes/builds/buffs in a way that others cannot.  However, it feels like this should be an ultimate for offensive builds.
    Righteous Stand – Righteous Parry
    While this is supposed to be a class defining ability, it is simply too strong.  It is the primary source of damage and crowd control.  A re-design that gives the Parry a cooldown and removes the knockdown is probably warranted.
    Retaliate
    Uninspiring.  Low damage, nothing unique (sin reduces cooldown is useless with stamina change).  Also devalued because we currently spend a lot of the time holding RMB and therefore avoiding CC (especially true when it was bugged).
    (Suggestion: Have it additionally do damage and reflect the CC back to the player who placed it on you.  Would allow some additional tools against ranged classes.)
    Brilliance
    Generic.  No real synergy with anything.  Should at least be holy damage, but something more impactful should be explored.
    CUSTOMIZATION
    There are many solution-oriented comments sprinkled throughout the Skills commentary above.  But to define the problem, we lack the ability to customize our characters to a degree that can, in any meaningful or successful way, change our role. 
    This is a more striking weakness on the Templar because of the complete lack of a ranged option (which I think is fine).  The only real Disciplines in the game that help versus ranged attacks are the ones that give you ranged attacks yourself.  It is almost a “if you can’t beat them – join them” philosophy.  (Not counting the silly, cancerous “reflect” or “immune” to some specific damage type Disciplines.)
    Additionally, replacing your Templar skills with discipline ones makes you feel like “not a Templar” instead of a “different Templar”.  That is obviously a larger game issue but seems exaggerated in the Templar.
    I would love to see a new take on a WoW-like talent system where you have to make choices, and everything seems powerful, but perhaps in different roles or circumstances.
  4. Like
    Kirchhoff got a reaction from Tofyzer in Templar Commentary - Fundamental Design   
    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 theme, the Templar certainly has a place in Crowfall’s large scale fights centered around defending and capturing specific points of interest.  Many of the skills that form the “core” of the Templar are tailored made for that.  However, there are a number of other skills that spark your imagination to see other possibilities as well.  But first, what is the core functionality of how the Templar is supposed to work?
    In the most basic terms, the Templar uses their LMB attacks to generate PIPs to be spent on more powerful abilities; very similar to combo points.  There are some skills that also generate PIPs (more on that later).  While the theory is fine and is used for similar classes in other games with great success (WoW Paladin), it fails to deliver in Crowfall for a few simple reasons:
    You generate too few PIPs per time spent using LMB.  This is compounded by the need to be in melee to even generate PIPs and the burden of only the 3rd attack generating PIPs.  Devotion feels like a band-aid in this area (healing is a separate discussion). Most skills that spend PIPs don’t even feel strong enough to use.  As a point of reference, most discipline skills do way more damage and cost 0 PIPs. Essentially, this amounts to the Templar’s resource system being completely ignored.  This is, in part, due to the silly PIP generation of Divine Light.  In a large group fight (which the Templar is designed for), every pulse of Divine Light can give you full PIPs.  You literally cannot even get close to spending them as fast as you get them.  Nor would you want to, because you should be holding RMB and spamming E like a good little Templar.  Which leads me to the over-arching conclusion of the Templar: One Trick Pony.  If your enemies are not standing in your Divine Light and triggering your Parry, then the Templar is neither effective or fun to play.
    SKILLS
    Great Swing 1 – Great Swing 2 – Great Swing 3
    As above, the biggest problem is all the PIP generation taking place on the 3rd swing.
    (Suggestion: Each attack generates a PIP and then the spenders cost more PIPs to start the chain, but subsequent attacks in the chain are free.)
    Censure
    The biggest problem is how buggy this is.  I would much prefer the vertical “jumping” element be removed in favor of a more standard “charge” implementation.  Some other ideas could be to do something similar to GW2’s Warrior “spinning dash” skill.
    (Suggestion: Some way to customize our build and give this skill 2 uses – like racial dodges – would be fun)
    Reproach - Castigate – Radiant Sweep/Righteous Smash
    Long and slow.  This combo sees limited use because skill 1 & 2 stink (a lot) and people need to be not paying attention to be hit by the third one.  Radiant Sweep is obviously really strong, but Righteous Smash is lacking.  The damage is weak and the resource generation is borderline useless (see DESIGN comments above).
    (Suggestion: Give the first 2 skills of this combo more damage or some other reason to be used, then buff the damage on Righteous Smash by a good amount.)
    Judgement – Execute
    Perfect.  Unique, powerful in the right circumstances, and fun.  Some of the most fun I have playing Templar is using this skill.
    Divine Light
    Very strong skill, really fits the Templar design and role.  The PIP cost/generation mechanic needs to be overhauled.  A single 2 PIP upfront cost and no additional cost/gain would be appropriate.  Should be Holy Damage.
    (Suggestion: Would really like to see some build customization around causing some effect to enemies that either enter or exit your Divine Light, choose to have it follow your character, or cause other skills to be more powerful while in your own Divine Light)
    Devotion
    Really great skill.  The best element being that you heal based on the damage you do.  Very fun dynamic.  The “Sin” dynamic needs to be looked at again as there is no synergy with other skills.
    (Suggestion: Emphasize this as the healing option in damage oriented builds and Divine Light stronger in supportive builds; base values/scaling need to be looked at to make that happen.)
    Holy Warrior
    Although I don’t think it works, the theory of this skill is great.  Allows Templar to cut through heavy mitigation classes/builds/buffs in a way that others cannot.  However, it feels like this should be an ultimate for offensive builds.
    Righteous Stand – Righteous Parry
    While this is supposed to be a class defining ability, it is simply too strong.  It is the primary source of damage and crowd control.  A re-design that gives the Parry a cooldown and removes the knockdown is probably warranted.
    Retaliate
    Uninspiring.  Low damage, nothing unique (sin reduces cooldown is useless with stamina change).  Also devalued because we currently spend a lot of the time holding RMB and therefore avoiding CC (especially true when it was bugged).
    (Suggestion: Have it additionally do damage and reflect the CC back to the player who placed it on you.  Would allow some additional tools against ranged classes.)
    Brilliance
    Generic.  No real synergy with anything.  Should at least be holy damage, but something more impactful should be explored.
    CUSTOMIZATION
    There are many solution-oriented comments sprinkled throughout the Skills commentary above.  But to define the problem, we lack the ability to customize our characters to a degree that can, in any meaningful or successful way, change our role. 
    This is a more striking weakness on the Templar because of the complete lack of a ranged option (which I think is fine).  The only real Disciplines in the game that help versus ranged attacks are the ones that give you ranged attacks yourself.  It is almost a “if you can’t beat them – join them” philosophy.  (Not counting the silly, cancerous “reflect” or “immune” to some specific damage type Disciplines.)
    Additionally, replacing your Templar skills with discipline ones makes you feel like “not a Templar” instead of a “different Templar”.  That is obviously a larger game issue but seems exaggerated in the Templar.
    I would love to see a new take on a WoW-like talent system where you have to make choices, and everything seems powerful, but perhaps in different roles or circumstances.
  5. Like
    Kirchhoff got a reaction from Sir_Duck in Templar Commentary - Fundamental Design   
    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 theme, the Templar certainly has a place in Crowfall’s large scale fights centered around defending and capturing specific points of interest.  Many of the skills that form the “core” of the Templar are tailored made for that.  However, there are a number of other skills that spark your imagination to see other possibilities as well.  But first, what is the core functionality of how the Templar is supposed to work?
    In the most basic terms, the Templar uses their LMB attacks to generate PIPs to be spent on more powerful abilities; very similar to combo points.  There are some skills that also generate PIPs (more on that later).  While the theory is fine and is used for similar classes in other games with great success (WoW Paladin), it fails to deliver in Crowfall for a few simple reasons:
    You generate too few PIPs per time spent using LMB.  This is compounded by the need to be in melee to even generate PIPs and the burden of only the 3rd attack generating PIPs.  Devotion feels like a band-aid in this area (healing is a separate discussion). Most skills that spend PIPs don’t even feel strong enough to use.  As a point of reference, most discipline skills do way more damage and cost 0 PIPs. Essentially, this amounts to the Templar’s resource system being completely ignored.  This is, in part, due to the silly PIP generation of Divine Light.  In a large group fight (which the Templar is designed for), every pulse of Divine Light can give you full PIPs.  You literally cannot even get close to spending them as fast as you get them.  Nor would you want to, because you should be holding RMB and spamming E like a good little Templar.  Which leads me to the over-arching conclusion of the Templar: One Trick Pony.  If your enemies are not standing in your Divine Light and triggering your Parry, then the Templar is neither effective or fun to play.
    SKILLS
    Great Swing 1 – Great Swing 2 – Great Swing 3
    As above, the biggest problem is all the PIP generation taking place on the 3rd swing.
    (Suggestion: Each attack generates a PIP and then the spenders cost more PIPs to start the chain, but subsequent attacks in the chain are free.)
    Censure
    The biggest problem is how buggy this is.  I would much prefer the vertical “jumping” element be removed in favor of a more standard “charge” implementation.  Some other ideas could be to do something similar to GW2’s Warrior “spinning dash” skill.
    (Suggestion: Some way to customize our build and give this skill 2 uses – like racial dodges – would be fun)
    Reproach - Castigate – Radiant Sweep/Righteous Smash
    Long and slow.  This combo sees limited use because skill 1 & 2 stink (a lot) and people need to be not paying attention to be hit by the third one.  Radiant Sweep is obviously really strong, but Righteous Smash is lacking.  The damage is weak and the resource generation is borderline useless (see DESIGN comments above).
    (Suggestion: Give the first 2 skills of this combo more damage or some other reason to be used, then buff the damage on Righteous Smash by a good amount.)
    Judgement – Execute
    Perfect.  Unique, powerful in the right circumstances, and fun.  Some of the most fun I have playing Templar is using this skill.
    Divine Light
    Very strong skill, really fits the Templar design and role.  The PIP cost/generation mechanic needs to be overhauled.  A single 2 PIP upfront cost and no additional cost/gain would be appropriate.  Should be Holy Damage.
    (Suggestion: Would really like to see some build customization around causing some effect to enemies that either enter or exit your Divine Light, choose to have it follow your character, or cause other skills to be more powerful while in your own Divine Light)
    Devotion
    Really great skill.  The best element being that you heal based on the damage you do.  Very fun dynamic.  The “Sin” dynamic needs to be looked at again as there is no synergy with other skills.
    (Suggestion: Emphasize this as the healing option in damage oriented builds and Divine Light stronger in supportive builds; base values/scaling need to be looked at to make that happen.)
    Holy Warrior
    Although I don’t think it works, the theory of this skill is great.  Allows Templar to cut through heavy mitigation classes/builds/buffs in a way that others cannot.  However, it feels like this should be an ultimate for offensive builds.
    Righteous Stand – Righteous Parry
    While this is supposed to be a class defining ability, it is simply too strong.  It is the primary source of damage and crowd control.  A re-design that gives the Parry a cooldown and removes the knockdown is probably warranted.
    Retaliate
    Uninspiring.  Low damage, nothing unique (sin reduces cooldown is useless with stamina change).  Also devalued because we currently spend a lot of the time holding RMB and therefore avoiding CC (especially true when it was bugged).
    (Suggestion: Have it additionally do damage and reflect the CC back to the player who placed it on you.  Would allow some additional tools against ranged classes.)
    Brilliance
    Generic.  No real synergy with anything.  Should at least be holy damage, but something more impactful should be explored.
    CUSTOMIZATION
    There are many solution-oriented comments sprinkled throughout the Skills commentary above.  But to define the problem, we lack the ability to customize our characters to a degree that can, in any meaningful or successful way, change our role. 
    This is a more striking weakness on the Templar because of the complete lack of a ranged option (which I think is fine).  The only real Disciplines in the game that help versus ranged attacks are the ones that give you ranged attacks yourself.  It is almost a “if you can’t beat them – join them” philosophy.  (Not counting the silly, cancerous “reflect” or “immune” to some specific damage type Disciplines.)
    Additionally, replacing your Templar skills with discipline ones makes you feel like “not a Templar” instead of a “different Templar”.  That is obviously a larger game issue but seems exaggerated in the Templar.
    I would love to see a new take on a WoW-like talent system where you have to make choices, and everything seems powerful, but perhaps in different roles or circumstances.
  6. Like
    Kirchhoff got a reaction from Arcadi in Motherlode harvesting skills and group comp?   
    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 you have 2 trained gatherers in the same group, but only 1 has gem training.  Again, just use much worse tool and you will be fine.
  7. Like
    Kirchhoff got a reaction from Noc. in Hungercast Special Guest...Gordon Walton!   
    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.
  8. Like
    Kirchhoff got a reaction from Hud in Runemaking Question (Tools + Experimentation)   
    @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.  Getting the bonus is very simple: Use half or more of your PIPs on a single roll and you will get the bonus.  That is it.  So if you have 12 PIPs, roll 6 & 6.  If you have 20 PIPs, roll 10 & 10.  If you have 15 PIPs, roll 8 & 7 (note: 8 is more than half, 7 is less).  That is why having an even number of PIPs is advantageous (both rolls are bonus).  You can, to some degree, manipulate this with the "experimentation points" potion.  That potion adds .8 PIPs and only whole numbers count.  So by either using or not using it, you can usually get yourself to an even number.
    Generally, crafting in this game is very reliant on RNG.  You can make tools with white quality materials that turn out better than ones with legendary materials.  That is just how it works.  Think of the quality of the materials as the potential a crafted item has.  For example (made up numbers):
    White quality - Results from 0-50
    Green quality - Results from 0-60
    Blue quality - Results from 0-70
    In the above example, you can still make a 0 with every single quality material.  The only thing that changes is on the high end, which is achieved entirely by RNG.  Obviously, over time, better materials with yield better results, but in any one specific instance you can fail miserably.
  9. Like
    Kirchhoff got a reaction from miraluna in Rift Prime - MMO 'Season' Style Server - How Will CF Look if Other Companies Copy Trion?   
    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 being extremely popular to begin with, but quickly fade away.  Even the population that continues on through the whole process to grind through the PvE tiers and "beat the game" have little reason to keep playing in that environment.  And to think people will continually engage in month long grinds to get "world first" kills is very unlikely.  
    That is where Crowfall is different.  It isn't a carrot on a stick gear grind, a huge portion of your progression is in the skill tree system, and there is no scripted PvE content you have done a thousand times.  The focus is on winning, through territorial PvP dominance of the world.  In that case, when it is won, both the winner and the loser look forward to and are excited for a "new game".  Those feelings simply don't exist in traditional PvE tier grind MMORPGs.
    Lastly, I don't really think that the "continual reset" mechanic is what really draws people to Crowfall.  I believe it will (and should) be the abandonment of the traditional PvE model combined with the absolute focus on PvP as the only means of achieving anything that will attract and keep players.
  10. Like
    Kirchhoff got a reaction from Groovin in Rift Prime - MMO 'Season' Style Server - How Will CF Look if Other Companies Copy Trion?   
    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 being extremely popular to begin with, but quickly fade away.  Even the population that continues on through the whole process to grind through the PvE tiers and "beat the game" have little reason to keep playing in that environment.  And to think people will continually engage in month long grinds to get "world first" kills is very unlikely.  
    That is where Crowfall is different.  It isn't a carrot on a stick gear grind, a huge portion of your progression is in the skill tree system, and there is no scripted PvE content you have done a thousand times.  The focus is on winning, through territorial PvP dominance of the world.  In that case, when it is won, both the winner and the loser look forward to and are excited for a "new game".  Those feelings simply don't exist in traditional PvE tier grind MMORPGs.
    Lastly, I don't really think that the "continual reset" mechanic is what really draws people to Crowfall.  I believe it will (and should) be the abandonment of the traditional PvE model combined with the absolute focus on PvP as the only means of achieving anything that will attract and keep players.
  11. Like
    Kirchhoff got a reaction from PAINDOTCOM in Rift Prime - MMO 'Season' Style Server - How Will CF Look if Other Companies Copy Trion?   
    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 being extremely popular to begin with, but quickly fade away.  Even the population that continues on through the whole process to grind through the PvE tiers and "beat the game" have little reason to keep playing in that environment.  And to think people will continually engage in month long grinds to get "world first" kills is very unlikely.  
    That is where Crowfall is different.  It isn't a carrot on a stick gear grind, a huge portion of your progression is in the skill tree system, and there is no scripted PvE content you have done a thousand times.  The focus is on winning, through territorial PvP dominance of the world.  In that case, when it is won, both the winner and the loser look forward to and are excited for a "new game".  Those feelings simply don't exist in traditional PvE tier grind MMORPGs.
    Lastly, I don't really think that the "continual reset" mechanic is what really draws people to Crowfall.  I believe it will (and should) be the abandonment of the traditional PvE model combined with the absolute focus on PvP as the only means of achieving anything that will attract and keep players.
  12. Like
    Kirchhoff got a reaction from WarlordSiN in I'd like for Templar to be more open world viable   
    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.  Literally any class with access to a range weapon (all of them) is a counter to Templar.
    As for the Templars strengths, they are largely based on a gimmick and abusing a single over-tuned ability combined with a bug.
    Divine Light gives you infinite PIPs in big group fights (gimmick) You can spam parry counter attacks (over-tuned; no cool-down) while having a 30 second parry buff (bug) So, no, Templars are not in a good place.  Not only are the Templars weakness too weak and strengths too strong, but their strengths are clearly not going to stay as is; they are broken.  They need to even things out a lot.  Having group combat as the place where Templars shine is fine, but not to such an extreme.
    That being said, having mobility as a weakness is a perfectly fine design.  In fact, combined with Parry preventing crowd control, you might even consider that a wash in the kiting department (you lose mobility, but people can't easily crowd control you to create distance).  However, Crowfall kiting is an abomination compared to what such a system should be.  Having racial RMB powers be the primary mobility is inherently flawed.  Mobility and kiting needs to be handled on a class level, not race.  Also, different colored dodges as the strongest kiting powers is perhaps the most boring thing I can imagine.  Also, giving everyone a dodge makes landing a melee combo stun a mathematical impossibility.  It just compounds the solo vs. group issue (i.e. you cannot watch every animation in a group vs group, but you can in 1v1).  It seems silly to me that I get kited on a Templar because I don't have a racial RMB power.  It seems more like I am limited by technical game mechanics (parry/dodge can only be on RMB) than balance reasons.
    We are also significantly lacking the ability to "customize" our playstyle in any meaningful ways (other than bows - which are just plain too good).  Even the elements that are in place to tinker with your build don't work for Templar.  For example, playing Elken would be a great way to compensate for mobility issues, except it cost 3 PIPs (which you don't have if you are being kited).  Nethari would be another option for a quick burst of movement in combat, but you have to give up your class defining mechanic to use it.
    There are so many ways this could be addressed.  Hopefully we see some of these things added, changed, and fixed in the coming months.
     
    Having said all that, in order to "deal" with this issue right now, try this:
    Play as Nethari (20m dash - big AoE DoT), use the Blademaster discipline, resource reduction passive, and equip a bunch of discipline attacks.  The result is that you end up with most skills costing 0 PIPs and most of them do way more damage than your base skills (hello Critical Hack).  You also need the food that gives you Trailblazer.  You do all of that, and you are still at a huge disadvantage, but you at least get to play the game when you see other people.  If you see a melee, quickly try to swap Parry back on and hope they don't have a bow (long shot).
     
  13. Like
    Kirchhoff got a reaction from AceSiN in I'd like for Templar to be more open world viable   
    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.  Literally any class with access to a range weapon (all of them) is a counter to Templar.
    As for the Templars strengths, they are largely based on a gimmick and abusing a single over-tuned ability combined with a bug.
    Divine Light gives you infinite PIPs in big group fights (gimmick) You can spam parry counter attacks (over-tuned; no cool-down) while having a 30 second parry buff (bug) So, no, Templars are not in a good place.  Not only are the Templars weakness too weak and strengths too strong, but their strengths are clearly not going to stay as is; they are broken.  They need to even things out a lot.  Having group combat as the place where Templars shine is fine, but not to such an extreme.
    That being said, having mobility as a weakness is a perfectly fine design.  In fact, combined with Parry preventing crowd control, you might even consider that a wash in the kiting department (you lose mobility, but people can't easily crowd control you to create distance).  However, Crowfall kiting is an abomination compared to what such a system should be.  Having racial RMB powers be the primary mobility is inherently flawed.  Mobility and kiting needs to be handled on a class level, not race.  Also, different colored dodges as the strongest kiting powers is perhaps the most boring thing I can imagine.  Also, giving everyone a dodge makes landing a melee combo stun a mathematical impossibility.  It just compounds the solo vs. group issue (i.e. you cannot watch every animation in a group vs group, but you can in 1v1).  It seems silly to me that I get kited on a Templar because I don't have a racial RMB power.  It seems more like I am limited by technical game mechanics (parry/dodge can only be on RMB) than balance reasons.
    We are also significantly lacking the ability to "customize" our playstyle in any meaningful ways (other than bows - which are just plain too good).  Even the elements that are in place to tinker with your build don't work for Templar.  For example, playing Elken would be a great way to compensate for mobility issues, except it cost 3 PIPs (which you don't have if you are being kited).  Nethari would be another option for a quick burst of movement in combat, but you have to give up your class defining mechanic to use it.
    There are so many ways this could be addressed.  Hopefully we see some of these things added, changed, and fixed in the coming months.
     
    Having said all that, in order to "deal" with this issue right now, try this:
    Play as Nethari (20m dash - big AoE DoT), use the Blademaster discipline, resource reduction passive, and equip a bunch of discipline attacks.  The result is that you end up with most skills costing 0 PIPs and most of them do way more damage than your base skills (hello Critical Hack).  You also need the food that gives you Trailblazer.  You do all of that, and you are still at a huge disadvantage, but you at least get to play the game when you see other people.  If you see a melee, quickly try to swap Parry back on and hope they don't have a bow (long shot).
     
  14. Thanks
    Kirchhoff got a reaction from Asadora in Harvest like a boss?!   
    Just to compile and explain some of the above information:
    Make sure to use the Major Discipline 'Miner' for +1.25 Plentiful Harvest and the passive (Plentiful Harvest is probably the most important stat for harvesting) 'Hoarder' is another great Discipline; passive gives you stamina for hitting weak spots (you pretty much never run out of stamina) Make sure you have a 'Plentiful Harvest Potion: Mining' on (grants another +1 Plentiful Harvest) Made under 'Alchemy'; 'Grind Resource' using premium stone; make an 'Empty Flask'; combine with premium ore to make the flask Make better tools; this speeds up harvesting by a lot Made under 'Runemaking'; make 'Unmarked Stone Runestone', make 'Pick Sigil' using silver and gold ore ('Parchment Paper' is made in 'Woodworking'); combine (always focus rolls on 'Grade' when available) For the fastest harvesting, people are generally waiting for 5 PIPs before using the harvesting skill Follow those 5 things and you will harvest pretty fast (you should be able to crank out a few hundred ore in the duration of your flask).  Obviously if you train in the 'Exploration' skill tree you can become better at harvesting.  Additionally, you can craft weapons and armor that give you "harvesting" stats, but they are a very small amount and difficult to make.  All of the above information specifically talks about mining, but the same concepts exist for all other materials.  Just swap to the corresponding discipline, flask, and tools.
  15. Like
    Kirchhoff got a reaction from thomasblair in Runemaking Question (Tools + Experimentation)   
    @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.  Getting the bonus is very simple: Use half or more of your PIPs on a single roll and you will get the bonus.  That is it.  So if you have 12 PIPs, roll 6 & 6.  If you have 20 PIPs, roll 10 & 10.  If you have 15 PIPs, roll 8 & 7 (note: 8 is more than half, 7 is less).  That is why having an even number of PIPs is advantageous (both rolls are bonus).  You can, to some degree, manipulate this with the "experimentation points" potion.  That potion adds .8 PIPs and only whole numbers count.  So by either using or not using it, you can usually get yourself to an even number.
    Generally, crafting in this game is very reliant on RNG.  You can make tools with white quality materials that turn out better than ones with legendary materials.  That is just how it works.  Think of the quality of the materials as the potential a crafted item has.  For example (made up numbers):
    White quality - Results from 0-50
    Green quality - Results from 0-60
    Blue quality - Results from 0-70
    In the above example, you can still make a 0 with every single quality material.  The only thing that changes is on the high end, which is achieved entirely by RNG.  Obviously, over time, better materials with yield better results, but in any one specific instance you can fail miserably.
  16. Like
    Kirchhoff got a reaction from Groovin in Runemaking Question (Tools + Experimentation)   
    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.
  17. Like
    Kirchhoff got a reaction from blazzen in Should damage over time effects trigger dizzy and dizzy down in survival and related trays?   
    It should not trigger dizzy/dizzy down, but should break stealth.
  18. Like
    Kirchhoff got a reaction from Tinnis in Should damage over time effects trigger dizzy and dizzy down in survival and related trays?   
    It should not trigger dizzy/dizzy down, but should break stealth.
  19. Like
    Kirchhoff got a reaction from Avendis in Group Harvesting, Mother Lodes, and Foreman (Discussion)   
    Let me start by saying that I think the Crowfall harvesting system is great.  Group Harvesting (i.e. Mother Lodes) is the crown jewel of this system, in my opinion.  Most of what I am going to discuss is related to the balance of group vs. solo harvesting, but there are also a few bugs that might be going on as well.  I will also mention that I do not know every mechanic related to harvesting or Mother Lodes, so I am making some assumptions and am likely ignorant of a good deal of other things.
    MOTHER LODE BALANCE
    I am curious what the main benefit of Mother Lodes is intended to be.  Is it supposed to be access to gems?  Is it supposed to be an increase in ore throughput?  If it is the latter, how many people is that balanced around?  Right now, doing Mother Lodes with more than 2 people is an absolute throughput loss on a per/person basis.  In a VIP and alt account world, it is much better for 3 people to farm solo than to group up and do Mother Lodes.  It seems we are missing the mark a little here.
    Also, Beneficial Harvest (BH), Harvest Critical Chance, and Harvest Critical Amount scale AGAINST mother lodes.  Doing small nodes gives you more chances to proc BH (likely 100% up-time with training/gear), and you have more chances to get Critical Harvests.  The number of Critical Harvests that you get per mining swing will be WAY higher on small nodes than Mother Lodes.  What this means is that as you train more and as you get better harvesting gear, Mother Lodes become less advantageous.  I think it should work the other way.  Perhaps Mother Lodes should give double Critical Amount or something?
    FOREMAN
    The idea of this discipline is cool.  It is 100% mandatory for someone to run this to do Mother Lodes and the passive is very strong.  All great.  However, the design of the Active Power (Back to Work) sort of bugs me a little bit.  That skill restores 8 stamina and 2 harvest PIP's to everyone in your group.  In theory, that sounds great, who doesn't want more stamina and harvest PIP's?  I have 2 problems with this skill, though.  First, giving your trained harvester more stamina isn't really that great when you are likely going to be limited by your own (non-harvester) stamina.  Second, if your harvester was actually trying to maintain a "PIP rotation" then randomly giving them PIP's would mess that up.  Granted this isn't as much of an issue with everyone spamming 5 PIP power and running Villein, but I have to imagine that with proper balance, running a complicated rotation would (should) yield better results.  In order to encourage that, maybe we could change this power to something like the 4 PIP power.  The Foreman tosses out a buff that increases the effectiveness of your PIP skills.  Could eventually lead to people doing something other than 5-5-5-5-5.  For now, running as a duo group, I don't even use "Back to Work".  Just isn't worth it (and as discussed above, running more than 2 people isn't worth it either).
    BUGS
    Obviously we have all the standard weak spot bugs (placement, timing, etc.).  However, I just want to focus on some Mother Lode bugs that I have seen.
    First, the "Take it Down" Foreman power that reduces Mother Lode armor by 45% has something weird going on (perhaps I don't understand the mechanic).  Obviously, with a 6 second cooldown and an 8 second duration, 100% up-time is possible (and necessary).  But in testing this, the debuff seems to change value randomly.  For example, I will be swinging and hitting the node with my group member and I will spend PIP's only on "Take it Down" (guarantee 100% up-time).  Inexplicably my damage will change.  And not rounding error change; it will go from 45 to 29, a random 4 will show up, then back to 45.  This is with 100% up-time on the debuff and no other buffs happening on me.  I don't even have a theory as to what causes this, because it isn't changing by 45 (which would be the only possible change if the buff is there/not there).  How would the debuff temporarily only grant 29% reduction?  Makes zero sense to me.  Anyone have an idea what is happening here?
    Some times, my swing does nothing (or displays like it does nothing).  I swing, get the "hitting the node sound", have "Take it Down" up, have 2 people hitting it, but nothing.  No damage shows up.  Hopefully that is just a display bug and the damage is actually being done, but who knows?
    Lag also causes incredible pain for Mother Lode groups.  When the server lags, you are essentially frozen in time (cannot perform any actions) on the client side.  However, the server clock keeps going just fine, and it thinks you aren't hitting the node anymore.  So bye bye 2 person hit requirement and hello wasted stamina, wasted durability, and wasted loot because it despawns before you can get it down.  Obviously, fixing the lag is ideal, but perhaps make the window a little more forgiving in the event there is some lag.  I am not saying to make it so you can do Mother Lodes with 3k server ping like we have been seeing, but it just feels like it could be a little bit longer.  Similar issue applies to Weak Spots.
     
     
    What do you guys think?  What has been your experience with Mother Lodes?  How do you feel about the mechanics?  What about the role of Foreman?  Can anyone explain the bugs I see, or confirm they have seen similar issues?  I will post the bugs to the proper thread once I vet them a bit more (partially via this thread).
  20. Like
    Kirchhoff got a reaction from KrakkenSmacken in Group Harvesting, Mother Lodes, and Foreman (Discussion)   
    Let me start by saying that I think the Crowfall harvesting system is great.  Group Harvesting (i.e. Mother Lodes) is the crown jewel of this system, in my opinion.  Most of what I am going to discuss is related to the balance of group vs. solo harvesting, but there are also a few bugs that might be going on as well.  I will also mention that I do not know every mechanic related to harvesting or Mother Lodes, so I am making some assumptions and am likely ignorant of a good deal of other things.
    MOTHER LODE BALANCE
    I am curious what the main benefit of Mother Lodes is intended to be.  Is it supposed to be access to gems?  Is it supposed to be an increase in ore throughput?  If it is the latter, how many people is that balanced around?  Right now, doing Mother Lodes with more than 2 people is an absolute throughput loss on a per/person basis.  In a VIP and alt account world, it is much better for 3 people to farm solo than to group up and do Mother Lodes.  It seems we are missing the mark a little here.
    Also, Beneficial Harvest (BH), Harvest Critical Chance, and Harvest Critical Amount scale AGAINST mother lodes.  Doing small nodes gives you more chances to proc BH (likely 100% up-time with training/gear), and you have more chances to get Critical Harvests.  The number of Critical Harvests that you get per mining swing will be WAY higher on small nodes than Mother Lodes.  What this means is that as you train more and as you get better harvesting gear, Mother Lodes become less advantageous.  I think it should work the other way.  Perhaps Mother Lodes should give double Critical Amount or something?
    FOREMAN
    The idea of this discipline is cool.  It is 100% mandatory for someone to run this to do Mother Lodes and the passive is very strong.  All great.  However, the design of the Active Power (Back to Work) sort of bugs me a little bit.  That skill restores 8 stamina and 2 harvest PIP's to everyone in your group.  In theory, that sounds great, who doesn't want more stamina and harvest PIP's?  I have 2 problems with this skill, though.  First, giving your trained harvester more stamina isn't really that great when you are likely going to be limited by your own (non-harvester) stamina.  Second, if your harvester was actually trying to maintain a "PIP rotation" then randomly giving them PIP's would mess that up.  Granted this isn't as much of an issue with everyone spamming 5 PIP power and running Villein, but I have to imagine that with proper balance, running a complicated rotation would (should) yield better results.  In order to encourage that, maybe we could change this power to something like the 4 PIP power.  The Foreman tosses out a buff that increases the effectiveness of your PIP skills.  Could eventually lead to people doing something other than 5-5-5-5-5.  For now, running as a duo group, I don't even use "Back to Work".  Just isn't worth it (and as discussed above, running more than 2 people isn't worth it either).
    BUGS
    Obviously we have all the standard weak spot bugs (placement, timing, etc.).  However, I just want to focus on some Mother Lode bugs that I have seen.
    First, the "Take it Down" Foreman power that reduces Mother Lode armor by 45% has something weird going on (perhaps I don't understand the mechanic).  Obviously, with a 6 second cooldown and an 8 second duration, 100% up-time is possible (and necessary).  But in testing this, the debuff seems to change value randomly.  For example, I will be swinging and hitting the node with my group member and I will spend PIP's only on "Take it Down" (guarantee 100% up-time).  Inexplicably my damage will change.  And not rounding error change; it will go from 45 to 29, a random 4 will show up, then back to 45.  This is with 100% up-time on the debuff and no other buffs happening on me.  I don't even have a theory as to what causes this, because it isn't changing by 45 (which would be the only possible change if the buff is there/not there).  How would the debuff temporarily only grant 29% reduction?  Makes zero sense to me.  Anyone have an idea what is happening here?
    Some times, my swing does nothing (or displays like it does nothing).  I swing, get the "hitting the node sound", have "Take it Down" up, have 2 people hitting it, but nothing.  No damage shows up.  Hopefully that is just a display bug and the damage is actually being done, but who knows?
    Lag also causes incredible pain for Mother Lode groups.  When the server lags, you are essentially frozen in time (cannot perform any actions) on the client side.  However, the server clock keeps going just fine, and it thinks you aren't hitting the node anymore.  So bye bye 2 person hit requirement and hello wasted stamina, wasted durability, and wasted loot because it despawns before you can get it down.  Obviously, fixing the lag is ideal, but perhaps make the window a little more forgiving in the event there is some lag.  I am not saying to make it so you can do Mother Lodes with 3k server ping like we have been seeing, but it just feels like it could be a little bit longer.  Similar issue applies to Weak Spots.
     
     
    What do you guys think?  What has been your experience with Mother Lodes?  How do you feel about the mechanics?  What about the role of Foreman?  Can anyone explain the bugs I see, or confirm they have seen similar issues?  I will post the bugs to the proper thread once I vet them a bit more (partially via this thread).
  21. Like
    Kirchhoff got a reaction from Zolaz in Group Harvesting, Mother Lodes, and Foreman (Discussion)   
    Let me start by saying that I think the Crowfall harvesting system is great.  Group Harvesting (i.e. Mother Lodes) is the crown jewel of this system, in my opinion.  Most of what I am going to discuss is related to the balance of group vs. solo harvesting, but there are also a few bugs that might be going on as well.  I will also mention that I do not know every mechanic related to harvesting or Mother Lodes, so I am making some assumptions and am likely ignorant of a good deal of other things.
    MOTHER LODE BALANCE
    I am curious what the main benefit of Mother Lodes is intended to be.  Is it supposed to be access to gems?  Is it supposed to be an increase in ore throughput?  If it is the latter, how many people is that balanced around?  Right now, doing Mother Lodes with more than 2 people is an absolute throughput loss on a per/person basis.  In a VIP and alt account world, it is much better for 3 people to farm solo than to group up and do Mother Lodes.  It seems we are missing the mark a little here.
    Also, Beneficial Harvest (BH), Harvest Critical Chance, and Harvest Critical Amount scale AGAINST mother lodes.  Doing small nodes gives you more chances to proc BH (likely 100% up-time with training/gear), and you have more chances to get Critical Harvests.  The number of Critical Harvests that you get per mining swing will be WAY higher on small nodes than Mother Lodes.  What this means is that as you train more and as you get better harvesting gear, Mother Lodes become less advantageous.  I think it should work the other way.  Perhaps Mother Lodes should give double Critical Amount or something?
    FOREMAN
    The idea of this discipline is cool.  It is 100% mandatory for someone to run this to do Mother Lodes and the passive is very strong.  All great.  However, the design of the Active Power (Back to Work) sort of bugs me a little bit.  That skill restores 8 stamina and 2 harvest PIP's to everyone in your group.  In theory, that sounds great, who doesn't want more stamina and harvest PIP's?  I have 2 problems with this skill, though.  First, giving your trained harvester more stamina isn't really that great when you are likely going to be limited by your own (non-harvester) stamina.  Second, if your harvester was actually trying to maintain a "PIP rotation" then randomly giving them PIP's would mess that up.  Granted this isn't as much of an issue with everyone spamming 5 PIP power and running Villein, but I have to imagine that with proper balance, running a complicated rotation would (should) yield better results.  In order to encourage that, maybe we could change this power to something like the 4 PIP power.  The Foreman tosses out a buff that increases the effectiveness of your PIP skills.  Could eventually lead to people doing something other than 5-5-5-5-5.  For now, running as a duo group, I don't even use "Back to Work".  Just isn't worth it (and as discussed above, running more than 2 people isn't worth it either).
    BUGS
    Obviously we have all the standard weak spot bugs (placement, timing, etc.).  However, I just want to focus on some Mother Lode bugs that I have seen.
    First, the "Take it Down" Foreman power that reduces Mother Lode armor by 45% has something weird going on (perhaps I don't understand the mechanic).  Obviously, with a 6 second cooldown and an 8 second duration, 100% up-time is possible (and necessary).  But in testing this, the debuff seems to change value randomly.  For example, I will be swinging and hitting the node with my group member and I will spend PIP's only on "Take it Down" (guarantee 100% up-time).  Inexplicably my damage will change.  And not rounding error change; it will go from 45 to 29, a random 4 will show up, then back to 45.  This is with 100% up-time on the debuff and no other buffs happening on me.  I don't even have a theory as to what causes this, because it isn't changing by 45 (which would be the only possible change if the buff is there/not there).  How would the debuff temporarily only grant 29% reduction?  Makes zero sense to me.  Anyone have an idea what is happening here?
    Some times, my swing does nothing (or displays like it does nothing).  I swing, get the "hitting the node sound", have "Take it Down" up, have 2 people hitting it, but nothing.  No damage shows up.  Hopefully that is just a display bug and the damage is actually being done, but who knows?
    Lag also causes incredible pain for Mother Lode groups.  When the server lags, you are essentially frozen in time (cannot perform any actions) on the client side.  However, the server clock keeps going just fine, and it thinks you aren't hitting the node anymore.  So bye bye 2 person hit requirement and hello wasted stamina, wasted durability, and wasted loot because it despawns before you can get it down.  Obviously, fixing the lag is ideal, but perhaps make the window a little more forgiving in the event there is some lag.  I am not saying to make it so you can do Mother Lodes with 3k server ping like we have been seeing, but it just feels like it could be a little bit longer.  Similar issue applies to Weak Spots.
     
     
    What do you guys think?  What has been your experience with Mother Lodes?  How do you feel about the mechanics?  What about the role of Foreman?  Can anyone explain the bugs I see, or confirm they have seen similar issues?  I will post the bugs to the proper thread once I vet them a bit more (partially via this thread).
  22. Like
    Kirchhoff got a reaction from Impius in Should deaths in an eternal kingdom cause durability loss (both now and in the future)?   
    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.
  23. Confused
    Kirchhoff got a reaction from Impius in Should deaths in an eternal kingdom cause durability loss (both now and in the future)?   
    My initial reaction was "no - there should not be durability loss in EK's".  New players can practice, guilds can train people, and people can have fun without the risk of losing stuff.  However, if we see an expansion of EK rules/functionality I can totally see a segment of the player-base becoming "EK only" players.  Play in CW to get the "best gear", PvP in EK's and never need new gear again.  Is that a bad thing?  I don't know.  If everyone does it, then yes.
    That being said, I don't think that "yes - there should be durability loss in EK's" is the right answer either.  There are some significant differences between EK PvP and CW PvP that need to be understood.  In a CW dying stinks and should be avoided at all costs.  In contrast, an EK PvP brawl with 10v10 inside a small fort can be extremely fun and you would die and re-join the action continuously.  So, considering that, the "death penalty" may need to change depending on if you are in an EK or CW (or maybe even which CW rule-set you are in).
    I guess for me it kind of depends on where EK's go.  They have the potential to become a breeding ground for sub-games (think DotA, minecraft, etc.).  Current implementation of EK's I think it would be fine.  If EK PvP becomes a viable and popular way to nearly exclusively play, then it might be a problem (as it would mess with the entire economic structure of the game).
    A balanced approach would be to allow the creation of a durability free EK tournament charter.  Then everyone who joins would pay an "entry fee" to the organizer (to be used to offset the cost of creating/purchasing the charter).  Then for the next X hours/days, that EK would be durability free.  That seems like a fair middle ground to me.
    Interesting topic to discuss.  Also, Blair mentioned that they have some news coming soon about new "death penalty" mechanics in 5.5.  I am curious to see how that will impact this topic.
  24. Like
    Kirchhoff reacted to PopeUrban in Pre-Alpha 5 Live! for February - Official Discussion Thread   
    Maybe I need to rewatch the stream, but as I understood it the plan was that the deathblow mechanic doesn't prevent you from crow-flying back to your body, it only forces you to release the crow, and that rez skills can only be used one people who haven't released (within the 6m timer)
    Corpse camping is also an issue. Its one thing if we have the option of crow-flying to the crypt as well as our body to inhabit a different vessel if we're getting camped, but a whole other thing if our only two options are towtrucking and flying back to our corpse.
    The range of visibility on the corpse (10 meters) also seems a little short. I'm a ranger. I can and have killed people 60M away. With just intermediate weapons and no skills or discs I sill have a base range of 35m, and all of my abilities do to. You will literally never see me, or any non-melee character corpse camping with that range.
  25. Like
    Kirchhoff reacted to Anhrez in Group Harvesting, Mother Lodes, and Foreman (Discussion)   
    Solid post ... I'll add the same old thoughts I have
    I know they have turned the knob up on Motherlodes but Rank 7 and rank 9's still feel a bit light on the return on effort across the team. (imho) Foreman is very susceptible to Lag timing.... I can close my eyes and hear @srathor cursing at my poor timing over the last few days when we were trying to farm during the crazy 3000-8000 ping storms  I understand the format of 'social gathering' but still think its out of whack. If i have a 100 mining skill I can't mine a rank 1 mother lode but 2 smucks with a combined +12 mining can?  Increase the tool damage somehow if you want to penalize solo efforts  but still to me feels like a forced mechanic where its not needed.  Higher ranks will force partnerships as its more effective and efficient, the mats in the lower rank ML does not seem to me to be worth the forced social effort. Hoping the addition of Adventure parcels gives us the equivalent of MotherLode mobs ... but here is my question .... if it takes 3 people to kill the Monster Bear, will it take more than one person at the same time to skin it?  if not then miners and quarry people are not seeing parity.  
     
     
     
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