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vkromas

ArtCraft Developer
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  1. Like
    vkromas got a reaction from APE in Various Questions for Dev's about Tracks   
    Hello! Let me see if I can at least answer a few of these points real quick. 
    That's still in the initial plan for plant gathering. Right now, the quality of mats collected from plants are either common or rare depending on the plant but this may (or may not) expand to include all quality tiers in the future. The current amount yielded on harvesting is pretty consistent for all players at the moment, but could potentially change if the reaping skill becomes trainable. 
    So this is an interesting question and I'm curious to know what feedback I'll get after I answer this. Initially, we thought about adding a cooking track to the skill tree but ultimately felt that cooking should be considered a secondary crafting group in which all players are able to cook items. The only major gates behind the cooking recipes are tied to the actual stations rather than unlocking these recipes through the skills, disciplines, or other means. There was concern that if we made it a specific track that it wouldn't be very popular and would potentially cause players to have to choose between a major track, like Blacksmithing, for Cooking. 
    With that being said though, one of the things I'm really hoping we can get in soon is actual tiers of food and special circumstance outcomes; like maybe all Stoneborns are immune to the effects of alcohol, or maybe Wood Elves get additional benefits from plant-based foods. In addition, maybe some of the additives like seasonings and herbs could also alter the outcome of a recipe. I've got a running list of recipes and new ideas I'd like to get in, but first we gotta hit some of our other major milestones, then we can flesh out the content and systems a bit more. 
    I'm wondering if you've come across a bug, or if I'm interpreting your comment incorrectly. Ideally, you should be able to combine disciplines into all tiers, but if there is a piece missing or causing this to not be feasible, that might be a bug. Let me know though and I can either delve a bit further or explain a bit more about our intent for Runemaking in the future.
    Alchemy is a bit lacking at the moment, but we do have lots of plans for future expansions of the crafting system. A lot of the plans we have at the moment are for situations outside of combat. Bulk recipe creation is another thing that we'd like to tackle with the addition of factories, but I have no idea when that will come online. The other suggestions you've made are very similar to a transmutate system that we've talked about internally as "wish list" item. 
     
    The other two questions in your post are outside of my wheelhouse, but maybe @thomasblair could answer those?
  2. Like
    vkromas reacted to BaronLovat in Various Questions for Dev's about Tracks   
    Oh wow, didn't expect this to suddenly get as much traffic as it's been. Also I wasn't aware Cooking was expected to not be a true profession. I was made aware a long time ago that as it is in-game now, it's not seen as a profession, as is mostly treated as 'fluff' with the minimal goal of staving off the hunger bar. 
    I do see a few points being made as to why it shouldn't become one, but I feel compelled to play a little bit of devil's advocate if no one minds?
    My initial Cooking concerns stem from the fact that Cooking as a, sub-routine? requires resources from all forms of harvesting. 
    Mining is needed for Ore for the Cooking Pots, Cooking Foil and Hunger Shards. Hunger Shards being the big one as it requires a large investment in training. Quarrying being the least impacting, as you can simply buy the stones to make empty Flasks. Logging being the biggest contributor, needed for wood to craft roasting sticks for kebabs, Apples for many recipes, Wax for Cheese, and Pine Nuts for various recipes. Skinning for Meat, Bone for bone broth, and Blood [if I recall for Bloodworm Stew] and soon ™ Plant Reaping for Herbs like Mandrake, Garlic and Ginseng, along with both types of Mushrooms. Seeing as I already, in order to be self sufficient as a Chef, have to completely break normal training expectations to acquire the materials for recipes, by not going down a focused path until completed; it feels awkward to see all that work is not rewarded by having a specialization in cooking those materials into valuable food items. 
    That being said, Cooking has always been treated as a non-profession in every MMO I can recall, so I don't have hopes for it to be made a strongly supported main profession. But Crowfall does feel different enough with such an in depth crafting system, that I had hoped seeing the various NYI tracks hinting at further implementations was a sign that Cooking was to be a primary profession. Providing Harvesting Buffs, Crafting Buffs, Combat buffs and even some Novelty items like Cake, Cookies and Mead. 
    The other thing I found quite confusing which made me believe Cooking was not yet fully implemented, was the seemingly random item grades of food. Some food will be uncommon, while another with the same buffs, will be rare. To top it off, others seem even more random, not doing anything significant, but being marked as Legendary, like the Roast Pig. It's not a particularly powerful food buff or hunger restoration item, but I guess it's Legendary? 
    So, being done playing the half-hearted opposition, I can see where other points are coming from. Seems like there are concerns that food buffs could become too powerful and develop a 'meta' of which food buffs you need to craft high end crafts like Vessels, or a particular food that is seen as a must have or BiS for Harvesting. Even the utmost concern is no doubt there being foods that impact the outcome of sieges. Things like a resistance buff that works against Trebs could be seen as too much of a 'must have'.
    But no really, buff stacking can get out of control, and buffs should have an upper ceiling absolutely. However it does seem the present community is whole-heartedly committed to cooking not being a supported, primary profession; and as a new player, I don't have any delusions of changing anyone's minds. If cooking is to be a fluff profession, are for a lack of better phrasing 'baby's first profession' experience, then so be it. 
     
    As for the rest of the answers about tracks, I appreciate the information where it was given, and will stay tuned to see how the tracks develop. 
    Cheers, Baron.
  3. Like
    vkromas got a reaction from APE in The New Guild Experience - The Passive and Crafting Problem   
    Hello! Someone gave me a heads up about this thread and I thought it would be a good idea to pop in here and say a few things. The absolute first of which is that, even though Crowfall is currently a live product, it is in no way, shape, or form, completed. I've mentioned this before a few times, but one of the unique attributes of working on a live game is the ability to iterate after a few play cycles.  
    I'm going to use our skill trees as an actual example of this iteration cycle to hopefully paint a bigger picture of how the iteration process on a live product can work. Up until a few cycles ago our talent trees didn't exist and everything was tied to a skill tree, and those trees were really in-depth. After some observation, play testing, and brainstorming, the vessel talent trees were drafted up and added as a way to add a bit more customization without passive training. 
    We have a lot of talks internally about our current systems and how they are affected by learning curves and guild dynamics. We have a laundry list of items we'd like to adjust over time, and adjustments to the crafting system and the general economy are just some of the key items we're always discussing. While I can't say "yay" or "nay" to any suggestions mentioned here, or in other threads, what I can say is that constructive feedback is always welcome and appreciated. Threads like these are always great because it gets a dialog going between community members, and sometimes, developers.  
     
  4. Like
    vkromas reacted to KrakkenSmacken in Various Questions for Dev's about Tracks   
    Personally I would say a big no to building it out in the "training required" direction.
    There is more than enough for the dedicated crafter types to do already, with more still to come in the form of stone masonry etc when EK buildings are worth putting in the effort to build.  Ya'll just had to cut swaths out of the early crafting loop to get new players to "minimally viable", so I would hate to see things added that make it harder to achieve that in the form of essentially required food buffs. If they are not interesting, important or essential enough to be expected or required, then they are not going to interesting or important enough to put valuable passive training time into except as a dump value a few years into training. 
    I also think food and the skill-less to gather collectibles are a great way to introduce players to the crafting system, without gating yet another thing behind passive training. 
    But that's just my opinion
  5. Like
    vkromas got a reaction from BTBill in Various Questions for Dev's about Tracks   
    Hello! Let me see if I can at least answer a few of these points real quick. 
    That's still in the initial plan for plant gathering. Right now, the quality of mats collected from plants are either common or rare depending on the plant but this may (or may not) expand to include all quality tiers in the future. The current amount yielded on harvesting is pretty consistent for all players at the moment, but could potentially change if the reaping skill becomes trainable. 
    So this is an interesting question and I'm curious to know what feedback I'll get after I answer this. Initially, we thought about adding a cooking track to the skill tree but ultimately felt that cooking should be considered a secondary crafting group in which all players are able to cook items. The only major gates behind the cooking recipes are tied to the actual stations rather than unlocking these recipes through the skills, disciplines, or other means. There was concern that if we made it a specific track that it wouldn't be very popular and would potentially cause players to have to choose between a major track, like Blacksmithing, for Cooking. 
    With that being said though, one of the things I'm really hoping we can get in soon is actual tiers of food and special circumstance outcomes; like maybe all Stoneborns are immune to the effects of alcohol, or maybe Wood Elves get additional benefits from plant-based foods. In addition, maybe some of the additives like seasonings and herbs could also alter the outcome of a recipe. I've got a running list of recipes and new ideas I'd like to get in, but first we gotta hit some of our other major milestones, then we can flesh out the content and systems a bit more. 
    I'm wondering if you've come across a bug, or if I'm interpreting your comment incorrectly. Ideally, you should be able to combine disciplines into all tiers, but if there is a piece missing or causing this to not be feasible, that might be a bug. Let me know though and I can either delve a bit further or explain a bit more about our intent for Runemaking in the future.
    Alchemy is a bit lacking at the moment, but we do have lots of plans for future expansions of the crafting system. A lot of the plans we have at the moment are for situations outside of combat. Bulk recipe creation is another thing that we'd like to tackle with the addition of factories, but I have no idea when that will come online. The other suggestions you've made are very similar to a transmutate system that we've talked about internally as "wish list" item. 
     
    The other two questions in your post are outside of my wheelhouse, but maybe @thomasblair could answer those?
  6. Like
    vkromas got a reaction from ACE_FancyHats in Various Questions for Dev's about Tracks   
    I'm also going to drop a few links here for you if you want a bit more in-depth info on Cooking and Alchemy.
    https://crowfall.com/en-US/news/articles/cooking-with-valkro/
    https://www.youtube.com/watch?v=_xzOjCslFrU
     
  7. Like
    vkromas got a reaction from ACE_FancyHats in Various Questions for Dev's about Tracks   
    Hello! Let me see if I can at least answer a few of these points real quick. 
    That's still in the initial plan for plant gathering. Right now, the quality of mats collected from plants are either common or rare depending on the plant but this may (or may not) expand to include all quality tiers in the future. The current amount yielded on harvesting is pretty consistent for all players at the moment, but could potentially change if the reaping skill becomes trainable. 
    So this is an interesting question and I'm curious to know what feedback I'll get after I answer this. Initially, we thought about adding a cooking track to the skill tree but ultimately felt that cooking should be considered a secondary crafting group in which all players are able to cook items. The only major gates behind the cooking recipes are tied to the actual stations rather than unlocking these recipes through the skills, disciplines, or other means. There was concern that if we made it a specific track that it wouldn't be very popular and would potentially cause players to have to choose between a major track, like Blacksmithing, for Cooking. 
    With that being said though, one of the things I'm really hoping we can get in soon is actual tiers of food and special circumstance outcomes; like maybe all Stoneborns are immune to the effects of alcohol, or maybe Wood Elves get additional benefits from plant-based foods. In addition, maybe some of the additives like seasonings and herbs could also alter the outcome of a recipe. I've got a running list of recipes and new ideas I'd like to get in, but first we gotta hit some of our other major milestones, then we can flesh out the content and systems a bit more. 
    I'm wondering if you've come across a bug, or if I'm interpreting your comment incorrectly. Ideally, you should be able to combine disciplines into all tiers, but if there is a piece missing or causing this to not be feasible, that might be a bug. Let me know though and I can either delve a bit further or explain a bit more about our intent for Runemaking in the future.
    Alchemy is a bit lacking at the moment, but we do have lots of plans for future expansions of the crafting system. A lot of the plans we have at the moment are for situations outside of combat. Bulk recipe creation is another thing that we'd like to tackle with the addition of factories, but I have no idea when that will come online. The other suggestions you've made are very similar to a transmutate system that we've talked about internally as "wish list" item. 
     
    The other two questions in your post are outside of my wheelhouse, but maybe @thomasblair could answer those?
  8. Like
    vkromas reacted to VaMei in Various Questions for Dev's about Tracks   
    Until manufacturing is a thing, we really, really, do not want this. The fact that all food, food components, and potions have fixed results allows them to stack, and allows components from individual assemblies to be used together in a final assembly.
    For now, this is an enormous QoL *buff* to not have food & potion experimentation.
  9. Like
    vkromas reacted to VaMei in Various Questions for Dev's about Tracks   
    Long term, after more pressing things are behind you, I'd love to see cooking become its own profession. Now that the recipes are tied to the stations rather than passive skills, the concern that everyone should be able to cook is behind us. That doesn't necessarily mean that some can't cook better than others. Better ingredients, better preparation, better food :Yum:
  10. Like
    vkromas got a reaction from Fahennel in Various Questions for Dev's about Tracks   
    Hello! Let me see if I can at least answer a few of these points real quick. 
    That's still in the initial plan for plant gathering. Right now, the quality of mats collected from plants are either common or rare depending on the plant but this may (or may not) expand to include all quality tiers in the future. The current amount yielded on harvesting is pretty consistent for all players at the moment, but could potentially change if the reaping skill becomes trainable. 
    So this is an interesting question and I'm curious to know what feedback I'll get after I answer this. Initially, we thought about adding a cooking track to the skill tree but ultimately felt that cooking should be considered a secondary crafting group in which all players are able to cook items. The only major gates behind the cooking recipes are tied to the actual stations rather than unlocking these recipes through the skills, disciplines, or other means. There was concern that if we made it a specific track that it wouldn't be very popular and would potentially cause players to have to choose between a major track, like Blacksmithing, for Cooking. 
    With that being said though, one of the things I'm really hoping we can get in soon is actual tiers of food and special circumstance outcomes; like maybe all Stoneborns are immune to the effects of alcohol, or maybe Wood Elves get additional benefits from plant-based foods. In addition, maybe some of the additives like seasonings and herbs could also alter the outcome of a recipe. I've got a running list of recipes and new ideas I'd like to get in, but first we gotta hit some of our other major milestones, then we can flesh out the content and systems a bit more. 
    I'm wondering if you've come across a bug, or if I'm interpreting your comment incorrectly. Ideally, you should be able to combine disciplines into all tiers, but if there is a piece missing or causing this to not be feasible, that might be a bug. Let me know though and I can either delve a bit further or explain a bit more about our intent for Runemaking in the future.
    Alchemy is a bit lacking at the moment, but we do have lots of plans for future expansions of the crafting system. A lot of the plans we have at the moment are for situations outside of combat. Bulk recipe creation is another thing that we'd like to tackle with the addition of factories, but I have no idea when that will come online. The other suggestions you've made are very similar to a transmutate system that we've talked about internally as "wish list" item. 
     
    The other two questions in your post are outside of my wheelhouse, but maybe @thomasblair could answer those?
  11. Like
    vkromas reacted to ACE_FancyHats in Various Questions for Dev's about Tracks   
    @vkromas I summon you! Perhaps you'd be better equipped to answer some of these concerns?
  12. Like
    vkromas got a reaction from ConstantineX in The New Guild Experience - The Passive and Crafting Problem   
    Hello! Someone gave me a heads up about this thread and I thought it would be a good idea to pop in here and say a few things. The absolute first of which is that, even though Crowfall is currently a live product, it is in no way, shape, or form, completed. I've mentioned this before a few times, but one of the unique attributes of working on a live game is the ability to iterate after a few play cycles.  
    I'm going to use our skill trees as an actual example of this iteration cycle to hopefully paint a bigger picture of how the iteration process on a live product can work. Up until a few cycles ago our talent trees didn't exist and everything was tied to a skill tree, and those trees were really in-depth. After some observation, play testing, and brainstorming, the vessel talent trees were drafted up and added as a way to add a bit more customization without passive training. 
    We have a lot of talks internally about our current systems and how they are affected by learning curves and guild dynamics. We have a laundry list of items we'd like to adjust over time, and adjustments to the crafting system and the general economy are just some of the key items we're always discussing. While I can't say "yay" or "nay" to any suggestions mentioned here, or in other threads, what I can say is that constructive feedback is always welcome and appreciated. Threads like these are always great because it gets a dialog going between community members, and sometimes, developers.  
     
  13. Like
    vkromas got a reaction from MrMugglez in The New Guild Experience - The Passive and Crafting Problem   
    Hello! Someone gave me a heads up about this thread and I thought it would be a good idea to pop in here and say a few things. The absolute first of which is that, even though Crowfall is currently a live product, it is in no way, shape, or form, completed. I've mentioned this before a few times, but one of the unique attributes of working on a live game is the ability to iterate after a few play cycles.  
    I'm going to use our skill trees as an actual example of this iteration cycle to hopefully paint a bigger picture of how the iteration process on a live product can work. Up until a few cycles ago our talent trees didn't exist and everything was tied to a skill tree, and those trees were really in-depth. After some observation, play testing, and brainstorming, the vessel talent trees were drafted up and added as a way to add a bit more customization without passive training. 
    We have a lot of talks internally about our current systems and how they are affected by learning curves and guild dynamics. We have a laundry list of items we'd like to adjust over time, and adjustments to the crafting system and the general economy are just some of the key items we're always discussing. While I can't say "yay" or "nay" to any suggestions mentioned here, or in other threads, what I can say is that constructive feedback is always welcome and appreciated. Threads like these are always great because it gets a dialog going between community members, and sometimes, developers.  
     
  14. Like
    vkromas got a reaction from Fahennel in The New Guild Experience - The Passive and Crafting Problem   
    Hello! Someone gave me a heads up about this thread and I thought it would be a good idea to pop in here and say a few things. The absolute first of which is that, even though Crowfall is currently a live product, it is in no way, shape, or form, completed. I've mentioned this before a few times, but one of the unique attributes of working on a live game is the ability to iterate after a few play cycles.  
    I'm going to use our skill trees as an actual example of this iteration cycle to hopefully paint a bigger picture of how the iteration process on a live product can work. Up until a few cycles ago our talent trees didn't exist and everything was tied to a skill tree, and those trees were really in-depth. After some observation, play testing, and brainstorming, the vessel talent trees were drafted up and added as a way to add a bit more customization without passive training. 
    We have a lot of talks internally about our current systems and how they are affected by learning curves and guild dynamics. We have a laundry list of items we'd like to adjust over time, and adjustments to the crafting system and the general economy are just some of the key items we're always discussing. While I can't say "yay" or "nay" to any suggestions mentioned here, or in other threads, what I can say is that constructive feedback is always welcome and appreciated. Threads like these are always great because it gets a dialog going between community members, and sometimes, developers.  
     
  15. Like
    vkromas got a reaction from ACE_FancyHats in The New Guild Experience - The Passive and Crafting Problem   
    Hello! Someone gave me a heads up about this thread and I thought it would be a good idea to pop in here and say a few things. The absolute first of which is that, even though Crowfall is currently a live product, it is in no way, shape, or form, completed. I've mentioned this before a few times, but one of the unique attributes of working on a live game is the ability to iterate after a few play cycles.  
    I'm going to use our skill trees as an actual example of this iteration cycle to hopefully paint a bigger picture of how the iteration process on a live product can work. Up until a few cycles ago our talent trees didn't exist and everything was tied to a skill tree, and those trees were really in-depth. After some observation, play testing, and brainstorming, the vessel talent trees were drafted up and added as a way to add a bit more customization without passive training. 
    We have a lot of talks internally about our current systems and how they are affected by learning curves and guild dynamics. We have a laundry list of items we'd like to adjust over time, and adjustments to the crafting system and the general economy are just some of the key items we're always discussing. While I can't say "yay" or "nay" to any suggestions mentioned here, or in other threads, what I can say is that constructive feedback is always welcome and appreciated. Threads like these are always great because it gets a dialog going between community members, and sometimes, developers.  
     
  16. Like
    vkromas reacted to Deioth in The New Guild Experience - The Passive and Crafting Problem   
    @vkromas We sincerely hope our experiences and this post help you guys bring things better into line.  This game has a ton of potential.  We're having a lot of fun, at least, and we're nearly there for crafting skill trees (assuming there's not a wipe as soon as we get there LOL) so everyone will get to find out just how much difference there is.  We look forward to seeing how things work out and thanks for keeping tabs on us all outside the dev partners forum hah!
  17. Like
    vkromas got a reaction from Bzra in The New Guild Experience - The Passive and Crafting Problem   
    Hello! Someone gave me a heads up about this thread and I thought it would be a good idea to pop in here and say a few things. The absolute first of which is that, even though Crowfall is currently a live product, it is in no way, shape, or form, completed. I've mentioned this before a few times, but one of the unique attributes of working on a live game is the ability to iterate after a few play cycles.  
    I'm going to use our skill trees as an actual example of this iteration cycle to hopefully paint a bigger picture of how the iteration process on a live product can work. Up until a few cycles ago our talent trees didn't exist and everything was tied to a skill tree, and those trees were really in-depth. After some observation, play testing, and brainstorming, the vessel talent trees were drafted up and added as a way to add a bit more customization without passive training. 
    We have a lot of talks internally about our current systems and how they are affected by learning curves and guild dynamics. We have a laundry list of items we'd like to adjust over time, and adjustments to the crafting system and the general economy are just some of the key items we're always discussing. While I can't say "yay" or "nay" to any suggestions mentioned here, or in other threads, what I can say is that constructive feedback is always welcome and appreciated. Threads like these are always great because it gets a dialog going between community members, and sometimes, developers.  
     
  18. Like
    vkromas got a reaction from Deioth in The New Guild Experience - The Passive and Crafting Problem   
    Hello! Someone gave me a heads up about this thread and I thought it would be a good idea to pop in here and say a few things. The absolute first of which is that, even though Crowfall is currently a live product, it is in no way, shape, or form, completed. I've mentioned this before a few times, but one of the unique attributes of working on a live game is the ability to iterate after a few play cycles.  
    I'm going to use our skill trees as an actual example of this iteration cycle to hopefully paint a bigger picture of how the iteration process on a live product can work. Up until a few cycles ago our talent trees didn't exist and everything was tied to a skill tree, and those trees were really in-depth. After some observation, play testing, and brainstorming, the vessel talent trees were drafted up and added as a way to add a bit more customization without passive training. 
    We have a lot of talks internally about our current systems and how they are affected by learning curves and guild dynamics. We have a laundry list of items we'd like to adjust over time, and adjustments to the crafting system and the general economy are just some of the key items we're always discussing. While I can't say "yay" or "nay" to any suggestions mentioned here, or in other threads, what I can say is that constructive feedback is always welcome and appreciated. Threads like these are always great because it gets a dialog going between community members, and sometimes, developers.  
     
  19. Like
    vkromas got a reaction from KDSProm in The New Guild Experience - The Passive and Crafting Problem   
    Hello! Someone gave me a heads up about this thread and I thought it would be a good idea to pop in here and say a few things. The absolute first of which is that, even though Crowfall is currently a live product, it is in no way, shape, or form, completed. I've mentioned this before a few times, but one of the unique attributes of working on a live game is the ability to iterate after a few play cycles.  
    I'm going to use our skill trees as an actual example of this iteration cycle to hopefully paint a bigger picture of how the iteration process on a live product can work. Up until a few cycles ago our talent trees didn't exist and everything was tied to a skill tree, and those trees were really in-depth. After some observation, play testing, and brainstorming, the vessel talent trees were drafted up and added as a way to add a bit more customization without passive training. 
    We have a lot of talks internally about our current systems and how they are affected by learning curves and guild dynamics. We have a laundry list of items we'd like to adjust over time, and adjustments to the crafting system and the general economy are just some of the key items we're always discussing. While I can't say "yay" or "nay" to any suggestions mentioned here, or in other threads, what I can say is that constructive feedback is always welcome and appreciated. Threads like these are always great because it gets a dialog going between community members, and sometimes, developers.  
     
  20. Like
    vkromas got a reaction from Audin in The New Guild Experience - The Passive and Crafting Problem   
    Hello! Someone gave me a heads up about this thread and I thought it would be a good idea to pop in here and say a few things. The absolute first of which is that, even though Crowfall is currently a live product, it is in no way, shape, or form, completed. I've mentioned this before a few times, but one of the unique attributes of working on a live game is the ability to iterate after a few play cycles.  
    I'm going to use our skill trees as an actual example of this iteration cycle to hopefully paint a bigger picture of how the iteration process on a live product can work. Up until a few cycles ago our talent trees didn't exist and everything was tied to a skill tree, and those trees were really in-depth. After some observation, play testing, and brainstorming, the vessel talent trees were drafted up and added as a way to add a bit more customization without passive training. 
    We have a lot of talks internally about our current systems and how they are affected by learning curves and guild dynamics. We have a laundry list of items we'd like to adjust over time, and adjustments to the crafting system and the general economy are just some of the key items we're always discussing. While I can't say "yay" or "nay" to any suggestions mentioned here, or in other threads, what I can say is that constructive feedback is always welcome and appreciated. Threads like these are always great because it gets a dialog going between community members, and sometimes, developers.  
     
  21. Like
    vkromas reacted to Dern in The New Guild Experience - The Passive and Crafting Problem   
    If you're looking to gear up some Crafters maybe the community can pitch in and get you some Crafters sets.  This will hopefully get more Order players fit for combat and competitive on the battlefield and make the game more fun in the current build.  I'm willing to help so let me know if you're interested.
     
    This doesn't fix the inherent issues in the game but it would be nice if there was a guild on Order to help lead and grow the faction.
  22. Like
    vkromas reacted to ACE_FancyHats in 5.100 LIVE Feedback for 8/16/19   
    When we have information on this subject, expect it to be screamed from the rooftops =D
    Nothing to report at this moment!
  23. Like
    vkromas got a reaction from ACE_FancyHats in 5.100 LIVE Bug Reports for 8/16/2019   
    I believe it's a Templar only discipline and looks to work with the Templar Execute power. I don't think it's intended to be equipable on the other classes. That sounds like a bug. 
  24. Like
    vkromas reacted to ACE_FancyHats in 5.100 LIVE Feedback for 8/16/19   
    It's a known issue and is awaiting a fix. It's on our radar, for sure. 
  25. Like
    vkromas got a reaction from mythx in Barrier   
    Powers are legit my achilles heel but I can try to dig into this a bit further.
    If I'm reading this right, it does an additional percentage of weapon damage, but I'm not 100% certain of this. @mhalashace or @thomasblair Do you have any more info you could share about the above powers questions?
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