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Lightsig

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Lightsig last won the day on December 26 2018

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About Lightsig

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  1. It would be cool if there was a necromancy crafted consumable that would wipe a discipline, but definitely keep it difficult to attain (rare/expensive). To me it would make sense that you shouldn't be able to swap majors especially with the unlocking of tiers tied to the vessel's progression. With balance being an ongoing effort, and needing to keep some room for new disciplines to be added, the unavailability of swapping disciplines contributes to a regular demand for the necromancy craft as players will have a specific reason to replace their vessel, and this contributes to keeping graves nodes as important as any other resource to contest throughout each campaign.
  2. Would be cool if there were more reasons to sacrifice a vessel, maybe to allow a chance to receive back some of your disciplines as well as xp on current vessel. Might help keep necromancy business going, with some incentive based against the availability of disciplines and your desire to respec.
  3. It would be nice to see conditions become a little less about an alternative way to deal core damage. Maybe provide more abilities with triggers based on those conditions and provide some added utility or effect that is not about damage to health. I'm not against there being DoT builds in any way. It's just with the core stats of gear having such a large influence on damage output, if there really is a concern that DoTs under perform, than it might be better to see how these effects might contribute to controlling the pace of combat, rather than purely speeding it up.
  4. Whole lotta feels. OP just doesn't like the concept of tutorial spaces for new players. Thread. But I disagree. Full stop.
  5. Thralls seem like the natural direction for Necromancy anyways. With vessels hanging around forever I don't feel like my decision to invest in Necromancy training will have any value at all without some other more limited use commodity coming out of this tradeskill.
  6. Another issue I can't wait to see disappear.
  7. The problems with a loot pinata are 1.) You can't loot selectively if walking through a doober automatically picks it up (which I would assume will be an issue with more limited inventory) 2.) In large sieges you will be surrounded by loot, and not only is that not matching the aesthetic of a battlefield, but if we actually reach a scale of sieges that doesn't have a hard cap below the server's total population, we will probably be two steps back performance wise. 3.) The person grabbing their body at a safe range has to go back and pick up anything left behind and will likely be waking back to a guaranteed death again. Now you might think that last part is fine but if we argued there should be no protections then why would there even be a reason to run back to your corpse, a huge durability loss won't be less enticing then a repeated gankfest on your corpse to engage in losing battle over and over again.
  8. Yeah, definitely, because if it isn't coming with war tribes then the current issues will be only be exascerbated with even more NPCs derping around the world.
  9. Didn't realize "dungeons" in an open world MMO could be so controversial. Let's look at it like this, can we even have a "throne war" without a living world to navigate and conquer? Can players feel engaged solely upon objective-based player vs player nodes on an on-demand basis any and every time they log in? No. Definitely not. And I am sure I am not the only one who would've abstained from ponying up the money had my interpretation of an "MMO" been "content that is only playable when other players make it possible", yeah, no. The opportunity of engaging other players should be massively rewarding, and the pinnacle of experiences to be had in crowfall but the outcome of not having much to do without them would make this game DOA. War tribes and dungeons create hurdles and attractions that will draw player engagement through need or want. I'd think the benefit of driving players towards similar places to create conflict would be obvious. To everyone else implying better design around pure-PvP objectives would somehow gaurantee a consistent flow of players to provide said content, uh, Age of Wushu, anyone?
  10. Expose seems like it is supposed to be more impactful than it really ends up being. It offers a KD as long as the target is using an ability, which would theoretically be pretty impactful, taken out of context for how zerg vs zerg actually plays out. Though, it might not be the intention for these classes to have any part in large scale battles. One suggestion I would make would be to provide expose on the rapier finisher for targets below 50% health. As is, you won't have much expose uptime in a big battle, and expose punishing a single target is hardly making much of a difference in a sea of CC and retaliates that directly counter any active and sustained engagement on this class, if this is to be an intended part of the Duelist's role. IMO, expose functions better as a secondary effect in the anti-stealth kits than it does as an active standalone ability among the stealther's toolkit.
  11. With where the game is now, the player vessel will be the last account level anchor for player identity. With the risks of experimentation, material availability, and a manual crafting workflow vessels will offer a great core for player progression. Additionally, I am not worried about Necromancer's income coming solely from these vessels if they are equally needed for the production of thralls. (Would guards count as thralls? I hope.) As an aside, I don't know if I would want to see anything close to a full respec, personally. But as far as disciplines go though, the shift to talents does create the need for some way to select different disciplines without throwing away an entire vessel. It would be way too flexible if you could redistribute the entire tree and/or promotion.
  12. A better fix might be applying the shroud to the crow state itself, lengthening the duration, so that if you rez at your body's location during the shroud window your crow will grab your body and your body will be set back to the beachhead. However, if you wait until the debuff is gone you will respawn instantly at your location without a handicap you must wait for further.
  13. Lightsig

    Duelist in 5.8

    Don't actually have any numbers, and without an equation available on the tooltip it is hard to know for certain. I am a little too focused on playing meta to veer off the path into sub optimal specs but I plan to spin up new characters once I have a feel for the frequency of wipes we will see. Right now, it looks like they moved 5.8 to live earlier than they wanted due to community feedback so I don't know what updates might be coming down the pipe that set us all back to zero. If we get another campaign persisting our current vessels and spirit banks I will run through on Dirge and Vangaurd and make more of an attempt to breakdown these variants beyond my initial cursory review!
  14. Lightsig

    Duelist in 5.8

    This is a pretty cursory view on Duelist but there were some points I thought I would provide that relate to issues with the specializations I noticed from the outset. Slayer appears to be in the most solid position for Duelist, offering the most in offensive returns. It carries over a lot of the original kit in spirit and therefore seems like the goto without question. It would be nice if Dynamite provided a bit more distance on its leap animation, and moved some of the initial damage to a temporary buff on pistol shots instead of all-in on the initial explosion effect in order to encourage a more offensive followup to its use. I get that you might still want the option to swap out pistol for rapier but the strengths of pistol seem to outweigh this option in most practical considerations once it became exclusive to this spec. Dirge is the melee focused variant, yet the old passive for saber attacks resetting flintlock shot is in Slayer. This was one of the main reasons to continue using the rapier and being so central to a melee focused build, I think it would be better fit for Dirge than Slayer. The stun on Impale is nice, but it feels out of place when you can still provide the same effect with PBS. Maybe something different like adding a resolve buff, or something else to boost staying power rather than the redundancy of another stun on a 5-point pip spender. It might be nice to see this spec as a more "in the fray" variant, and an armor upgrade to mail would really support this. Vangaurd seems mostly undesirabe at a glance. The spec appears to fit more in the advanced scout role, so it might make sense to offer a Q alternative that removes the damage effect on Vanish and provides AoE cripple or root (or maybe like a concussive, canonical CC, stunning targets) instead, similar to how Dynamite offers a higher damage variant Q ability dropping its stealth effect on Slayer, but still keeping the stealth in this variant. This might make it a little more desirable for this intended role, and balance out the strength of the subclass in comparison to the others. I'm sure Duelist isn't the only one in this position after the classes were cannabalized to create promotions, but hopefully we can get better definition in some of these alternative roles we're now offered to encourage more expirementation. We won't truely know what works and what doesn't if no one even wants to risk locking into and outfitting such underwhelming promotions.
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