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Jjusticar

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  1. I think its important for classes to make challenging decisions like survivability vs damage. And pip classes are in a really great position in the regard because you do have to invest a lot into spenders. So i think it's important to find a good balance when it comes to abilities like Redirct Pain. That said, ive always felt Redirect Pain had too long of a CD. I'd really like to see Go For Broke brought back to being worth using. Was always my favorite ability.
  2. sooo...in the end momentary alliances can be advantageous and are an important part of succeeding in this throne war game. woah. i really can't wait for this game to see a population boom with lots of big new guilds.
  3. It was a pretty good dps as long as you focused on positioning. It was far more position based than any other dps in the game at that time and could certainly put out pretty solid numbers. but ya current druid is bricked.
  4. I'm not sure thats the case entirely. I think it's a different issue in that major disciplines are supposed to augment how your class and role plays. I personally think majors should have a lot more active components to them. 4 or 5 skills per major at least. That would result in them a) being more impactful to the role you choose by forcing hard decisions between class abilities and discipline abilities and b) free up passives which with the new passive system have incredibly more potential to influence a characters build. But I agree with the point some discs will always be better than others, its the nature of games. But I think more disciplines, with more abilities on them, could result in ultimately more diversity than we currently have even apart from passives being seperated. Thats just in this current iteration though, if more passives had more influence on your gameplay and relevance to the discipline they are on, that's a different story.
  5. I'm not sure how effective this would be in the current state of the game, but i do like this idea for sure! I think even doing this still doesn't address the fact that the their aren't enough disciplines straight up for choice. You're still choosing between like runecaster or standard bearer for a support role regardless of the passives...there isn't anything else there in terms of active abilities. But decoupling passives from majors, that's something i can get behind as a root design.
  6. Doesnt this just play into the developers fear of players just getting CCd to death after their retaliate? I feel like i remember them specifically saying they are scared of cc being too strong. That said, id love for something like this to be the case. And i definitely agree some redesign is in order. I think it could make interesting gameplay to have cc roles that are used to burn early c powers out of players so they cant use them offensively and what not. But c powers charge so quick now I imagine they would still be useless (lol champ soul power cost) Idk what the fix is but i think we can all agree cc promotions feel pretty bad at the moment.
  7. ooooook, this is pretty lit. holy smokes good work @Yoink, ur a mad man. infinite thumbs up
  8. yeh definitely. i was always of the opinion C powers are just bad for the game and shouldve been CD based non-class locked abilities. like a crow ability that comes not from your vessel but your crow but oh well, here we are. not sure how well they can tune C powers to be balanced at this point
  9. Nice video Zybak, thoroughly enjoyed. I'm surprised you didn't cover free weaving and it's uses though I know you said it's not a guide video or anything like that. One note being: I think icequake is waay more insane than you gave it credit for. with free weave to volatile ice you have a spammable aoe knockdown. you can take the volatile focus gem, which procs on every instance of damage (including DoT's, the bonus attacks from illusionist, etc) and can proc itself even. you can really do some insane aoe damage and control once you get those stacking since they spawn at the enemy location. but awesome video, i always love tuning in and seeing your ideas and takes on the classes/game.
  10. But we have major discs which are just like playing a new class! *insert kappa face here*
  11. Ive gotta say im very surprised they didnt reduce the C powers for stealth classes with this new mechanics, similar to a level of the champ or something
  12. this just isn't true. the game is not that deep...not even close. you can spend MAYBE a couple hours checking out the disciplines that your class can use, but for the most part you have 2-3 choices for a role you want to play. want to play a tanky support then your only options are rune caster and standard bearer. want to play a melee dot class, you only have poisoner and blade master for the most part. that said, the game has built the foundation to have really incredible character building. it is just currently so severely lacking in options covered by an illusion of choice. i got through all of the math the game had to offer in like two days because there are only a handful of meaningful stats; AP, crit/heal dmg/chance, SP, HP, and armor. all of these incredibly unique stats that the game has access to and 90% of them simply don't matter 90% of the time. advantages/disadvantages will help but Crowfall desperately needs at least twice the amount of major and minor disciplines and a serious look at stat balancing to make unique global and class stats meaningful. p.s. change retaliate please
  13. If this system ends up just being boring +base stat for -base stat I will be so sad. They have so many stats to choose from and frankly the system shouldn't be about boosting a character stat wise early. It should be about tailoring your character to a unique playstyle through interesting options. Not just straight up stat boosts imo. Personally I think the time for this to have been here is long overdue. And the game desperately needs the customization. I've done lots of math and see how few actual choices you have, which is common for a heavy theorycrafter. But even people who just check out the system for a few weeks can see how few choices there actually are, that's a problem
  14. There are a few classes that have CC and control based promotion classes. I believe Templar (stacking hp on cc), Myrm (AoE slow/debuff/bleeds), Knight (standard CC), Champion (high mobility knockdown). I'm sure im forgetting some but those are all pretty heavy cc classes. That said, right now CC isnt super impactful because people can spam retaliate for the most part. At least I assume that's similar to the last few patches
  15. Well it's not technically RNG, it's just on a timer that runs in the background regardless of when you use any dodge pip. But yeah obviously there needs to be a fix for that tick happening right after you steal someone's pips. I'd just say have shield inhibit the affected target from receiving dodge pips for X amount of seconds after getting hit.
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