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Everything posted by Jjusticar

  1. I think the Paladin really does well in the theme/role of being a stalwart area controller/healer but I would generally agree it's too narrowly focused on Divine Light. I would definitely like to see the Paladin gain some other form of healing/pip generation. Something like changing their Castigate into Righteous Smash combo to do healing on allied targets instead of damage on enemy targets could be very interesting. By then lowering the healing of Divine Light a bit, the promotion keeps its area controller/healer fantasy, but has the pip generation to have somewhat decent healing outside of DL between Devotion, Judgement and Holy Warrior. Even opening up the possibilities for interesting healing builds that focus more on Devotion by taking damage disciplines (something like Blade Master for an AoE severe bleed on top of Nethari racial for some serious heal burst).
  2. Jjusticar

    Knight Swordsman

    I think @Durenthal plays swordsman knight too perhaps?
  3. This is exactly how I see things as well when it comes to this kind of character customization.
  4. Not if they gave interesting abilities and effects that excel in certain situations or fit certain roles.
  5. It's off topic but I mean, it's not like it would have been hard for ACE to just implement another set of weapon discs that gave healing abilities rather than offensive abilities. The weapon discs we did have were definitely a wasted slot for healers, but it would've been pretty easy and also a lot of fun giving healers access to meaningful weapon discs. Imagine a cleric having access to a 2H hammer healing disc, lots of potential for really cool abilities themed around weapons.
  6. I didn't watch the stream, but if that's the case it's going to make for awful Rock Paper Scissors combat imo.
  7. All of them. I change my build and playstyle depending on the type of engagement I will be a part of. And my High-Elf performs admirably in all of them.
  8. This post was not about balance. It was about the fact that promotions and basekits; a) Don't give a majority of the classes new unique abilities or mechanics b) Have much too similar design in their talents being, in the case of DPS, 3 passive dmg bonuses/2 dmg bonuses to abilities/and a dps passive. It's boring and possibility for interesting nodes are taken by passive bonuses we don't need. c) Base classes having access to VERY similar role-defining abilities: i.e myrm and knight both having pulls, almost every DPS having an AoE CC on top of one or more single target CC's, some sort of area control ability (myrm WW, templar DL, champ spinning attack, fessor nados, guinea barrel, etc, etc), Just because a class is using a different ability to do a majority of their damage, does not mean it's a unique class. It's the same general playstyle for all of them because they all don't have anything unique to their class. There is such a lack of inspired class mechanics and roles. But, those are just my opinions and it seems most people are satisfied with the promotion design and I've no issue with that. I'll play the game same as I have been.
  9. I've had 0 issues proc'ing it reliably. Whether it's design is flawed or not, wasn't really the point of the discussion. Currently it is working just fine and I've found plenty of success on it. Again, you are literally just saying your preference. I like an assassin that can manage it's range within fights with less resets while I wittle down opponents, giving them close to no uptime on me because I have the dodges to create space. High-elf allows me to do that more effectively. Just because you like and enjoy the Fae racials more for the assassin, does not mean they are the best or even mandatory. But I understand that this way of thinking can be tough. The way you play assassin is not necessarily the most effective, the way I play assassin is not necessarily the most effective BUT we both made them work effectively.
  10. It's definitely worth it on high-elf because it gives you an extra chance to proc your clearcast. It's more than possible to chain 6 dodges in a row if you get decent clearcast procs on top of the critical dodge proc. Whether it's worth it on other low range dash races, that's personal preference. It can easily give you another reset oppportunity.
  11. Ok you're not getting the gist. It's not that they all do DPS, that's what I expect. But not only do none of the promotions actually gain anything cool and new and unique to the promotion, gain any interesting class mechanics specific to the promotion, or gain any sort of specified role...it leaves them feeling bland and uninspired. I couldn't care less whether they all did DPS or not. It's irrelevant to my point. I care that the promotion that I choose is unique and fulfulling within a role that isn't as generic as DPS/Tank/Healer so I'm always useful to a group. Generalized roles are boring are just going to lead to narrow-minded gameplay. Maybe Alpha Warrior should be an area controller and double down on it in their talent tree, while vindicator doubles down on an executioner fantasy, and inquisitor can really focus in on being able to create space between a front line and a backline. Nothing distinguishes or makes those promotions fun and unique other than their one strong ability that gets passively buffed in their talent tree.
  12. What role do all of those fill? DPS. There is no difference between them, they all just do damage and their promotion talents are just passive damage buffs with random effects added to some of their abilities. What actual new class mechanics are added in any of those lines besides Dominance? Nothing. Which is the point I was making. They all do mostly the exact same thing, and as a result we are going to see a much narrower use of promotions. All you described was that each promotion has a different "focus". But they all have similar playstyle and fill similar roles | being a DPS that has stacked damage on one ability and a few CC's. What separates them? What makes them unique? Titan - high dmg autos Alpha warrior - high dmg neckbreaker templar - high damage parry stormcaller - woah they have lightning damage cutthroat - high dmg backstab duelist - high damage impale or pepperbox You see what I'm saying here? There is very little role difference between them all. If out of all of those Titan is the highest damage then what reason do I have to take any of the others? Alpha warrior has its AoE knockdown but so does myrm, templar has the same, stormcaller has a stun and LMB's but so does myrm, etc etc. Nothing is specialized so nothing else will see serious play.
  13. When you look through all the various classes and their promotions, you can really see how homogenized all of the classes are. And as a result, none of them really fill specific roles. The issue I see moving forward is the same issue we've had for a long time: because so many of the classes are so similar, many promotions will not see the time of day because something else does what they can do but better. For most of the classes, we see the basic 3 lines; damage line, tanky line, and CC line (with healing classes being the obvious exception). When you look into the lines, almost every promotion is just a copy/paste of all of the other promotion lines. You get dmg bonus stats and then random added effects onto abilities. Nothing substantial really gets added in the way of changing the play-style of the class for the role you want to fill. There are no interesting mechanics added, not many cool new abilities, and random passives that should be baseline but aren't (and aren't that fun to play with anyways). I'll break down a few of them below as an example. Let's take a look at a few CC role promotions: Fanatic, Barbarian, Sentinel, X Fanatic --> 3 nodes for CC durations, cc added on 2 abilities, heal passive Barbarian --> 3 nodes for CC durations, cc added on 2 abilities, dmg bonus on cc passive Sentinel --> 2 nodes for CC durations, cc added on 4 abilities, literally same passive as Barbarian but an added bonus for some reason Let's take a look at a few DPS role promotions: Inquisitor, Alpha Warrior, Swordsman Inquisitor --> 3 nodes for passive dmg bonus, 2 nodes for active dmg bonus, dps passive Alpha Warrior --> 4 nodes for passive dmg bonus, 2 nodes for dominance, dps passive Swordsman --> 5 nodes for passive dmg bonus, 2 nodes to slightly modify abilities, dps passive All of these promotions are almost literally just reskins of the same promotion line. They are currently giving close to ZERO unique gameplay elements and mechanics to the classes in my opinion. I think they really need to be looked at. In the DPS promotion lines, the most unique mechanic is Dominance for champions and that's just literally free crits. The Archer promotion does a somewhat ok job at bringing in uniqueness to the role since when you go archer you can see you become this ranged suppresion role.When you look at other promotions you see you're nothing more than just another DPS. At the end of the day, I think we really need to see some more unique gameplay mechanics and elements injected into these promotion classes. Not only do a lot of them add nothing but passive bonuses to a class, they don't make the class feel more unique in any way. If say Alpha Warrior is really strong, there is no reason to bring an Alpha Warrior champ over another DPS because there are no other damage focused roles so you just bring the best DPS. If Alpha Warrior was really good at single target burst, while swordsman was really good at displacement, while archer was really good at suppression, while inquisitor was really good at tank busting, while Slayer is really good at controlling groups, while Titan is really good at area control, you would have the freedom to make choices between promotions and classes based on the role they fill. TLDR; classes/promotions are too homogenized and as a result promotion viability will be hurt. The promotion lines are uninspired and boring, adding nothing new in the ways of class and gameplay mechanics. Gameplay will be dominated by the one promotion that is strongest at the moment that fills each of the only roles needed currently in groups: DPS, tank, heal. As a result, group creativity and composition will stagnate and overall gameplay will suffer.
  14. I strongly disagree. This is way too narrow-minded and way too many Templar players have this mind-set. Is Templar really strong in situations where you can get away doing this? Yes. But are there multiple play-styles for the class to be effective? Yes. I really don't know why people think Templar is useless outside of Divine Light. I've been playing Templar in open-world with no problems what so ever when it comes to pip generation or pip starvation. Get creative with your builds and playstyles. Templar can be more than DL and parry spam, they are actually quite flexible in the roles they can play. Too often I see Templars in open spaces just randomly dropping DL off CD wherever they stand and then complain they are useless. Change your playstyle. I think Templar is really well designed in that it is really flexible in play-style but it's abilities allow for really awesome moments of glory, like in keep sieges. What I do agree with is Brilliance being uninspired and Holy Warrior should be moved into Vindicator imo. I also think that the parry spam needs to go, shouldn't do as much damage as it does but I think the KD should stay. It should reward smart use, parrying at the perfect time to line up a big CC on a kill target or a group of front-liners.
  15. It doesn't? It just enhances in-game activities over time. I'm not sure where this notion that it's pointless to play the game before having skills trained comes from, it's poorly thought out. Sure, at the moment you are behind in the training curve because there are none of the planned catch-up mechanics in place. But considering everyone starts from the same point, say after a skills wipe or the launch of the game, the relative power gained from spending 5 minutes harvesting trees with no skills will be almost literally the same as the relative power gained from hitting trees months down the line. The 5 minutes you spend today will be the same in terms of your relative power gain between yourself and other players as it will be tomorrow in the long run. But maybe this form of thinking is too advanced.
  16. Definitely agree. Only reason I didn't add it in is because I was trying to focus more on the mechanics and talents within the Vandal tree. I am hoping, however, that the armor changes will even this issue out. That being said, I have still found success in both solo and group fights...but for how patient you have to play for the exact right opportunity so you don't die instantly when you open makes it super tough. This is somewhat what I was thinking as well. However, even still that capstone is imo much weaker than comparable CC class capstones. Plus I really don't think Vandal will have the HP pool for lifestealing to be a reasonable means of sustain or suvival since it's a pretty low % and most classes will be able to burst you down way before you get any meaningful healing. 100% this. When I came back after my break and saw promotions before seeing the weapon discs were removed I had tons of ideas for builds and interactivity between abilities. So definitely agree with you on this one. Waiting for this too. Really hoping we can see some decent changes in this area.
  17. That's already what I'm running, it's quite fun.
  18. I've been messing around on my Vandal the past couple days and I've been having a really good time of it. It's been a blast and has an interesting play-style that I really enjoy. However, I have a few problems with it that I think is holding it back from being a really cool promotion line. I'm going to ignore the fact that retaliate reduces the overall effectiveness of the class, similar to other CC promotions, by a ton and focus on the gameplay and talents that I think could use some changing. Overall Thoughts: I think the Vandal is stronger than a lot of people give it credit for right now. I can theorycraft different playstyle options and I think the talent line gives you quite a bit of choice in terms of what kind of playstyle you want to move towards with the overarching theme being single-target lockdown. However, in comparison to most other promotion lines you are gaining very little added damage or power with mostly just "fluff" nodes outside of double-down and blackout. Suggestions: Flow State I didn't mention Flow State in the line about "fluff" nodes above because I don't like the design of the talent. The talent really only gives you added power if you are going Poison toxin or Disease toxin. You gain little to no power what-so-ever if you go nature toxin, simply because the biggest point spender (and imo the biggest ability you want pips back for) is going to be Diffusion. However, even with refunded pips you can generate a full 5 pips within the CD that you would otherwise have been saving. I suppose it is helpful for discipline powers possibly not costing pips, but like I said above you can generate pips to fast that imo it's not that strong. I'd personally like to see Flow State being taken off of the In The Zone pre-req, moved to the capstone, and be replaced by something else. I would suggest added effects to diffusion or added effects to your toxins, simply because it seems this is the line they are using for toxin changes (30% dmg bonus to toxins is boring btw). I just don't see this talent being useful or interesting in a lot of scenarios and builds. Double Down I'd like to see this apply the bleed even if you don't stun the target. With the amount of CC immunity and DR's within group combat it can be hard to get your damage off from this talent. Say you're in the middle of a kidney shot animation and a knight knocks down your target a half a second before or a champ presses neckbreaker, now you're stuck without your kidney shot for 20 seconds and you don't get a good chunk of your damage on the target. Yaga's Gift I really like the concept of this capstone since cheat death mechanics are pretty fun and you can do some really cool plays with them. However, I think the overall power of this passive compared to other CC promotion classes is way too low. Fury for example getting crazy HP stacking for their CC's, Barbarian and Sentinel getting straight up 15% dmg bonus and 25% movespeed, Conqueror getting a -15% crit defense debuff. They all fulfill the "getting stronger as you lockdown enemies" fantasy. I don't think it needs to be changed at all, maybe lower CD, but personally I feel like it fits better on Cutthroat or Blackguard promotion lines. I would like to see something different. Something which doubles down on the promotion theme of being a single-target lockdown class. I'm not sure what, off the top of my head something like: Each successful CC against an enemy grants 100AP and reduces the CD of your other CC abilities by 2 seconds. In Conclusion: I really like the Vandal. I think it's a fun promotion to mess around with and the toxins really open up a lot of playstyles. But, I would like to see some polishing up of the talents and inject a little more theme fantasy into the promotion. I think Flow State and Yaga's Gift are both somewhat out of place for this promotion line, though I wouldn't say no to Flow State being baseline for Vandal. The strongest thing Vandal has going for it at the moment is Cheap shot and suppression on backstab. Cheap Shot does the job of burning a targets retaliate to set up a crazy long CC chain between Kidney Shot and Backstab, which I think is awesome. You can do some really cheeky stuff with Q power/Cheap Shot combos. A little more sanding and refining of the promotion fantasy and I think Vandal could really stand out as an awesome and strong promotion to run for yourself and for your group. What do you guys think of the Vandal so far?
  19. I've been messing around with multiple assassin races and while I think Fae is really strong for reasons pointed out earlier in this thread, I've taken a major liking to High-Elf. I have equal to if not more mobility than a Fae for disengage power, more staying power within a fight and group fight, a little group support/debuff potential, and the added elemental resist which feels pretty good to have as a bonus. Since I'm not playing a ton currently and am not part of a really big guild, I don't have any jewelry, am just running around in white gear, and can't make use of the added amulet slot. But that extra slot is undeniably strong with the power of jewelry atm. Point being, @Soulreaver is right in his assessment of the races. Is Fae strong, yes. Is Fae mandatory, by no means. Each race has, objectively, different strengths and that's how it should be. Tailoring your playstyle and build to fit the race is what makes it viable. It's easy to play Fae assassin because it fits a lot of people's playstyles and thoughts of what an assassin should be (fast and nimble), but like I said, High-Elf fits my playstyle great and has me thinking what the assassin could be in this game. It's personal preference.
  20. no idea. i havent been following this thread much.
  21. I like where you're going with that. Would kind of contribute to that feeling of territory control as well. Gaining control of the keeps opens up big point generators for the siege window or an amount of time after the siege window. You could get the big massive fights for the central tree while also encouraging somewhat smaller group PvP for objectives around the map. Might bring some really cool macro style gameplay for groups/guilds to outplay their opponents as well.
  22. "through a process of structured decision-making regarding character development." Literally in the article you linked I can make the argument that literally acting out your character isn't what makes an RPG an RPG. But having character development/customization (i.e levels, disciplines, races, classes, etc) can also allow a game to be considered an RPG. So...under your argument that Crowfall is an MMORPGRTS with RPG left over, the article you link literally says because of character development in the game the RPG is in fact not left over. I'm done now.
  23. I mean if you want to argue this argument then Crowfall is actually technically defined as a Throne War PC MMO, not an MMORPG, with literally no role-playing defined in the actual sub-genre. So...under the same logic you just brought up your argument for role-playing doesn't have a basis. Not to mention, MOBA's have evolved into their own genre and frankly have very few of the characteristics that RTS games have and used to have.
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