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Jjusticar

Testers
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  1. Like
    Jjusticar got a reaction from JamesGoblin in Crowfall Frostweaver First Impressions and Discussion   
    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.
  2. Like
    Jjusticar got a reaction from Crash_Corrigan in How does this class work?   
    Basically the class revolves around dropping ice nodes onto the ground and using your abilities to convert those ice nodes into either beneficial ice for your team or harmful ice for your enemies. 
    Frostweavers have an ability called "Free Weave" that allows them to place ice nodes of any kind directly without needing to use an ability to convert them. The free weave path that you choose while casting will specify which type of ice you are dropping, and each ice node that you drop using the "Ice Weave" power with that free weave buff up will reset the free weave buff. Without free weave "Ice Weave" just drops normal ice nodes that need to be converted with an ability. 
    That's the basics of how the ice mechanic works but of course there are 5 different types of ice, 4 if you don't count basic ice nodes that need to be converted, so there is a lot that you can do and a lot going on. The system sounds harder on paper than it is to pick up tho imo.
     
  3. Like
    Jjusticar got a reaction from Grelkon in Melee classes have been marginalized - heavily.   
    Frostguard pretty much nullifies this entire point at the moment though. Leather paired with frost armor will almost always be equivalent to mail and plate. 
    As long as frostguard armor, in its current state, is in the game. Anything other than leather almost seems useless to me. And it's especially strong on ranged that have escapes and can reset the crack timer on it. 
  4. Like
    Jjusticar got a reaction from SoberSoul in Current State of the Slayer Duelist.   
    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.
  5. Like
    Jjusticar reacted to APE in "PvP" in its current state   
    I agree and I really question if the population is out there to support what they are building.
    As a "casual" this game has yet to hook me in. I consider myself casual because I'm not willing to devote my free time to doing mundane activities that I don't enjoy just to see my guild's name at the top of a list every so often. While I have no issue throwing my free time at my hobbies/games that I do find fun and challenging.
    I love PVP games of all shapes n sizes and nothing about that aspect of this game draws me in that other don't do better. If there was a heavy PVP focus or the combat was a breath of fresh air I could dive into that would be one thing, but the amount of "strategy" aka PVE grinding is not for me. Picking flowers, banging on rocks, crafting, standing in circles after banging on dumb AI, and escorting pigs is not challenging for me. Character building is fairly nonexistent as well currently, at least for what I like to do.
    Glad some enjoy this, but worried the turn out is reflective of the actual numbers looking for this exact game model that they will play long term.
    Crowfall will truly be a niche within a niche within a niche...
  6. Like
    Jjusticar reacted to APE in "PvP" in its current state   
    I believe CF is in a funky spot and might not get out of it.
    They are trying to blend PVP MMO features with the more popular "lobby" experience of MMO Arenas and eSport games. While doing so they are missing a lot of what makes both popular.
    "Lobby" games have leaderboards/rankings, achievements, alternative PVP based progression systems, etc. Even when you lose, you usually get something that works towards a larger goal. If I lost 10 matches in a row with zero to show for it, why bother returning? Obviously if a game is fun even when losing that is one thing, but that is very subjective and the more sting or waste of time feeling a game gives upon losing, the less likely someone is going to keep coming back.
    Crowfall really lacks in these areas. As seen by the Trials, seeing the same guilds/alliance/faction win over an over is not fun for many and provides little incentive to return. The hope that one day the "good" players will magically not be as good and the "bad" players will overpass them doesn't seem very realistic.
    There is no MMR or ranking to seperate players by skill, size, experience, etc. Faction n Dregs can do that some what, but not really.
    At launch if there is an actual popultion, CF could benefit from having various campaigns with different floor/ceiling when it comes to access. Green Vessel/Gear only, Rank 3 only resources or Legendary Vessel/Gear and Rank 10 resources. Something like that. Not sure if the population/game could support it though.
    PVP MMOs typically allow groups to dominate until they are de-throwned. Which comes down to actually taking what the other has and defeating them through PVP of some sort.
    So far the Divine Favor system and Outpost flipping is mainly PVE. I find it silly that a guild can win a campaign or at least be greatly helped by not doing PVP. I get the strategy, RTS, table top elements they want to go with, but this is supposed to be a Throne War which they entirely sale/hype/market based on PVP game play. Guess fighting over who gets to pick a flower is what they came up with. Maybe if the population was 10 times larger PVP would be more meaningful, still got to get to that point though.
    IMO, winning has less value then persistent MMOs and lobby games as so much of the outcome is out of the individual or guilds hands. X guild grinding mobs/outposts wins and I can't really do much besides try to out grind them more (yay more PVE) or attempt to chase them around the map in which another guild is behind flipping outposts and picking flowers. Can't really burn an enemies castle to the ground with the current design. No gear loot so never going to totally break someone down or deplete their ability to fight.
    Then there are the actual rewards (lack of) for winning a campaign. What is the big driving force for a guild or more importantly a player. We are selfish creatures and guild pride only goes so far. Unlike realm/faction games where you might have pride in your side, being able to switch every campaign removes that.
    If it comes down winning at all costs, playing to crush, and wanting to see a guild name in lights, then likely we'll see a lot of alliances (even without mechanics), cross faction play, zerging (sorry there are no zergs with <100 online), win trading and whatever else. All of which does little for the individual.
    Current experience does not reflect a launch one. Simply can't judge things based on such a small population, so much unfinished, and the overall mess things are in despite that ability to play this like it is a game.
    Lots of room for improvement and will be surprised if they figure out your question.
    Side note:
    My favorite PVP MMOs were DAoC/WAR. Players simply fought each other for POI all the time. Capturing particular POI or a total of them unlocked the shared high value PVE dungeon, access to fast travel and choke points, and prized realm items that provided buffs and showed who could take or hold on to their realms power (pride). WAR went the more modern open world & instanced route which was okay but I still prefer the open world experience. PVE was originally an after thought and not the main driver of the game (like Crowfall). They were/are PVP games for PVPing. There was a separate PVP progression system that unlocked additional skills/benefits. Siege was more interesting IMO as well with more types of weapons, entry points, and overall experience.
    To me it seems like ACE just went full on into the PVE side of things wanting to be more "strategic" whatever that means and it resulted in a lot of grindy PVE and reasons to non-PVP directly.
    I only briefly played games like Shadowebane/Darkfall and haven't played EVE but the political drama that such things appear to be home to seems much less likely to happen in Crowfall due to campaigns and the various systems being built for winning. Alts seem likely to remove a lot of value of a large open economy. Overall the social element doesn't seem as likely as these other games that thrive on it. Again, without a population it isn't possible to really know.
  7. Like
    Jjusticar reacted to yianni in "PvP" in its current state   
    This is still alpha, what happens here doesn't matter as far as guilds go. If this game succeeds, we're gonna see massive guilds joining with 100s. So what you're seeing now is nothing. Don't be surprised if all these guilds Vanguard, HoA, W, LoD, Clams, UDL and others ally with each other in the future.
    P.S.
    Death is coming
  8. Thanks
    Jjusticar reacted to yianni in A Druid Lookover   
    The split isnt bad, but they did it the lazy way... they kept the powers each class had without adding or tweaking them. They just need to add new skills/powers to each to make them viable, in addition to change some like confessor meteor purge or conflaguration, druid gaias, or add worthwhile talents to buff those skills. Plain lazy
  9. Like
    Jjusticar reacted to yianni in A Druid Lookover   
    Druid was a lost cause when the split happened. 
     
    The class was a beast prior, don't think you ever played it. Prolly before you started.
  10. Haha
    Jjusticar reacted to Gradishar in Melee classes have been marginalized - heavily.   
    Fake news. I just saw a great video the other day of this OP Pitfighter that just destroyed his competition. 
     
    Let me find that link....
     
    there we go... 
     
  11. Thanks
    Jjusticar reacted to damebix in [-W-] Winterblades   
    Yoink built a character creator to optimize your builds that pretty much covers everything.  Check it out here:
    https://winterblades.net/crowfall-calculator
     
  12. Like
    Jjusticar reacted to Durin in CF is encouraging   
    I just spent an hour or two on Test, and I have to say I am impressed with the progress and I see a lot of potential.  Sure, it's been a while since I partook, but it is really starting to feel like a game.  I like what ACE did with gathering, sacrificing is great, and the interface is at least a thousand times better.  Everything feels much smoother, so much so that I am confident that it will be very smooth at launch.  I watched a pretty negative review of the game recently, and I am happy to say that I disagree with it. It's been a long hall, and I nearly tossed in the towel a time or two, but at this point I can say I am glad that I didn't.  Now, where's my dragon... 
  13. Like
    Jjusticar reacted to DocHollidaze in Player base   
    The developer's action and strategy at the moment is to keep pushing through this last major milestone in development and get the game "launch" ready.
    In 6 months from now I imagine we will know if they are successful. Will the hundreds of thousands of accounts waiting for "beta" show up? Who knows.
    If ACE gets bugs fixed and Dregs is a lot of fun, there could be a crazy amount of new players come in.
    Promoting the "game" right now is a bad idea IMHO. ACE just needs to push on through to the first finish line.
  14. Haha
    Jjusticar reacted to Staff in The feel of combat   
    its combat, in 5.110
  15. Like
    Jjusticar reacted to Yoink in How far ahead of 5.11 is development? Concerns   
    I know in the past that the version of the game we were playing was many builds behind what you were currently working on. Are we now caught up on test with 5.11? The reason I ask is that 5.11 has me worried if this is the version you are going to blast everyone to come check it out once it pushes to live.
    Don't get me wrong. I am excited for the game. I am not just bashing it. I've been here since before Kickstarter and I am not going anywhere. Everything below this is NOT in regards to game systems, content, features.
    The game is still too frustrating to play. There are too many things things that make it super annoying. I worry about releasing this to a wider audience in the state it is in. This is a list of frustrating things I encountered just this morning in the 2 hours I played.
    Performance
    UI Lag
    Limited UI functionality/customization
    Limited ability to set key binds
    Storage/banking is frustrating
    Redundant amount of items, many mostly useless. Grave sac items and artifact items are 2 good examples. Why are there multiple versions of the same item at the same quality? Serves no purpose other than to bloat inventory space. Grave sac items, along with many other things are not worth the time to sac them. The sac items are too numerous and sac values are too low for the amount of effort it takes to fight the UI.
    Looting is a PITA
    Map is frustrating to use
    Selling to vendors is laggy and cumbersome. When I farm I don't even bother to pick up things to vendor because I know how long it is going to take.
    NPC AI
    Lack of any sort of new player tutorial.
    Combat souring bugs. Many surrounding retaliate.
    Inability to name/sort vessels at character screen
    Incorrect tool tips
    Hovering over tool tips on the talents page
    Holding 'F' to enter, release, what ever. Super annoying.
     
    So I really hope that this isn't the point where you offer the game up to a larger audience to come try. Or I hope that you are still 6 months and many builds ahead of what we are playing on Test.
  16. Like
    Jjusticar got a reaction from ZYBAK in Crowfall Frostweaver First Impressions and Discussion   
    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.
  17. Haha
    Jjusticar got a reaction from APE in How does this class work?   
    But we have major discs which are just like playing a new class! 
    *insert kappa face here*
  18. Like
    Jjusticar got a reaction from 1304049 in Crafting and theorycrafting is boring   
    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
  19. Like
    Jjusticar got a reaction from APE in Crafting and theorycrafting is boring   
    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
  20. Haha
  21. Like
    Jjusticar got a reaction from Ajokoira in The Root Problem with Crowfall’s Passive Training   
    For anyone thinking crowfall will be competing for anything other than a niche market, I'm not sure what to say to you. Even the devs have said and acknowledge they are going for a niche market that hopefully just has enough players that the game can stay stable for a long time. That is what makes EVE a great comparison, a niche game with enough players to be stable for a long time. 
    Now, for the passive system. It's fine from a design standpoint considering there is enough active character building inside campaigns. This is the point I feel is really bringing down the passive system. Crowfall has the illusion of choice but frankly there just aren't many meaningful choices IN game. If we get a huge character building system, which the game has potential for, the passive system will do its job. It's not there for any sort of major character building...but simply to provide some small power over time for the players power curve.
  22. Like
    Jjusticar got a reaction from Xalon in The Root Problem with Crowfall’s Passive Training   
    For anyone thinking crowfall will be competing for anything other than a niche market, I'm not sure what to say to you. Even the devs have said and acknowledge they are going for a niche market that hopefully just has enough players that the game can stay stable for a long time. That is what makes EVE a great comparison, a niche game with enough players to be stable for a long time. 
    Now, for the passive system. It's fine from a design standpoint considering there is enough active character building inside campaigns. This is the point I feel is really bringing down the passive system. Crowfall has the illusion of choice but frankly there just aren't many meaningful choices IN game. If we get a huge character building system, which the game has potential for, the passive system will do its job. It's not there for any sort of major character building...but simply to provide some small power over time for the players power curve.
  23. Like
    Jjusticar got a reaction from Ajokoira in Is there a CC heavy class/build?   
    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
  24. Like
    Jjusticar got a reaction from mythx in Is there a CC heavy class/build?   
    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
  25. Like
    Jjusticar reacted to blazzen in titan stacks + pulverize clunky   
    Totally agree. I suggested they make Pulverize a "flash cast" to help with this. Other benefit would be that you could interrupt Whirlwind with Pulverize if they did that. 
    It really hinders the fluidity of the gameplay having to stop for a second, wait, then cast pulverize. 
     
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