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Noph

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  1. Thanks
    Noph reacted to Unnamed in Fae racials seem mandatory?   
    While not "mandatory" Fae mobility is too good to pass up on if it is an option for your class and you are a competitive player. It is so good that I won't even bother looking into duelist as a stealth class and am hyped as custard about a frost mage with fae mobility. 
    -Stealth movement speed is a massive quality of life feature for any stealth player for both running away and chasing or scouting. It is good enough to enable certain plays that other stealth classes could never do. To increase stealth diversity the same passive should be found on guinies and somewhere within the stealth ranger specc talent tree. (If not the full 70% value then at least give them something. Stealthing on a ranger feels horribly slow. Guinies should probably not get the full 70% because they have the burrow teleport. ) 
    -Glide is good on its own and is gameplay enabling. What makes glide OP is that when you dodge roll off a cliff you will maintain velocity until you hit the ground. This allows fae to move across the landscape with unequaled speed and the more creative the devs get with terrain features the stronger this becomes. The one game feature putting this into check is fall damage. Luckily you can just glide when you are 5 feet off the ground and avoid that damage all together. I'm not sure if this is intended. If it should be nerfed or other classes should have their mobility brought up is up for debate and I could be persuaded either way. 
    With all that being said, Fae is really fun to play. How good their baked in mobility is is a good thing, it makes the game more fun. I don't think nerfing them into the ground would be good for the overall health of the game but would rather see other stealth archetypes gain some flavor of these quality of life benefits of the Fae.
  2. Like
    Noph got a reaction from Vlaana in Fae racials seem mandatory?   
    Unless those amulets somehow give you a gap closer / disengage like the jump dash the Fae have, I just don't see it. Mind, I lack experience in Crowfall, so I won't claim that I know best. But I've worked with enough games during the design phase, reviewed and critiqued enough once they launch and played enough to think this is a glaring design flaw. It would appear I'm not alone with this observation.

    The unprecedented ability to engage and disengage at will is essentially the backbone of a hit an run class, like the Assassin, which is basically just the stealth burst archetype. Once the burst is over, you run and reset. It's an archetype that's designed to pick favourable fights and avoid the others. The slow-fall (while stealthed?!) only adds to this. Now we've added verticality to a single race, which massively benefits a class that wants to pick fights as inopportune times.

    All of the above would be powerful enough, but add 70% stealthed walk speed on top, and it's kinda clear to see this race was made specifically with assassins in mind. I'm not sure that's a great idea, in a competitive game.
  3. Thanks
    Noph got a reaction from Vlaana in Fae racials seem mandatory?   
    Hey Crows. Been toying around with the Assassin these past days, and one thing about the current designs really springs to mind. Designing racials with certain classes in mind, seems to defeat the purpose of allowing other races to play this class. Especially in a pvp game where RP etc seem less likely.
    I realise balance isn't a thing in the game yet, but looking at the various racials, I simply can't see why you'd ever NOT pick Fae. The 70% stealth speed alone is incredibly powerful (and specifically designed for the Assassin. Let's not pretend that's of any use to Druids or Frostweavers) but when you add stealthed gliding on top it's like you're almost nerfing yourself by NOT picking them. And we've not even begun to look at what a gap closer (or creator) double jump + dash is. Being the only dash that can be activated mid-air, you cover WAY more than the 16 metres that are advertised.
    Need to disengage so you can re-stealth? Jump dash, jump dash, disengage, flip re-engage, jump dash. You're practically on another continent by now. Is there a hill anywhere close by you can dash off of? Then blimey, you just flew even further.
    Need to chase someone down? Same as above. You're faster than anyone... It seems to me that not only are Fae so obviously better assassins that nothing compares. Other races actually seem worse, simply by virtue of existing in a world where Fae assassins are an option. I can't think of a scenario in which a Fae assassin would lose to a non-Fae assassin, all else being equal?
    Am I wrong in this assumption? Have I missed something? I know that for Myrmidons etc, Half Giant was a no-brainer, but that might have changed with the damage immunity nerf. Suddenly that "no stun" and charge from the cow is beginning to at least look interesting. But for Assassins, what does a Half Elf or Nethari bring to the table? Nether Rush is cool and the hovering effect means it can be used to dash up cliffs etc if angled right, thereby presenting some interesting escape mechanisms, but that's it. The bonus to fire damage again seems like a racial made specifically for one class.
    Am I missing something here?
  4. Like
    Noph got a reaction from Xianah in Fae racials seem mandatory?   
    Unless those amulets somehow give you a gap closer / disengage like the jump dash the Fae have, I just don't see it. Mind, I lack experience in Crowfall, so I won't claim that I know best. But I've worked with enough games during the design phase, reviewed and critiqued enough once they launch and played enough to think this is a glaring design flaw. It would appear I'm not alone with this observation.

    The unprecedented ability to engage and disengage at will is essentially the backbone of a hit an run class, like the Assassin, which is basically just the stealth burst archetype. Once the burst is over, you run and reset. It's an archetype that's designed to pick favourable fights and avoid the others. The slow-fall (while stealthed?!) only adds to this. Now we've added verticality to a single race, which massively benefits a class that wants to pick fights as inopportune times.

    All of the above would be powerful enough, but add 70% stealthed walk speed on top, and it's kinda clear to see this race was made specifically with assassins in mind. I'm not sure that's a great idea, in a competitive game.
  5. Like
    Noph got a reaction from Makuza in Fae racials seem mandatory?   
    Unless those amulets somehow give you a gap closer / disengage like the jump dash the Fae have, I just don't see it. Mind, I lack experience in Crowfall, so I won't claim that I know best. But I've worked with enough games during the design phase, reviewed and critiqued enough once they launch and played enough to think this is a glaring design flaw. It would appear I'm not alone with this observation.

    The unprecedented ability to engage and disengage at will is essentially the backbone of a hit an run class, like the Assassin, which is basically just the stealth burst archetype. Once the burst is over, you run and reset. It's an archetype that's designed to pick favourable fights and avoid the others. The slow-fall (while stealthed?!) only adds to this. Now we've added verticality to a single race, which massively benefits a class that wants to pick fights as inopportune times.

    All of the above would be powerful enough, but add 70% stealthed walk speed on top, and it's kinda clear to see this race was made specifically with assassins in mind. I'm not sure that's a great idea, in a competitive game.
  6. Like
    Noph got a reaction from Tinnis in Fae racials seem mandatory?   
    Hey Crows. Been toying around with the Assassin these past days, and one thing about the current designs really springs to mind. Designing racials with certain classes in mind, seems to defeat the purpose of allowing other races to play this class. Especially in a pvp game where RP etc seem less likely.
    I realise balance isn't a thing in the game yet, but looking at the various racials, I simply can't see why you'd ever NOT pick Fae. The 70% stealth speed alone is incredibly powerful (and specifically designed for the Assassin. Let's not pretend that's of any use to Druids or Frostweavers) but when you add stealthed gliding on top it's like you're almost nerfing yourself by NOT picking them. And we've not even begun to look at what a gap closer (or creator) double jump + dash is. Being the only dash that can be activated mid-air, you cover WAY more than the 16 metres that are advertised.
    Need to disengage so you can re-stealth? Jump dash, jump dash, disengage, flip re-engage, jump dash. You're practically on another continent by now. Is there a hill anywhere close by you can dash off of? Then blimey, you just flew even further.
    Need to chase someone down? Same as above. You're faster than anyone... It seems to me that not only are Fae so obviously better assassins that nothing compares. Other races actually seem worse, simply by virtue of existing in a world where Fae assassins are an option. I can't think of a scenario in which a Fae assassin would lose to a non-Fae assassin, all else being equal?
    Am I wrong in this assumption? Have I missed something? I know that for Myrmidons etc, Half Giant was a no-brainer, but that might have changed with the damage immunity nerf. Suddenly that "no stun" and charge from the cow is beginning to at least look interesting. But for Assassins, what does a Half Elf or Nethari bring to the table? Nether Rush is cool and the hovering effect means it can be used to dash up cliffs etc if angled right, thereby presenting some interesting escape mechanisms, but that's it. The bonus to fire damage again seems like a racial made specifically for one class.
    Am I missing something here?
  7. Like
    Noph got a reaction from Angelmar in Fae racials seem mandatory?   
    Hey Crows. Been toying around with the Assassin these past days, and one thing about the current designs really springs to mind. Designing racials with certain classes in mind, seems to defeat the purpose of allowing other races to play this class. Especially in a pvp game where RP etc seem less likely.
    I realise balance isn't a thing in the game yet, but looking at the various racials, I simply can't see why you'd ever NOT pick Fae. The 70% stealth speed alone is incredibly powerful (and specifically designed for the Assassin. Let's not pretend that's of any use to Druids or Frostweavers) but when you add stealthed gliding on top it's like you're almost nerfing yourself by NOT picking them. And we've not even begun to look at what a gap closer (or creator) double jump + dash is. Being the only dash that can be activated mid-air, you cover WAY more than the 16 metres that are advertised.
    Need to disengage so you can re-stealth? Jump dash, jump dash, disengage, flip re-engage, jump dash. You're practically on another continent by now. Is there a hill anywhere close by you can dash off of? Then blimey, you just flew even further.
    Need to chase someone down? Same as above. You're faster than anyone... It seems to me that not only are Fae so obviously better assassins that nothing compares. Other races actually seem worse, simply by virtue of existing in a world where Fae assassins are an option. I can't think of a scenario in which a Fae assassin would lose to a non-Fae assassin, all else being equal?
    Am I wrong in this assumption? Have I missed something? I know that for Myrmidons etc, Half Giant was a no-brainer, but that might have changed with the damage immunity nerf. Suddenly that "no stun" and charge from the cow is beginning to at least look interesting. But for Assassins, what does a Half Elf or Nethari bring to the table? Nether Rush is cool and the hovering effect means it can be used to dash up cliffs etc if angled right, thereby presenting some interesting escape mechanisms, but that's it. The bonus to fire damage again seems like a racial made specifically for one class.
    Am I missing something here?
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