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Deernado

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Deernado last won the day on October 14 2017

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About Deernado

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  1. The dev's announced in a future build, passives will no longer need slots. All your available passives will be active for their appropriate trays (survival, melee, etc). The dev's also mentioned wanting to create a system similiar to D&D feats. My suggestions are: 1) Give a bonus passive or stat based on the combination of minor discs selected. For example, if I slotted Sturdy, Overwhelming Odds and Matching Plate, I'd get a new bonus called "Defender" and could choose between a raw stat increase or a passive bonus to mitigation or barriers, etc. It would be nice if we could be given options to choose from as some specs and vessels may need some benefits over others. This would help prevent people from picking the same minors, by giving different outcomes based on the combos of 3 slotted. 2) Add more utility passives from minor discs For example: A minor disc which has a passive that increases range by 5m. A minor disc which increases barriers by 100. A minor disc which increases group members mitigations when they are within 20 meters. A minor disc that grants a healing class, a ranged damage ability. A minor disc that grants a non healer class a minor heal.
  2. I think they need to make forts much tougher to cap. Increase the guard numbers and their power. Take the points away from capping outposts and instead tie the number of outposts in control to the number of guards and their power in the local forts. For Example. For each Outpost, add 1 guard to each Fort (on top of their normal guards). Make each guard an "elite" level mob, high hit points and can kill solo players... Each Fort should have a "Fort Commander" which is an "elite" boss type mob that takes a group to kill. Each 10 outposts owned also adds an "elite" guard to the "Fort Commander"... This would assist with several issues in the game.. 1) Forts would take longer to cap, allowing defenders to get to the fort and help defend 2) Adds value to taking outposts by making them directly correlating to the difficulty of taking forts.
  3. This is a PVP game, with support systems like crafting, etc for holding up its economy. If you want to only play with the support systems thats fine, but that doesnt mean the devs need to cater to that and redesign the PVP concept. I'd say guild/group up and go harvest...problem solved...
  4. There is the temple zone which is 100% safe from being killed where people can harvest advanced nodes for mats. They dont need to gather nodes solo in pvp areas.... If you do go out into the pvp areas to harvest, then yes, you are susceptible to being killed...also there is a barrier near your gate back to the temple that will kill enemy players if they get too close...
  5. Question 1: In and out or Five guys. Question 2: In light of recent politics...can we get a campaign zone with a huge wall in it? Funnel traffic toward the middle of the map... Question 3: When will we be able to play the class that shall not be named but has been in the works for years now....
  6. There are some classes that can use the major bow disciplines that add the range tray to their character... You have a choice to add it at the cost of using a disc slot...
  7. I think the difference of vessel at the moment is negligible. I think the bigger issue is vets burning down new players and those new players wanting to blame something other then their skill level...
  8. With long campaigns, going to see lots of harvesting to hoard mats for winter... I do think some repair kits are in order...your telling me i can craft brand new armor out of ore and leather..but cant fix a dented plate...logically some form of repair should be in the game.. Ideally there would be an Elken racial bonus that eliminates all item decay.....
  9. Col. Jessup : Son, we live in a world that has walls, and those walls have to be guarded by men with stealth counters. Who's gonna do it? You? You, Lt. Weinberg? I have a greater responsibility than you could possibly fathom. You weep for Mctan and you curse the Ranger Class. You have that luxury. You have the luxury of not knowing what I know; that McTan's death, while tragic, probably saved lives. And my existence, while grotesque and incomprehensible to you, *saves lives*. You don't want the truth because deep down in places you don't talk about at parties, you want me on that wall. You need me on that wall. We use words like honor, code, loyalty, stealth counters. We use these words as the backbone of a life spent defending something. You use them as a punchline. I have neither the time nor the inclination to explain myself to a man who rises and sleeps under the blanket of the very freedom that I provide, and then questions the manner in which I provide it! I would rather you just said "thank you" and went on your way, Otherwise, I suggest you pick up a stealth counter and stand a post. Either way, I don't give a *damn* what you think you are entitled to!
  10. You'll also want to gather mats for your armor and weapon upgrades. If your wearing leather armor, gather 300 hides from animals, 100 non basic ore (not slag), 50 non basic wood and 50 non basic stone. If your wearing plate or mail switch the hide and ore numbers. If you are a bow user, you'll want 100 non basic wood. Note: all of these mats can be gathered in the woods around your temple. Once you've gathered the mats venture out to a close fort you own. Create the crafting discipline you need (for the reciepes) and the minor discs "attention to detail" and "helper monkey", slot their passive abilities in your survival bar. Then use the appropriate crafting table to craft your gear. You will want the real armor (not intermediate) and a real weapon(s). The health gain for a plate wearer is almost 4k health.
  11. The stealth ranger is a swiss army knife. A fun one to play. Currently testing one now and the pleasure of having 3 aoe bombs hit someone is immense 3 large dots and stun for an aoe opener! You can easily set traps move away and bow targets down after they set off the traps. Or go toe to toe once the traps hit. The class is decent with the bow, decent with melee, subpar in stealth, but man those traps are a fun sight to see when they hit
  12. Theres more than three classes, but yes there are hard counters for each class in the game. Its one of the game's founding principles "hard choices in character builds that have impact". It seems now the discussion has turned to anti- stealth... Odd coming from people who claim to have played alot of previous mmos like Shadowbane, Daoc, etc where this is the norm...
  13. The OP's post can be summarized as such: "Me and my friends all played the new Mmo - Rock, Paper Scissors. We all rolled Paper classes and went to a fort. There was a scissors player there that killed each of us...its no fair. Scissors shouldnt be able to beat paper each time! Nerf the ability of Scissors to cut paper! There should be no hard counters, all characters should be the same and there should be no advantages to an enemy because of my character choices, gear or knowledge on how to play the game... A skilled scissors paper shouldnt beat 4 Paper players..." This gets posted to the Rock, Paper Scissors forums... Fellow players tell them why didnt you bring a Rock player? Or equip some of Rock abilities that would have helped you Paper players versus the Scissors? The OP says "there is something wrong in the game when my Paper player needs to have a Rock in the group, or Rock abilities in order to beat a Scissors player"... ------------------------------------------------------------------ I tried to simplify the conversation to its core... This is a game balanced for large group battles. Not 1v1 fights or small groups. It is also a game of skill. More skilled, geared players will beat you.
  14. No, I got his point and found them not accurate/true... Which in combat speed advantage are you talking about? Please elaborate with specific race/benefit that's so unfair....
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