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Everything posted by Fefner

  1. 1. The grind is bad very bad, this will put and already has put off a lot of players. This game now feels like a chore instead of a fun game that it once was. 2. Siege times - You wanted to stop night capping but siege times for forts are still in the middle of the night? Eu server should have a cut off point at around 1am - 7am gmt ( narrow it a bit more at weekends) but night capping is still a thing. What ever happened to keep sieges every 48hrs to help with the burn out? 3. There is no need for death shroud as it takes longer to get back to your corpse as it is and with all these extra mobs everywhere getting aggro whilst having death shroud is very easily done and you tend to die again. 4. Durability on items - yeah loads of players have already covered this, its poor and needs hot fixing. Durability loss while in combat tray needs reducing also. 5. Too many items are now needed to craft, whats the point in buying a mold each time you make the same weapon? the thing about molds that you should be able to re-use them that's what molds are for. 6. Eu server ping seems like they are based in the U.S now, my ping keep jumping all over the place from 50-110 and im not the only one who has noticed this. Before this update it was around 40-45.
  2. I like it as it was part of the original idea but with the currant grind and the amount of items now needed to craft im not sure if both are a good mix.
  3. ok strange one this and very annoying.... Ported through to the Balance using the portal, had a mini freeze so alt-tabbed reloaded the game and it came up, you have been placed in a safe position, that safe position was in the center of the war tribe camp at the temple! not a very safe place indeed!!!
  4. crafting a pistol - on the final build it gives you 2x durability stats to add points to. I had ( yet again ) 3 flawed assembly in 2 mins, including 2 in a row! are you bloody sure that 2% of fail isnt 20%? its ridiculous and something that crafters have been moaning for ages now and its still happening, just remove that 2% please! Snipe on duelist seems to do nothing, if it does it doesn't register on the combat logs nor you see any fly damage. Sometimes when you use go into stealth then jump into combat, your pips turn to a solid yellow blob and then you cant see how many pips you have.
  5. Saved me the time and trouble to rant about one or two many ppl behind the scenes making changes that the players didnt want. Yes the game has become one hell of a grind fest now, something that the kickstarter promised it wouldn't be.
  6. Happens on the EU server also, its when you try and get into the temple is where the problem is i think.
  7. Yet again the EU server has problems, constant loading screen bug.....again!
  8. This was in the patch notes: Assassin, Ranger, Champion, Knight, Myrmidon, Ranger and Templar must now have a bow equipped to switch to their ranged tray. Does this mean Templars can use a bow? if so they cannot equip the sharpshooter or Arcane majors to be able to do so.
  9. The new crow is very nice and all but for the love of god remove death shroud, its enough to fly to somewhere to get respawned then run all the way back. While in crow form i couldnt rez at a fort which my faction owned or at a portal, i had to port back to the temple. Combat seemed more responsive, good job! cant tell if performance was any better or not as i was the only one playing lol
  10. I was thinking this a few weeks ago that it would be far better if all minors would just give the buff passively like demons pact, elven eyes etc. That way you would see more unique builds, as it stands minors, expect sturdy, are pointless as the majors are far better to add to your passive slots.
  11. i dont like the new durability at all, ive tried with and without a tool, adding points to durability and without and best ive come up with is 610 durability thats 1000 under what it is atm on live. If you add all points on durability maybe id get over 1000 but then that would in turn have utter crap stats which makes the armour useless.
  12. I do think that for players who are currently testing this game will have a good idea which discs to use when the game goes live BUT if your a brand new player this will be a bad idea and could potentially frustrate them and they could leave. I did say on another post maybe add a short timer when you equip them so player can test them before them being locked in place?
  13. The problem of making major discs stick to your char is that new players wont know what they do, they need sometime to test which ones they want, maybe a cooldown period to allow players to test them could work, like 1 hour? after that 1 hour is up that disc equipped is then locked in?
  14. hmmm i dont seem to have my tankard for testing the latest patch, spent around 6 hours killing those damn mobs...unless you had to play 4 hours straight?
  15. The catch up mechanic are not in place yet but I sort of agree with you to a point. I would like to see combat passive training to be removed and players get to only choose either crafting or gathering, they can then choose both if they are VIP. All the lost combat points you would gain through the training could then be added to the talent tree. Then everyone can be combat trained and its upto the player if they would like to do gathering/crafting or both as their profession.
  16. Remove the damage cap, Add some longer duration CC then add some strong area or powerful pbaoe spells = anti blob.
  17. I too came here from a very long stint in Daoc so I know how you feel about this games siege system and yes it isn't anywhere near exciting than Daocs system, those 150vs150 sieges were great fun sometimes lasting hours of the keep switching hands left right and centre. Old frontier relic raids were great also, taking a week to prepare and trying to get as many guilds in on it....good times indeed! I just wish mmo's take the very good stuff from daoc and add it into their own game instead of going for the bland easy options.
  18. I still think the main problem is that its based on points, what if the 2nd world war was based on this point system, who would of won? ignoring the facts that some mad guy shot himself and a country had to surrender due to a big explosion. This system which didn't really work in Guild wars 2 either, just consists a group of players running about taking stuff by standing in circles and then moving onto the next target, there is no reason to defend places because you will just retake it later in the loop of taking stuff. We should be fighting over land/zones and those zones hold beneficial buffs to gatherers and crafters to whoever owns them but you can only own a zone if you own a zone which is adjacent to it. Bring a more tactical side to the games pvp instead of this tedious retake loop.
  19. and another flawed on final piece, its getting ridiculous!!!! what a waste of resources!
  20. Had 2 this morning in a space of 10 mins, that 2% seems a bit to common. There is no way a master crafter would mess up a piece of work, apprentices yes, masters no. I agree with Blazzen there should be a point where you shouldn't be able to get flawed items anymore, I was working with blue leather at the time of my flawed pieces.
  21. Yep, something ive been worried about for a while, the amount of CC is really to much, no class should have a baseline CC (maybe apart from 1 or 2) if you want it you need to spec into it. Groups then would have to build around healing/CC/dps and tanks, instead of 2 healers and whatever( due to every class can cc and dps pretty well). Also if you want to beat zergs CC is very much needed or it just becomes a numbers game without a good CC system which has been a big problem in many mmo's in recent times. Immunity timers would help but again the amount of cc together with retaliate it wouldn't be enough, it sort of needs a big review and some major cuts, lets see what they have in store for us when they review it.
  22. The point system is just a terrible idea. We should be fighting over land not points, somehow if you can make a zone your factions (or guilds) then they would get a bonus to damage/healing/gathering/crafting in that zone. There should only be one keep and that's in the centre, to capture that keep you'll need to connect the land to it from your starter zone. If in anyway your connection to the keep is broken, you need to rejoin your land, whoever owns the keep at the end is the winner or a stalemate if there is no clear path at the end. Now that system would make for a much better and more tactical system as players would need to defend a series of zones instead of just sieging one. The siege mechanics isn't really all that good either, zone cap spoils the tactical side of things and also I feel that the keeps should be able to switch hands as many times through out the time limit meaning ppl will need to continually to help defend or/and attack during the time instead of killing the banetree then rushing towards another siege zone. I just feel it isn't right and needs a rethink.
  23. Got to agree, im almost fully trained in leatherworking, ive not failed to make anything upto now when I failed to make a leather chest piece, I can understand failing at the start of training but not whens its almost fully maxed out, its just silly and a waste of mats, it pi$$ed me right off.
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