Skolven

Testers
  • Content count

    33
  • Joined

  • Last visited

  1. Myrmidon Bull Charge and Pulverize skills don't appears to sync properly with release. Description implies they're both charged skills (hold down to work and release after certain amount of time to get the desired effect, receive a bonus if charged 65% or more), yet, every time I used Bull charge, regardless of how long I charge, animation displays the myrmidon releasing the attack after half a second of sprint, then continue its race... The only hint I have that I'm actually charging this skill is that a percentage bar appears if I hold. Still, the attack release sprite plays automatically way before the timer reach the desired % threshold. Pulverize seem to release only at two different times when/if charged tought, but still do not sync with player release action. The release sprite need to sync with the moment player release charge and not automatically after a preset amount of time/distance.
  2. I second Enforcer here, live servers are unplayable this morning. I started mining for a while and had my character stuck bashing the node for 33 seconds straight, after releasing my F... that's how bad it is.
  3. Top duelist issues in current testing environment

    I actually like them with Bards and other supports discipline, and find them to make both very good kiters/scouts/runner from the natural resistance to CC from their skill tree. But they also have great bursts as assassins available considering the exposed status, there's also a few disciplines that can add punishment to the Exposed status, such as Mole Hunter. Like you said, the pistol mastery is buggy. Pistols shots do not play sounds and are incredibly delayed in click response but other than that discipline, there's no big flaw observed from me. Just sucks for us gun users. I wouldn't see other class being able to play this archetype since its mechanic are essentially based on its digging ability, unique to rodents in general. (Would you really see a tauren try to dig bare handed?)
  4. I've noticed the cloaking/burrowing is incredibly difficult to break out. In itself, it is not OP, no problem here with it and I use it myself, but there's not enough ways to detect/uncloak people. (And no, emptying your AoEs /mana pool used in your rotation to take a chance at detecting cloaked character is not a reasonable option.) I've made all possible major/minor disciplines and altough I might forget a few ones, stumbled across the "illusionist" and "Mole Hunter" major disc. which allowed to use a Flare and punish cloaked/burrowed foes. Fun, in concept. But in practice the sad part is that it is a combat ability, requiring Pips (for guineceans), so the combat to be already engaged, instead of being considered a tactical ability to counter the slimy boy's mechanic. The very same for the other skill allowing to remove the Expose debuff on a party of people, it require Pips, basically, before you generate those 5 pips, the combat is already engaged by a few seconds and their use is no longer required. I'd say it is not working as intended as it still allows the cloaked players to initiate the combat, and put the "mole hunter" still at disadvantage since often rogues got a burst coming right off the bat from their cloaked position, that is played within 2-3 seconds and when comes to time to retaliate its already too late to use the flare, which makes of it, in my opinion, totally useless. It needs to be more pro-active and have its resource cost removed. If then (because 23 seconds CD is also kind of lenghty) the CD could be lowered to something like 15-20 secs, that would makes it much more useful. It is important to know that this skill cannot be abused in itself, since the cloaking/burrowing opportunities are rares it cannot just be spammed to kill someone, and even damages aren't important, in fact, they could literally be removed as its primary function is to punish cloaked characters only. Detection + Expose status, is punitive enough already. I've been fighting over a point for over an hour with another guinecean that was largely abusing this mechanic, and after I decided to swap to Troubadour, catching him with a damage song PBAoE which did the trick. Altough it saddens me that I've not interest in using troubadour for their combat ability, and I loved the Mole Hunter for their "Get 'em!" skill and the Bard discipline, that fitted my scout's/kiter range combat style more accordingly. Also, speaking of Troubadour, there is no way to stop singing, forcing you into combat mode constantly unless you remove skills. It will be important to let people toggle ON/OFF their songs, since its not longer possible to farm/build/benefit of out of combat stats as long as skill as been activated even just once, unless you remove the skill trought K menu. At last I think most Major support discipline, such as Pixie/Runemaster especially, could benefits of implementing cloak detection into their skills. For instance, a runemasters could have an effect integrated to one its runes allowing to reveal any cloaked character stepping on it. Pixie could use a similar effect to their zone that increase healing on allies, sort of like a pixie dust field, once again, you just add a cloaking detection effect to the AoE. I think there's a lot of variety in disciplines, but support characters disciplines need to have tactical supports skills and not only combat skills, and obviously, a few more cloaking detection abilities.
  5. Am I missing something?

    I only wanted to answer this tread's question, if you guys think that you arguing on my definition of specialization is making of me a troll, so be it, like I said, I've answered all questions on a partial basis and I wasn't the one sending insults or using passive/agressive stuff mate! Peace
  6. Am I missing something?

    That song again. Skills are not even 20% named. Make observations based out of what you got, not what's promised.
  7. Am I missing something?

    In the end, if with time everyone's skill tree fills up, where's your choice? Only in which order you put them. Get real.
  8. Am I missing something?

    I think pretty much by now judging by the snowflakes I've offended, specialization appears to be relative, so yeah, screw this...
  9. Am I missing something?

    When did I say the game chose for you? Chill bro. A specialist can't do everything, that's no rocket science... Unless you chose to define a specialist a guy who filled is skill-tree, fine then.
  10. Am I missing something?

    First choices are aesthetical choices so far, as attributes are not defined. Later on will it be changed? Do devs will do as they say they will? No one can tell, so I won't assume. Some players think its gonna be only flavor attribute, with no real impacts on gameplay. Skills are my major focus as a new player because they're so far the more stable/reliable source of stats improvement with a direct impact on gameplay. I can't craft advanced gear yet, everytime they just break and understand I gotta invest in appropriate skills but I believe they also play a big role as well in stats. Its about knowing what will make you a better tank, CCer, healer and optimize it, of course there's plenty of way to improve it it so far but I would call it specialization, just progression. My point about specialization is that you voluntarily chose to close avenues to get new ones. A concrete example would be to access a skill tree, let's say Champion, and remove a pip on a defensive skill node, to have it added to another skill of another attack skill node. So that defensive node would now have 4 pips available only instead of 5, but that other attack skill (let's say it's specifically increase % crit) would have 6 pips instead , allowing to reach 1.2% crit instead of a normally 1%, while sacrificing your armor bonus +10 to +8. That would further specialize you into a offensive meleer. A specialization depends on player's choice, the skill system actually depends on time, that's where I see a big difference on the fundamentals.
  11. Am I missing something?

    My point Grummiel being that there's no exclusive skills reserved for those chosing a prerequisite path. "Not having everything" is not the same as "being specialized".
  12. Just sharing my observation. This is obvious that I want to dissuade players with expectations such as mine, with the O of MMO out of the equation to spare themselves the trouble. I tought as a tester that hopefully, some devs would just read, hopefully there's enough troll bumping this so it will make it's way. I keep reading people that tries to make me pass this stat-based game as a Super smash bros. of some sort, I just don't get it. There's a skill-tree, yet everybody looks in denial in front of it. Cognitive dissonance at its finest. I'm mind-blown right now.
  13. Tell me when you come back of work then, we'll have a duel, you'll also be the first player I see today.
  14. I'm looking for premium stones, those aren't named "Premium stones".