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Xianah

Testers
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  1. Like
    Xianah got a reaction from Fredao in Racontons une histoire, ensemble ...   
    " en effet, en face de lui se dressait une chose indescriptible que jamais, il n'aurait cru pouvoir rencontrer dans cette forêt qu'il arpente quotidiennement, cette ignoble créature, semblait venir des entrailles de la terre et était nommée ..... "
  2. Like
    Xianah got a reaction from Ikas in Racontons une histoire, ensemble ...   
    " en effet, en face de lui se dressait une chose indescriptible que jamais, il n'aurait cru pouvoir rencontrer dans cette forêt qu'il arpente quotidiennement, cette ignoble créature, semblait venir des entrailles de la terre et était nommée ..... "
  3. Like
    Xianah reacted to Ikas in [NEWS] L'Appel du Corbeau   
    Bonjour,
    Comme annoncé il y a quelques jours sur ce post (au passage, merci a tous pour votre participation), voici la première édition de notre Newsletter hebdomadaire intitulée "l'Appel du Corbeau".
    J’espère que le contenu vous plaira et sera utile a la communauté, et je compte sur vos retours pour l’améliorer!
    Aussi, n’hésitez pas a me contacter si vous avez des idées que vous souhaitez partager ou divulguer , des projets en cours, besoin d'aide, etc. pour notre Newsletter!


    "The Trial of Valkyn, le Père de Tout" a commencé!
    Oserez vous tenter le destin et prendre part aux nombreux défis en hommage à Valkyn? 

    Cette nouvelle campagne se termina le 26 Mars, voici les récompenses prévues:
    les joueurs TOP 30% de la faction gagnante recevront le seau de Valkyn doré. les joueurs TOP 20% de la 2e faction recevront le seau de Valkyn doré. les joueurs TOP 10% de la 3e faction recevront le seau de Valkyn doré. les autres joueurs recevront le seau de Valkyn argenté  
     
     
    Le sceau de Valkyn octroie un bonus de +2% de dégâts.
     
     
    Prenez garde à la Faim!
    En Juin dernier, les Cristaux de la Faim ont été ajoutées. Les sites d'infection apparaissent comme des grappes de cristaux noirs et vivants qui drainent la chaleur et la vie de tout ce qui les entoure.
    Plusieurs améliorations ont été apportées aux cristaux de la Faim cette semaine dans nos mondes #Crowfall.
    Plus de chances d'en obtenir  mais également de meilleure qualité!
    L'article suivant vous expliquera tout ce que vous devez savoir, en détails:  article
     
     
    Objet très recherché, les cristaux de la Faim peuvent être utilisés en artisanat pendant le processus de fabrication pour améliorer une arme.

     
    Récompenses pour les Testeurs: 
    Tous les Corbeaux qui se seront connectes 4h ou plus sur le serveur TEST entre le 1er et 31 Mars, recevront un Mug Envy.
    Ce Mug pourra être équipé sur votre personnage.


     
     

     
    Crowfall - ce qui vous plait dans le jeu et pourquoi !?
    Cette semaine, j'ai fait appel aux membres de la communauté francophone pour avoir et collecter des avis sur les points positifs du jeu. L'idée est d’échanger, discuter et également proposer aux nouveaux arrivants des informations qui les aide a avoir un aperçu et se faire une idée générale.
     
    Conseils pour joueurs débutants

    Marre de se faire tuer par un groupe de sangliers ? Un peu perdu dans le jeu ?
    Quelle classe choisir, comment trouver une guilde, etc.
    Sur ce post, plusieurs membres et joueurs experts ont apporté leur analyse et donné des conseils pour aider les nouveaux arrivants, comme moi, a appréhender et débuter sur le jeu.
    Je remercie au passage ceux qui ont participé
     
     
    La communauté francophone
    Cette semaine également, j'ai demandé aux membres du forum de m'aider a travailler sur la visibilité de la communauté francophone. L’objectif est de faire en sorte que les nouveaux membres francophones trouvent immédiatement du contenu et des guides de qualité, et également des informations concernant les guildes, dans leur langue, dès leur arrivée sur le jeu.
    Beaucoup ont participé, et j'ai eu l'occasion de passer sur le serveur Discord FR pour me présenter, et aussi discuter avec les joueurs. Merci pour l'accueil
    Grace a vos commentaires et en premier action, une nouvelle structure du forum est en préparation et sera mise en place dans les prochaines jours.
     
    Votes - Newsletter hebdomadaire
    Comme promis, vos votes ont été considérés, et le nom choisi pour notre Newsletter est "l'Appel du Corbeau".
    Un grand merci a tous les votants!

     
     

    Partagez votre histoire sur Facebook!
    Vous avez battu votre pire ennemi aux échecs, vous vous êtes vengé d'un(e) ancien(ne) petit(e) ami(e ) ?
    Battu le record de litres de bières bues en une soirée ? Ou tout autre grande victoire, sérieuse ou moins sérieuse?
    Partagez et commentez avec nous votre bataille la plus épique sur Facebook!

     

    Sur Crowfall, quel type de jour êtes vous?
    Si on en croit le résultat du sondage Facebook, il y aurait plus de "loups solitaires" que de membres passionnés et dédiés a leur guilde sur Crowfall 
    Qu'en pensez vous? Avez vous déjà vote pour ce sondage? Plus que 2 jours pour inverser la tendance !

     

  4. Like
    Xianah reacted to Vlaana in 5.8.3 LIVE Feedback and Bug Reports for 2/15/19   
    @vkromas Here is a list of the problems for the archer class. It is probably easier to write a list about what is working but anyway.
    Character sheet - green vessel (haft-elf):
    https://imgur.com/kinW1Js
    Equipment:
    Blue bow (damages 41-57)
    Crushing quiver (damages 47-69)
    Stat problem:
    Endurance regeneration: does not work well, either does not work or you loss the regeneration as soon as 3 food pips are lost.
    Attack power: 250 attack power for a damage dealer when tanks got twice that (pitfighter tanks got 700 AP).
    Range: 34 meters, pathetic range to manage kitting when a fae or wood elf just glish/tp on you. This range is not enough to defend a fort or Keep.
    From my point of view, a max range between 50 and 60 meters could be good.
    Capacities problem:
    Charged attack (basic attack): hitting 600/700 damages on leather for 2s of charge when the arrow is not lost in the void.
    Just to compare auto attack from druid(stormcaller)/assa deal 400/500 on leather so basically with 3+ auto in 2s around 1200/1500 damages.
    Double shots (talent): does not work, as soon as it trigger the next charged attack do not deal 50% more damage.
    https://imgur.com/DcSlyhH
    Rapide fire: most of the time no arrows are hitting the target but the skill is on CD.
    Barrage: no damage (between 50  to 140), no range (35m), limited to 5 pleople and you cannot really move as you would like.
    This spell is updated via the talent to remove 20% of damage BONUS (so basically nothing).
    The area of effect does not work when you try to hit targets on wall. Moreover, the positionning circle is not visible on slope or in building.
    Sweep + disengage: too long, the disengage should be instant.
    Traps: should not explode when it times out.
    Suppression shot: People should not be able to retaliate on this spell. I mean it is a suppress, isn't it?
    Ultimate: charging too fast.
    This point is also true for a lot of classes (confessor, ...).

    Discipline bugs:
    Get 'em (Mole hunter discipline): the root spell does not root.
    Passive "all clear" (sharpshooter discipline): no ennemies within 30 meters... (should I say we only have 34 meters...)
    Passive "Call of fire" (archer): do not move, charged bow twice then you got a buff. Ho sry, the fight is already moving otherwhere and you only got a poorly made socksty range.
    Passive "Glee ful strike": this passive should increase your damage by 10%.
    https://imgur.com/b6K7S19 The second hit is without passive so the first hit should be around 810.

    Equipment problem:
    The exotic arrow abilities never trigger (Is it part of the problem described below?).
    The leather stuff bonus damage is utterly pathetic compare to the survivibility given by mail or plaque equipment.
    I probably found why the ranger damage suck so hard.
    The ranged damage given in my character sheet does not care about my quiver or my basic arrow.
    https://imgur.com/fbJNEh2
    I did a test using basic arrow (damage 14-21) on dummy and got the following damages:
    https://imgur.com/UFafpLP
    Now, the same test by using my crushing blue quiver (damage 46-69)
    https://imgur.com/zwWFS5m
    By the way, the quiver does not have a durability bar, is it a bug? Is it part of the problem?
    This bug make us loss more than 50% damages as my quiver got a damage range higher than my bow.

    Passive talent problem:
    Too many useless passive talent for the archer class (power efficiency, support power) and disparity between physical or elemental penetration. The passive talent tree suck as hell. This seems to be true for others classes too.
     
    Conclusion on the ranger:
    Wood-elf is mandatory because of the dodge range and is the only race that could manage the Fae mobility.
    Warden is almost mandatory because it is using chain mail so 15k HP and high resistance and has the same range as an archer.
    On archer, Sharpshooter or Arcane archer discipline are mandatory to have damages other than piercing and the only root working in this game.
    Quiver or basic arrow are custarded (50% of the class damage does not exist).
    Currently archer is probably the worst class of the game.
     
    General feedback about 5.8.3:
    Currently, the guards are so buffed than it is impossible to take a keep when both factions have the same number of players.
    Moreover, the defending camp got a huge advantage because they can ressurect and disconnect inside the keep to remove the death shroud (stupid debuff).
    The Assassin (blackguard) + Fae  combo give too high mobility, resistance, HP, damage and even sustain in stealth on the same class and I dunno why everything seems to work quite well on this class.
    The Fae should not be able to use his escape/dodge ability in air (during a jump), it will probably balance the race. Another solution, would be to allow all the classes on this race (to avoid confessor fall damage) as the race is not suppose to be broken most players will probably avoid using it...
    The fight are too long because damages are low: I mean we currently cannot punish a bad positionning. An assassin jumping in 20 people and can go away freely with only "50% HP" left after 30s of fight.
    Knight and damage druid ultimate are broken, some time the ennemies got ejected near 80 meters from you.
    Confessor tornado are abused. Fall damage and the short CD on it make it too strong in huge fight.
    Moreover, tactical decision doesn't mean anything anymore: I mean from a tactical point of view having the high ground is good but as there is the risk to go down with a tornado and loss 90%HP ...
    Conclusion on 5.8.3:
    I understand you really don't care about the balancing but my point is only 5 classes are mainly played on EU (assassin fae > confessor > druide > champion and some cleric). I don't care about a small gap between classes but you should show some love to classes that are really below others in term of damage or utility (ranger/knight/duelist).
     
    I apologies from my grammatical mistakes, English is not my native language.
     
     
  5. Like
    Xianah reacted to Noph 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
    Xianah reacted to Purpearl in 5.8.1 LIVE Feedback and Bug Reports for 01/24/19   
    Performance in 5.8.1 is utterly terrible. Sieges are not decently playable at the moment. Confessor's tornadoes ruins everything actually, FPS are dropping, MSG Ping is going nuts and the game is not fun anymore.
    We played siege on EU tonight, managed to defend, but every time a confessor dropped a tornado my FPS went to 15, some on our discord just freeze for 5 to 10 seconds every time it happens, when we are not crashing.
    Same goes for the ping, every time it goes up to 1K ping and skills are basically delayed or unusable.
    Also, there is the physics/falling damage problem. I know it won't be solved till 5.9, but it basically forces every group to run with a lot of them. There always was "flavor of the month"/super broken class, but adding the performance problem they are causing it makes the game sucks really bad.
    To the point where we did think, if it's not getting any better, skipping this patch and the sanctionned campaign and wait for 5.9 with hope it will be better.
     
    Also, fix the rank disparities between the faction. On EU Order has access to rank 10 while balance has rank 7.
  7. Like
    Xianah reacted to Aedius in 5.6.2 LIVE Feedback and Bug Reports for 6/8/18   
    i think we found [BSF] and [Frogs] why stealth seems bugguy for many people :
    How people think it would work : 
    Case 1 : 
    an assassin come in stealth from 100 meters and stop at 2 meter from you, you dont see it ( with 40 perception vs 10 ) You activate all your perception skills and get something like 80 vs 10 ) : you start seing it. your skills stop : you cannot see the assassin anymore. Case 2 : 
    an assassin come without any stealth at 2 meter from you, you see it ( obviously ) You activate all your perception skills and get something like 80 vs 10 )  The assassin start to be  in stealth  : you can see it. your skills stop : you cannot see the assassin anymore. How it works, based on our test :
    Case 1 : 
    an assassin come in stealth from 100 meters and stop at 2 meter from you, you dont see it ( with 40 perception vs 10 ) You activate all your perception skills and get something like 80 vs 10 ) : you dont see it your skills stop : you cannot see the assassin anymore. Case 2 : 
    an assassin come without any stealth at 2 meter from you, you see it ( obviously ) You activate all your perception skills and get something like 80 vs 10 )  The assassin start to be  in stealth  : you can see it. your skills stop : you can still saw him ! Our conclusion is that stealth vs perception is calculated when the assassin enter in stealth and not when any value change or when perception collision occurs.

    ( i'm not sure if i'm clear, english is not my natural language )
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