Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

RhapsodyDownpour

Testers
  • Content Count

    28
  • Joined

  • Last visited

  • Days Won

    1

RhapsodyDownpour last won the day on August 6

RhapsodyDownpour had the most liked content!

About RhapsodyDownpour

  • Rank
    Nestling

Profile Information

  • Language
    English
  • Interests
    Crowfall
  • Location
    Crowfall

Recent Profile Visitors

102 profile views
  1. I'm returning to Crowfall after a year. Would love to get into a guild. I might pursue skinning. We'll see. Anyways, glad to meet you all. I'm on Discord if anyone is interested in chatting. I'm wanting to become a crafter as well.
  2. Piggybacking, I would like a guild to call home. Lol.
  3. No. I'll help fund part of it. Not the entire thing.
  4. Lol. I'm not gonna fund the entirety of a guild. Not happening. Had to do the same thing in Albion with 0 pay off. That a yikes from me.
  5. So I like Necromancers in any game. Depending on what's done with them, however Crowfall is a different approach to it entirely, one which I adore. However my main problem is getting it started. You're flat out punished from doing proper Necromancy without a Rune Shovel. It feels like the devs purposely left out shovels in order to gate Necromancy behind a huge time sink/investment, which I do have a problem with, every other craft in the game can be accessed right out the gate. Outside of the crafting tables. But Necromancy is problematic as you need to find graves. I don't see why we can't harvest parts from enemies we've killed of a particular race. Especially in PvP. Skulls are nice, but killing an opponent, then using their body parts to craft a vessel would not only be great, but it would serve to shoot someone's ego down a peg. Imagine PvPing, you're killed and the other team's Necro makes a body from your legs your arms/head, etc etc and then uses that vessel to kill you yet again. I'd very much like it if we had a stone shovel to use out the gate so we can practice Necromancy without needing a Disc to do so. I've invested quite a bit into my tree but its useless as I can't get a hold of a Rune Shovel. I can't get a hold of a Rune Shovel because I don't have enough gold. I have to sit and farm mobs to gain enough gold to buy one from another player. When this shouldn't be the case at all. Basic tools should at least allow players to dabble in the craft that they wish to work on. As a solo player without a guild, trying to get into Necromancy is a PITA. I really don't want to become some guilds resource slave where I need to fill item quota or do a 70/30 90/10 60/40 split of my items just to stay around either. The bar for entry is rather high for Necromancer's but not for other crafters. Please don't do this, don't bar Necromancy to a higher tier of tools. Let people dabble. There's also no Graves in GR so we can't even hone Necromancy even if we wanted to. It's strictly Campaign which you need to grind to 20 for to even get into and that's not even touching base on the material side of Necromancy. I'd rather it be a class at this point instead of this super niche insanely hard to start up craft. This isn't how you keep players around/invested. tl;dr - None. Go read.
  6. Thanks for your honesty. Your opinion is pretty valid, I feel like crafting is a bit punishing in this regard. I'd like to sit down and craft, but waiting on passive training makes crafting that much harder. There's no real guide on how to properly craft. Crafting feels barebones at the moment and I hope they improve on it.
  7. Question. How do you currently level? I've been playing on and off and is it just grinding war tribes? Last I remember it was making frames and sacrificing those. What's this leveling process that only takes an hour?
  8. At this point I think he's being a silly goose and we shouldn't take what he says seriously.
  9. Ah. So it seems my line of thinking was already on par. Is there any way for an Assassin to open with a Stun out of Stealth? I was also thinking something along the lines of Assassin possibly being something like a Runeblade. Magic+Dagger Skills. They'd use Rune Magic and apply debuffs/traps. Unleash: Unleash your Mark, allow its effects to be felt by your opponent. Rune of Mana - Your magic attacks are bolstered by the power of rune magic. (Passive/Toggle) by 1/3/5/7% (Pips) Rune of War - Your physical attacks are bolstered by the power of rune magic. (Passive/Toggle) 2/4/6/8% (Pips) Mark of Suffering - Mark your enemy with the rune "Mein" (Pain) - Unleash Effect: Increases damage dealt to a single target by 10%. Unleash - Unleash Marks you've applied to your enemy, only one mark can be applied at a time, but multiple marks can be unleashed in succession. Rune of Cleansing - Wipe away (up to 3) magical debuffs from yourself or an opponent and restores health by 5/10/15% (3 Pips) Mark of Frost - Mark your enemy with the rune of "Hoarfrost" - Unleash Effect: Slows your opponent with the power of ice for 10 seconds. Can only be executed with daggers. Rune of Incineration - Conjure and hurl at your opponent one large fireball. Upon hitting the enemy it splits off into 2/4/6 smaller fireballs. Each doing 3% less damage. (Can apply a small DoT effect, i.e - Burning) Rune of Shielding - Create a barrier around yourself or an ally that absorbs damage based on the Runes HP. (Rune's HP dependent on a stat to determine HP value.) You could give this a lengthy cooldown to keep it from being spammed. Rune of Earth - Imbue the earth with a rune that causes it to shift and tremor, knocking opponents into the air for X amount of seconds. Mark of Scintillation - Mark your opponent with a rune of Light - Unleash Effect: Upon activation, the light detonates, dealing no damage. But severely blinding your opponent and dizzying them. (Ult) - Runic Clarity - Doubles your efficiency in Rune Magic Spells - Increases Debuff Timers by 10 Seconds/Cleanse Up to 5 Debuffs - Marks Deal Double Damage
  10. :P I see you liking my post!

  11. Maybe a Lizard/Saurian Race? Bi-pedal Lizardfolk that are more bestial in appearance?
  12. Here are my suggestions. Hookchain - Pulls your target to you. (Gap Closer) Sand Swipe - Throw sand in the face of your target, lowering accuracy. Exploit - Find the weakpoint in your opponent's armor. (Critical Hits if landed from Stealth, Bleeds for 1/8 HP over 10 seconds) Dead Crow - Trick your opponent into thinking they've killed you. - Disengage/De-target Shrapnel - Drop sharp pieces of metal to stop your opponent from pursuing. (Stun/Slow) OR Shadowbind - Use magic, forcing your opponent's shadow to trap them in a cage (Chase Breaker) Crow's Malice - Cheap shot your opponent, slowing them down by 5 seconds. - If done from Stealth, increases the debuff time to 8 seconds. (CC) This kit would make Assassin quite hard to fight. Engagement would need to be planned. These are just my ideas.
  13. I don't like the whole walled process of having to grind up every little thing in order to be PvP ready. I gave up halfway through. I don't want to drop this game in my trash bin just yet, but it's getting damn near close with the direction they're currently pushing. Regardless of whether or not this is an Alpha, community feedback is important, but only a privileged few are able to speak for the masses, and they're spouting stuff that we don't want to hear while the devs slurp it up like it's their last supper. I've already said what I needed to say, but I'll say it again. They're trying to push PvE onto us when there's not enough mobs to actually give this game a PvE base. They want people to level up, when there's no real way to level up outside of crafting a stupid Disc first. Which is honestly a PITA and shouldn't be a thing in order to actually enjoy the game. Well sorry, this isn't a "game" yet. I might be flamed by the loyal fans who fight over the table scraps ACE drops for them to tear up. The point being, their "progression" introduction is shoddy, unrefined and draconian at best.
×
×
  • Create New...