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Everything posted by RhapsodyDownpour

  1. Be more elaborate and show proof of your claim and maybe, just maybe the devs will look into it. Either that or just git gud. Lol.
  2. 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.
  3. Piggybacking, I would like a guild to call home. Lol.
  4. No. I'll help fund part of it. Not the entire thing.
  5. 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.
  6. 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
  7. 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.
  8. 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?
  9. At this point I think he's being a silly goose and we shouldn't take what he says seriously.
  10. 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
  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 Mal
  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 tryin
  14. Nice bait. Try harder next time. What Hamon said, it keeps powercreep down and honestly I'd be more open to the idea if players got experience killing other players and not mindlessly farming mobs that honestly have no real sense of a hitbox. Also if we have no influence, what's the point of us even backing then? But my previous statement stands, that leveling in most MMORPGs, this one included is Draconian. The only game I know of right now that pulls this off correctly and gets players on the fast track to PvP is Black Desert Online. Which I don't think Crowfall is trying to mimi
  15. Not Not sure what "Whinge" is. If you can't have a conversation with someone on this board without actually insulting them, then I suggest you find someone else to talk to. I haven't insulted you or made rude comments towards you. I'd appreciate it if you did the same and showed civility. Others here may not like you, but I don't sit in their camp. Also check your name. Furthermore, leveling in most MMORPG's at this point is quite draconian in the regard that you are working for chickenfeed experience. Crowfall had my interest since it had no leveling in it at the time, but
  16. I mean if this is the kind of response we're getting from someone who supposed to be a development partner, it clearly shows taking criticism isn't your strong suite and your position as a development partner should be re-considered. You're obviously being sarcastic in an attempt to be humorous to the devs and to get a good laugh among your peers via Discord or other social media. So how about we stop acting childish and have an actual conversation. If you didn't understand my point, I'll water it down. Leveling Systems as a whole does not fit well into Crowfall's mold in m
  17. Leveling is a poor design choice for Crowfall. Players shouldn't be forced into leveling, when this isn't a PvE based game. Resources are the main "PvE" component that we're fighting for. I've said it once before in the 5.8 Gripes thread, leveling in Crowfall is poorly designed, since it doesn't fit. Opening up Disc to allow player experimentation is fine. But locking skills away behind them is very bad. New players (like myself) come in and are confused and have no real clue on what to do. What do you want players initial reaction to be when they first get into the game? "Let me see what I ne
  18. From what I can see, being a Necromancer is a bit of a timesink. You do put time and effort into getting your vessels up and ready for whatever it is your guild is doing. To have to redo that every campaign, is a bit of an annoyance. Question, has the concept of breaking down vessels back into basic components and putting them away in your bank and then re-building them during the next camp come up? I think that would take some of the edge off the issue.
  19. You're missing the point entirely. It can be equipped, that's fine. But either the icon for the equipped one should vanish for the time it's equipped or we should have some kind of indicator.
  20. There should be some form of indication on which item you have equipped in your inventory. Weapon or Tool. https://prnt.sc/jruux2 - Without any indicator https://prnt.sc/jruvh1 - A quick indicator.
  21. Seeing how crafting is going to be a big part of the game, I'm gonna suggest some kind of crafting bag that doesn't vanish when you die. I get this is a PvP MMO, but I imagine running back and forth to base just to deposit stuff is going to get a little tedious. Anyways, that's it. Thoughts? It could also be apart of VIP.
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