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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 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.
  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) 2/4/6/8% (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
  11. :P I see you liking my post!

  12. Maybe a Lizard/Saurian Race? Bi-pedal Lizardfolk that are more bestial in appearance?
  13. 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.
  14. 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.
  15. 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 mimic, I could be wrong.
  16. 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 this is still in development and not a full game, so I get what I pay for, but I'm also going to speak with my wallet here and say this isn't something the players as a whole should be forcefed, I don't think we asked for this, unless there was a stream I missed where the developers put up a poll asking whether or not we wanted a leveling system. Also, you used the term "exploit" if it's an exploit, should it not be fixed or was that not the word intended to be used to structure your argument? If anything, killing other players should net that much experience to encourage skirmishes, not fancy walkabouts and leisurely strolls, which is what Crowfall is right now. By the time the development has reached its peak, I don't think much of the playerbase is going to be too enthused to actually stick it out, but we'll see. After all, Rome wasn't built in a day.
  17. 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 my opinion. Players shouldn't be pidgeonholed into having to grind to 5 and then do that first hour of grinding just so they can max out. There are not enough PvE mobs on the map to justify this kind of system right now. PvE is not the focus of the game outside of just materials. If Crowfall goes this route, then make mobs another resource to fight over and give higher experience. Players who have 0 interest in the crafting aspect aren't going to like this. I'm guessing you expect them to beg over chat for frames. 5 Years in development and this is the best we could come up with for progression.
  18. 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 need to grind first." or "What do my skills do." Having to grind to Level 5 for a major disc then craft Stonemason just so you can make frames to turn in to sacrifice is ridiculous and I'd rather be spending my time working on my craft then going out of my way to skirt/cheese a poorly implemented leveling system. Not to mention the monster respawn time is quite long in some instances and there's far too much open space where mobs SHOULD be placed for leveling that aren't. It's one of the main reasons why I personally pledged for this game, no leveling system. Being able to hop into the action or start your ideal craft should be on your list of priorities. Not having to go through the same leveling bullpunch every time you make a new character. "If you don't like leveling, Crowfall isn't the game for you." - No. People get tired of doing the same systematic nonsense they've been doing for well over a decade in any MMORPG. This isn't World of Warcraft, this isn't FFXIV, this isnt' Blade 'n Soul/TERA, etc etc. We're Crowfall, a PvP Throne War MMO.To throw leveling into the mix of stuff we already have to do on our bucket list, feels like a lazy development choice and otherwise tacked on. You can tell it wasn't 100% thought out due to how poorly the exp rates are and how it frustrates players into having to look for alternative ways to cheat the system (i.e Frames) Every stream I've gone to has told me the same thing for leveling. Nightbot: Fastest way to 30: Get to level 5, to open your first Major Discipline slot. Then farm ~100 non-basic ore and ~100 non-basic trees. Craft yourself the Stonemason discipline and go to the Stonemason table in a keep. Use the ore to craft carpentry nails, and then those with wood to make Architect Frames. They sacrifice for 800 xp per. Use gold to fill in the gaps so you aren't using frames to get the last 100 xp for a level or something.... Step 2: Profit This shouldn't be the norm.
  19. 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.
  20. 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.
  21. 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.
  22. 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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