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Vesperre

Testers
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  1. Like
    Vesperre got a reaction from JamesGoblin in A Brief Look at the Confessor - Talent Tree   
    Notice how the Templar died 1st?  Must of been a Vindicator...just saying...
  2. Like
    Vesperre got a reaction from Tofyzer in Adding more utility to Vindicators and Templars in General   
    Hi,
    I've played the templar arch-types exclusively since I start in pre-alpha and I feel both Fury and Paladin have basic utility atm.  Could be better?  Probably yes, but I know for the roles they have they can perform it some degree.  Vindicators, not so much, I spend more time chasing a fight then actually participating in it.   I'm not going to hash to death the issues, we all know what they are.  Here are some solutions, some apply to all templars, some solely to vindicators.
    1) PIP ON EVERY SWING (all templars)  - We all know the issues with pip starvation (minus paladin) with this class.   When we also look at the uptime we have on foes the current system is just not good.   If we swing 2 times and miss the third = no pip.  Doesn't make sense.  Give us a pip a swing.
    2) Vindicator DL PROCS AOE SLOW (vindicator only) -  DL is such a wasted element of a vindicator's playbook.  Often it only works in PvE.  I run in drop it and everyone just runs off to fight else where and I'm left holding the 'pip bill'.   So this does 3 things, it keeps the enemy in range so the vindicator can uptime, allows your more vulnerable healers/dps to get away/builds pips.  
    3) ALL DL LOSE THE PIP DRAIN (all templars) -  I don't mind the idea but it was too costly a idea when fights move too dynamically for this to be a practical cost.
    4) ADD BACK A SIN USING MECHANIC (all templars) - Back in the day when we have access to prosecute(adjudicator disc), this was a perfect marriage of stacking and consuming.  In efforts of adding cross-class synergy they bjorked it.  I think this is very much a wasted opportunity.    For vindicators it could be a fire dmg + DOT base on stacks, for Paladins it could a Dmg reducer effect and for Fury it could a crazy AoE dmg push and knockdown (based on stacks - like Elken headbutt).   I'm sure ACE can come up with better ones than me.
    5) HAMMER (or SWORD) of WRATH (vindicators only) - This one I left vindicators only because I felt like one of the role for vindicators could be to finish off the fleeing enemies (righteous judgement lol).   Ret Paladins had the same issue with finishing an opponent so the Hammer of Wrath was added.  It was a simply execute that hit with holy power.  It was only useful once an enemy was like 30%.   However, it was insta-cast and had a good range.  We'd have to have better aim since this isn't tab targeting but I'd love a variation of this on vindicators. 
    6) ADD BACK THE DL HEAL BUT HEAL ONLY SELF (vindicators only) -  I know, I know it was face melting time before so we had to pay something but now it's functioning as per usual, a 500hp hit non-crit every 3-4 secs is well a little meh.  So....give me back my paultry 200 hps a tick but make it only heal me.  I'm not suppose to be a healer anyways, i'm suppose to a crazy zealot with a 2handed sword.    Not great buff to survivability but something at least.
    7) FIRE WEAKNESS STACKABLE DEBUFF (all templars)-  I felt like adding this to the DL addition above but I wanted to keep it separate.  I like the idea of a vindicator getting scarier and scarier the longer you decide to engage it.  I'm wondering if this stacking debuff could be added to the DL but i'd like to see it so the more you get hit by DL the more susceptible to fire you become.  Give it like a 25-30% increased fire damage at full stacks (3 -10%).   
     
    So there's some ideas guys.  I hope you read this and take some ideas like this into consideration.  I want this class to be a great class but not an OP one.  If only 1-2 of these get implemented (especially for vindicators) I feel we'd be a much better place.
    Thanks for reading, I know it's long,
    Vesperre
     
     
     
     
  3. Like
    Vesperre got a reaction from Crash_Corrigan in It might be that time...   
    I've followed templars for awhile now ever since their 'never die' inception and followed the nerf train that hit it over and over.  Hate to say it, I have my own company IRL and I know when to cut my loses and walk away from a relationship.  This might be one of those times.  This class just isn't interesting to play anymore, doesn't do anything particularly well anymore and the game play is a bit slow and plotting.  I really did try my hardest.  It was cool running about Plate Armor and a 2h sword for a bit let's face the facts, there are better more interesting choices to be had.  Kinda felt like the game play really didn't evolve too much for these guys.   
    TBH I think Divine Light was the biggest crutch.  Everything was about that ability it seemed or how overly OP it seemed in some situations but was kinda useless in a practical sense.
    I'm not saying Templars should go the way of the Stalker and Legionaire but even in the best of niche roles for them, there are much better durable choices.
    Best of luck, I'll drop in from time to time but I think Mordhau is what I was really looking for from the start.  
    Toodles.
  4. Like
    Vesperre reacted to BarriaKarl in It might be that time...   
    @Vesperre Understandable. Just make sure to drop by when 6.2 comes. The Devs said there will be groundbreaking changes in promos, discs, and talents. "the meta would change drastically".
    I myself am kinda taking a break 'till then. Not much to test and no fun to a unguilded guy.
    I really hope 6.2 bumps most classes to a playable state. This 6 good promo only meta is a disappointment.
  5. Like
    Vesperre got a reaction from Rosenquarz in Unchangeable Major Discs- > BAD IDEA   
    I've recently watched the April Update on Zybak TV and was surprised to hear that major disc were going to unchangeable.  JTodd and Blair reasoned that people could level up vessels just to test the various discs.  No offense JTodd/Blair, I love you guys, but THAT IS THE STUPIDEST IDEA I'VE EVER HEARD OF.   I don't really care if it was in SB but what a bloody time sink!  Not to mention if we finally find a combo we like (after weeks of testing) and you NERF the Disc (which is inevitable to something min/maxed) we can't take it out!  There goes that legendary vessel!  Also, if we want a certain disc and can't find it are we just to leave or Major Disc slots empty till we do??!!?
    Ok, breathing, serenity now.....
    Ok I understand the issue of hot swapping.  People could tailor their discs to ultimately be good at any given scenario.   But listen to your Player base, HARD COUNTERS ARE BAD,  the discs should not be so overpowered that the can totally omit a certain class (i.e. Molehunter/Jellyskin vs. Assassins).  Skill should trump all, not Discs or setups.  Here's what I suggest.
    1)  Allow characters to swap Discs until 30 for free.  Let them test before making them commit.  Will people try to keep their characters at 29?  Probably, but give EXP for everything (crafting/harvesting/hunting)  Eventually, all PC (if they do anything) will have to hit 30.
    or....
    2) Make swapping possible however make it incur a tremendous cost (1,000,000 gold or 100 chaos embers).  If you want to do, go for it but you are not going to swap on a whim.  It's going to be to costly however, if you really want to get rid of a Major Disc you can.
    or...
    3)  Just nerf the Major Disc so they are not hard counters.  You made them OP now you to make a balanced game you'll have to walk it back.  One Disc should never trump skill or should pigeon hole you to only 1 scenerio.
    Shadowbane is long dead and let's not commit the sins of the past.
    Vesperre
     
        
  6. Like
    Vesperre reacted to ZYBAK in Crowfall Memes + MS Paint Rage Thread   
  7. Thanks
    Vesperre got a reaction from Zenatos in You Can't Be Serious! (leveling)   
    Hi,
    It's me again with my weekly installment of 'What's Wrong with Crowfall!?'.  This week we're going to cover...'The Grindfest' that Crowfall is slowly but undoubtedly becoming.   Yes we are in pre-alpha and nothing is set in stone, but I'm wary of direction this game is taking.  There is undoubtedly a trend to make the initial phase of the game more difficult.  It's less about the hike and more about the time spent at your local MEC.   I don't think this was part of the original vision.
    I remember months ago I made a post, "Make Leveling Meaningful".  It was about how leveling was more or less pointless in the game.  I'm sure other people shared my view and what they did was to implement a skill tree where skills were slowly gained thru levels.  That was great, though adding the major/minor discs was useless to that tree (psst everyone was going to get them!) I was more/less satisfied with their solution.  Now however, leveling has taken a turn for the worse.   I can't help thing that Blair/Todd want to go out and kill mobs/Cap to level (not lvl thru gold and sacrificing).  However, the paradox they don't realize is you need to be a sufficient level to do these things.  When's the last time you see a level 10 do anything useful in a siege.  It just doesn't make sense.  
    Now I know there are new ways of leveling being implemented.  Crafting/Harvesting/Circle Standing should now give exp.  We'll see if that is enough to make up the difference.  However, if people find a good way to level (i.e. mining rank 10s) you can be sure it will be nerfed as sure as arch frames.  My point is, why?  Why make it more difficult to play the 'real' pvp game.  The philosophy is all backwards.
    What it come down to really is, Crowfall leveling is becoming more and more mainstream MMO (like WoW).  I think Blair/Todd believe that people are rushing thru the leveling/gearing (that's a whole other story) process and getting to the fighting part.  Moreover, I think they realize the sieges and capping isn't really enough to keep people interested long term (rinse/repeat/uncle Tom).  So they've turned their emphasis on the pre-fight part which includes leveling.  However, they don't have enough content to make leveling interesting like a regular MMORPG (quests/story arch etc.).  They really need to rethink this whole approach.     
    I remember when I first signed up to Crowfall, I watched a trailer video where catapults we're firing at a fort on some mountain slope.  Action looked fast and fun.  There was a huge map where factions could gain territories in a huge continent and territory seizing was progressive.   Seemed kinda like a medieval Fortnite with more substance.    That said, I enjoy the more intricate parts of Crowfall (Harvestin/Crafting) but it was never, in my mind, suppose to be a 'Grind' to get my character in fighting shape.  Sadly, this seems to be new vision.
    What to do about it?  Frankly that's a difficult question.  However, I would give people more to do at the endgame than the gearing/leveling.   Without Dregs, this game is really one long 2-3 week one trick pony.  There is nothing really do other than circle stand or kill a tree or trees or defend trees.  If this is the format, reward me for doing these things with either a reputation/renown points or currency and let me get in game rewards and return leveling to being easier.
    Thanks for listening,  
    Vesperre
     
     
  8. Haha
    Vesperre got a reaction from Zenatos in Need more Graphic Diversity   
    Hi,
    Now I'm going to let game mechanics be for a sec (less I get another topic shutdown) and talk about the graphics in the game.  I know that 5.9 will bring a  new movement engine online, that's good, but what we really need is diversity.  When I see a gaggle of faction buddies ,guildies or otherwise, (yes I used the word Gaggle) I swear I can't tell who's who besides looking at the name plate.  That's a bad thing.  I know this isn't Wow but they had such diverse texture mapping that they made the same 20 polygon torso piece look so different that you hardly ever had the same look twice.  Along with the Glamor system man was that great.  Paladin Judgement armor FTW!
    So what I'm suggestion.
    1) Create different Textures for  Armor Types (slashing/peircing/fire/etc..)
    2) Allow a Glamour system.
    3) Stop making humans/half elves look like they got dropped on their head as a child (bonus)
    Nuff Said.
    Vesperre
  9. Like
    Vesperre got a reaction from Marth in Uncle Bob killed SB so....why haven't you arrested him yet?   
    He's a serial killer and he's out to get Crowfall.  Beware!  
    Joke's aside, I see this  being a huge downfall for CF.  I have nothing against Winterblades, the play to win, can't fault that but how many campaigns do we just shrug our shoulders and say' Oh well..'.  This killed Shadow Bane yet I don't see any mechanic to mitigate this problem.  I now this isn't Fortnite but you definitely need more game style modes to well have people engaged.  Maybe a instanced ARENA mode (i.e. Wow Arenas) or battle royal 100v100.   I'm spit balling here but I'm sure you've thought about this.  I want this game to succeed and I feel sometimes you guys can't see the forest for the trees.  I've never played Dregs but I really hope it's not a roffle stomp.
    My 2000,000 cents,
    Vesperre
  10. Like
    Vesperre got a reaction from JamesGoblin in Uncle Bob killed SB so....why haven't you arrested him yet?   
    He's a serial killer and he's out to get Crowfall.  Beware!  
    Joke's aside, I see this  being a huge downfall for CF.  I have nothing against Winterblades, the play to win, can't fault that but how many campaigns do we just shrug our shoulders and say' Oh well..'.  This killed Shadow Bane yet I don't see any mechanic to mitigate this problem.  I now this isn't Fortnite but you definitely need more game style modes to well have people engaged.  Maybe a instanced ARENA mode (i.e. Wow Arenas) or battle royal 100v100.   I'm spit balling here but I'm sure you've thought about this.  I want this game to succeed and I feel sometimes you guys can't see the forest for the trees.  I've never played Dregs but I really hope it's not a roffle stomp.
    My 2000,000 cents,
    Vesperre
  11. Sad
    Vesperre got a reaction from JamesGoblin in LIVE server down?   
    I tried to log on to the lobby and...
    I was met with a darkness so terrible....
    I had to go watch Curling on TV...
    Now that's soul sucking
  12. Thanks
    Vesperre reacted to Ussiah in LIVE server down?   
    no, this just came up and they are aware of the issue and working on it.
  13. Like
    Vesperre reacted to APE in You Can't Be Serious! (leveling)   
    When the solution to poor game design is throw money at the company to make the game fun, they've succeeded.
  14. Like
    Vesperre got a reaction from Glitchhiker in You Can't Be Serious! (leveling)   
    Hi,
    It's me again with my weekly installment of 'What's Wrong with Crowfall!?'.  This week we're going to cover...'The Grindfest' that Crowfall is slowly but undoubtedly becoming.   Yes we are in pre-alpha and nothing is set in stone, but I'm wary of direction this game is taking.  There is undoubtedly a trend to make the initial phase of the game more difficult.  It's less about the hike and more about the time spent at your local MEC.   I don't think this was part of the original vision.
    I remember months ago I made a post, "Make Leveling Meaningful".  It was about how leveling was more or less pointless in the game.  I'm sure other people shared my view and what they did was to implement a skill tree where skills were slowly gained thru levels.  That was great, though adding the major/minor discs was useless to that tree (psst everyone was going to get them!) I was more/less satisfied with their solution.  Now however, leveling has taken a turn for the worse.   I can't help thing that Blair/Todd want to go out and kill mobs/Cap to level (not lvl thru gold and sacrificing).  However, the paradox they don't realize is you need to be a sufficient level to do these things.  When's the last time you see a level 10 do anything useful in a siege.  It just doesn't make sense.  
    Now I know there are new ways of leveling being implemented.  Crafting/Harvesting/Circle Standing should now give exp.  We'll see if that is enough to make up the difference.  However, if people find a good way to level (i.e. mining rank 10s) you can be sure it will be nerfed as sure as arch frames.  My point is, why?  Why make it more difficult to play the 'real' pvp game.  The philosophy is all backwards.
    What it come down to really is, Crowfall leveling is becoming more and more mainstream MMO (like WoW).  I think Blair/Todd believe that people are rushing thru the leveling/gearing (that's a whole other story) process and getting to the fighting part.  Moreover, I think they realize the sieges and capping isn't really enough to keep people interested long term (rinse/repeat/uncle Tom).  So they've turned their emphasis on the pre-fight part which includes leveling.  However, they don't have enough content to make leveling interesting like a regular MMORPG (quests/story arch etc.).  They really need to rethink this whole approach.     
    I remember when I first signed up to Crowfall, I watched a trailer video where catapults we're firing at a fort on some mountain slope.  Action looked fast and fun.  There was a huge map where factions could gain territories in a huge continent and territory seizing was progressive.   Seemed kinda like a medieval Fortnite with more substance.    That said, I enjoy the more intricate parts of Crowfall (Harvestin/Crafting) but it was never, in my mind, suppose to be a 'Grind' to get my character in fighting shape.  Sadly, this seems to be new vision.
    What to do about it?  Frankly that's a difficult question.  However, I would give people more to do at the endgame than the gearing/leveling.   Without Dregs, this game is really one long 2-3 week one trick pony.  There is nothing really do other than circle stand or kill a tree or trees or defend trees.  If this is the format, reward me for doing these things with either a reputation/renown points or currency and let me get in game rewards and return leveling to being easier.
    Thanks for listening,  
    Vesperre
     
     
  15. Like
    Vesperre got a reaction from Kraahk in Buying and Selling of Accounts?   
    Interesting thanks for the info.
  16. Like
    Vesperre reacted to Aryie in Necro Sustainability & Vessel Durability   
    Maybe something to help with level grind  is if they develop a method where you can take exp from one vessel and put it into another one
  17. Like
    Vesperre reacted to veeshan in melee DPS with more HPs than Tanks?   
    the lvl up HP should differ from class to class imo, so instead of 50hp for everyone knight may get 75hp per level where rangers may get 40hp per level for example, could even have racial bonuses aswell some races may give more hp per level than others.
  18. Like
    Vesperre got a reaction from Phr00t in Unchangeable Major Discs- > BAD IDEA   
    I've recently watched the April Update on Zybak TV and was surprised to hear that major disc were going to unchangeable.  JTodd and Blair reasoned that people could level up vessels just to test the various discs.  No offense JTodd/Blair, I love you guys, but THAT IS THE STUPIDEST IDEA I'VE EVER HEARD OF.   I don't really care if it was in SB but what a bloody time sink!  Not to mention if we finally find a combo we like (after weeks of testing) and you NERF the Disc (which is inevitable to something min/maxed) we can't take it out!  There goes that legendary vessel!  Also, if we want a certain disc and can't find it are we just to leave or Major Disc slots empty till we do??!!?
    Ok, breathing, serenity now.....
    Ok I understand the issue of hot swapping.  People could tailor their discs to ultimately be good at any given scenario.   But listen to your Player base, HARD COUNTERS ARE BAD,  the discs should not be so overpowered that the can totally omit a certain class (i.e. Molehunter/Jellyskin vs. Assassins).  Skill should trump all, not Discs or setups.  Here's what I suggest.
    1)  Allow characters to swap Discs until 30 for free.  Let them test before making them commit.  Will people try to keep their characters at 29?  Probably, but give EXP for everything (crafting/harvesting/hunting)  Eventually, all PC (if they do anything) will have to hit 30.
    or....
    2) Make swapping possible however make it incur a tremendous cost (1,000,000 gold or 100 chaos embers).  If you want to do, go for it but you are not going to swap on a whim.  It's going to be to costly however, if you really want to get rid of a Major Disc you can.
    or...
    3)  Just nerf the Major Disc so they are not hard counters.  You made them OP now you to make a balanced game you'll have to walk it back.  One Disc should never trump skill or should pigeon hole you to only 1 scenerio.
    Shadowbane is long dead and let's not commit the sins of the past.
    Vesperre
     
        
  19. Like
    Vesperre got a reaction from Tinnis in Unchangeable Major Discs- > BAD IDEA   
    I've recently watched the April Update on Zybak TV and was surprised to hear that major disc were going to unchangeable.  JTodd and Blair reasoned that people could level up vessels just to test the various discs.  No offense JTodd/Blair, I love you guys, but THAT IS THE STUPIDEST IDEA I'VE EVER HEARD OF.   I don't really care if it was in SB but what a bloody time sink!  Not to mention if we finally find a combo we like (after weeks of testing) and you NERF the Disc (which is inevitable to something min/maxed) we can't take it out!  There goes that legendary vessel!  Also, if we want a certain disc and can't find it are we just to leave or Major Disc slots empty till we do??!!?
    Ok, breathing, serenity now.....
    Ok I understand the issue of hot swapping.  People could tailor their discs to ultimately be good at any given scenario.   But listen to your Player base, HARD COUNTERS ARE BAD,  the discs should not be so overpowered that the can totally omit a certain class (i.e. Molehunter/Jellyskin vs. Assassins).  Skill should trump all, not Discs or setups.  Here's what I suggest.
    1)  Allow characters to swap Discs until 30 for free.  Let them test before making them commit.  Will people try to keep their characters at 29?  Probably, but give EXP for everything (crafting/harvesting/hunting)  Eventually, all PC (if they do anything) will have to hit 30.
    or....
    2) Make swapping possible however make it incur a tremendous cost (1,000,000 gold or 100 chaos embers).  If you want to do, go for it but you are not going to swap on a whim.  It's going to be to costly however, if you really want to get rid of a Major Disc you can.
    or...
    3)  Just nerf the Major Disc so they are not hard counters.  You made them OP now you to make a balanced game you'll have to walk it back.  One Disc should never trump skill or should pigeon hole you to only 1 scenerio.
    Shadowbane is long dead and let's not commit the sins of the past.
    Vesperre
     
        
  20. Sad
    Vesperre got a reaction from JamesGoblin in Unchangeable Major Discs- > BAD IDEA   
    I've recently watched the April Update on Zybak TV and was surprised to hear that major disc were going to unchangeable.  JTodd and Blair reasoned that people could level up vessels just to test the various discs.  No offense JTodd/Blair, I love you guys, but THAT IS THE STUPIDEST IDEA I'VE EVER HEARD OF.   I don't really care if it was in SB but what a bloody time sink!  Not to mention if we finally find a combo we like (after weeks of testing) and you NERF the Disc (which is inevitable to something min/maxed) we can't take it out!  There goes that legendary vessel!  Also, if we want a certain disc and can't find it are we just to leave or Major Disc slots empty till we do??!!?
    Ok, breathing, serenity now.....
    Ok I understand the issue of hot swapping.  People could tailor their discs to ultimately be good at any given scenario.   But listen to your Player base, HARD COUNTERS ARE BAD,  the discs should not be so overpowered that the can totally omit a certain class (i.e. Molehunter/Jellyskin vs. Assassins).  Skill should trump all, not Discs or setups.  Here's what I suggest.
    1)  Allow characters to swap Discs until 30 for free.  Let them test before making them commit.  Will people try to keep their characters at 29?  Probably, but give EXP for everything (crafting/harvesting/hunting)  Eventually, all PC (if they do anything) will have to hit 30.
    or....
    2) Make swapping possible however make it incur a tremendous cost (1,000,000 gold or 100 chaos embers).  If you want to do, go for it but you are not going to swap on a whim.  It's going to be to costly however, if you really want to get rid of a Major Disc you can.
    or...
    3)  Just nerf the Major Disc so they are not hard counters.  You made them OP now you to make a balanced game you'll have to walk it back.  One Disc should never trump skill or should pigeon hole you to only 1 scenerio.
    Shadowbane is long dead and let's not commit the sins of the past.
    Vesperre
     
        
  21. Like
    Vesperre reacted to Thundar in So much for 24/7 testing   
    So I wanted to make a quick vid of the difference between drops from basic and R3 nodes. Not only do I get a single dust per basic node but I ended up getting 2 embers, back to back (because the game wanted to help prove a point?), but I ended up with 4-7 dust per node at ~ 7 hit per node. Compared to 3 hit for 1 dust and embers are almost non existent to me. This dust drop is normal and embers drop rate is based off dust. Before I was stopped/ganked throughout the day. Now its all mine all day with no worries.  
  22. Like
    Vesperre got a reaction from Asesino in How to make the Fury Archetype more attractive   
    Hi,
    Let's face it folks, the Fury spec is the red headed stepchild of the Templar Archetypes right now.  It can't heal/dmg like the others and it's main CC,  DL AoE knockdown, utility limited due to knockdown diminishing returns.  Right now there is simply no reason to bring one to a siege or any other group engagement.   So this is what I suggest.   Remove the knockdown, keep the daze but give DL these abilities instead.
    Let's give the Fury true Tank abilities.
    1)  Indignation - Any enemy characters affected by Divine Light receive a 30% dmg debuff against all opponents save the Templar itself for 15 secs.
    2) Serve & Protect -  All friendly units withing a Fury Templar's Divine Light receive a 10% armor bonus vs. all dmg types.
    3) Into the Valley of Death - After casting censure a Fury paladin receives a dmg barrier,6 sec CC immunity and a 25% combat speed increase.
    Yes, I am crazy but I feel these changes would make the Fury paladin a lot attractive in group settings.  The extra mobility with the number 3 would also help finish off enemies.  Crowfall is definitely guilty of letting people off the hook to easily.
    Cheers,
    Vesperre
     
     
      
  23. Like
    Vesperre got a reaction from JamesGoblin in Sustaining PVP (non-Siege) -> War Currency.   
    Hi,
    From what I'm seeing lately in CF, everyone logs in around 8pm  in their own siege zone (to zone block) or the neutral city to go offensive.  The sieges trees are downed and then people log off and that ends pvp for the night (mostly).    There's no incentive to go around capping other forts and outposts (except to perhaps help your faction get a few more points) cause in the end your likely to get the same reward anyhow.
    What I'd like to see is a system like SWTOR, WOW or WAoR where you are rewarded a war currency for participating in PvP both siege related  and open world.  With that currency you can go to a faction quartermaster and buy items (i.e. Hunger Shards...grrrrrrr) or other pvp gear add-ons.  You could have really expensive rewards like unique player housing or mounts.  These rewards could even be campaign related (i.e. related to the God) and be time sensitive so you really have incentive to build your pool to buy that specific god related item (Zaleena's  Pendant).
    Give people a reason to fight more, you'll get more participation.  I would go cap forts and outposts if I knew that it meant something more for me in the long run.  Also, you could give bonus points to those who finish in the top 5-> 50-> 100 or Faction.
    Want me to PVP?  Show me the money!
    Cheers,
    Vesperre  
  24. Like
    Vesperre got a reaction from Tofyzer in The 5.8 Templar - A Constructive Post   
    Hi,
    It's been a while since I went a rant about the role of the Templar in Crowfall (See the Ghosts of Furor and Tigole post).  However, I did promise to write a more constructive post later and now 5.8 is here and the different Templar trees have been out a bit I think it's a good time to bring my thoughts to the table.  JToddColeman, here's some food for 'Diving' thought.  =). 
    I initially was going to break down all the abilities and go one by one about the pros/cons. However,  I think those have been well documented and  instead,, I'm just going to focus on things the Templar needs to be completely fleshed out.   I've played Templar, still playing Templar and will be in the future and I want the class to have a role in many situations and not just pigeon holed to do one specific thing.
    One of the things I'm going to do is refer to the WoW Paladin alot.  I feel, thought different games, I can draw a lot of similarities about the evolution of the Wow Pally and bring it into the context of Crowfal Templarl.  Understand, I was a Grand Marshal Ret Paladin in Wow and played that for 4 years total playing time.  So I can confidently say I know my Hybrid Class stuff.
    The 1st thing is and my greatest concern is...
    Mobility:   I can say with confidence we are the Pylons of Crowfall.  Not only is a plate wearing human the slowest PC in the game our main ability (Righteous Stand) slows us down ever further.  To add to that, the amount of snares, stuns, staggers, knockdowns in this game is moderately high.  However, even in our up time we are chasing with cement blocks on our feet.  This is endlessly frustrating.  In any PVP environment, lack of mobility = death.  In Wow they solved this with the paladin by...
    1) they gave an ability (judgment) to increase movement speed for a time. 
    2) The also have an ability to cleanse roots/stuns. 
    3) We had the ability to range Stun (Templar CC is garbage).
    So even though they are slow in general Templars would be able to have limited bursts of speed and limit the down time where they are slow.  Also stun would help if the target got out of range.
    DPS and PIPS:  I've lumped these together because I believe they are related.  First of all, I can confidently say Paladins have probably the lowest DPS in the game (barring someone sitting in a DPS paladin's Divinelight).   1st of all, the animation is well...comical, creative..but comical.  No one ever would swing a sword like that but that's beside the point.  The animation is slow.  All other  attacks cycles are faster.  The assassin can hit you 2-3 times before u swing once.  The knight can pump out more dps at lvl 10 that a templar at 30 by just swinging a bastard sword.  The creators should really look at real Zweihänder fighting.  The motions are very circular and fluent meant to maim or disarm.  Or even Kendo, where the strikes are fast and furious.   The sword stance they should have the Templar in is Hasou No Kamae, (quick stance) and use quick overblows.    The parry should be a Left Ox hanging guard...I guess it sorta of does.  Anyhow, I'm  digressing, the animation needs to be fluid/faster, right now the animation is akward and segmented.   This brings me to my next point, pip generation.  To only gain a pip on the 3rd blow where sometimes the opponent's gotten out of range, not good.  Every strike should generate a pip and strikes should be faster.  Lastly, how does a dagger do the same dmg as 2Hsword.   The Dmg scaling needs to be fixed but they need to make templar sword do more dmg.  Are up time is limited, when we hit we have to burst.
    1) Faster Animation
    2) Templars swords need more dmg.
    3) Pip Generation on Every Hit.
     
    Survivability: Now from the outside it may look like we have good survivability however we don't.  First of all, our main healing skill is Divine Light, it's great except when it's not...which is 90% of the time.   It only heals when people sit in it.  No one does.  When people don't sit in it, I lose pips which kills my ability to do much.  It's pretty much lose/lose.  It's severely limited and side from the paladin spec it's pretty much useless (because everyone steps out of it and waits).  Also, it's on a huge cool down so I can't create multiple control zones.   I reiterate though, Losing pips is the worst.  Devotion, well it would be good except 1) Our dmg stinks so our devotion heals like crap(we hit 6 mobs with a retaliate and do  5000 dmg)  2)  Our up time is limited due to our lack of mobility and Anti-CC abilities (Holy Warrior doesn't count).
    In WOW they gave paladins an ability that consumed pips that they could flash heal themselves or others (Flash of Light?).  I'd like to see an ability like this.  Also we had an ability that gave a physical dmg shield to someone or ourselves (but also made us unable to attack, fair trade).  
    1) Flash of Light Ability
    2) Wow Devotion like shield (NOT THE BUBBLE).
    So here are some of my thoughts regarding the Templar. I didn't go into each spec but in general I wanted to outline the things I feel the Templar needed.   I used several Wow references because to be honest, it took them a long time to get it right and I feel there's no harm to learn from their mistakes.  I welcome your thoughts.  
    Thank you (no salt),
     
    Vesperre
     
     
     
     
     
     
  25. Like
    Vesperre got a reaction from Navystylz in The 5.8 Templar - A Constructive Post   
    Hi,
    It's been a while since I went a rant about the role of the Templar in Crowfall (See the Ghosts of Furor and Tigole post).  However, I did promise to write a more constructive post later and now 5.8 is here and the different Templar trees have been out a bit I think it's a good time to bring my thoughts to the table.  JToddColeman, here's some food for 'Diving' thought.  =). 
    I initially was going to break down all the abilities and go one by one about the pros/cons. However,  I think those have been well documented and  instead,, I'm just going to focus on things the Templar needs to be completely fleshed out.   I've played Templar, still playing Templar and will be in the future and I want the class to have a role in many situations and not just pigeon holed to do one specific thing.
    One of the things I'm going to do is refer to the WoW Paladin alot.  I feel, thought different games, I can draw a lot of similarities about the evolution of the Wow Pally and bring it into the context of Crowfal Templarl.  Understand, I was a Grand Marshal Ret Paladin in Wow and played that for 4 years total playing time.  So I can confidently say I know my Hybrid Class stuff.
    The 1st thing is and my greatest concern is...
    Mobility:   I can say with confidence we are the Pylons of Crowfall.  Not only is a plate wearing human the slowest PC in the game our main ability (Righteous Stand) slows us down ever further.  To add to that, the amount of snares, stuns, staggers, knockdowns in this game is moderately high.  However, even in our up time we are chasing with cement blocks on our feet.  This is endlessly frustrating.  In any PVP environment, lack of mobility = death.  In Wow they solved this with the paladin by...
    1) they gave an ability (judgment) to increase movement speed for a time. 
    2) The also have an ability to cleanse roots/stuns. 
    3) We had the ability to range Stun (Templar CC is garbage).
    So even though they are slow in general Templars would be able to have limited bursts of speed and limit the down time where they are slow.  Also stun would help if the target got out of range.
    DPS and PIPS:  I've lumped these together because I believe they are related.  First of all, I can confidently say Paladins have probably the lowest DPS in the game (barring someone sitting in a DPS paladin's Divinelight).   1st of all, the animation is well...comical, creative..but comical.  No one ever would swing a sword like that but that's beside the point.  The animation is slow.  All other  attacks cycles are faster.  The assassin can hit you 2-3 times before u swing once.  The knight can pump out more dps at lvl 10 that a templar at 30 by just swinging a bastard sword.  The creators should really look at real Zweihänder fighting.  The motions are very circular and fluent meant to maim or disarm.  Or even Kendo, where the strikes are fast and furious.   The sword stance they should have the Templar in is Hasou No Kamae, (quick stance) and use quick overblows.    The parry should be a Left Ox hanging guard...I guess it sorta of does.  Anyhow, I'm  digressing, the animation needs to be fluid/faster, right now the animation is akward and segmented.   This brings me to my next point, pip generation.  To only gain a pip on the 3rd blow where sometimes the opponent's gotten out of range, not good.  Every strike should generate a pip and strikes should be faster.  Lastly, how does a dagger do the same dmg as 2Hsword.   The Dmg scaling needs to be fixed but they need to make templar sword do more dmg.  Are up time is limited, when we hit we have to burst.
    1) Faster Animation
    2) Templars swords need more dmg.
    3) Pip Generation on Every Hit.
     
    Survivability: Now from the outside it may look like we have good survivability however we don't.  First of all, our main healing skill is Divine Light, it's great except when it's not...which is 90% of the time.   It only heals when people sit in it.  No one does.  When people don't sit in it, I lose pips which kills my ability to do much.  It's pretty much lose/lose.  It's severely limited and side from the paladin spec it's pretty much useless (because everyone steps out of it and waits).  Also, it's on a huge cool down so I can't create multiple control zones.   I reiterate though, Losing pips is the worst.  Devotion, well it would be good except 1) Our dmg stinks so our devotion heals like crap(we hit 6 mobs with a retaliate and do  5000 dmg)  2)  Our up time is limited due to our lack of mobility and Anti-CC abilities (Holy Warrior doesn't count).
    In WOW they gave paladins an ability that consumed pips that they could flash heal themselves or others (Flash of Light?).  I'd like to see an ability like this.  Also we had an ability that gave a physical dmg shield to someone or ourselves (but also made us unable to attack, fair trade).  
    1) Flash of Light Ability
    2) Wow Devotion like shield (NOT THE BUBBLE).
    So here are some of my thoughts regarding the Templar. I didn't go into each spec but in general I wanted to outline the things I feel the Templar needed.   I used several Wow references because to be honest, it took them a long time to get it right and I feel there's no harm to learn from their mistakes.  I welcome your thoughts.  
    Thank you (no salt),
     
    Vesperre
     
     
     
     
     
     
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