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Everything posted by Makuza

  1. He is higher rated in Fortfights, you should check that point out and think about it. In an even fight with competent players, the archdruid cant play out his cards in a closequarters fight, neither can he really heal there. Not sure in what kind of fights he got "high survivability". He is pretty much naked if it comes to that point and the plategear doesnt make up for it. In actuall groupfights they are maybe not useless but worse than pretty much everything else. Props on the bleeding tree tho. Are you sure you did understand that the rating you reffering to is meant for fortfights? I played mainly Archer in the past couple campaigns and I would never prefer the Archer over most other classes there. Forts are not the place to be for Archers especially NOT in an attackscenario.
  2. Maybe a toggle to do so? Iam for example used to only use 2 buttons on a class with ranged+melee tray and dont have an extra hotkey for the survivaltray at all.
  3. The part about personal perspective was directed to something else.... its not about the squirrelstory here^^ Ya, testing it during a siege is literally the only time with players online. Sadly also NA-Chaos had very less numbers on that day. Thats why we did not step out of the holes on your first attempt to attack the tree of life. But we were close and watching the fight.... the situation on the banetree was pretty much the last chance to pull this setup off against a handfull of ppl, even if we were not needed to secure the defence. If it gets fixed, even better. Its hard to name it as an exploit; clever use of game mechanics or whatever. Thats also not my job to clarify that. There is a lot of stuff which I would call an exploit, but there was never an actuall statement of the developers about certain things and ppl are doing certain things because they are able to do it and nobody tells them that it is wrong and not intended....yet ppl claim to know what is intended and what not.
  4. If you would just not see everything from your personal position. Probably its not intended to shoot through walls, but it was always like this. I wont count examples on skills on classes which can abuse this. In this video you can see what happens if you multiply the ever existing effect of it, nothing else. Like stated before, its Pre-Alpha and gaming is about fun. You can clearly hear that we have fun doing it. Whats about the fun of the others? Its a PvP-Game with a kind of "full/half-loot"-mechanic. The person which get killed will never be really happy about getting killed, so killing ppl is a problem in itself...I guess PvP-games can never be successful in this case? Beside from the actually gamefootage showen, does anyone agree that this is another masterpiece of videoediting? I think that should be mentioned at some point, without all the feelings in the air.
  5. Beside from 100% P2W, the game was cool....for PvE and boring after 3days of doing the same events over and over again^^ CF is focused hardly on PvP and the PvE content is just there for the early game leveling and gearing and will hopefully never play a big role. You still need to kill wartribes for additive and maybe gold for siegeweapons, but ppl will prolly also have stockpiled that after a few days of early game.
  6. It comes down to the design of dregs, since this will be the place to be for organized groups. They could either limit the bodycount of the different guilds (which prolly doesnt work that well) or bring other systems in place. I would like to see something similiar to the Antizergmechanic of Albion Online, even if CF is less AoE heavy, it would work out. They have/had a system in place in which AoE dmg gets boosted depending on players hit and it the same time, you were received stacks of "less dmg received" depending on how many different enemies did hit you. This is kinda simple but effective and screws mindless zergs. If zergs are clever enough to play arround it, you got another issue, but in that case they show that its not only their bodycount. Ofcourse its not all about the fights, since "zergs" will also have way more ressources...OR NOT, if there is only so much ressources to barely feed those masses. Atm the game is a pure farmville with high tier ressources all over the place and teritory-controll doesnt matter with the instant on-demand banking, but with a few simple changes, the would starve for ressources to gear up their ppl. Another point is the limitation of exports. Imagine they would introduce a cap on exports to guilds (not to accounts like atm). The guildleader gets 100-300 or whatever exports depending on the performance of the guild during the campaign and he has the ability to distribute these to his members. Would be an easy fix in export campaigns to limit effectivness of zergs. Also rewards need to be shared...more ppl means less reward per person and ppl care about that. An easy example comes to my mind with WoW classic. Ppl have a reason to run Onyxia with 20 or less ppl, even if they could bring 40 and make it easier. Less participants means more chance on loot for a single person. Iam not a payed gamedesigner, but thats why we trust in ACE to find suiting solutions with a dip of brain or getting ideas from elsewhere....this is not the first game ever created which has to handle it and it actually got an advantage because of the "rust-like serverwipehopping" of survivalgames over most "itemprogress etc. is consistent forever"-titles. Looking forward to see 5.110
  7. Makuza

    Max archer range

    Its hardcapped to 65m nomatter what. The reason why its possible to hit stuff on up to 67 (siegeweapons even further) are the hitboxes which are larger than the number on the crosshair shows. You need 50m distance range bonus to archive that, since skills have a base of 15m. To reach the cap you need the archer perk (3×7m cap increase and a high tension bow+5m elken passive +distancecap) you will come close with a Legendary or even epic high tension even without an elken. With a legendary ht-bow you will miss 0.25m to the 50m cap, so elken is not necessary at that qualitylevel anymore. To fill that 50m ranged bonus you need to roll a bit extra rangebonus on the bow and even it out with rings depending if you want to drink carrotjuice or milk and if you want to pick sharpshooter+arcane archer or only one of them. The math is on you at this point
  8. Iam interessted in that part too... My recent test including 150 execution-shots each with and without the passive showed an average dmg difference of ~50 (1000-1050) on Slashing-Arrows executes, while the highest roll and the lowest roll were higher while not having the passive running...This could be normal since 150 shots are by far not enough to get a real accurate number on that test, but it shows me that there is probably no effect at all from the passive in combination with Slashing-Arrow-Executes.
  9. Spiders R10 (Not sure about other ranks) do not drop more than 1 epic and/or legendary at once while skinning. They appear to be not affected by Critical Harvest Amount at all. This is not a speculation of 10mins of farming, more like a summary of 5+ hours spider slaughtering for frigging confessor-chests.... Nobody comfirmed me that, but I'am 100% sure there is something wrong with it.
  10. If this 10sec releasetimer is working like stated, its pointless because ppl found a way to workaround that by simply logging
  11. Still the same issues with heals get blocked by enemies and groundtargets stuck to everything (friend/foe) Druid: The 3rd Orb has a huge delay now. The visual appears after you already placed 2 new ones from the next combo. The Orbs stay visualwise longer than they should. The visual is there for 90 seconds, while you can only pick them up until the 60 second-mark Ranger: Rapidfire with the perk (Archertree) 'Amazing Rapidity' increases the shootcount to 9 instead of 10 Bowchargespeed....to prove my feelings about that, I had to make a video to compare and actuall measure it. Iam not sure if its intended to work like it does, but the chargespeedreduction (with a cap of 100%) reduces only the chargespeed of 1 second (the bowcharge takes 2 seconds). That means 50% Bowchargespeedreduction would leave you with a chargetime of 1.5seconds. In the video you can see topleft: Without bowchargespeed-mod topright: With Hastequiver 18% Haste bottomleft: With Spellboundbow 17.25% Haste bottemright: Hastequiver 18% + Spellboundbow 17.25% = 35.25% Haste https://www.youtube.com/watch?v=t3sNTeSK9Yw&feature=youtu.be needless to say that iam rendering in 30frames, which leaves a kinda inaccurate number on it by cutting the different vids, but I think its obviously enough
  12. The opponent-window is not tracking dmg in realtime for me. It recognizes the dmg of the first hit but stops there until I move to another entry and back to the current. I would really like to see a window with incoming dmg, which would work like the opponent window but with realtime parsing Good job after all, even if I cant find a valid usage for the parser beside from pve yet
  13. Use a proper bow and you will see. I guess that basicbows can not use the quivers at all, but it doesnt really matter because advanced bows are working fine.
  14. Makuza

    Lvl 25 passives ?

    Trick shots give you the ability to move on normal combattrayspeed while using charged shots (LMB of the Bow) and buffs the Doubleshot from earlier in the tree. Double shot increases the DMG of Charged Shots while that Buff is running. To get the Buff you can just simply use any Charged Ability of the bow, no matter how long its charged as long it hits a target. Aero spin stacks permanently up until it reaches 10 stacks. If you use aero spin it will use all the stacks you have to increase the dmg of daggerspin. Booby Traps cuts the CDs of your 3 Traps in halv and adds extra effects on it. The explosion Trap gets a stonger Dot, while it will the knockup on it as example
  15. Weaponexecuted skills are slashing for the templar beside from the timeframe of holy warrior. The only firedmg source of a templar is in fact divine light. ...clerics are throwing "mystical hammers" and not their actuall weapon^^ a Confessor is also not throwing Books and cause Papercut-dmg Firedots from several different persons do not stack. This is how all dots work and also debuffs like sin btw.
  16. Ja seh ich exakt so. Ich verwende FB wirklich nur noch sehr selten und quasi nur um mit ein paar wenigen Leuten in Kontakt zu bleiben. FB ist aber so oder so in meinen Augen ziemlich gestorben über die letzen Jahre und nicht wirklich für solche Dinge zu gebrauchen.
  17. Your charged shots are counted as basic attacks it comes to values like "Basic Atk Dmg" increase from stuff like necklaces or the sparring minor-disc. However it doesnt apply alot of stuff from discs which should be applied on the third basicatk (as you mentioned illusionist for example). For the "True Atk"- part I'am not 100% sure. My theory is, that everything beside from DoTs and Basic Atks is counted as True Atk...Need to look into this once more
  18. Stamina did run out shortly before the end of the sprintsequence, so sprinting is on pretty much the same time as jumping. And in fact.. you are not faster than mounted at any given point BUT if you go into survivalmode and start jumping, you are as fast as a active Trailmaster, while Pathfinding is still loading.
  19. 100% of my PvP atm, because Iam only login on Live for the siegetimer Wish I would have met any highelf-assassin player which can show off what you guys are trying to tell me here...but I did not on EU yet. I can barely remember the last time I met one...and this was some sologank attempt in the pits which ended horrible for him. Looking forward to see more of these, since it seems there are players believing in that and maybe the upcoming charactercontroller will also mix up things here.
  20. Iam just wondering on which kind of battles you are referring to. Ganking/Small/Mid/Largescale? We will have different views on that topic anyway if you speak about ganking or smallscale, since thats not what I have in mind while Iam talking like that about Highelf/Fae
  21. Just a quick note, since its going offtopic with that disc...and this disc could even better be used on a fae than on a highelf tbh Yes, I know how clearcast works, since I played a fessor for over 2 campaigns as a highelf. I just would never want to rely on such procs (which do not even have a chance of 50%... prove me wrong, but its more like 20% at best). Sure it can make a really good chain but critical dodge is sheit in the way it works and the hidden background dodge-pipgeneration is not helping on that either. The proc goes also off, if you have already 2 dodgepips, which is the most stupid thing which could happen in the case of an assassin in my view. If you engage out of stealth, you have most likely all your dodgepips and you will trigger that inner cooldown of critical dodge before you use them. Let me ask you: How long you stay on the target after the engagement before you usually disengage for another stealth attack? More than 25 seconds? I dont think so.. at least not from my experiences with that class in proper fights. Iam not talking about ganksituations in which the victim is just a victim and will not even fight back. _______ I also like the dodge of the highelf, there is no doubt about that and on top you get that nice necklace for free, but still...it doesnt make it on one level with the Fae if it comes to the assassin. The highelf-dodge is grounded. I want to see an assassin which is used to jump out of dangerous situations by using slopes, walls or any other obstacles or gaps doing the same with an highelf. It just doesnt work. The only movement advantage the highelf has over the fae is uphill, which can avoided if you know your surroundings. Also the dodge-execution of the highelf is way slower than the fae-dodgeroll. You need that speedy dodgerolls to cover as much distance in the shortest amount of time to disengage; more short slow jumps after another do not help you especially because you want to stealth on the end of your dodgeroll-disengagechain and here comes the stealthspeed to it...dont need to go into that once more I guess. I hope you understand my points.
  22. I gave an example for a race which has a good value out of that passive... go farm your posts somewhere else
  23. Isnt the critical dodge passive bound to a 30 sec inner CD? That passive is worth it on woodelfs if executed correctly but not on short dodge-cd's in my view. It also got silently nerfed and doesnt give you 2 pips on the proc anymore
  24. You guys should not necro a thread which was mad way before 5.8 was even in the pipe^^
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