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Posts posted by Makuza

  1. 1 hour ago, oneply said:


    Disagree with Arbiter being rated higher than Archdruid. Depending on the latters disc/stat points it is a better healer and more useful in every situation. Im a cleric fan (all 3 specs) and I wouldn’t bring an Arbiter over an Archdruid.

    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.


    1 hour ago, oneply said:


    Dirge is super strong. Think your rating is too low. High survivability. Great at keeping pressure. It’s base tool kit make it so you can build it a variety of ways. On keep defense a single Dirge/duelist can take a bane tree down to 50% solo with a single hit. Dirge outperforms conquerer, brigand, blackguard, and cutthroat imo.

    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.


    1 hour ago, oneply said:


    Stormcaller rated higher than Archer? That’s nutty. Archer applies a lot more pressure on an enemy than a stormcaller does. Having more than double the effective range should bump its rating too. And stormcaller is brain dead easy to play, should be a 1 star.

    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. 6 hours ago, Soulreaver said:

    Can you -please- remove the function that when you press the try you're in you goto harvest tray?

    For example : 

    If in Ranged tray (U) and I press (U) I then enter Harvest tray.  It would be really nice if the only way to get to the Harvest tray was (H)… or what ever other hotkey you bind.

    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. 1 hour ago, Silkhe said:

    From your personal perspective, Is this essentially an in-game 'exploit' then?  I only ask because of your own wording... 

    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. 2 hours ago, KDSProm said:

    A sad example of having fun at the expense of others by using mechanics that are blatantly unintended. I would take it down as it's more of bad press for Crowfall then of any use.

    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. 2 hours ago, APE said:

    I agree, but how to you separate those actually putting in the time/effort/skill and those just overloading a campaign with bodies if that is what it takes to win? There is a difference between organized large scale tactics and mindless zerging. Both can result in a victory, but I don't believe they deserve the same reward. If that is how it works, why will anyone attempt to do anything else long term? Will have to see what the next milestone brings for rewarding different styles of play, but haven't seen anything from ACE yet that gets my hopes up. Same issues, some worse, then previous games that haven't done so hot and why some of us are willing to hand over cash prior to a game being made in hopes it will end up different.

    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. 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. 8 hours ago, Balathan said:

    Cant figure out what the Finish Him! rune actually does. Seems to affect no visible stat in the stat page and in my minor testing yielded no obvious benefit. Can we get confirmation this rune actually does what it says it does and if it works what exact stat does it affect? @vkromas

    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.




    • Improved targeting when enemies/friends are standing in front of one another.

    Still the same issues with heals get blocked by enemies and groundtargets stuck to everything (friend/foe)



    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



    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


    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

  11. 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

  12. 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

  13. 9 hours ago, Andius said:

    Could be wrong, but I think all their damage is actually considered fire damage until you pop holy warrior just like cleric hammers deal fire instead of crushing for some reason. So the Nethari active is far from a throwaway for a class that will frequently be in situations they can hit a ton of enemies with the burning effect. 

    The biggest question in my mind in for judging their merits as a templar is whether the bonus to fire damage is applied before their fire damage is converted to holy by holy warrior, or after. If popping holy warrior means losing your nethari damage buffs then human seems a clearly better choice. If they stack then nethari templars are decidedly not trash.

    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.

  14. 33 minutes ago, Kraahk said:

    Was mich in dem Sinne mal interessieren würde @Mitspieler: Wie sehr ihr das? Also, ich bin es nicht gewohnt Spielen über Facebook zu folgen oder dort an deren Aktionen teilzunehmen. Für mich ist FB eine entweder private oder geschäftliche Geschichte. Mich da über Hobbies wie Computerspiele auszulassen ist nicht wirklich mein Ding.

    Wie seht ihr das so im Allgemeinen?

    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.

  15. 18 hours ago, Arkade said:

    There isn't a thread for the TEST server, so I'll post here.

    I've been looking at the changes to armor and I think something is off. All of the existing armor was given high (maximum?) default values as follows:

    • Gloves: 564
    • Boots: 564
    • Helm: 750
    • Chest: 1875

    The total of the Gloves, Boots and Helm is 1878, which is almost exactly the same as the amount given by the Chest. Based on that, I would think that the Gloves, Boots and Helm together would give resistance equal to that of the Chest.

    When I put on just the Chest, my resistance values go up by 36.25%

    When I put on just the Gloves, Boots and Helm, my resistance values go up by 18.78%

    The Chest seems to be contributing nearly twice as much as the rest of the slots combined, despite having an equal armor value.


    Its just a not finished job there.

    As example for a vendor-mail-chest:

    Gants 1500 Armor, but adds 25% mitigation instead of 15%.

    The reason is simple. They remade the tooltip of the chestpiece but did not remove the previously granted 10% mitigation on all kinds of dmg-sources. 

    As soon they finish that job, the chest should work like everything else with 100 armor = 1% mitigation

  16. 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


  17. 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.

  18. 6 hours ago, Navystylz said:

    And, how often are you fighting in a spot that would allow you to dash glide some extreme amount?

    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.

  19. Iam just wondering on which kind of battles you are referring to.


    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

  20. 2 hours ago, Jjusticar said:

    It's definitely worth it on high-elf because it gives you an extra chance to proc your clearcast. It's more than possible to chain 6 dodges in a row if you get decent clearcast procs on top of the critical dodge proc.

    Whether it's worth it on other low range dash races, that's personal preference. It can easily give you another reset oppportunity.

    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. 

  21. 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

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