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Sorrows

Testers
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  1. Pets have certainly been used in almost every game for the Ranger/Hunter class, but animal companions are certainly more rare. I can honestly go either way with them, but I think they fit the theme of the class well without putting to much stress on ACE to figure out how to make a "good" pet class. Totally agree that the kits have gotten way better for every class especially after the quick short-pass and talent swapping they did for rangers. Moving the bombs to Brigand was solid and the addition of Suppression on Aero-Spin when talented really feels solid. I do think it's unrealistic under current game play for the Archer to be stationary, but in certain instances he will really shine and that makes it OK for the first pass. I have to disagree with this entirely as all Assassins have access to stealth which is a far more powerful tool than my suggestion of Camouflage and how it would work. Of course the counter argument is Assassins "need" stealth, but I also believe that is unfounded as some games have really done Assassin classes with little to no stealth. Take GW2 Thief class which has limited stealth in combat or Albion Online which offers a similar limited stealth mechanic. However, I do believe Camouflage would need to be balanced properly, but considering no class, disciplines or talents have really been balanced other than to tweak something that is completely out of whack there is plenty of time for ACE to get it done if they choose to go that route.
  2. Thanks for the post. While I do agree with the general-jest of what you are saying and agree some balance tweaking is required on those two fronts as well as many others in the case of Mjayed or any Stealther for that matter choosing when or when not to fight the majority of the time is part of that class kit and I'm perfectly fine with that as long as it's balanced properly. However, Stealthers do have a very hard counter in the Ranger especially the Warden-promotion and with all things being equal they don't stand a chance 1v1 even if they get the jump on one.There is also a Discipline that all classes have access to that provides a Flare for bringing out stealthers and prevents them from re-entering stealth. Also, the Fae race has Faerie Fire and the Elkan have Gestalt. So there are quite a few ways to bring out stealth players that require very little sacrifice to obtain if that is a major concern. Granted I do still believe it needs to be tweaked to some degree, but as I have yet to play a stealther as a main I have very little input on how it feels on the other side as I've personally have only played a Ranger. I do wholeheartedly agree with the premise that mobility is "king" and needs to be adjusted especially "in-combat" even if you want to have some races move faster than others there needs to be a better balance, but ACE has been less focused on balance and more about getting the Campaign system up and running so I would expect some real balancing come Alpha. Thanks again for the well-thought out post and don't let the current state of game-balance frustrate you to much as they game has yet to truly go through any real balancing, but it's on the agenda as CF moves into Alpha and they are less worried with the Campaign features and more focused on balancing and game-play. Cheers.
  3. No sound effects on ranger auto-attacks before Ambidextrous talent. General Chat (for me) is not working. Have multiple Zone chats currently and everything I load into a new zone I get another. Have had up to 5.
  4. Ranger Nice swap of abilities and passives for Brigand and Warden they fit way better into the kits. Still needs some sort of duality nature for the class IMO as there are already "Brawler" and "Assassin" classes. Brigand Allow the use of bow from Stealth. Either the LMB charge attack or some form of Snipe/Back attack. Make it more about luring opponents to your bombs that you placed earlier instead of just another Ambush Melee class. We have that already. Warden Allow AeroSpin passive to be placed in Ranged Tray. As a Ranger even the tank/brawler build you should be starting with a few Bow Shots before engaging in melee. Allowing your passive to build before Melee Engagement makes sense. Passives and PowerBar-Slots While I don't mind passives being locked away behind a Racial or Discipline that seems to be fitting and not to game breaking. I do believe limiting the PowerBar-Slots is not a good idea and limits choice. For instance on my Elkan Ranger I typically don't take a 2nd Discipline as there is no room on my PowerBar even after taking Expansive-Mind for the additional slot. So, instead I feel forced to play a Human if I want to pick another Discipline which just feels bad. Granted the game is about "Choice," but I have a feeling people will start going very Vanilla and taking Humans just for the additional PowerBar and Passive everytime so they can optimally play most classes due to the limiting of Hotkeys. Crafting Would still like to see the addition of all recipes to my crafting-book even if I can't craft the item so I can search for "X" and know whom I should be asking to buy/trade for it with. Harvesting Would love to see "Ranks" go away on Nodes and have it instead just be Basic and Non-Basic with different Quality such as Uncommon, Rare, Epic, Legendary. Also the need for different Biome's so we can split up where certain Materials come from would be nice in the future (Most likely already planned, but I'm new so putting it here anyway.) XP-Grind With XP being less of a gating mechanic and more of a small time investment to make Necromancy a viable profession and give people some active progession. I would love to see the addition of XP for Harvesting and maybe even Crafting for all the non-combatant's out there as well as a "Carrot" for new players that don't know what they should be doing. Albion-Online had a similar system where they used Fame and not XP, but you gained progression towards X by doing X. I think having new players come into the game and be rewarded for chopping down a tree and crafting there first set of tools and basic gear would make the world flow more naturally. One of the most common questions I saw asked so far during 5.8 is " So what should I do this is my first time?" Final Thoughts Great test so far and I really enjoyed the removal of the free Vendors. Actually having to learn the initial loop of the game and where, what and how to gather the materials I needed to craft gear was wonderful. Way more interaction with my faction instead of rush to a keep instantly make Legendary go PvP. Also on a personal note. I would love to see the removal of X-faction chat at least in the "Faction Campaign" rule-set and an ignore feature in the near future. I don't mind someone bugging me, but not being able to ignore the multiple X-faction flames over deaths is going to be very messy come 1K+ people on a server.
  5. Ranger Flare Arrow still only fires at your feet. Possible to get temporarily animation stuck in tree while harvesting with 1 pip of Energetic Harvester buff on Elkan. Have yet to test it on all races, but once you cast Energetic Harvester and immediately go to chop a tree it's possible to swing through the tree with no damage and have your Vessel slide half-way into the tree, but you slide back out on following swing. No melee sound effects when wielding one-hand ax on Ranger before Ambidextrous talent.
  6. March to first campaign that was 3 days ago. No I've yet to watch the livestream as I have other things to do than live, sleep and breath video games. I'm sorry this very personal for you and I didn't mean to ruffle your little feathers. However, I suggest unplugging as 2 aggressive post in the span of 3 minutes is a bit much even for the average 14 year old.
  7. Pretty sure they stated they were going to wipe a few times in the last Article and then they planned to do a few short campaigns followed by the "Real" First Campaign. Also this might not be the ideal game for you if you don't like "wiping" as that is one of the big selling points of the game. Having fresh campaigns starts so the game doesn't get stale is the main reason I backed Crowfall. As far as testing goes I'm certainly on the opposite side of the spectrum. I think testing a fresh start without free gear is more of an ideal testing environment as that is a major loop of the game that has yet to be tested due to all the free gear and people spending there first few hours of test crafting max end gear. Hopefully we will have news one way or the other in a few hours, but for me if it's just another test with free gear I personally will be passing.
  8. @thomasblair I've posted this in the Class Ranger Forums, but decided to add the main portion of it here as the testing cycle just introduced the Promotion classes. My Current View on Ranger Promotions Archer It's by far the least clunky out of the three Promotion classes and all the talents in the promotion tree focus purely on being an Archer. This feels like the initial concept of what the Ranger was when it first came out most likely and they just streamlined it into being a sniper. Warden This is a primarily melee build with one bomb which seems odd as this is suppose to be the hybrid melee/archer, but it seems that was lost in translation and it's a more tanky melee build that has high survivability and great stealth detection. Brigand Without question the most clunky of the three Promotion classes with a melee/bleed/debuff focus that has access to the Stealth Tray with a single ability Ambush. You can supplement your Stealth Tray with Disciplines, but you might as well play an Assassin or Duelist if you wanted to do that. The Direction I would love to see the Ranger and individual Promotion classes go Ranger Base Kit Camouflage - Base skill that allows you to blend into your surrounding similar to the Wood Elf Passive, but would add to your Far-Sight and Perception. Possible limited movement with upgrade through the talent system, but would never come close to a pure stealth class. Possible damage bonus on opening from Camouflage upgrade via talents. Animal Companions - Unlike permanent pets the Animal Companion would provide some form of active or passive skill and would not necessarily need to be visible in game like a permanent pet would be. For example a passive Hawk Companion that adds to your Far-sight or an active Crow Companion that blinds your enemy. A wolf or hound that adds to your perception or tracks down pray. Hybrid - Should be equal with Bow or Steel until Promoted into one of the promotion classes. Perhaps some passive that rewards switching between Ranged and Melee Tray. Archer Leather Armor Long Bow & 1-Hand Melee If the Archer is the Premier Bow user I'm perfectly fine with the "Sniper" approach. Long Range, Large Radius AoE abilities and slower draw times with a mesh of defensive abilities or passive that keep enemies at bay or minimize their ability to gap close. The main theme for the Promotion should be about your Bow and your melee capabilities should be a small part of the kit. If the base Ranger is 25/25 in terms of Ranged/Melee power the Archer Promotion should double or triple his Ranged output to 75/25. Warden Leather Armor Bow & 2-Hand Melee The Hyrbid or Survivalist that strikes a balance in both Ranged and Melee prowess. The theme for this Promotion should be about the synergy between your Ranged and Melee Tray and they should build upon one another. Think skirmisher that utilizes hit and run tactics wearing his opponents down before going in for the kill. After the Warden Promotion his Ranged and Melee output should land in the 50/50 range. Brigand Mail armor - Dual Wield & Short Bow The theme for this Promotion should be Traps and Debuffs. A more melee focused build that wears Mail armor and sets up Ambushes for the unsuspecting. Unlike the patient assassin that is waiting for the right moment to strike, the Brigand is less concerned about who falls into his trap as his Debuffs will give him the upper-hand once the trap is sprung. The Brigand Promotion should be the opposite of the Archer with a 25/75 Melee focused power output. Additional thoughts & Bugs found. Camps & Towers Being more of a solo player due to time-constraints I've been wondering around taking towers and camps and an occasional Fort if no players come to defend. There doesn't seem to be any kind of benefit for these ventures however and I feel small groups would avoid them in most cases as there is no reward for the effort spent and it puts you at a disadvantage to be clumped on a small point instead of being mobile. Unsure what the solution would be if there is even one. Adding good rewards will only attract larger groups which is not the point of the small objectives, but having no or even OK rewards will disincentive small groups from them as well. Perhaps once the Campaign is live and faction/guild pride start to matter it will be a moot point, but currently I find them lacking and there are honestly just to many of them clustered together. Possible Zerg-blobs on maps or "Toast Message" when (X) amount of people are in range of one of your controlled outpost/towers/forts/keeps would be a nice addition. It would add to the purpose of controlling these points and give small groups a way to avoid larger forces and a reason to take the smaller objectives. Crafting Testing I would like to see the addition of being able to right clicking an open recipe ingredient box and having it show me which profession can make the item. For example when I was doing Jewelcrafting I required a Grinding Wheel and Diamond Cutter, but without being able to view all the crafting recipes I was unable to determine where I could obtain these from. If I could simply right click the Grinding Wheel box and it would either pop up a tool-tip saying "Stonemason Ingredient" or literally opening the Stonemason crafting page where it was located that would make the crafting a bit more streamlined. I do realize no man is an island and you want there to be exchanging of goods, but if I don't even know who I should be exchanging with to get the item that doesn't feel good and might turn people off from the wonderful crafting system you have so far. Simple addition of allowing everyone to see all Craft-Profession recipes regardless of crafting profession would help alleviate the feeling of being lost. Combat Testing To put it bluntly I would say this is a huge downfall of current testing and that might be b/c you have already tested combat extensively during the Hunger-Dome campaigns or that it's not a current focus, but for new players this is a major turn off. Going into combat with a white vessel that is level 1 with basic gear and coming across people in Epic+ Vessels in Epic+Gear makes it a flop. Most people will just get frustrated and rage then log off or pollute the community and the overall view of the game with negative feedback because they do not realize the game mechanics yet. Thankfully after getting ROFLSTOMPED by Endless and asking a few questions he was able to guide me in the right direction of crafting a Vessel and Gear so I could compete, but from my limited time on testing a good amount of chat consisted of people being unhappy with how "weak" they felt in combat b/c they didn't realize to craft gear and Vessels before trying to PvP just like myself. In the future I think it would be nice just to have Vendors with all the top end gear and vessels already on them so people can test on equal footing. People that will want to craft will still craft because that is what they are playing for and people that want to run around and test classes, builds and just PvP will not feel at a total loss due to gear-gaps vessel-gaps and general power-gaps. Gate & Ladder Interactions This feels needlessly clunky and you can easily spend 10-20 seconds trying to line up to be able to interact with Gates and Ladders. Unsure if this is due to hit-box size or something else, but this needs an adjustment for sure. In the heat of battle where trying to get up a ladder or through a keep or fort gate I can see this causing major needless frustration. Additional Thoughts and Musings The game looks great even on my old system and the Lag-reduction in 5.8 from 5.7 is massive at least for an older system like mine. I went from 35-50fps to 60fps+ and I'm looking forward to how much more the engine will get optimized. I would like to see cross-faction chat eventually disabled and an ignore feature. I saw a good amount of flaming and rage in chat and that really turns a player like me off. I can easily just ignore a person that is bothering me, but to see random people flaming each other in chat and having no way to ignore the flood of messages is a bit much. Campaign Score Update on Map Screen is a nice feature and I would love to see it added as a tool-tip when you mouse over the scoreboard or as a additional pop-up window. Having to open my map to check it every time I took an objective to see where my faction stood before the next update felt clunky. Better visual indication on map when objectives are being engaged if allied forces are in the vicinity would be nice as well. Perhaps add that to the scouting skill tree. Allow Scouts to Report on the map for there allies what current engagements and rough estimates of forces are in the area. Think that is it for now. Thanks again for making CF and listening to your backers. Look forward to the future of CF. Cheers.
  9. Can't login to one of my Vessel this morning that I parked on top of a house in a Fort. I was testing jumping around Fort walls and ended up on top of a house and decided to log there for the evening, but this morning I get stuck on the Loading screen "Preparing Terrain" I can load into the rest of my Vessel's but Epic-Elk seems to be stuck. Unsure if this is due to where I logged out or just a general bug. Let me know if you require more info.
  10. First let me start off by saying I'm a new backer and have only been testing for roughly 10 days now and last night was my first dip into 5.8 Promotion classes specifically for the Ranger. Now with that out of the way let's discuss how needlessly clunky the Ranger Promotions feel and my current thoughts on what they are and which direction they should be going. FYI, the whole point of this is to have a discussion on the current gameplay mechanics and state of the Ranger and the first pass of its Promotion classes and which directions the majority of the community feels the class should take while it's still being iterated upon. My Current View Archer It's by far the least clunky out of the three Promotion classes and all the talents in the promotion tree focus purely on being an Archer. This feels like the initial concept of what the Ranger was when it first came out most likely and they just streamlined it into being a sniper. Warden This is a primarily melee build with one bomb which seems odd as this is suppose to be the hybrid melee/archer, but it seems that was lost in translation and it's a more tanky melee build that has high survivability and great stealth detection. Brigand Without question the most clunky of the three Promotion classes with a melee/bleed/debuff focus that has access to the Stealth Tray with a single ability Ambush. You can supplement your Stealth Tray with Disciplines, but you might as well play an Assassin or Duelist if you wanted to do that. The Direction I would love to see the Ranger and individual Promotion classes go Ranger Base Kit Camouflage - Base skill that allows you to blend into your surrounding similar to the Wood Elf Passive, but would add to your Far-Sight and Perception. Possible limited movement with upgrade through the talent system, but would never come close to a pure stealth class. Possible damage bonus on opening from Camouflage upgrade via talents. Animal Companions - Unlike permanent pets the Animal Companion would provide some form of active or passive skill and would not necessarily need to be visible in game like a permanent pet would be. For example a passive Hawk Companion that adds to your Far-sight or an active Crow Companion that blinds your enemy. A wolf or hound that adds to your perception or tracks down pray. Hybrid - Should be equal with Bow or Steel until Promoted into one of the promotion classes. Perhaps some passive that rewards switching between Ranged and Melee Tray. Archer Leather Armor Long Bow & 1-Hand Melee If the Archer is the Premier Bow user I'm perfectly fine with the "Sniper" approach. Long Range, Large Radius AoE abilities and slower draw times with a mesh of defensive abilities or passive that keep enemies at bay or minimize their ability to gap close. The main theme for the Promotion should be about your Bow and your melee capabilities should be a small part of the kit. If the base Ranger is 25/25 in terms of Ranged/Melee power the Archer Promotion should double or triple his Ranged output to 75/25. Warden Leather Armor Bow & 2-Hand Melee The Hyrbid or Survivalist that strikes a balance in both Ranged and Melee prowess. The theme for this Promotion should be about the synergy between your Ranged and Melee Tray and they should build upon one another. Think skirmisher that utilizes hit and run tactics wearing his opponents down before going in for the kill. After the Warden Promotion his Ranged and Melee output should land in the 50/50 range. Brigand Mail armor - Dual Wield & Short Bow The theme for this Promotion should be Traps and Debuffs. A more melee focused build that wears Mail armor and sets up Ambushes for the unsuspecting. Unlike the patient assassin that is waiting for the right moment to strike, the Brigand is less concerned about who falls into his trap as his Debuffs will give him the upper-hand once the trap is sprung. The Brigand Promotion should be the opposite of the Archer with a 25/75 Melee focused power output. Please add on to the discussion so we can have the Ranger class we all want to play. The Promotion tree's can really add lots of variants that can push different gameplay styles before the addition of Disciplines.
  11. Talents are earned by leveling up your vessels as a form of active progression. Promotion Classes as well as Disciplines are all tied to the talent tree. Passive training is still a big thing, but they will be doing another pass to clean up the tree's along with shifting certain power to or from the talent tree. Hope that helps.
  12. The final Pip for Archer Promotion gives access to Runic Bow while the final Pip for Brigand gives access to Runic Melee, but only the Warden Promotion final pip gives access to Runic Bow and Melee. Reason I was asking the question. Guess I will wait until someone that has gone down the tree's has formally checked or until I get test rights. Thanks though. Cheers.
  13. Sorrows

    Ranger stealth

    You just made my night by informing of the great news that you retain the ranged tray. Thanks for the info!!!
  14. Sorrows

    Ranger stealth

    While this is an old thread with the talent changes and Brigand being a stealth class what are the current thoughts on it as it's a melee focused build instead of a ranged option? As I'm unable to test 5.8 atm I'm unsure if you lose your Ranged Tray after you promote to Brigand for the Stealth Tray or if you are able to obtain a Ranged Tray by taking a Discipline after promoting to Brigand. I personally would like to see some form of Stealth Scout type as we already have a Stealth Melee in the Assassin. Current thoughts and input?
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