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Sorrows

Testers
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About Sorrows

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  1. Warden Ranger Talents - Tree Sparring talent has been changed from 1% Mitiagation to 150hp per Talent Point. Unsure how the numbers math out, but with the opposing talent being 1% Crit Chance per talent point I doubt many will go for the additional HP. Also a later talent "Weathered Defense" has also been changed from 1% Mitiagation to 100hp per talent point. Unsure why a deeper talent would give less HP per point than a earlier choice. Talent Points - I know this is not the popular stance, but I still seem to have to many and feel I can get everything I want including both Major Disciplines and I actually had 3 points left over to add additional Power after all was said and done. I would honestly like to see 5-10 less talent points at the current scale so I'm forced into real choices, which will make my gear selection later dependent on the stats I gave up in my talent build. Talent Point Spending - Required talents should only cost 1 point to move forward, even if you reduce the overall talent points to match design change. It really feels bad and pointless to put 3 points into a talent you may or may not want just to go further into the tree. Merchant Idea 1 - I would like to see a Merchant Passive Talent Tree added. In the current game you can purchase a pre-made NPC stall for 15K Gold, but it will be at least a month if not more (have not done the math) to train into Grave Digging and Necromancy to be able to create the Human Vessel to create a Merchant NPC to run a Stall created by a Stonemason. Instead adding the passive training into an additional Wheel in basic Crafting or Exploration would solve that problem and get commerce moving earlier. You could also add Caravan talents to the Merchant passive tree to add another dimension of game-play and choice. Merchant Idea 2 - Have the Vendors be preexisting with a buy option when you first click on them or keep the current NPC premade Vendors available and leave the Player made ones just for flare and decoration. So people can have a Armor-Stall with a Minotaur NPC vs a Jewelry Stall with a High-Elf NPC. Artifact Lore and Bind's - There are way to many non-stacking Lore's and Binds, this has caused a nightmare for inventory management. Inventory and Bank Space - I can only imagine what larger guilds are going through as I'm a solo player and not an active Gatherer or Crafter and I'm running out of space even with a full vendor stall. More items need to stack and/or stacks need to be larger. Passive and Active Training - Albion Online has a pretty good system when it comes to there active and passive training where VIP gives you 20 (LP) a day passively that you can use to speed up training and none-VIP can earn LP by actively completing daily quest which keeps people logging in and a solid player base at all times . By actively doing, using, crafting, etc. you gain XP towards what you are doing and at 20% into the level you can spend your LP to complete it or just continue to grind it to max. This allows players that are taking a hiatus to catch up, new players to invest time to catch up, and gives the average player something to work towards daily when he logs in. If ACE has not already looked into a similar idea I highly recommend taking a peak as it's a pretty solid overall system and would fit this game model. Red Items - Instead of making the entire item Red please use an X or something else as you are unable to tell at a glance the quality of the item without mousing over it.
  2. Warden passive Aero Spin is not showing on buff bar and doesn't seem to be working. My first Dagger Spin when i go into melee tray is just as strong as one I do 10 seconds later after waiting for the passive to stack. Illuionist Major discipline Hotfoot Passive, unsure if this is a visual bug, but when I use my ability snare vs the passive snare my weapons start to leave a red visual trail letting me know hotfoot is active, but when I passively snare the red weapon trail goes away. Retaliate does not go off while another UI menu is open such as inventory, talent tree, skill window, etc. Even if you click or press the Retaliate hotkey it will not go off although it will consume the stamina sometimes. This will cause major issues once PvP starts as people will just engage once someone starts looting every time knowing the opponent can't Retaliate and get out of any CC.
  3. I know Phase 1 is GR, but infected was suppose to be part of the GR experience and Phase 2 is Dregs, so would it be possible to get Infected up for Phase 1 or is there just to much else going on? Thanks in advance! @Pann
  4. Warden passive Aero Spin is not showing on buff bar and doesn't seem to be working. My first Dagger Spin when i go into melee tray is just as strong as one I do 10 seconds later after waiting for the passive to stack. Illuionist Major discipline Hotfoot Passive, unsure if this is a visual bug, but when I use my ability snare vs the passive snare my weapons start to leave a red visual trail letting me know hotfoot is active, but when I passively snare the red weapon trail goes away. Retaliate does not go off while another UI menu is open such as inventory, talent tree, skill window, etc. Even if you click or press the Retaliate hotkey it will not go off although it will consume the stamina sometimes. This will cause major issues once PvP starts as people will just engage once someone starts looting every time knowing the opponent can't Retaliate and get out of any CC. Wildkin Retort only seems to proc on stun and knockdown which is the same as the Juggernaut passive. It's listed that it will proc on snares and roots as well, but that does not seem to be the case in my experience so far.
  5. Warden Ranger Talents - Tree Sparring talent has been changed from 1% Mitiagation to 150hp per Talent Point. Unsure how the numbers math out, but with the opposing talent being 1% Crit Chance per talent point I doubt many will go for the additional HP. Also a later talent "Weathered Defense" has also been changed from 1% Mitiagation to 100hp per talent point. Unsure why a deeper talent would give less HP per point than a earlier choice. Talent Points - I know this is not the popular stance, but I still seem to have to many and feel I can get everything I want including both Major Disciplines and I actually had 3 points left over to add additional Power after all was said and done. I would honestly like to see 5-10 less talent points at the current scale so I'm forced into real choices, which will make my gear selection later dependent on the stats I gave up in my talent build. Talent Point Spending - Required talents should only cost 1 point to move forward, even if you reduce the overall talent points to match design change. It really feels bad and pointless to put 3 points into a talent you may or may not want just to go further into the tree. Merchant Idea 1 - I would like to see a Merchant Passive Talent Tree added. In the current game you can purchase a pre-made NPC stall for 15K Gold, but it will be at least a month if not more (have not done the math) to train into Grave Digging and Necromancy to be able to create the Human Vessel to create a Merchant NPC to run a Stall created by a Stonemason. Instead adding the passive training into an additional Wheel in basic Crafting or Exploration would solve that problem and get commerce moving earlier. You could also add Caravan talents to the Merchant passive tree to add another dimension of game-play and choice. Merchant Idea 2 - Have the Vendors be preexisting with a buy option when you first click on them or keep the current NPC premade Vendors available and leave the Player made ones just for flare and decoration. So people can have a Armor-Stall with a Minotaur NPC vs a Jewelry Stall with a High-Elf NPC. Artifact Lore and Bind's - There are way to many non-stacking Lore's and Binds, this has caused a nightmare for inventory management. Inventory and Bank Space - I can only imagine what larger guilds are going through as I'm a solo player and not an active Gatherer or Crafter and I'm running out of space even with a full vendor stall. More items need to stack and/or stacks need to be larger. Passive and Active Training - Albion Online has a pretty good system when it comes to there active and passive training where VIP gives you 20 (LP) a day passively that you can use to speed up training and none-VIP can earn LP by actively completing daily quest which keeps people logging in and a solid player base at all times . By actively doing, using, crafting, etc. you gain XP towards what you are doing and at 20% into the level you can spend your LP to complete it or just continue to grind it to max. This allows players that are taking a hiatus to catch up, new players to invest time to catch up, and gives the average player something to work towards daily when he logs in. If ACE has not already looked into a similar idea I highly recommend taking a peak as it's a pretty solid overall system and would fit this game model.
  6. I agree lots of the talents are underwhelming and forced in some instances, but this is really only the 2nd pass at talents and @thomasblair did say they plan to make another run through. I honestly would like to see forced talents only cost one point so it doesn't feel as bad taking them even if they reduce the overall number of talent points to match. It just feels bad to put 3 talent points into something you don't really want or need, while putting a single point in it would feel way better even if they didn't change the talent tree's around. On that note did you notice the ranger mitigation talents getting changed to +HP instead of flat mitigation? Not sure how the numbers math out but 100 hp feels bad compared to 1% mitigation. Hopefully once all the bugs are worked out and this hits live they can focus on Talent Tree's and Disciplines because they need a major overhaul.
  7. Ranger Alertness ability places you in combat. Intended?
  8. There is no real need for a gold sink as it will be the main form of currency once all player Vendors are up and Crafting is online. I do believe there are quite a few dust sinks, but lots of the glaring issues have to do with lack of commerce since crafted gear won't come online until later into the campaign. They really need to look into the full economy loop to fix most of the glaring problems with to much X and not enough Y resource.
  9. Sorry to disappoint you, but I play a Warden ranger as my primary class and no I don't have additional space on my bars for anything that is not base-kit, racial, or promotion class abilities. Also if you chose a race for a powerful racial that is a "CHOICE" that you want said ability on your bar instead of playing Human if that is an option for your class, Half-elves no longer receive the additional slot just fyi. I get you can't get everything and put everything on your bar and that is upsetting to you, but that is also part of the choice. I'm X class that focuses on Z while another person is X class and focuses on Y. There is nothing wrong with having hard choices to make, but I do get the frustration level of it but trying to buff X class because Y class has Z will just lead to harmonization of the classes eventually as everyone will be able to do everything and slot every power etc. Well swapping has a GCD to it so there is a penalty first off. Also in the case of say a Ranger I don't want to be in my ranged tray when a Raging Bull is hacking me to death and I need to be in my melee tray so essentially I only have access to half my class during most combat unless I'm willing to swap trays. I do less damage than say a pure melee tray class and I do less damage than a single tray mage class. So there is a massive trade off and lots of game play implication of playing a mulit-bar class as I'm really required to use my entire kit to win fights and can't aimlessly sit in one tray and spam my 8 buttons. Which is one reason I play a multi-bar class as I like the versatility, but please let's not pretend it doesn't come with it's own price and that I'm just ROFLSTOMPING anyone that is a single hotbar class b/c my kit gives me access to two. I don't disagree with this sentiment, but currently that is not the way ACE has headed. As I said earlier I wouldn't mind seeing Active Racial abilities getting there own active button which would free up a single hotkey for everyone, but I do like making hard choices even if it infringes on part of my kit versus having access to everything which will just homogenize the classes to a Min/Max perspective.
  10. So basically you're saying b/c I play a class with multi hotbars is that I should have half my abilities cut and not have a fully designed kit because it's unfair to single bar classes and there fully designed kits not being able to have discipline abilities. FYI if I want to equip a Discipline ability on my mulit-hotbar ranger, I first need to unequip a skill because I lack hotbar space as well. Because just like single hotbar classes the kit was designed around the fact that I have multi-bar access. So to cut my bar in half would literally take half my base kit away, not to mention the same hard choice of single-hotbar classes of rather I should equip a discipline ability. It kinda sounds like you are either trolling or have not played many multi-bar classes. Either way I doubt I can take anything you say seriously after the above statement.
  11. Isn't the whole idea behind playing a Human race over X for the additional hotbar slot. Also limiting what you can have on your hotbar does force you into choices you otherwise wouldn't make. Like I'll focus more on AoE healing and only have one single target healing on my hotbar VS. someone that focuses on single target healing and only has one AoE. I don't have a horse in this race, but I do like the idea of having more limited space on the bars and forcing more tactical choices in your hotbar setup. I'm going to small man PvP, so I will stack my single target healing VS. I'm going to siege and need to bring more AoE Healing. Etc. I do believe the suggestion of giving single hotbar classes an additional button for Disciplines would be unfair to multi-bar classes as it's part of there design kit and not everything can be slotted into each bars to begin with. I wouldn't mind seeing an additional bar for everyone, but I think that would dilute the choice of being human. Maybe a happy compromise would be having "Racial active abilities" on there own designated slot much like "consumables, mounts, recall" have. I think less people would be grumpy with a move like that and it would free up a hotbar slot without trampling race/class design choices.
  12. Only EK's are up on Test right now they shut it down last night so they can update and put a new build out tomorrow Monday 3/30. I do recommend logging on and starting your passive training however.
  13. Gotcha. You could also switch to range vs another melee and force him to come to you however, but I do see the delay vs other ranged players as a hindrance as the whole point of the Brigand promotion is traps. Can you still place them while stealthed to open with? Maybe that is the reason for the delay so you can drop all your traps before opening? Just a few thoughts, I have no horse in this race.
  14. Gaes passive is part of there new "tagging system" that allows access to things that require Gaia's Blessing, such as Minor Disciplines.
  15. Doesn't the Brigand get automatic activation as there last talent? I do agree they are larger now, but that should just help targets to step on them if they are still invisible to enemies.
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