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Kryshael

Testers
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About Kryshael

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    Magpie

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  1. Possible Exploration Tree change suggestions: Issues 1. The centrallized node in the tree should be something that is beneficial for all 3 branches. Unless you are a logger, then getting apples from the current central node is pretty much pointless for the Movement branch and the Mining/Quarry branch. 2. The Harvest Beeswax node and the Logging Basics node (formerly the Plentiful Knotwood) have nothing to do with mining or quarrying. 3. The Gathering node in the mining/quarry branch needs to have Runestone Axes removed from this node since there is nothing in this branch that would be beneficial for axes. 4. The Logging Basics node has the Heartwood Harvest Chance bonus which gives a bonus for an advanced item and there is already a node for this in the Reaping Tree. 5. Quarry Basics node and Mining Basics node both give a chance to harvest addition items from them (ie. cutting grit and minerals). Logging basics has no such bonus to additional items. 6. Can get 5 pips into Gathering Proficiency node and Survivalist Proficiency node much quicker than previously since the tree was redesigned. This opens up the second level of the exploration tree much soon than it should. Suggestions Central node 1. Remove the Harvest Chance: Apples from the central node. 2. Add Improved Bandaging and remove the Improved Bandaging node since this would be more beneficial to all three branches. 3. Add Improved Metabolism and remove the Improved Metabolism node since this would be more beneficial to all three branches. 4. Add Survivalist Small Campfire and remove it from the Survivalist Proficiency node since this would be more beneficial to all three branches. 5. Add Survivalist Cooking and remove it from the Survival Node since this would be more beneficial to all three branches. Mining/Quarry branch - with the changes in the configuration that was made last patch; you are able to get 5 pips in gathering proficiency much quicker and can skip to the excavation tree much quicker than you should. Make the req for moving to the excavation tree a % of the mining/quarry branch. 1. Remove the Harvest Beeswax node. This will be added to the survivalist branch. 2. Remove the Logging Basics node. This will be moved and adjusted to the survivalist branch. 3. Remove Runestone Axe Proficiency from the Gathering node. This will be moved to the survivalist branch. 4. Change the configuration of the tree to look like this: Survivalist Branch - with the changes in the configuration that was made last patch; you are able to get 5 pips in survival proficiency much quicker and can skip to the reaping tree much quicker than you should. Make the req for moving to the reaping tree a % of the survivalist branch. 1. Remove Harvest Chance: Apples from the Survival Node. This will be added to Logging Basics. 2. Add Runestone Axe Proficiency to the Survival Node. 3. Remove the Foraging node. This will be added to Logging Basics. 4. Remove Survival Small Campfire from Survival Proficiency. This can be used by all three branches and should be added to the central node. 5. Add Beneficial Harvest Chance to the Survival Proficiency node. There is no bonus currently to the Survival branch, but there is for the mining/quarry branch. Equal them out. 6. Remove the Improved Metabolism node. This can be used by all three branches and should be added to the central node. 7. Remove the Improved Bandaging node. This can be used by all three branches and should be added to the central node. 8. Add the Logging Basics node to the Survivalist Tree. 9. Remove the Heartwood Harvest Chance from the Logging Basics node. This is an advanced item and already has a node in the Reaping Tree. 10. Add Harvest Beeswax to the Logging Basics node. 11. Add the Foraging node to the Logging Basics node. 12. Add Harvest Chance: Apples to the Logging Basics node. 13. Change the configuration of the tree to look like this: Thoughts?
  2. OK. I normally don't get worked up, but I am more than a little peaved at the change in the Exploration Tree!! On the surface, it looks like a good thing....BUT..let's look a little closer... BEFORE this patch; you had to get 5 pips in the Survivalist Tree...which was the tree to the lower left. The Plentiful Knotwood node was the first node to the top of the Exploration Tree. Who gives a crap about plentiful knotwood right? So ALL loggers who weren't total F'ing idiots only trained in the Survivalist Tree. NOW...to get to the reaping tree you still need the 5 pips in the Survivalist Tree...ok...BUT....now you cannot even use the Advanced Rune Axes that give the logging bonus!!!! Why? Because the seemingly inconsequential Plentiful Knotwood node NOW gives you the ability to use the Advanced Rune Axes....ok....BUT....it has been moved to the top of the Gathering Proficiency tree!!! And since any sane people didn't even go into that tree on their loggers...we now need to train 17 pips into Gathering tree just to be able to use them now!!! OH...AND let's not forget that we now have to train 5 pips in the first node in Gathering Proficiency just to be able to use a NORMAL axe....... Come on guys...I don't complain about the changes you make usually, but this completely broke my logger....COMPLETELY!
  3. Builder discipline says that it "REDUCES RECIPE RESOURCE COST OF" Grinding Wheel. The only place you can Bulk Grind stone is at the Alchemy table and it does not reduce the cost of materials. This discipline DOES reduce the cost of making things at the MASON table though (like making Polishing Paste) Should the grinding of bulk stone not be at the Mason table where the Builder Disc would actually be useful? Instead of on an Alchemy table which has nothing to do with grinding stone?
  4. I will be checking the trees later today when I get home. Maybe someone else can provide feedback on whether any of these have dropped from trees for them.
  5. Yeah. The reason you cannot use the hammer is because there are only 4 pips in Quarrying Basics which allows you to use SPIRIT HAMMERS. I do believe this is an oversight on their part though. The runestone node is actually the intermediate tools you can make, not the Advanced ones. It seems it may be a naming error.
  6. Crafting. Need to add a Smithing vendor to keeps/forts. Really not intuitive to have to run back and forth to the Temple to buy molds and such (or have to log in another char to do this).
  7. Maybe they could use a mechanic like the Archer aoe skill...where you can move the targetting area around and choose where you want it. Would be using a mechanic already being used so that nothing new would need to be created.
  8. Kinda hard to tell what loot this is on the corpse when all the other disciplines take up the entire screen.
  9. Guinecean stealth.....I keep getting taken out of stealth when not even near combat. This picture is of me about 100m away from watching Corvus killing Satyrs. I was hit with this and got taken out of stealth.
  10. Storage banks at the fort don't like you to look at them when you touch them....they are practicing their social distancing Can't access if you look at it directly. Have to look off to the side before you can access.
  11. This patch really brought out a lot of good things. Everything is running really smooth for the most part and I really love the way the different seasons look (even if fall does make my fps pound sand). That being said, there are a couple of things I want to address as my observations: 1. Having to play certain classes (you know which they are) to even be competetive in pvp really needs to be addressed. Guilds using these "broken" mechanics just so they can say "I WIN" at pvp or sieges is silly. Why even put different classes in if people will inherently use the "broken" mechanics on classes when they figure out how they are broken? 2. Mobile banking..bad. Once again; guilds using this "feature" to easily go over fort walls and justifying their actions by saying "it's a game mechanic, we aren't exploiting" is a load of crap. When is ACE gonna ball up and say that certain things ARE exploits when they are found and that using them (until a patch) will have consequences. 3. As someone else in this post said; it's really disheartening (especially for small guilds) to spend tons of time and resources just to have one of the large guilds steamroll you with little to no effort. There needs to be some limiting factor to how many people can B-slap a fort. 4. Caravans are nice...kinda. They take all the hard work out of actually harvesting for the resources. Now you only have to do any harvesting whatsoever for additives and dust. 5. Skill tree. oof. Think this has been beat to death enough. It's kinda like playing darts with a blindfold. And the cost of the xp for each pip should be commesurate with the length of the campaign (faster training for short ones, longer training for long ones) Hmm...sorry, was more than a couple. Have a good day all. ACE...you guys are doing a great job. Keep it up!
  12. Had you played those 2 chars that you saw gear stats drop from in the past week or so? The did make changes to the gear a week or so ago. +12 armor went to +10 max and my +30 str greatsword is now +26
  13. That's a pretty good idea. Glad you thought of it. Sucks that we spent a ton of time and resources to get our fort up to level 4 AND get a sentinel; to only have a couple of people sneak in and EASILY destoy it. It went down like a paper bag. 3-4 hits took like 10% hp from the sentinel.
  14. not sure what this circle is on the ground in front of my char. nothing activated.
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