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Allinavi

Testers
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    57
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About Allinavi

  • Rank
    Magpie

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  • Language
    English
  • Guild
    HoA

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127 profile views
  1. FULL WIPE - INCREASED PASSIVE POINT SPEED!!!! Listen, the Uncle Bob scenario is hitting everyone on the winning side way to hard. We have a DEFINITE advantage on 90% of the population... and the game is stale with the current population. Wipe, but allow everyone to recoup quickly to reach endgame. What matters is we all start on an even playing field moving forward
  2. Yes absolutely. But what you've done is gated it and gimped them otherwise. If I could only equip a Legendary Vessel with Legendary Disciplines then those should have additional stat payoffs, while abilities remain static. This isn't any sort of rewarding progression, and you can't even argue that the experience is any way rewarding. Absolutely no one feels prestigious about getting a different color vessel in this game without a power scale increase on every component. It's like owning the White Elephant, at the end of the day you got a 2 ton poorly made socks machine that becomes a burden. What you've essentially accomplished is making Blue the new celing. As for legendary becomming the new minimal viable, yes, in endgame content, with over a year of getting professions to make legendary mats viable even, wouldn't you expect for people who put the work in to reach for the best at their disposal? As the man behind many of the crafting decisions I'd assume the goal would be not to make the entire process unrewarding, and without need for progression late into the game. Isn't being more powerful the only reason driving any progression in a pvp game? Where as the way you put it more or less, makes this feel like I'm just aiming to build an all Diamond house in minecraft because it's nice looking. *another note, coulda been a cool add to give runecrafters a hand in making combat items, RIP
  3. 100% agree, the space would serve better if you could see Remainding length of campaign.
  4. Yes, plz. Less people, more keeps? Where the hell does that make sense? Fewer ppl should mean fewer areas of interest so we get more conflict at the few we do... so absolutely take this suggestion @thomasblair!!!!
  5. @jpollard New game types should fix a lot of the scoring issues you see. The majority of us are only on Faction because it is the only option in LIVE atm. Dregs gametype will take most of your hardcore base, and the "play to crush" crowed over there. Leaving Factions to be the step above GR in getting acclimated to the game. Lots of us don't expect more from Factions, because it is what it is, you have allies you may not want, and no control over internal competion. It's also not what's bringing a lot of us to the game. Although it could stand to give you a combat/capture score, crafting score, and harvest score to have various ways to reach top of leaderboards. I'm big into seeing individual efforts weigh into the success of the overall group, however large or small that base may be.
  6. We have nearly every guildy involved to some degree in our gearing process. Everyone contributes to the harvesting as well. Which in itself takes time, training, and multiple professions to support that alone and reach expected end-game harvest numbers. Starting out with less experience we usually take fresh people and bring them to group runs, such as POI Motherload's and War Tribe camps. Players with a specialization are supported by our Runecrafters with the right tools to tackle high-end nodes, and in turn they contribute some back to the Runecrafter. We try to balance our harvesters with our needs. With ore being our first and foremost used material, followed by leather/stone/trees, in basically that order. In addition, players that contribute a substantial amount are further helped by our Jewelcrafter and Blacksmith, with sets specific to harvesting. This is our baseline where everyone starts more or less before even taking the time to help our crafters... with the point being, you need to understand the value to resources in crafting. As for our actual crafting team, they have tables for outcomes, a flow of resources, and lots of testing for combinations each content patch. For our guild the bulk of it is done by one full-time crafter with our maximum team capacity at a staggering two, for a team of usually 15. This is someone who basically plays the game to craft for us, we don't let just anyone handle it. It's still incredibly complex and nuanced. There are steps between each and every assembly for our fully re-rolled gear component alone. I would say this is where the game has the steepest learning curve hands down. There is a lot to consider from buffs, time and effort to creating and gearing each crafter over multiple renditions (improving with passive training), on top of maximizing economy. We heavily rely on a system entirely out of the game as well just to keep contributions and work orders for what needs to be done in order. A lot of this would probably greatly benefit the community as a whole if said systems were available ingame.
  7. I agreed with the statement. Free gear is never fun in a game, there are plenty out there where you can pick a build, loadout, and kill. This is not one of them. I think most of the pop hasn't been through a reset entirely, unless you've started a new account, but systems have always been in place to catch you up to where most people are currently at. Such as having a guild craft for you and groups for obtaining higher rank materials. When this lands we'll have basically a staircase type system, where your training will coincide with what you are using to craft. Right off the bat, anyone who's resourceful will stash anything beyond a white rarity item and save it for the day when crafting passives have made it worth the time to farm it. This will carry all the way though and constantly be evolving. As you will have to reroll vessels for crafters as you reach the training to max out pips when crafting. This is what will seperate the the casual from hardcore base. It's exactly like honing a knife, if you make more passes at it you will refine to a sharper edge. Taking that time to build all the way up would be pretty meh, if you didnt have some ultra-rare additive to further exceed or work for at true end-game. It's not like your going to take those rare drops and start pumping out whites with Treated Steel, or green weapons with your Hunger Shards. it wouldn't be worth it. At endgame it is, and well worth the hunt to get it.
  8. Aside from nodes, no, there isn't much point to the fort other than the passive points, making it no less vital than anyother, with exception to having higher-tier drops. It would entirely allign with your level of passive training. White materials would be entirely viable fresh start and anything beyond that would offer minimal scaling beyond that, as the training does not support it to the maximum potential. Once you start moving along, into maxing out basic crafting you can begin to incorperate green/blue and have a noticible, albiet, still very minimal increase in stats across the board. Until finally you get to the point where you have sumulteneously leveled multiple professions to completely maximize the highest tiers of rarity, and make full use of additives. There are much more steps for a high end crafter to consider as you have more at your disposal and rare additives (goggles/treated steel hammer/leather awl) that add both steps and materials to your grind. This also increases the maximum amount of those high end materials needed to make those additives useful. TLDR: It's entirely dependend on where your passives are and what you have set up for your crafting team. There are a lot of moving parts and interdependencies. A lot of work already goes into endgame crafting alone, outside of the farming loops. Forts at higher levels would allievate the grind feeling while still not overtuning the ease of access.
  9. What fkn gear gap, please, link and site who the actual hell is using legendaries?! I know right off the bat now, that you must not farm at all. Maybe that is why you have such a belief that there is a "gear-gap". Legendaries are HIGHLY inefficient in armor, smart crafters use the limited resource in Jewel Crafting or mayyyyybe a weapon if someone decided to put in 100+ hours at current conditions to the farm grind. You need to worry less about a gear gap and focus on something more important. Zybak pointed it out perfectly... You're getting rolled by the META.Top guilds don't have 10000 unicorns rolling their idea of the best class. You will seldom see an assassin/CC spec build/ranger/fessor because, they aren't viable when you're aiming into a melee ball, or are about as tanky as wet paper. All in all though this board is right. The game makes the player shift focus from trying to get easy to access PvP gated behind a MASSIVE POORLY EXECUTED GRIND-FEST. We're all feeling that. I'm not in favor of making purples easier for everyone to get, legendary is in a good place too, no one is decked out in pure Leggos. You get in the game what you put out, and farming ratios in the past between Blue and Purple were justified. If you were in purples, then you farmed roughly 4 times more than someone in blues, and had a crafter good enough to make it viable. TLDR: Don't play with kids that want to run around on their magic unicorn build and you'll lose less. It's dillusional to think there is a gear-gap, show me the people in full legendaries/epics, and then tell me what you were rolling with when you died so bad you to come here to cry, on the one board saying, "Wow, this is minecraft 2.0".
  10. Yes, this is legit hard-baking in the grind fest. Along with diminished returns on farming (even with max training, that still gets trump'd by gear you can make in a day) they are basically saying, "Hey, we don't respect your time to play the game as intended, because science and math says, the population won't stay unless we attach a megalithic grind to the normal course of play." I want to play CF, not Minecraft. I want PvP, not more gates and grinds to get there.
  11. Didn't realize updating the Wiki for players out of the game for months on end was on me. I did it to voice a concern outside of bug reports, because this has been reported. Known Issue Even. Plus if you read the 1st post Miraluna, I made it very clear what the point is. Don't just read the last thing said, I stayed on point, use context.
  12. Srathor, I think what you really should be asking for is clear cut tooltips that let us know exactly what does what, as well as where and how things are effected. I'm not in any postion to share builds or "trade secrets" as it is the result of a team collaboration with many hours spent on TEST doing what the devs ask of us. My point is now, as things are we're getting ripped off a lot in terms of build and yeild as to what we should be getting.
  13. L'habituel... posséder tous les 6 châteaux... #HoA #Winterblades
  14. Yea, your gear is still bene... that's hurting your results, no one keeps it up anymore, as the difference is dismal anyway (juice not worth the squeeze). I linked passive talents specifically because they don't appear to be working. I get a lot of input is coming from players that have had years in the community, but anything crafting pre-5.9 as of right now... is irrelevant to the conversation. And building the way you always have shows you haven't theorycrafted, or play tested other inputs to try to maximize yeilds. This is why we're angry, we have worked through the changes, adapted, and still found a way to hit consistencies in 5.8 to previous yeilds. But 5.9 is a wrench that broke the machine. And it's been ignored in bug reports, or taken the wrong way by a touchy dev.
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