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Grimarr

Testers
  • Content Count

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Reputation Activity

  1. Like
    Grimarr got a reaction from APE in 5.8.5 Snap Test Feedback and Bug Reports for 3/6/19   
    Might as well item wipe.  Other guilds have been using that exploit for ~20% dmg boosts on their weapons for awhile now.  gg, on using exploits in a pre-alpha testing environment.  It's an effective weapon wipe for us, since we have to remake everything now with it to remain competitive.  Guess, it's an exploit war from here on out.  
  2. Like
    Grimarr got a reaction from Marth in Petition - Simple Fixing You Can Do Today!   
    Sieges should be longer.  The walls are made out of paper.  If you die once, your pretty much done for that siege.  Fewer, longer sieges would be nice.
  3. Like
    Grimarr got a reaction from JamesGoblin in 5.8.5 Snap Test Feedback and Bug Reports for 3/6/19   
    Might as well item wipe.  Other guilds have been using that exploit for ~20% dmg boosts on their weapons for awhile now.  gg, on using exploits in a pre-alpha testing environment.  It's an effective weapon wipe for us, since we have to remake everything now with it to remain competitive.  Guess, it's an exploit war from here on out.  
  4. Like
    Grimarr reacted to Phr00t in 5.8.5 Snap Test Feedback and Bug Reports for 3/6/19   
    Due to this 
    Can we expect an item or weapon wipe in the near future to normalize weapons on Live for people that have known about this exploit and have undoubtedly been taking advantage of it?
  5. Like
    Grimarr got a reaction from Valgrim in Petition - Simple Fixing You Can Do Today!   
    Sieges should be longer.  The walls are made out of paper.  If you die once, your pretty much done for that siege.  Fewer, longer sieges would be nice.
  6. Like
    Grimarr got a reaction from Staff in Petition - Simple Fixing You Can Do Today!   
    Sieges should be longer.  The walls are made out of paper.  If you die once, your pretty much done for that siege.  Fewer, longer sieges would be nice.
  7. Like
    Grimarr got a reaction from Xarrayne in Petition - Simple Fixing You Can Do Today!   
    Sieges should be longer.  The walls are made out of paper.  If you die once, your pretty much done for that siege.  Fewer, longer sieges would be nice.
  8. Like
    Grimarr reacted to damebix in Petition - Simple Fixing You Can Do Today!   
    @ACE
    There are SIMPLE fixes you can do today to improve your player experience and still get all of the testing data you need.  Please reply here with a +1 to sign the petition!
     
    1)  Put any kind of TIMER on the capture of forts (6 hrs, 12 hrs, anything!)
    2)  Increase siege timers to every 3 days (72 hours)
    3)  Make outposts useless again. Remove the points attained from them (for now).  
     
    We know all of the stuff above works, so let's put it on hold until other systems are in that improve the points mechanics.
     
    THANK YOU!
  9. Sad
    Grimarr reacted to Phr00t in Reasonable Racial Balance Post   
    Please don't make everything bold, this post is impossible to read.
  10. Sad
    Grimarr got a reaction from VaMei in 5.8.5 TEST Feedback and Bug Reports for 3/4/19   
    I liked the part where my base Bene Harvest Chance was 15% instead of 0.15%.  But my gear still showed 0.38% and when I put that piece on it my Bene Harvest Chance read 15.38%.  
    Same as Hamlet's post above.  His set gives 1.45%  or really 145%, but added to the 15% from the skill tree only gave 16.45%.
     
  11. Like
    Grimarr reacted to Soulreaver in 5.8.4 LIVE Feedback and Bug Reports for 2/26/19   
    On behalf of some of the harvesters in Caldera :
    The rank of the animals is extremely RNG. Something that never happens with ore. Ore and trees will always spawn around the keeps, you have guaranteed R9-10 single nodes and motherloads every campaign. While you might be missing one certain type of ore, the chances are a lot lower than for hide.
    Soft hide is impossible to get. Finding a high rank Auroch is almost near impossible and if you find it, the spawn will have between 1-3 Aurochs. Not only do you have to spend around 60% of the time you spend waiting for them to respawn but you also get less hide during the nighttime when the animals change into their Hunger forms. The same thing goes for elks. They are impossible to farm due to their long respawn times/low number of animals at spawn.
    I wouldn't complain about the respawn time of the pigs and the respawn time of the wolves. When killing and skinning alone, you are not limited by the pig respawn time, when skinning wolves, even if someone's is helping you, even if there are only three wolves, you will perma skin. But the guarantee that there will be high rank wolves and pigs is so low.
    We can ignore the fact that without wolves, aurochs (crafting armor), elks and pigs, I can't make most of the gear. But pig skin is needed for treated leather which is the part that boosts HP on armor.
    I think it's unfair that a harvesting profession that has to travel 3 maps to get to rare high rank animals has to spend so much time killing them and bothering with bugs such as animal corpses teleporting, has to farm dust separately/rely on people to bring it to them, is more vulnerable to ganks because they are sitting in one place and losing health, is losing durability on armor and weapons while harvesting, can't make use of Beneficial gear if farming alone.
    The least we could get is the hunger forms of the animals removed, more mobs per spawn and a guarantee of a high rank spawn of each animal every campaign.
    As for the "corpses disappearing", he just has to loot them before the day-night cycle changes and they will stay on the ground.
  12. Like
    Grimarr got a reaction from Staff in Skinning and Scarcity   
    Last campaign, players complained about high level Iron scarcity and that seems to have been addressed this campaign.  I would like to bring attention to Skinning Mob scarcity, especially Aurochs.
    Auroch skinning gives Soft leather.  Soft leather is used in all leather crafting sets and in -crit hit chance combat armor.  Both are high demand builds.
    Aurochs do not spawn in any named parcel like cats and spiders.  Cats and Spiders are in abundance because they spawn in high level forests, chasms, etc..  Auroch, Wolves and Elk only spawn in random parcels out in the wild.  These are generally lower levels than the named parcels.
    Last campaign had a spot with 3 R7 Auroch which was good, but again it was only one spot of three Aurochs in the whole map that reached that level.  This campaign has a single R10, 2 R7s, and some R5s.  This makes skinning a very needed resource tedious.
    Please increase the availability of high level Aurochs, wolves and elk.  Another possible assistance is change the leatherworking recipes for crafting sets to use Flexible(cats) or Durable(spiders).
    Thank You!
    PS.  Also this campaign seems to have pushed Pigs, that used to have some spawns in fort parcels, out of those fort parcels.  Which also lowered the availablity of higher level Pig skinning.
  13. Like
    Grimarr reacted to Histerix_Azleea in Ranger feedback   
    I copy my post here, to keep track of bugs on ranger.
    Feel free to add yours in comment. I will add them in the post and copy/past this post each time the dev ask for a feedback on live server minus the correction they perform if any.
    Here is a list of the problems for the archer class. It is probably easier to write a list about what is working but anyway.
    Character sheet - green vessel (haft-elf):
    https://imgur.com/kinW1Js
    Major disciplines: Mole Hunter and Sharpshooter
    Minor disciplines: Uniform leather, Glass Cannon, Demon's Pact
    Passive used in this build (4):
    Way of the leader
    Uniform leather (+100 AP)
    Glass Canon
    Gleeful Strike
    My data is given with the discipline above. Glass canon build with no damage 🤗
    Equipment:
    Blue bow (damages 41-57)
    Crushing blue quiver (damages 47-69)
    Stat problem:
    Endurance regeneration: does not work well, either does not work or you loss the regeneration as soon as 3 food pips are lost.
    Attack power: 250 attack power for a damage dealer when tanks got twice that (pitfighter tanks got 700 AP).
    Capacities problem:
    Charged attack (basic attack): hitting 600/700 damages on leather for 2s of charge when the arrow is not lost in the void.
    Just to compare auto attack from druid(stormcaller)/assa deal 400/500 on leather so basically with 3+ auto in 2s around 1200/1500 damages.
    Void definition: sometimes (usually when lagging badly) your arrow-charging animation will stop, but the bar will remain. When you release after this happens, you don't shoot. I've also seen the same thing happen with the animation staying but the bar disappearing. Both instances result in no arrow being fired. I don't have evidence of this since I only recently started recording this game but in a few days I may. @Samulus
    Double shots (talent): does not work, as soon as it trigger the next charged attack do not deal 50% more damage.
    https://imgur.com/DcSlyhH
    Rapide fire: most of the time no arrows are hitting the target but the skill is on CD.
    Barrage: no damage (between 50  to 140), no range (35m), limited to 5 pleople and you cannot really move as you would like.
    This spell is upgraded via the talent "withering barrage" to remove 20% of damage BONUS (so basically nothing).
    The area of effect does not work when you try to hit targets on wall. Moreover, the positionning circle is not visible on slope or in building.
    Sweep + disengage: too long, the disengage should be instant.
    Traps: should not explode when it times out. The triggering zone seems too short and the trap can be seen by ennemies.
    Suppression shot: People should not be able to retaliate on this spell. I mean it is a suppress, isn't it?
    Forest Step (Warden) - Often does not connect the first hit or second hit on moving targets due to disjointed distance to target (sometimes you teleport onto their head lol). Awesome to use when they are retreating, but it's not reliable for anything other than a teleport right now... It would be really nice if we could reliably connect that second hit since there's a snare on it.   @Samulus
    Ultimate: charging too fast.  Create, a second ultimate more oriented toward damage instead of defense to have a real choice.
    This point is also true for a lot of classes (confessor, ...).

    Discipline bugs:
    Get 'em (Mole hunter discipline): the root spell does not root.
    Passive "all clear" (sharpshooter discipline): no ennemies within 30 meters... (should I say we only have 34 meters...), to be tested
    Passive "Call of fire" (archer) do not move, charged bow twice then you got a buff. Ho sry, the fight is already moving otherwhere and you only got a poorly made socksty range. Does not work with high tension compound bow. It only procs and makes the sound but doesnt do anything. However, it works fine for recurve bow. @Darkstar412
    Passive "Glee ful strike": this passive should increase your damage by 10%.
    https://imgur.com/b6K7S19
    The second hit is without passive so the first hit should be around 810.

    Equipment problem:
    The exotic arrow abilities never trigger (Is it part of the problem described below?).
    The leather stuff bonus damage is utterly pathetic compare to the survivibility given by mail or plaque equipment.
    Passive talent problem:
    Too many useless passive talent for the archer specialization (power efficiency, support power) and disparity between physical or elemental penetration. The passive talent tree for weapon sucks as hell.
    However the power efficiency is mandatory for the warden specialization as there is no viable option to regenerate endurance other than critical hits. @Samulus
     
    Conclusion on the ranger:
    Wood-elf is mandatory because of the dodge range and is the only race that could manage the Fae mobility.
    Warden is almost mandatory because it is using chain mail so 15k HP and high resistance and has the same range as an archer.
    On archer, Sharpshooter or Arcane archer discipline are mandatory to have damages other than piercing and the only root working in this game.
    Quiver or basic arrow are custarded (50% of the class damage does not exist).
    Currently archer is probably the worst class of the game.
    5.8.4 correction:
    Range: 34 meters, pathetic range to manage kitting when a fae or wood elf just glish/tp on you. This range is not enough to defend a fort or Keep.
    Archer should be able to reach 60 meters range.
    My mistake:
    I probably found why the ranger damage suck so hard.
    The ranged damage given in my character sheet does not care about my quiver or my basic arrow.
    https://imgur.com/fbJNEh2
    I did a test using basic arrow (damage 14-21) on dummy and got the following damages:
    https://imgur.com/UFafpLP
    Now, the same test by using my crushing blue quiver (damage 46-69)
    https://imgur.com/zwWFS5m
    By the way, the quiver does not have a durability bar, is it a bug? Is it part of the problem?
    This bug make us loss more than 50% damages as my quiver got a damage range higher than my bow.
    Here is my mistake because it's the following problem: perception versus reality. The archer basic attack formula is : 227 - 307 + 2.67*Weapon damage.
    Roughly, 50% of your damages are flat and 50% are provided by your weapons (50% from your bow and the rest by your quiver). You quiver can only contribute for roughly 25% of your damage.
    Perception: switching from basic arrow to blue seems to be huge gap, going from 14-21 to 46-69 adding the bow you basically increase your damage range by 50%.
    Reality: The following calculation is basic and do not consider attack power or damage modifier (dunno if it applies before mitigation or after). I also removed the penetration from weapon and the bonus provided by discipline. The mail stuff also provide (51% armor 1% higher than the cap but it marginal for the calculation without the penetration tree).
    If someone has the white quiver damage to improve the comparison.
      MIN damage MAX damage Armor penetration
    (ex: crushing) Armor mitigation
    (ex: crushing) Comments     White Bow 32.00 46.00 0.00         Blue bow 41.00 57.00 0.00         Basic arrow 14.00 21.00 0.00         Blue quiver 50.00 72.00 0.00         White plate armor       0.19       Blue plate armor       0.31       White mail armor       0.14       Blue mail armor       0.22       Passive tree     0.15 0.18       Talents       0.11                                       Basic attack calculation formula 227 - 307 + 2.67*Weapon damage           227.00 307.00 2.67                         Calculation (White on White)     Comments Calculation (Blue on blue)     Comments White bow 32.00 46.00   Blue bow 41.00 57.00   basic arrow 14.00 21.00   Blue quiver 50.00 72.00   basic attack output 349.82 485.89 Before mitigation basic attack output 469.97 651.43 Before mitigation                 Without armor penetration tree for attacker       Without armor penetration tree for attacker       Output damage on white plate 181.91 252.66 After mitigation Output damage on blue plate 187.99 260.57 After mitigation Output damage on white mail 199.40 276.96   Output damage on blue mail 230.29 319.20                   With armor penetration tree for attacker       With armor penetration tree for attacker       Output damage on white plate 234.38 325.55   Output damage on blue plate 258.48 358.29   Output damage on white mail 251.87 349.84   Output damage on blue mail 300.78 416.92                                   Ratio between white/blue equipements in percentage             MIN damage MAX damage Comments         Without armor penetration tree for attacker               Gain damage on plate with blue stuff 3.34 3.13 %         Gain damage on mail with blue stuff 15.49 15.25 %                         With armor penetration tree for attacker               Gain damage on plate with blue stuff 10.28 10.06 %         Gain damage on mail with blue stuff 19.42 19.17 %         Basically, the problem is that your damage output stay almost the same if you ennemy use the same level of gear. However, the HP increasing so fast with mail or plate than you need more arrow to shut down an ennemy so you got the feeling to have no damage. This feeling is amplified by all the defensive discipline, healing , the ultimate used as candy and the fact that ranger only got one useful skill "rapid fire". The lack of attack power in the talent tree, etc...
     
     
  14. Like
    Grimarr got a reaction from Oaths in Skinning and Scarcity   
    Last campaign, players complained about high level Iron scarcity and that seems to have been addressed this campaign.  I would like to bring attention to Skinning Mob scarcity, especially Aurochs.
    Auroch skinning gives Soft leather.  Soft leather is used in all leather crafting sets and in -crit hit chance combat armor.  Both are high demand builds.
    Aurochs do not spawn in any named parcel like cats and spiders.  Cats and Spiders are in abundance because they spawn in high level forests, chasms, etc..  Auroch, Wolves and Elk only spawn in random parcels out in the wild.  These are generally lower levels than the named parcels.
    Last campaign had a spot with 3 R7 Auroch which was good, but again it was only one spot of three Aurochs in the whole map that reached that level.  This campaign has a single R10, 2 R7s, and some R5s.  This makes skinning a very needed resource tedious.
    Please increase the availability of high level Aurochs, wolves and elk.  Another possible assistance is change the leatherworking recipes for crafting sets to use Flexible(cats) or Durable(spiders).
    Thank You!
    PS.  Also this campaign seems to have pushed Pigs, that used to have some spawns in fort parcels, out of those fort parcels.  Which also lowered the availablity of higher level Pig skinning.
  15. Like
    Grimarr reacted to VaMei in Skinning and Scarcity   
    When Phylor told me he found an R10 auroch spawn I got... excited. When he sent the screenshot of one lonely auroch I wasn't sure if I should laugh or cry.
    I've railed on this subject quite a few times. In isolation, the skinning game loop is fine, it works. Compared to other harvest professions, quality hide is a scarce commodity. Cats & spiders we can always find, we may have to fight for the location, but we know it's there. Elk, auroch, wolves & pigs are another matter. Adding one or two mob spawners to each of the fort & keep plots would be a huge step forward. Having guards & mobs ignore each other, or be spaced within the plot, would also help alot.
  16. Thanks
    Grimarr got a reaction from BenQ in Skinning and Scarcity   
    Last campaign, players complained about high level Iron scarcity and that seems to have been addressed this campaign.  I would like to bring attention to Skinning Mob scarcity, especially Aurochs.
    Auroch skinning gives Soft leather.  Soft leather is used in all leather crafting sets and in -crit hit chance combat armor.  Both are high demand builds.
    Aurochs do not spawn in any named parcel like cats and spiders.  Cats and Spiders are in abundance because they spawn in high level forests, chasms, etc..  Auroch, Wolves and Elk only spawn in random parcels out in the wild.  These are generally lower levels than the named parcels.
    Last campaign had a spot with 3 R7 Auroch which was good, but again it was only one spot of three Aurochs in the whole map that reached that level.  This campaign has a single R10, 2 R7s, and some R5s.  This makes skinning a very needed resource tedious.
    Please increase the availability of high level Aurochs, wolves and elk.  Another possible assistance is change the leatherworking recipes for crafting sets to use Flexible(cats) or Durable(spiders).
    Thank You!
    PS.  Also this campaign seems to have pushed Pigs, that used to have some spawns in fort parcels, out of those fort parcels.  Which also lowered the availablity of higher level Pig skinning.
  17. Like
    Grimarr got a reaction from VaMei in Skinning and Scarcity   
    Last campaign, players complained about high level Iron scarcity and that seems to have been addressed this campaign.  I would like to bring attention to Skinning Mob scarcity, especially Aurochs.
    Auroch skinning gives Soft leather.  Soft leather is used in all leather crafting sets and in -crit hit chance combat armor.  Both are high demand builds.
    Aurochs do not spawn in any named parcel like cats and spiders.  Cats and Spiders are in abundance because they spawn in high level forests, chasms, etc..  Auroch, Wolves and Elk only spawn in random parcels out in the wild.  These are generally lower levels than the named parcels.
    Last campaign had a spot with 3 R7 Auroch which was good, but again it was only one spot of three Aurochs in the whole map that reached that level.  This campaign has a single R10, 2 R7s, and some R5s.  This makes skinning a very needed resource tedious.
    Please increase the availability of high level Aurochs, wolves and elk.  Another possible assistance is change the leatherworking recipes for crafting sets to use Flexible(cats) or Durable(spiders).
    Thank You!
    PS.  Also this campaign seems to have pushed Pigs, that used to have some spawns in fort parcels, out of those fort parcels.  Which also lowered the availablity of higher level Pig skinning.
  18. Like
    Grimarr got a reaction from Thoreandan in Skinning and Scarcity   
    Last campaign, players complained about high level Iron scarcity and that seems to have been addressed this campaign.  I would like to bring attention to Skinning Mob scarcity, especially Aurochs.
    Auroch skinning gives Soft leather.  Soft leather is used in all leather crafting sets and in -crit hit chance combat armor.  Both are high demand builds.
    Aurochs do not spawn in any named parcel like cats and spiders.  Cats and Spiders are in abundance because they spawn in high level forests, chasms, etc..  Auroch, Wolves and Elk only spawn in random parcels out in the wild.  These are generally lower levels than the named parcels.
    Last campaign had a spot with 3 R7 Auroch which was good, but again it was only one spot of three Aurochs in the whole map that reached that level.  This campaign has a single R10, 2 R7s, and some R5s.  This makes skinning a very needed resource tedious.
    Please increase the availability of high level Aurochs, wolves and elk.  Another possible assistance is change the leatherworking recipes for crafting sets to use Flexible(cats) or Durable(spiders).
    Thank You!
    PS.  Also this campaign seems to have pushed Pigs, that used to have some spawns in fort parcels, out of those fort parcels.  Which also lowered the availablity of higher level Pig skinning.
  19. Like
    Grimarr got a reaction from moneda in Skinning and Scarcity   
    Last campaign, players complained about high level Iron scarcity and that seems to have been addressed this campaign.  I would like to bring attention to Skinning Mob scarcity, especially Aurochs.
    Auroch skinning gives Soft leather.  Soft leather is used in all leather crafting sets and in -crit hit chance combat armor.  Both are high demand builds.
    Aurochs do not spawn in any named parcel like cats and spiders.  Cats and Spiders are in abundance because they spawn in high level forests, chasms, etc..  Auroch, Wolves and Elk only spawn in random parcels out in the wild.  These are generally lower levels than the named parcels.
    Last campaign had a spot with 3 R7 Auroch which was good, but again it was only one spot of three Aurochs in the whole map that reached that level.  This campaign has a single R10, 2 R7s, and some R5s.  This makes skinning a very needed resource tedious.
    Please increase the availability of high level Aurochs, wolves and elk.  Another possible assistance is change the leatherworking recipes for crafting sets to use Flexible(cats) or Durable(spiders).
    Thank You!
    PS.  Also this campaign seems to have pushed Pigs, that used to have some spawns in fort parcels, out of those fort parcels.  Which also lowered the availablity of higher level Pig skinning.
  20. Like
    Grimarr got a reaction from galvia in Skinning and Scarcity   
    Last campaign, players complained about high level Iron scarcity and that seems to have been addressed this campaign.  I would like to bring attention to Skinning Mob scarcity, especially Aurochs.
    Auroch skinning gives Soft leather.  Soft leather is used in all leather crafting sets and in -crit hit chance combat armor.  Both are high demand builds.
    Aurochs do not spawn in any named parcel like cats and spiders.  Cats and Spiders are in abundance because they spawn in high level forests, chasms, etc..  Auroch, Wolves and Elk only spawn in random parcels out in the wild.  These are generally lower levels than the named parcels.
    Last campaign had a spot with 3 R7 Auroch which was good, but again it was only one spot of three Aurochs in the whole map that reached that level.  This campaign has a single R10, 2 R7s, and some R5s.  This makes skinning a very needed resource tedious.
    Please increase the availability of high level Aurochs, wolves and elk.  Another possible assistance is change the leatherworking recipes for crafting sets to use Flexible(cats) or Durable(spiders).
    Thank You!
    PS.  Also this campaign seems to have pushed Pigs, that used to have some spawns in fort parcels, out of those fort parcels.  Which also lowered the availablity of higher level Pig skinning.
  21. Like
    Grimarr got a reaction from Marth in Zone Caps   
    Add a 4th keep somewhere
     
  22. Like
    Grimarr got a reaction from Salamar in Zone Caps   
    Add a 4th keep somewhere
     
  23. Like
    Grimarr reacted to Angelmar in Zone Caps   
    Order and specifically Clams, Transcedence and Infernal are to be nothing but commended for their showing this campaign.
    These guilds that have been together less than 6months and are embarassing the Chaos veteran guilds that have been together for decades.
    Organization, leadership, and some effort go a long way.  Giving up is of course the easy route that Chaos took and it still shows.
    Well fought Order, look forward to an action packed weekend at the sieges.
    See you on the Field!
  24. Like
    Grimarr reacted to jtoddcoleman in Zone Caps   
    I'd absolutely love too -- but the charts still show a few (not many, but a few) hitches on the server that need to be addressed before we will feel comfortable increasing it.  We have a (fingers crossed) MAJOR performance update that we're been working on for a few months now, but it touches so many different systems that it is highly likely to break everything the moment that we launch it.  so we're putting it through a lot more testing cycles, in the hopes of minimizing that pain.
    We know that the zones work reasonably well right now at 100.  The problem is: if you jump it up, even a little, then you aren't just risking a bad experience for those 10 players, you're jeopardizing that play experience for everyone on that server.  So while queueing absolutely sucks (and yeah, I know it does) it's actually the lesser of the two evils right now.
    We're working on the real fix, and I think we have a handle on it.  It's working its way through the process and hopefully you guys will see it soon, and your patience will be well rewarded.
    Todd
     
  25. Like
    Grimarr reacted to galvia in Order and Chaos vs Balance Siege - 28/2019 - CSC POV   
    Amazing fights tonight folks! Thought I'd share my perspective of the siege with you all.

    This game has made such insane performance improvements in such a short time, which made a fight like this possible. Thank you ACE for all of your hard work.
     

    Zone cap increase when?

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