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Yoink

Testers
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Everything posted by Yoink

  1. Well yeah. I took the best available DPS options. But that is kind of the point I was making. You can build for full DPS and still be one of the most survivable characters in the fight. The only non DPS rune I took was study because its just really good.
  2. It was just to show some numbers. Just trying to show that the Pit fighter can literally just be in the fight the entire time, just mindlessly LMBing and do a lot of damage with out really worrying about being killed. No one is really going to target you first. Tank should do less damage.
  3. At least the class is balanced in that it really can't do any DPS. The druid im hitting has 35% physical resist, 7K HP, Sturdy, and Dig In.
  4. It's absolutely significant. My goal was not dismiss the advantages you get from vessels but to dissuade new players from not participating because they feel they are just too far behind and to encourage them to get deeper involved in the inner workings of the game. I've been here for 3 years and I'm am still bugging everyone in my guild for info on how this ability works, or how to craft this, or how to harvest that, etc. There is a lot in this game to know and no real good way to learn it solo.
  5. I see a lot of new players making comments along the lines that they can not compete or even play until they get a crafted vessel. For information's sake here is a side by side view of a level 30 Centaur Champion with no vessel vs a level 30 Centaur Champion with a blue vessel. Same training, same talents selected. No gear. Higher quality vessels are possible ATM but almost all with a vessel will be at this level or lower of quality. This works out to a difference of- 38.5 Attack Power 3.9% Final Damage Modifier 1.2% Crit Chance 0.3% Armor Bonus 1.5% Crit Hit Damage 15.7 Support power 1 Stamina 351 Health I have heard people saying that their group of 3 got wiped out by 1 guy because he had a vessel and they didn't. I've heard a lot of people saying they can really feel the difference in combat now that "everyone has vessels and they do not." I have never heard anyone say that their group of 3 got wiped out by 1 guy because he did 4% more damage than them. I will concede that there are other places to gain advantage. Longer training time, better gear. These will all definitely add up, but it is not just vessels. You can gather all the mats you need in the safety of the temple to craft advanced armor and weapon and you can craft them in an EK right now. Vessels are awesome but don't feel that you shouldn't be playing if you don't have one yet. The biggest advantage vets have over new players is information. The best thing you can do is ask questions and ask for help. Most here with the information are willing to share it. Not sure how/where to craft or what the best way/location to harvest is? Ask Not sure what disciplines or build you should run? Ask Ask on the forums, in game. Hop into guild's public discord and ask questions. We want you to enjoy the game almost as much as you want to.
  6. I don't think so. I agree that it is a good thing, but it will just make it so that the losing side has a reason to continue running the loop. It doesn't change the fact that the current system encourages running in a circle and avoiding PvP.
  7. I could see this being something neat that's available in between campaigns if they don't fire off as soon as they end. Thinking of after a month long campaign in the dregs there would likely be a few days rest period before the next one started. This would be something cool to fill that time with.
  8. Going to repost some thoughts I had in another thread because it probably fits better here. . Here is my biggest gripe with the current system. It is terribly un-fun. The way it is set up currently, the most efficient route to victory is not to fight the other side but to just have the 3 factions running in a circle behind each other recapping the fort that they just took. It's like a dog chasing its tail. Outposts - Take way to long to capture solo. I would suggest something like 2-3 minutes to full cap it regardless of number of people there. Have outposts send out a call for help in the zone they are in. A toggle we can turn on that shows all outposts under attack on our compass. With a 2-3 minute cap time this give people the chance to actually fight at these nodes, or at least get closer to the people capping them. Forts - This is where the dog chasing it's tail really shines. I want forts to be more like mines were in Shadowbane but with a faster turn around time. I would make it so that a fort can not be recapped for either 1, 2 or 3 hours, chosen randomly. This would be plainly listed on the map. Give the fort a 15-30 minute period where the throne can be claimed by the other sides. Get rid of having people stand in the center to cap and bring back the long channel to claim like we had on dragon statues. If the opposing factions do not claim the fort with-in that 30-60 minute period the defenders keep it for the next 1, 2 or 3 hours. These changes to outposts and forts would make me actually want to do them and organize for them with my guild. I know I would get PvP if I was doing outposts. I'm guaranteed to find someone looking for PvP or have someone find me when I'm looking for PvP. Yay! PvP. The changes to the forts would make it so that there was almost always going to be organized GvG PvP on the hour and adds a layer of strategy to the game. Do we defend our fort(s) or claim another? Right now claiming forts is just 3 factions each running up to a different fort, standing in the center uncontested while alt-tabbed, rotate clockwise. Make this style of play not the most effective of getting points. Make the entire playerbase's option only to either defend or attack a combination of only about 5 forts each hour, instead of attack or defend a combination of 20 forts 24/7. Funnel us towards each other, not spread us out. Keeps - I'd Say these are mostly fine the way they are. 3 that all are active at the same time once per day. Only thing I would do is rotate the times each day so that PST and EST all get a shot at prime time keeps throughout the week. I'd engage in all of these activities even if my side was losing horribly. PvP is still PvP.
  9. I don't care one way or the other if skills, vessels, and items are wiped. But I can see it being a bit lame starting at 0 skill and just doing a noob campaign. Can you allocate everyone some amount of training to start with or up the training speed. Make us deal with the logistics of harvest/craft vs capturing the map. Really digging the changes to capture point value amounts. Here is my biggest gripe with the current system. It is terribly un-fun. The way it is set up currently, the most efficient route to victory is not to fight the other side but to just have the 3 factions running in a circle behind each other recapping the fort that they just took. It's like a dog chasing its tail. Outposts - Take way to long to capture solo. I would suggest something like 2-3 minutes to full cap it regardless of number of people there. Have outposts send out a call for help in the zone they are in. A toggle we can turn on that shows all outposts under attack on our compass. With a 2-3 minute cap time this give people the chance to actually fight at these nodes, or at least get closer to the people capping them. Forts - This is where the dog chasing it's tail really shines. I want forts to be more like mines were in Shadowbane but with a faster turn around time. I would make it so that a fort can not be recapped for either 1, 2 or 3 hours, chosen randomly. This would be plainly listed on the map. Give the fort a 15-30 minute period where the throne can be claimed by the other sides. Get rid of having people stand in the center to cap and bring back the long channel to claim like we had on dragon statues. If the opposing factions do not claim the fort with-in that 30-60 minute period the defenders keep it for the next 1, 2 or 3 hours. These changes to outposts and forts would make me actually want to do them and organize for them with my guild. I know I would get PvP if I was doing outposts. I'm guaranteed to find someone looking for PvP or have someone find me when I'm looking for PvP. Yay! PvP. The changes to the forts would make it so that there was almost always going to be organized GvG PvP on the hour and adds a layer of strategy to the game. Do we defend our fort(s) or claim another? Right now claiming forts is just 3 factions each running up to a different fort, standing in the center uncontested while alt-tabbed, rotate clockwise. Make this style of play not the most effective of getting points. Make the entire playerbase's option only to either defend or attack a combination of only about 5 forts each hour, instead of attack or defend a combination of 20 forts 24/7. Funnel us towards each other, not spread us out. Keeps - I'd Say these are mostly fine the way they are. 3 that all are active at the same time once per day. Only thing I would do is rotate the times each day so that PST and EST all get a shot at prime time keeps throughout the week. I'd engage in all of these activities even if my side was losing horribly. PvP is still PvP.
  10. I can not get more than 10 FPS in any battles over 15 people. Settings are all on low. Specs below. Others are reporting just fine performance with similar hardware. Any help or potential upgrade recommendations?
  11. What's new over here? Seems we don't get to run into you guys all that much anymore.
  12. Yeah I agree it is rough on Druid. I wonder what my initial thoughts of the talent system would have been if I didn't choose a DPS druid and Heal Druid as my first 2 classes after such a long break. Each time it was just a bunch of, "I don't want these stats or talents but I have to take them to progress. Then after the build is finished Having a few extra left over points to spend in useless healing talents for the DPS Druid or DPS talents for the healing Druid
  13. I know that is coming and am looking forward to what that might bring to character building, and that might touch on the point I made that there is really only one choice atm in choosing your advanced class. Even now with the Disc System it is not that robust. They are mostly small passive attack or defensive gains with 1 or 2 useful abilities that are just different versions of other abilities. There really are not many Disc ATM that change the way you play your character. Some let you go hybrid or play super tanky, etc. There are some for sure, I would just like to see it more so. Mostly I just don't like the early WoW style talent tree system that we have now. Putting 5 points to put into a choice of crit chance or AP for a marginal increase to that stat is not a choice and is boring. Getting to choose what ever I want and how ever I want is much better. IMO.
  14. I wanted to go a bit further on what I said in the 5.8 feedback topic concerning skill trees. Basically In their current form, they add very little in the way of character building. The only choice is the advanced class. Other than you you just fill in the points as you get them. There are no real choices. The skill trees are linear. If I am required to spend 5 points in a stat to get to the next one, I didn't make a choice. I played connect the dots. If I am given 30 talents points to fill into a tree that has less than 30 useful places to spend the talents, I didn't make a choice. I want lots of choices and I want them to matter. If I spend a point to get one new skill or passive, I want it to be at the cost of choosing a different one. Choices need to be exponential and exclusive to matter. I really like where the whole talent system within vessels can go and here is how I would expand on it. Before we start, please ignore all values or numbers. Don't worry about something seeming OP or not. Values can be adjusted to what ever they need to be. Focus more on the idea. The first thing I would do is cut passive combat training at the account level. Leave exploration / crafting. Move combat training to the vessel level like you did for class / race. Give each vessel ~300 talent points to spend. ~10 per level. Some classes or races can have more or less total points as a way to balance them. Take almost every stat in the game and let us train it with these points, how ever we want. Use diminishing returns. If I want to put 300 points into Crit Hit Damage let me, but I will be severely gimping myself in other stats. Do not require me to spend X talent points in one skill before I am allowed to train in the next skill. Do not limit the # of talents points I can spend in one place. That is linear and without choice. Here is an example with just a few of the in-game stats. Pretend they are all here. Imagine something like this but with all or most of the stats and you can spend your points in them as you see fit, how ever you want. The first few points you spend give better returns and the more points you spend the worse it gets, but if you see fit to spike one or two stats go nuts. Want to take a balanced approach? Go ahead. Do it this way on each individual vessel and every one will be different. The next things I would do is expand on each advanced class. Currently they do serve the purpose of not all champions are the same but there is only one degree of separation. All Champion Pit-Fighters are the same. I would go even further. Here is an example for Druid. Your first choice is your advanced class. That then branches off into more choices only available to each advanced class. Here is an example for Earthkeeper, the healing focused druid. Remember, I just made up all of these numbers and abilities. They don't matter. What does is the level of character customization that this could mean. Right now I can be a Druid - Earthkeeper. I want to be a Druid - Earthkeeper that hard spammed Crit Healing amount and Slashing resist, that can heal outside my group, that focuses on druid orbs, that wants to dance at the cusp of essence burning, who can return to life sometimes when he dies. What do you guys think? Is this too much customization or too cluttered? What would you like to see the character building process be? TLDR: SB
  15. Very excited that cross training has been fixed. Skill wipe?
  16. With auto crit abilities affected by Crit defense skills, will crit chance skills increase the chance of auto crit abilities now? If I use an auto crit ability and have 15% crit chance and my enemy has 20% crit defense, Will I have a 95% chance to crit or an 80% chance to crit with that ability?
  17. So how are you guys digging the Stonebo... Dwarves?
  18. I know it has been said a million times but if there was just some sort of ticking point counter for each faction for controlling outposts, forts, and keeps these small objectives might give a constant stream of small scale PvP. Something you would actually set out to do solo or with less than a group.
  19. Here is a spreadsheet that shows all possible race/class training combinations in 5.7 with the current VIP rules. Use this to get the most utility out of your account(s) in the upcoming 5.7 Live patch! 5.7 Class Combos See you guys out on the field! Edit: If you notice any incorrect or missing info please let me know.
  20. Anytime someone new comes to the forums to complain.
  21. Just quoting more visibility. Really hope it ends up this way. This not only drives the game economy but also the game politics/PvP.
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