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Heartsteel

Testers
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Heartsteel last won the day on July 31

Heartsteel had the most liked content!

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About Heartsteel

  • Rank
    Nestling

Profile Information

  • Language
    English
  • Interests
    Little bit of everything.
  • Guild
    [ExR] Exiled Reapers
  • Gender
    Female
  • Location
    In your kitchen raiding your fridge.

Recent Profile Visitors

136 profile views
  1. immovable opinion meets unstoppable facts (◕‿◕✿)
  2. Can confirm after some further testing (with Kush) that yes, enemy blight will remove your own orbs if they are in the circle, and orbs were disappearing when non-grouped allies were walking on them. Considering electrogenesis orbs are also still invisible and sometimes after blight some orbs still appear but don't do anything, I think the druid orbs need some work. As for blight, feels like it is a bug, but confirmation would be appreciated. 😄
  3. So while doing fort fights on arch druid, I was roaming solo, but anytime someone else would run over my orbs they would just disappear. My combat log showed nothing in terms of healing them, but then the missed orbs wouldn't count for blight either, so it was like they got collected? It was weird. Also, if an arch druid from opposing faction blights where you have placed orbs while building your own, your orbs will disappear as well and you can't seem to place more until the blight circle disappears. New orbs just vanish until it's gone. Made stacking bombs nearly impossible in close up fights. ( @KushDoobiez? and @Bzra? I think you guys were the other bomb druids at the fort) Dunno if the same thing happened to you guys or if you had any issue, but I don't think I was able to even get a blight off because every time I got stacked up they were lost to the other faction's blight.
  4. Electrogenesis Orbs from druid still aren't visible, but are able to be picked up.
  5. What I mean is, certain things should get buffs during the different seasons. Once we hit fall and winter, player counts drop dramatically, so unless you have the training and pots and food, all that's gonna be around is a few people capping. There's so little to do outside of farming and it's obvious that people give out by the end. As for dust and mats in GR, that usually goes to a crafter between campaigns... sooo? Imports have nothing to do with that. But like I said, that's a topic for another thread.
  6. And i'd still argue winter and fall need some work too. It currently makes more sense to get dust and stuff from GR come winter due to needing passive training, leadership, food and pots for that 5 pip pop. But I think that's another topic for another day. We just don't need people hiding out in spring and summer.
  7. With the addition of the "Infected", I think this would be a good time for you guys to look at resource ranks. GR should be dropped to only a maximum of r5, (wartribes, nodes, animals). The r8 becomes moot with infected only having a cap of 15. Infected could run r6-7, which with wartribe drops can easily get you 5 more levels, and then have campaign be r8-10. Farming r8 with no risk, no reward makes this game look like minecraft. If I wanted to play minecraft, well I'd play minecraft. This would be more likely to put people in combat enabled zones, and keep away from the "carebear" nonsense. This is a throne war, but we're losing the "war" part due to there being safe alternatives. I think the infected zone, being pvp enabled, should be able to run r6-7, this would let new players get more green tier mats with their training, would introduce them to the risk and normal competitive gameplay in a more relaxed environment, and then let campaigns be the bigger fish for the competitive environment. Resources make a perfect driving force for conflict, so it makes sense to put the better resources in conflict zones. Of course, this is merely nicer constraints. I think gr should really be like r4, run infected at r5, and let campaigns and dregs have the highest tiers. But with the level constraints currently, makes it kinda harder to get new vessels going. At the same time, I think we need to look at how to keep current players active instead of entertaining the new ones. The system is so basic that we as a community can easily get people going and answer questions. Meanwhile we're slowly dropping off to where people only get on for siege times again.
  8. I know that the parcels are hard coded, but there should be some changes to those tiers. Perfect time to move an r6-7 zone to infected and let GR be r5. Puts more people in pvp enabled zones and gets rid of the "hiding" nonsense. With the cap being level 15, r8 isn't needed in GR.
  9. I used to and sometimes still play TLoPO, and they do a boss raid and treasure fleets with notifications telling us what server or areas they're gonna be in. While it wasn't pvp, it did consolidate people in one area, and loot wasn't even distributed, so it was still a competition amongst players for the rare gear. Plus it did require several people to take down so grouping was mandatory. I love raid bosses, and it's something I'd love to see in CF, but with lack of mob variety currently it'd be moot. Maybe an alpha or beta thing. I think if the reward was great enough though, it'd be something to totally fight over and help drive some conflict.
  10. I know that we're still in alpha and more is still to come, but I'd like to see some more variants of siege equipment. Stuff like ladders or ropes used for wall scaling, along with defenders being able to destroy them. Basically a scaling mechanic to put more pressure on defenders but also allow for different strategies. Granted this one would probably be harder to implement. A big idea id like to see though is more damage equipment. Stuff like Greek fire, that can maybe add a burning aoe/dot effect to enemies, cannons (last I checked gun powder is lore friendly), or battering rams which currently sit as decoration. Real life seiges usually required a lot of equipment, and I feel CF is lacking in that department still. Ultimately i think it'd add a little more to what we have now. It'd also be great if this would apply to forts as well. Historically, forts were placed strategically and needed to be defended so as to not lose necessary ground. As of now, forts all just manpower and wall teardowns, so they last an hour and get little action depending on turnout (last camp soldiers was pretty good though). Ultimately thought, it wouldn't make sense to only use manpower to defend a strategic fort in real life. I'm not saying it should be a copy paste of keep, but maybe use different tools in forts. Right now siege is pretty bland as far as tools and objectives, so adding some more might allow for different fights and add some interesting dynamic without having to change the base objectives. I think I really really really just want Greek fire tho. Watch the world burn :3c
  11. ACE hates druids don't ya know :3c I miss the push, that was really the big thing for the death ult if you had people on you. Now its like, only useful for stormcaller. Granted that's all they have.
  12. Kinda would be the same as blind though... Really for me, I hate that there was no warning or anything about visual effects in this game, so re-implementing it without any sort of heads up kinda seemed like a hooligan move. There really needs to be some sort of heads up or warning if they choose to keep these kinds of effects. Me and another were discussing how this could end up triggering something like epilepsy, which is why videos and movies are required to have warnings for graphical effects like this. Fortunately I just get a little nauseated, nothing serious.
  13. Whoever invented brownies wrapped in cookie dough you are a god and I worship the ground you walk on.

  14. *Screams in druid* Man we gotta find a way to get healers up on the boards. Sometimes when I play Earthkeeper I don't even get to pull out my death tray and hit anyone, so where's my assist for making sure everyone's eatin' my balls? Classes are niche here, and I really don't wanna learn a dps class just for a shiny. Need some healing and rez points on that leaderboard O: Or set assists to consider group participation, like how leadership buffs use a set range to activate.
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