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Heartsteel

Testers
  • Content Count

    50
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Heartsteel last won the day on July 31 2019

Heartsteel had the most liked content!

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About Heartsteel

  • Rank
    Magpie

Profile Information

  • Language
    English
  • Interests
    Little bit of everything.
  • Guild
    HoA
  • Gender
    Female
  • Location
    It's a Throne War not a Cuddle Pile.

Recent Profile Visitors

172 profile views
  1. God's reach needs to stay open as it's a place for in-between campaigns right now and it's how we farm before being able to join campaign. The only real complaint is r8 farming resources in an eternal spring, no pvp area. Passives have been discussed in many other threads and there's been ideas for catch up but nothing's been implemented yet. I guess I don't understand what you mean though, as passives aren't something you "grind" for, it's just on a server timer so you don't have to be constantly on. Double ult for assassin would be nice but it's not the same as it is on confessor. Fessor is a temporary stealth that stays in combat while assassin actually puts you in the stealth tray, where you can't use the ult again until you're back in combat. If all ults had double charge though, that'd be nice. Bulls/minos and deer/elken have cloven hooves that aren't made for horseshoes... so maybe don't put shoes on them? It would be nice if each race had their own personal item slot added though.
  2. There should be no concern over a badge keeping people from playing. That's just a sad joke. Besides, there's people already here who don't have all the badges, this shouldn't be a big deal. If we want to really address what's influencing population, that would be a look at current content, game phase, and game preference. Not some colorful 2% badge. I have never met a person who quit or didn't play a game because they missed out on a testing phase award.
  3. Perhaps not. But honestly adding these to a cash shop for new players doesn't sound like a bad idea. I wouldn't mind people paying a little bit to have something that they missed out on in Alpha testing. Just giving them something or taking away something doesn't seem like a good alternative for a few bummed out players. And to be fair we did throw backing money to be here.
  4. Is a 2% buff really THAT big of a deal? If that drives away players and makes the game so unfair then maybe we need some rebalancing. Anymore a lot of people can craft gear on top of armor training that makes the buffs useless. And with the plans for them to be obtainable in future updates pretty much ensures that everyone is going to get a fair chance. It's a throne war not a cuddle pile.
  5. Ah that works. So basically we're playing "read my mind" with the game to decide between attacking and harvesting.
  6. So how does this work with classes like druid that need to swap between life and death trays to maintain essence or avoid essence burn? Unless you guys are changing druid...
  7. immovable opinion meets unstoppable facts (◕‿◕✿)
  8. 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. 😄
  9. 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.
  10. Electrogenesis Orbs from druid still aren't visible, but are able to be picked up.
  11. 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.
  12. 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.
  13. 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.
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