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APE

Testers
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  1. Sad
    APE reacted to oneply in Faction-hostile zone/city   
    im willing to bet theyll use those same silly point systems. theyve made no attempt to address it in factions i doubt they are willing to admit its flawed.
    if play to crush is the idea, then territory control and destroying the bases of your enemy should already be integral parts of the game. there really is no "crushing" aspect to this game. you take my fort/keep, oh well, get it back in 'x' hours. how is that play to crush?
  2. Like
    APE reacted to Ble in Map Idea to Promote PvP   
    Not a fan of high level GR.  I think that mobs could give the same-ish XP no mater what level the mob or vessel quality is, and higher rank mobs could just drop more/better stuff and that would be the PvE progression.  That way you can make GR low level, but still be a place to get decent xp to meet CW level requirements.
     
    Secondly, @monchiezz had a great idea that I thought merits posting.  We need a map that promotes PvP.  Is it possible for you to generate a slightly larger adventure zone and flood it with resources?   A map like this would force everyone to fight during non siege hours in a single zone, would be fantastic.

     
     
  3. Like
    APE got a reaction from Slackware in visual noise: health bar options?   
    All good suggestions.
    Side note: More use of collision and physics could also aid in keeping friendly and enemy players more spread out to decrease the clutter be it health bars, bodies, or FX going off, along with adding to strategy.
  4. Like
    APE reacted to KrakkenSmacken in visual noise: health bar options?   
    Get the "Dead South" to do your sound track.
     
    Just sayin. 
     
  5. Like
    APE reacted to Tinnis in visual noise: health bar options?   
    @nblottie
    mass fights still result in a large degree of 'visual noise'.
    a large part of this is the excessively large health bars, but there are obviously many other elements going on as well.
    any possibility of a client setting option that would allow you to automatically hide a health bar when it is full?
    bonus if you can set:
    - separately for enemies, allies and group.
    - to only display when lower than a defined %
    - to only display when either damaged/healed/shielded within last ~5 (X) seconds
    - controls over the maximum size/width of the bar (probably 2-3 times as wide as it should be atm...)
     or alternative shapes such as a minimalist globe [e.g. tyranny minimal 'traffic globe' example]
  6. Like
    APE reacted to Groovin in Vindicator Tree needs some love   
    I wonder how busted it would be to have Vindicator's whole shtick be removing these caps when you activate holy warrior.
    So these stats that over-cap normally, instead give you incredible stats for a short time.

    Of course, the cooldown and charge time would need looking at, and maybe some number tweaking, but it could be real neat.
    Kind of like how Alpha Warrior Champ gets guaranteed crits.

    May be too gimmicky though.
  7. Like
    APE reacted to Balathan in Vindicator Tree needs some love   
    So the vindicator tree needs some reworking here. It gives straight stats over and over and over when the class hard caps so fast it does not actually use some of its nodes.

    This is a white vessel vindicator. Notice the 38% slashing bonus and the 28% fire bonus. They both hard cap at 40%.
     

    This gives +15% fire damage giving you 43%/40% over capping that stat. This is BEFORE armor and weapons and discs. A naked vindicator overcaps their fire stat just by using devotion. Oh and fire% is slashing % as vindi which will be important to remember for the next node...

    This skill removes the health portion of holy warrior for more damage. Seems reasonable until you realize this would give you 68%/40% BEFORE armor weapons and discs (not to mention devotion will give you 15% as well). You lose a huge portion of your survivability for literally nothing. A node that should be one of the trees most important nodes is actually a detriment to the class.
     

    This one is just questionable stat pumping. All of vindi damage is execute/riposte and divine light. Its realistically 50/50 split however the vastly more important portion of your impact is execute/riposte. This node does nothing to affect that. Most other classes get 225 AP or at least something impactful off this node. Vindi gets 6% crit chance, a stat that is not overall that impactful for this kit. Also with anti crit being so rampant 6% additional crit to the minimal existing crit is still not high enough to actually crit at any meaningful rate on anyone in decent gear. Oh and did i mention Execute and riposte are auto crit?
     
    Please no one say you can increase your caps so that's OK. You can but not by enough to matter when were over capping slashing by up to 43% just by using the skills on our kit BEFORE armor weapons and discs. May I suggest throwing some more crit damage into the tree? Maybe a conversion for Fire or slashing damage bonus to critical damage, not 1:1 obviously. Make the Holy Warrior node give a flat power bonus to execute or just melee skills in general? There's a lot that could be done here but just throwing flat stats into this class did not make it viable (for the very minimal time it was)the absurd execute and divine light numbers did. Please work on some of these nodes, they are in dire need of some loving @mhalashace
     
    TLDR: Vindis cap stats by existing and their tree gives them way over cap stats. Please fix
     
  8. Like
    APE reacted to Ble in Thoughts on Tanks?   
    I mean, thats really all you're lacking.   You're ranting about something that is not the case.  Pitfighters are fantastic.  They are among the top in ability to contribute, many other class/specs are way below them in every area.
    Advice:
    As you play the class you'll learn when to use your barriers. As you play the class you'll learn how to manage sturdy. As you play the class you'll learn the power of initiation. As you play the class you'll learn the use and order of application for each of your CCs. As you play the class you'll understand that while you might do 60% of the damage of your alpha counterparts, you have way more than 60% more survivability. As you play the class you'll learn that "retaliation discs" are a waste. As you play the class you'll learn how to build synergy between your natural stats and available discs. As you play the class you'll learn to control the battlefield, meaning you're the target they hate that they must deal with, but must. As you play the class you'll learn when to CC healers or CC melee ball. As you play the class you'll learn to anticipate ult switches so you can neckbreak with the dps power play. As you play the class you'll learn that you are one of the most mobile fighters in every battle. As you play the class you'll learn that you can situate yourself in a doorway and completely deny it. As you play the class you'll learn that you can single-handedly counter ballista. As you play the class you'll learn that on the scale of survivability+damage, you win out over everything else in the game, by a large margin. As you play the class you'll learn to successfully use your racial abilities. As you read this list you'll learn that I've already mentioned each of these before.
  9. Like
    APE reacted to oneply in Dynamic questing system fo better leveling   
    Get rid of leveling altogether!

  10. Like
    APE reacted to Toadwart in Thoughts on Tanks?   
    Maybe you cant force them, but you can greatly encourage them.
    Warhammer Online pretty much solved this by having their tanks taunt function as normal in pve and in pvp it would place a debuff on the enemy that would greatly increase the tanks damage vs that target until the taunted person struck the tank 3x. This left the decision of what to do up to the taunted target. Did they continue to attack their original target? or did they pause and hit the tank 3x to take 30% less damage from them for the 8s or so until the tanks taunt refreshed?
    Then there was the "guard" mechanic. Where tanks could target a person in their group and take half of that players incoming damage. The tanks block, parry, dodge all reduced the incoming damage. This allowed tanks to further play a pve support role in a pvp situation by protecting their group from damage while not forcing the enemy to attack the tank. Tanks were the target of knockbacks (punts) and other CC as a means to separate the the tank and the guarded unit (it was fairly short range). This again "encouraged" players to target the tank, while not forcing them too.
    All non-ranged archetypes that were traditionally melee were given a "throw" of some sort to allow them to pull mobs, it was very low damage. The tanks version also acted as a ranged "execute" doing hundreds of damage when the target was below 20% life (i forget) when the ability did like 15 damage otherwise. This encouraged the target to stay and fight the tank at low health instead of running away like they would from a dps class like a rogue. The choice whether to do so or not was always in the hands of the player and with terrain, ect there were times it made sense to run...but, for the most part, players were "encouraged" to target tanks in pvp.
    And it was awesome.
  11. Like
    APE got a reaction from Bazgul in Suggestion for how pve bosses spawn   
    I've been holding off until Caravans and more features are put in as Alpha and such things will be out end of Summer 2018. 
    However, I have participated in sieges and fort fights in the past and are part of my gripe with their design or lack of it.
    Forgetting the timer aspect (that is improving), the event itself is lackluster to me due to having played games that do more during or leading up to these events.
    Doesn't seem like they've added or improved upon Shadowbane's system from so many years ago.
    Blow a hole in the wall, kill a tree and or stand in a circle. Surprised they can't come up with anything more exciting or challenging.
    If combat and builds were top notch where fighting and what not were amazing I wouldn't be so let down, but neither is that good.
    Just seems like a rather repetitive experience without much complexity or strategy involved. In the moment it is still fun, but I'd rather have more fun in my fun.
    Maybe I'm greedy or have too high expectations, but where are the front doors being knocked down? Battering rams? Boiling oil? Ladders to scale the walls? Multi-layered inner walls/doors? Guards that can be placed or roam or are useful? World conquest or steps required to be able to attack a particular fort/keep (need to control x% to capture a stronghold)? Land design with choke points and ways to cut off enemies approaching/fleeing? 
  12. Like
    APE got a reaction from mythx in Why choose Archer over Brigand?   
    Brigand is a Promotional Class of the Ranger that grants Stealth. Below are brief run downs of each Promo Class. Best to create a character and look at the talents available and three Promo Classes branches.
    https://crowfall.com/en-US/news/articles/a-promotion-classes-primer-part-i/
    https://crowfall.com/en-US/news/articles/a-promotion-classes-primer-part-ii/
  13. Like
    APE got a reaction from Xarrayne in Suggestion for how pve bosses spawn   
    I've been holding off until Caravans and more features are put in as Alpha and such things will be out end of Summer 2018. 
    However, I have participated in sieges and fort fights in the past and are part of my gripe with their design or lack of it.
    Forgetting the timer aspect (that is improving), the event itself is lackluster to me due to having played games that do more during or leading up to these events.
    Doesn't seem like they've added or improved upon Shadowbane's system from so many years ago.
    Blow a hole in the wall, kill a tree and or stand in a circle. Surprised they can't come up with anything more exciting or challenging.
    If combat and builds were top notch where fighting and what not were amazing I wouldn't be so let down, but neither is that good.
    Just seems like a rather repetitive experience without much complexity or strategy involved. In the moment it is still fun, but I'd rather have more fun in my fun.
    Maybe I'm greedy or have too high expectations, but where are the front doors being knocked down? Battering rams? Boiling oil? Ladders to scale the walls? Multi-layered inner walls/doors? Guards that can be placed or roam or are useful? World conquest or steps required to be able to attack a particular fort/keep (need to control x% to capture a stronghold)? Land design with choke points and ways to cut off enemies approaching/fleeing? 
  14. Like
    APE reacted to mystafyi in Suggestion for how pve bosses spawn   
    Too many people accept mediocrity. Its not just in gaming, but in every aspect of life nowdays. Pick any skilled trade in any part of the world and the story is the same...  I tell the young people not to worry about global warming, they wont be able to make or do anything not involving a cell phone. 
  15. Like
    APE reacted to blazzen in Why are Assassins so gimped in this game?   
    Biggest thing Assassins lack right now is good anti healing, IMO. It was way overpowered in the 5.7 era of stackable 2,500 pt heal blockers but it got nerfed way too hard also. 
    The disease toxin should do 50% more heal blocking than the poison toxin does direct damage and refresh instead of stack. 
    So if poison toxin does 1,000 damage then disease toxin should be a 1,500 pt heal block. 
    Would also be nice if toxin damage scaled either by weapon damage or by an experimental stat on the toxin itself. Having set, static damage levels causes balance issues also (strong early game, weak late game). 
  16. Like
    APE reacted to PopeUrban in Thoughts on Tanks?   
    My thinking was to just make a taunt minor disc that enhances your attacks to generate threat and another to reduce threat. No equipped passives or anything, just a built in function like elven eyes.
    These would be solid 3rd minors as most builds have a really hard time deciding what to do with that 3rd minor slot and end up taking elven eyes just because.  It'd align pretty well with the situational power style they seem to want minors to have. Maybe give those discs bonus pve defense and damage respectively so they're a little more attractive as "farming discs"
    I'd prefer that freedom to be given to the players in stead of hardcoding it based on class abilities or taking up power tray space.
  17. Like
    APE got a reaction from Marth in Suggestion for how pve bosses spawn   
    I've been holding off until Caravans and more features are put in as Alpha and such things will be out end of Summer 2018. 
    However, I have participated in sieges and fort fights in the past and are part of my gripe with their design or lack of it.
    Forgetting the timer aspect (that is improving), the event itself is lackluster to me due to having played games that do more during or leading up to these events.
    Doesn't seem like they've added or improved upon Shadowbane's system from so many years ago.
    Blow a hole in the wall, kill a tree and or stand in a circle. Surprised they can't come up with anything more exciting or challenging.
    If combat and builds were top notch where fighting and what not were amazing I wouldn't be so let down, but neither is that good.
    Just seems like a rather repetitive experience without much complexity or strategy involved. In the moment it is still fun, but I'd rather have more fun in my fun.
    Maybe I'm greedy or have too high expectations, but where are the front doors being knocked down? Battering rams? Boiling oil? Ladders to scale the walls? Multi-layered inner walls/doors? Guards that can be placed or roam or are useful? World conquest or steps required to be able to attack a particular fort/keep (need to control x% to capture a stronghold)? Land design with choke points and ways to cut off enemies approaching/fleeing? 
  18. Like
    APE got a reaction from KatzeWeiss in Suggestion for how pve bosses spawn   
    I've been holding off until Caravans and more features are put in as Alpha and such things will be out end of Summer 2018. 
    However, I have participated in sieges and fort fights in the past and are part of my gripe with their design or lack of it.
    Forgetting the timer aspect (that is improving), the event itself is lackluster to me due to having played games that do more during or leading up to these events.
    Doesn't seem like they've added or improved upon Shadowbane's system from so many years ago.
    Blow a hole in the wall, kill a tree and or stand in a circle. Surprised they can't come up with anything more exciting or challenging.
    If combat and builds were top notch where fighting and what not were amazing I wouldn't be so let down, but neither is that good.
    Just seems like a rather repetitive experience without much complexity or strategy involved. In the moment it is still fun, but I'd rather have more fun in my fun.
    Maybe I'm greedy or have too high expectations, but where are the front doors being knocked down? Battering rams? Boiling oil? Ladders to scale the walls? Multi-layered inner walls/doors? Guards that can be placed or roam or are useful? World conquest or steps required to be able to attack a particular fort/keep (need to control x% to capture a stronghold)? Land design with choke points and ways to cut off enemies approaching/fleeing? 
  19. Like
    APE reacted to veeshan in Thoughts on Tanks?   
    Provoke skill in a disc: provokes a target reducing there dmg output by 50% on all targets but you. There should be a noticeable indicator for person taunted showing the target/targets that taunted him. 
  20. Like
    APE reacted to ferrat in Minor Disciplines - The Good, The Bad, and The Ugly   
    I get why you feel that way...

    Mounts are faster then bard unless you twist....
    135% OOC speed = Pack pig = 1000g 
    130% OOC Speed = Bard = 1 Major slot and one skill slot
    140% OOC Speed = Twisting + Bard = one minor, one major, one passive, 4 skill slots (and with recent changes to the engine it can only be twisted on combat bar and falls off out of combat)
    Movement engine needed to be fixed, so they fixed it, but it broke bard mechanics.... nothing was done to fix it, even after data was presented.
    People stop playing and testing because the state of the game is poorly made socks.. they overhaul loot drops and availability of runes.. to get players back. and destroy the viability of 4 skill majors... including bard and others... 
    They keep making changes to the game that break the major. and don't seem to even consider it...
    and that is likely due to people like yourself who are all over the forums parroting group think ideals.
    Its a self perpetuating cycle... It sucks because its broken, so lets just keep telling the whole community it is worthless and discourage people from trying it. then the devs won't care if they break it more and make it more worthless, because the community doesn't care and you get to feel like you are right.
    im just gonna be the guy that keeps saying hey, this has potential. and give ideas on how to make it more viable. you can thank me later
  21. Like
    APE reacted to Zatch in Minor Disciplines - The Good, The Bad, and The Ugly   
    Almost every disc needs an overhaul. Almost all of them are the exact same as when they were implemented two years ago. A large balence pass/addition will do wonders for the state of the combat. 
    It seems like their focus over the last six months was getting the crafting and disc aqusition systemd into the game. Hopefully a major combat pass will come with the dregs or soon after.
  22. Like
    APE reacted to mystafyi in Suggestion for how pve bosses spawn   
    I am not saying harvesting should be threat free. I am saying that we cannot rely on the cat/mouse paradigm in this game to generate meaningful PvP, this must be addressed through other avenues.
  23. Like
    APE reacted to Duffy in Suggestion for how pve bosses spawn   
    Im amused you alluded to an analogy of team game with even sides, set rules and defined playing area to try to explain why play to crush finding and killing farmers is just like a competitive sport. (Spoilers they are not at all the same). A better analogy would be if the opposing team could show up to our practice with twice as many people, steal our ball and break out legs, and then get declared the winners.

    Again, I dont care that theirs risk and PvP. But I'm not gonna pretend the goals of the activities magically align, cause they don't. Which is one of the root problems of sandbox games and why you always run into this conversation about sheep vs wolves and how fair or not fair it is etc... You can either acknowledge that maybe their's something to the root of the argument, or you can keep claiming everyone is wrong and you don't understand why this keeps happening.
    If only we would just be better real PvP sandbox players!!! /s
  24. Like
    APE reacted to Duffy in Suggestion for how pve bosses spawn   
    Depending on what side of the equation you’re on for a given day dictates your goal. If you happen to be PvEing, your goal is to avoid the risk of PvP. If you’re looking to PvP, you have no risk and get annoyed that you’re bored.
    This happens because the two goals are the opposite of each other even if you accept the caveat of the game these actions take place in. I’m fine with the risk of PvP, I still don’t want to run into a fight when I’m farming, ergo I work to avoid it thus negating someone else’s desire to PvP me.
    You can complain that it shouldn’t be that way or that people should play another game. And yet here we are seeing the same old thing happen over and over again and everyone acts likes it’s some big mystery or surprise.
  25. Like
    APE reacted to Tinnis in new siege schedule   
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