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Zintair

Testers
  • Content Count

    22
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About Zintair

  • Rank
    Hatchling

Profile Information

  • Language
    English
  1. I just leveled my first Knight. I spec'd it swordsman DPS and I rolled a Fae. Right off the bat the mobility I felt I had on the class was really good. Now it's very tough to tell currently because we haven't had any PvP but I feel like the Swordsmens DPS can;t really be figured out yet. I don't think there is any mob in the game that could really show the true power I think it can do. It's not a one hit big damage, but you die of 1000 cuts more like. I don't feel a great synergy with some of the abilities. The Shield Rush feels completely awkward although the idea is great and
  2. 1) Targetting still seems to be an issue. If I am trying to just hover over mobs to see what level they are/details I don't always get the lock right away. Sometimes I have to "fish" or "find" the sweetspot to lock on. It is the same and even more pronounced on looting. All mobs when hovering over them naturally I'd say 60% do not get the lock. For Aracoix I have to literally move to their feet and face a specific direction in order to get a lock on them to loot. 2) The sections that are pathfinding/trailerblazer on the map didn't always appear intuitive to me. Yes there were certai
  3. I gotta be honest there is a lot more bad here then there is good. I've kind of compiled this after talking with people and really digesting everything I saw as compared to live. Originally I thought this test patch was going to provide ADDITIONAL stuff and changes to what I was playing on LIVE. It did not feel that way. What I played felt like a regression. I think there are some fundamental problems with the game at the moment. 1) I do not like the changes to the dodge roll for some races. Having them unique gave more flavor to the races. Please roll that back. 2) The in
  4. Also this... there is a major gap in power through passive trees (which I’m ok with) and vessel and gear. i like the idea of the vessels too but it shouldn’t be so difficult to get to a blue vessel. I see the blue vessel as a solid ground to be competitive. I could be wrong however. Add to that some purple gear runic weapons etc and this player should be able to take on someone of legendary vessel status and beat them if they are better or their class counter the other. the upkeep of items will keep the pve healthy market healthy etc but make it so it’s not multiple campaigns
  5. On some aspects I agree but and like I said it may Ben the DAOC talking in me but I want there to be a point where I’m just fighting other people of similar gear score/power all the time. I personally don’t want to search out people and gank them for their resources and call it pvp. I want to 5v5 I want to 10v10 I want to 5v10 etc etc. I feel at the moment the evil pve demon is always looking over my shoulder whether it’s durability, my vessel, the lack of major or minor etc. this isn’t to say dealing with those things are bad I just don’t want it to be so time intensive that it litera
  6. The game design in its current iteration is a disaster if pvp is the main goal. People want to be competitive and so if that means purple vessels that’s what is going to be the eventual requirement. This involves a serious amount of pve and possibly even multiple vessels to do. But instead of discussing it I am just going to list the problems I see already in my first campaign. 1) vessels require pve in all aspects to get from multiple fields of gathering and crafting. 2) gear and the fast breaking of gear requires a significant amount of pve to farm mats and maintain or upgrade a
  7. Exactly! Something else that makes it a viable non main healer but can throw mediocre heals as well as other utility that’s not direct damage. resistance buffs like @mandalore said resistance debuffs - could Ben implemented in the tree to choose which you want to debuff not physical however or bleed poison snare etc etc
  8. Well typically the true pvpers are more interested in being the underdog for the better fights. If winning is the goal stacking sides is the way to do it. If good fights and a competitive atmosphere is the goal maybe some should go chaos next campaign. im quite happy on order and enjoy the uphill fights personallyjust need the vessel and gear to be at competitive level. Getting there tho .
  9. I think my biggest disappointment is the lack of chaos. Even if one side is more heavily populated a three faction game can make that much more bearable even down right fun. aside from veeshan and his group I haven’t seen to much chaos and that’s sad panda.
  10. I know arbiter would be heal cc support and radical would be Dps heals hybrid was what I was saying. Get rid of the full Dps and make that the opposite hybrid. Radical - Dps and off heal no CC crusader - As is full heal support basic root cc arbiter - CC support heal hybrid maybe a debuff or 2
  11. Just add something at the side top of your screen much smaller saying it briefly then disappearing automatically. +1
  12. This I agree with at least for cleric to a degree buT I think for choices for me I was hoping more heal or more cc options. So one way could get you that added support power and another way could add more cc or enhance already have Cc so you can’t really be great at both type of thing. It should be the same for radical I think too for Dps abilities or stats or healing stats. not sure I agree with cleric being able to fully Dps there is already plenty of that.
  13. They just need to improve the entire mechanic it can’t stay as it is. One third of every single class is broke because of it. Once it’s corrected to whatever system they implement I think the arbiter will shine I just don’t think it’s going to be one or two things that’s going to be enough. There are sweeping game mechanic changes of sledgehammer nature that need to happen before we can start using the scalpel. that being said... on blue+ vessels you should be able to start hybridiIng your cleric. Lots of int spirit and con could allow for a nice base of mixed stats. Combine
  14. I think the biggest issue and it’s a all class wide issue is the one tree for each class is supposed CC. I personally like the potential to do a little of everything. I don’t think it should be able to do any respectable dmg. It should be a CC disrupter first that can toss spot heals. KD/stuns/snare/KB and the ability to heal and slightly better than crusader Dps. Maybe give them the option to debuff instead of some CC. there is so much unused potential with this class. Edit: I think a lot has to do with the complete lack of choice in what needs to be taken. Add in
  15. I wasn’t thinking the same. I just built a blue vessel for int but if I put all my points into spirit I might be able to come close to the cap with gear and talents.
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