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About B_bbyAintSad

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  1. Greetings!!!! Has been a while since the last time I've wrote down something. So, today I come forth to suggest a change in the Campaign Territory control. Right now, outposts are open 24/7, Forts usually open up once or twice per day. But whenever I'm in the map, and I am looking for a fight, if I am alone I probably will NEVER be able to find enemies unless they find me. Or I could just simply run in front of the enemies' faction gate and wait for people to come out but that's not the point. The point reguards Map Awarness. While I am harvesting some sweet ore, I would like to have an hint that the enemy is attacking the fort that is in a map nearby. Or it would be lovely if a map indicator would allow me to see which Outpost in the map is currently beeing attacked. You may say "But that would ruin stealth action, there would be no strategy in this" but at the same time it supports solo players to act and reach action points without the need to be in an actual guild. Also you may say "The game already gives signals on what is happening!", yes but actually no. It says "XXXX Fort is beeing attacked" and you have to open the map, read the names and see which is attacked. If you are in another map, it doesn't even say it is under attack until the enemy captures it, at which point you realize it has been attacked just because it was captured Same for Keeps. Same for Outposts. The game feels empty on PvP side. So basically: Give more dinamic signals to the map, something that shows us What is actually happening and where. Even a "Live Log" that says something like "The enemy is attacking a FORT in Aethradal!", shown in the map. If this game is Really PvP based, give more PvP informations.
  2. Greetings! I'm back with More complaining! We are closing up the Campaign and I managed to test out a few Sieges, to understand how they work and what to try and bring on my own. I've really enjoyed exploring the depths of various classes, and I thought about: How can I be the best usefull to my team? I'm more of a support type of PvP, I enjoy fighting but I think my true "Form" comes out on support classes. While I didn't want to be Full Healer, I still wanted to have more utility than damage. I decided to go for a Templar Fury, and I noticed it really has some strong self sustain. But during the sieges, results weren't what I hoped for. I recently obtained a Cleric (missclick, because I had a new vessel and I failed hard) but with "wrong" stats. I decided to go DPS Arbiter, just to test out something new. While it doesn't have nearly as much sustain as the Templar (mostly because of the wrong stats) it still has some decent damage. But what I've noticed between Fury and Arbiter that makes me regret the time I've spent farming exp for them, is Retaliate. Crowd Control is like a Skydive from 100 meters trying to land in a small swimming pool of 2 meters. To be able to make it balanced you really need to hit the target after hundreds of tries. CC as of now in Crowfall seems to be way too strong against PvE mobs, and completely usless in sieges. With the Fury, I am able to take on a GroupBoss on my own while I just keep on Knocking it down with the parry, or Divine Light to heal up once every while. The Arbiter is unable to keep the CC on the same level, because the parry is just way too strong for these monsters. When it comes to Sieges, the CC becomes basically pointless. At the beginning I thought that an Arbiter would be usefull because Rooting couldn't be retaliated. Now it can. In PvP Arbiters are completely usless. As basically ANY TalentTreeBranch involving CC. Everything because of the Retaliate. Why go CC when your opponent can Ignore it and ignore basically any other upcoming CC for 4 seconds? And this can be repeated about 3 consecutive times. Stamina can be drained with this, yes, but stamina also recharges, and attacking doesn't make it go down. I completely understand that Retaliate's true strenght comes for sieges, where many players are involved and you need to be able to recover from lots of hits. But if that means ignoring Talents that were put there for a reason, I would totally rethink about a few thngs. Now you could say "Hey, you are complaining just because you are using that class" but be honest, retaliate right now IS pretty strong, and all CC classes are pretty usless. My tips: Retaliate : Add a Cooldown of 3 seconds After the Anti-CC Status ends. Reduce the Anti-CC Status duration by 1 seconds. Gives at least a 3 seconds frame for CC to actually kick in. This doesn't Excessively boost CCers, but gives them a window they can open by using 2 consecutive spells to CC someone. Parry: While the parry should remain unchanged, the retaliate of the parry should have a cooldown of about 5 seconds. Paladins are just the excellency for PvE. And they are supposed to be healers....
  3. So, I've been recently studying a lot this game. Thanks to the Guild I recently joined I learned what's the proper path to follow to begin being "usefull" and I understood that alone you can't really do much. I've joined this game because I understood it was going to be PvP oriented, where people could fight over resources/castels and such. After about 3 weeks of gameplay, I've yet to take part into a battle, because my stats compared to those fighting regularly at the keeps are just way too low. I have nothing that allows me to compare my skills/stats with those around me or against me. I have no grasp of what's the "Potential" damage that a player can reach, or what's the avarage skill level of the players I'm playing with. Aside from this moaning, I've started preparing myself taking a look at some sieges and videos of fights happening at the keeps. And I've come to the conclusion that the Offense is always at extreme disvantage. "But if that was the case, how can people capture forts and keeps like that?", simply is a matter of targets priority and fighters available. Outnumbering your opponent. The offense needs way more fighters compared to the defence, because the defenders have 1) Guards, 2) Spawn nearby, 3) More safespots to heal because the guards wont attack you anywhere. While now with 50/60/70 Players ingame is kinda obvious that only up to half of them are interested in battling in a Keep, things will escalate quickly when the game goes off Pre-Alpha. I support the idea that battles should be even sided. Especially reguarding the spawn distance. Defenders can spawn inside the keep, attackers instead have a LONG WAY to walk back. Using Planetside2 as reference, I think the game should add something to help Fast respawn not too far from the battle, just temporary. Example: Outposts are basically just Points makers, but instead of Towers and Camps, there could be a 3rd type of Outpost that as captures, could be a Temporary spawn during siege hours of that Parcel or a Fort/Keep's parcel nearby. Also please reduce the durability drop on death, I just lost the whole mail I had after dying too many times to ambushers ç_ç
  4. You are a beast, rating this 10/10, made my day ^^ Thanks!
  5. Hey! I've recently joined the game and have been farming around on my own for a while. I'm really impressed by the Amazing amount of choices the game gives you, creating an actual weapon has never felt more "Real" than this in an MMORPG. I mean, actually depending on my skills and on the materials I get, the stuff I makes is better or worse. I love this. Toh there is 1 issue I'm currently dealing with: Finding a path to follow. I do not know if I missed something or if I'm currently not understanding, I've been roaming around the faction temple for a while and there are some things I didn't understand: 1) Is it normal I can't sell items to merchants? My balance is sad and just by killing village monsters it takes a lot to gain certain amounts of gold. I know I should be able to farm to easly obtain materials and Create stuff on my own, but then wont the NPCs be meaningless? 2) I learned that I need to create a "Mount" item to run faster, but following online guides doesn't help, because the Mount isn't anymore where it was before. Since buying it for 500 gold is taking me a lot, isn't there a fastest way to do this? 3)Is it normal that I haven't made a single Discipline gem yet? I saw some being sold at the NPC, but always same issue with gold. How do I create them? I mean, just today I learned that the stonemasonry is WAY too usefull, but I feel like I haven't even taken the "Noob stuff" that I usually get at gamestart. 4)Is it normal also that whenever I join the game I get a new longsword and a new shield? Kinda annoying now Sorry for all this stuff, I hope someone is able to fill the holes I have left in my path ><
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