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Mysticraven

Testers
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  1. Like
    Mysticraven got a reaction from swordandkeyboard in Frostguard Support Build   
    I'm really liking this layout. It's not for everyone's playstyle, but as a support build that deals damage....it's solid! High mitigation, Cleansing capabilities, and buffs, you can give some pesky players the cold shoulder.
     
  2. Like
    Mysticraven got a reaction from Parallel in Being Different Will Push Success   
    I'm loving the changes, and what the Devs are doing is amazing! Once the net coding gets smoothed and a few bugs ironed out, this will be one hell of a game. Unfortunately, I've already bumped into your "elites" 😂. I think they're stuck in Shadowbane (sorry Todd, no offense), but if this game is going to be successful it needs more than polish...it needs diversity; and so far love it! So I did a poll just to see players thought. So far...50% consider themselves lone wolves. My point....not every player wants to play it their way,and the more that don't...the more this succeeds. Not because they don't want to PVP, because real conflict are people wanting to be different.
  3. Haha
    Mysticraven got a reaction from corvax in Being Different Will Push Success   
    So I'm wondering if you guys want more players playing, or do you want a stale game? Y'all some toxic haters. Maybe we should poll you guys how many PvP MMOs you've experienced 🤔
  4. Like
    Mysticraven reacted to Deathadders in Being Different Will Push Success   
    Can you provide some suggestions on how you think this game can improve?
  5. Like
    Mysticraven got a reaction from BarriaKarl in Things develop before launch!   
    Coming from other siege style games like DAOC, GW2, SWG, and ESO, I think the premise is solid. I do think they need trash the timer on forts, but keep the one on keeps. Keeps take time to build defense, but for smaller guilds to be competitive they need forts to make up points for not holding a keep. This also keeps larger guilds on their toes, because smaller guilds can coordinate their time more efficiently.
  6. Like
    Mysticraven reacted to Deathadders in Being Different Will Push Success   
    Mysticraven
    I don't really understand what your trying to get at. Instead of complaining about the game why don't you give some reasoning behind your statements. Someone who states they have a large experience of pvp mmos, you don't seem to provide any actual ideas or suggestions on how to make the game better, instead you attack people that have been playing Crowfall longer than 1 year minimum. How would you make this game have more diversity? 
    I never played Shadowbane, but I have played Crowfall on and off since 2016. If people are telling you your builds wont work, at least ask them why instead of attacking them that they are stupid or something, they are telling you instead of laughing at you struggle while getting deleted by these "elitist" which are just honestly people that have played the game longer than you. I would say a majority of the community is in a age group for 30+, therefor most of us have been around the start of the MMO genre. 
    The Crowfall community itself are good people that will help if you ask, sure there is internal drama between the large guilds but in general most of us are on good terms with each other and most of the guilds have been in alliances between each other. The dev's listen to use unlike many other mmos that have come and gone,
    People with your attitude have come and gone, but hopefully if you decide to stay, you can change your attitude.
     
     
     
  7. Like
    Mysticraven reacted to Wilbur in Being Different Will Push Success   
    I've played Eve for many years, does that count?
  8. Haha
    Mysticraven reacted to TommyTwoSocks in Being Different Will Push Success   
    I've played Crowfall. Have you?
  9. Haha
    Mysticraven reacted to Wilbur in Being Different Will Push Success   
    When you say we, are you referring to the voices in your head?
  10. Haha
    Mysticraven reacted to TommyTwoSocks in Being Different Will Push Success   
    Right now a lot of your builds are like some dude strapped a bunch of fireworks to a trashcan, got it to lift a couple meters off the ground, and started claiming it's a safe and expandable new method of air transport. Just go in the PVP zones at least homeboy. You sit in that trashcan and fly to Missouri without extra luggage fees and I'll respect it.
  11. Like
    Mysticraven reacted to Bear_dad in Being Different Will Push Success   
    Only the weak bend the knee
  12. Like
    Mysticraven reacted to yianni in Being Different Will Push Success   
    poll* not pole... 
  13. Like
    Mysticraven reacted to Marklarr in Being Different Will Push Success   
    I would like to see the numbers when a couple 100 people vote to get a better data model, 15 is too small a sample size to really get any good idea about what diversity is needed.
    I think if i could, i would have ticked all the boxes because depending on what i am building the build to do and at what scale would tell me what i am looking for, there is no build to rule all 4 answers without being horribly sup-optimal in all of them and get destroyed by specific role and scale based builds for that role.
     
     
  14. Like
    Mysticraven reacted to Marklarr in Being Different Will Push Success   
    very interested in this poll, got a link?
  15. Like
    Mysticraven reacted to Galahorn in Things develop before launch!   
    Until they integrate the concepts together, the game will remain tedious and boring, except for a minority of bigger alliances during siege time. Lots of good concepts are in this game but still badly integrated. Good news is that beta is still the time to fix the pieces. For example:
    The node system, diversity of ressources and tools are all great on paper. But the lack of scarcity and scaling is making gathering boring. Gathering also remains tedious for some professions (skinning). Finally, if you can get iron everywhere, why bother to go out in the world? Here, we need specialized areas and scarcity. A guild that owns the only ore fort of the zone will sure try to hold it and make trades for protection.
    Crafting is very deep with many layers of quality and stats that can be added. But with mobs dropping weapons and the badly optimized crafting the profession became unfun. I wanted to be a blacksmith in this game but what is the point... After 30 minutes of mass clicking, I get a failed assembly despite 98% of success, that transformes my purple into a worst blue than what war tribes are dropping. Made me dropped crafting. Not because of the fail. Because of the fail after 30 minutes of clicking. Get the blueprints and the factories in. It is a must... Also give a clear advantage to player made weapons, even the white ones. Attributes for example, could be reserved for player made weapons, along with more durability.
    Caravans and refinery. Well, good concepts again but not integrated with the rest of the zone control game. The post suggesting trade routes that could be cut or protected by players is a very great idea that should be in game. Like mentioned, stealing or protecting caravans can make a place for smaller guilds in the land. And for landlords, no more automatic loot chest to sleep on. They would need to protect their trade routes to gain something.
    Sieges and territory control. While that part is a bit underpar on what was promised, the concepts are still in for a fun game. But keeps and forts need specialization. If all forts look the same, there are no incentives to grab or defend a location, other than getting a few points. This is not fun, points should be a bonus to some greater strategic purpose. Like, I need this specific town since it produces silver and I need silver based ores to equip my guild. 
    The whole siege system should be revamped to integrate zone control element. Timers are bad. Here there is so much work to be done for it to be fun. Small guilds need to play a role for sieges. Sieging a keep should involve specific conditions that are zone related. Like holding key locations to be able to damage the tree. Or triggering fort sieges (not keeps) by gathering a unique item from a rare mob drop instead of a dumb timer. This would transform a blob into many agile groups fighting all over these zone objectives to prevent or conclude the siege.
    Recent posts proposed ways to improve PvE and put it in the loop of daily activities. Progressive difficulty of camps as they are cleaned up is another good idea that should be in the game and proposed recently by some. PvE is the week part of the game: lore is minimal, mob diversity is bah and mobs are way too easy. Most of all, they don't generate much PvP since they play no role in the game loop and their drops are basic, except for bosses. If killing an Herald would trigger the siege windows for a given fort of that zone, I am sure guilds would compete for these PvE spot. 
    Finally, I think the characters in cf remain the greatest strength of the game. The revamp of the skills, of the attributes and of the progression is bringing more diversity to a concept that already offered lots. Yes it needs to be adjusted there and there but it remains the area nearest to completion. I still hope they will add ww and vampires in the mix but oh well if they don't upon release (could be future expansions). 
    We'll soon know if these concepts will integrate to form a great PvP centered game loop or simply fall short. I truly wish for the first since it would be sad to waste many good concepts because of poor integration. Good luck to the developers for the next updates of the game, these updates are crucial for the future of this game.
     
     
  16. Like
    Mysticraven reacted to veeshan in Jewelry Crafting & Harvesting   
    I understand the devs wanting to make advance disapline which take mother nodes to do however i think there better off having tiers for advance gears atleast 2, one fairly easy to make and 1 that requires items from mother nodes examples of tier 1 and 2 we currently have would be 

    Tier 1
    Advance weapons
    Advance Armor

    Tier 2
    Runic weapons
    Jewelery
    Vessels

    We need some basic forms of jewellery like i mention earlier lesser quality gems coming from normal nodes that provides less stats.
    We also need runic armor (we might already have it now but i havant touched armor smithing in forever) these should take something from mothernodes like gems.
    Basic vessels should be vessels that just take body parts to put together no ambrosia/minerals however these will ven vessels for vendors and thralls for example instead of player vessels
    Tree should also have a mother node where heartwood drops and runic woodworking recipe and swift quivers should take heartwood to make, where basic quivers shouldnt require heartwood to make (Also arrows on player vendors please for those classes that cant use quiver but use a bow like brigands)

    Basicly all equipment should get an easy version to make and a hardv version to make where the easy version should be doable solo aka no mothernodes, however all advance versions should require mothernodes to make. 
  17. Like
    Mysticraven reacted to veeshan in Jewelry Crafting & Harvesting   
    I think there should be some low tiered jewelery that is a little easier to obtain, even if they added 5 low quality gem types on normal noces that provide same stats as the currently one however they only give half the stats as the Mothernodes ones.
    lets says there quartz on normal gold nodes and diamond on gold mother nodes (lets assume oval diamond is crit chance for example) so oval quartz cut would grant 1% crit strike chance base where the diamond oval cut would be 2% base crit chance.

    This would allow for easier time for getting disapline for jewelers and allow them to produce some cheaper jewelery pieces to put on the market or to equip guildies if there regular kind is being too difficult. all in all it will creat a market for gems (Atleast the cheap ones) since guild will tend to hold onto Mothernode gems and pawn off the normal node ones in favor of ML gems where smaller or indepentant players/crafter have access/market place to buy the cheaper one to keep shops going with jewelery.
    I feel it better for players if they feel there able to fill all empty slots on the paper doll rather than fighting with empty slots even if there not as good quality.
  18. Like
    Mysticraven reacted to yianni in Jewelry Crafting & Harvesting   
    maybe poor and common. wouldnt go any higher.
    getting JC disciplines in 6.3 sucked, i mean in all professions it sucks because of the wasted resources due to the fact that early crafted armor is poorly made dergs compared to war tribe gear
  19. Like
    Mysticraven got a reaction from Sloppy in Things develop before launch!   
    Coming from other siege style games like DAOC, GW2, SWG, and ESO, I think the premise is solid. I do think they need trash the timer on forts, but keep the one on keeps. Keeps take time to build defense, but for smaller guilds to be competitive they need forts to make up points for not holding a keep. This also keeps larger guilds on their toes, because smaller guilds can coordinate their time more efficiently.
  20. Like
    Mysticraven reacted to Ruq in Mana Pool   
    Stamina is related to retaliate, sprinting, and blocking. It is not simply a "resource" like mana is. Health is similar, in that is it not a "resource" like mana but is directly related to your health bar.
    Mana, rage, pips, etc. are all only related to resources and skill use in-game and have discipline or talents associated with them. Health and Stamina are not "resources" like the aforementioned resources.
  21. Like
    Mysticraven reacted to Scorn in Armor Mitigation/Penetration Breakdown Discussion   
    (Feel free to tag anyone you think may have some good thoughts or ideas on this)
    I'd like to talk about Armor Mitigation and Armor Penetration and my worries with the currently implemented system.
    I'll try to keep it somewhat short.
    This is especially relevant to my worries about new players vs established players with training/gear.
    This is also ANOTHER way in which Crowfall is built in such a way that characters built for damage WILL outpace and outmatch characters built for Healing or Survival.
    Which is understandable, Death comes for us all but the current values are too extreme.

    Armor Breaks can take an Armor value to -%s but do not actually increase the damage taken. 0% effective Armor value seems to be the minimum.
    From what I can tell from testing Armor Penetration directly cancels out a proportional amount of Armor value from a target.
    Currently Armor Mitigation HARD caps at 75%. You can not Over Cap this value. If someone has 40% Penetration and you have 75% Armor you have 35% effective Armor value.
    If you buff your Armor (with Runecaster or Overwhelming Odds) you would still have 35% effective Armor. 
    If you were hit with a 20% Armor break you would then have 15% effective armor...except Armor breaks can be cancelled out with Armor buffs (such as Runecaster or Overwhelming Odds)

    So Armor Breaks and Armor buffs cancel each other out, that's fine and dandy. But Penetration is problematic.
    The only Penetration buffs in the game are Physical as far as I know. There are non-physical armor breaks.
    Because of this, Physical damage will outpace non-Physical damage when those buffs are used.
    There are no Penetration debuffs in the game as far as I know. Though there's plenty of Armor buffs, which don't matter for Penetration once Cap is reached.

    Here we can see that the cap for Penetration appears to be 100.
    There's something to be said for the odd mix of positive and negative numbers on display too but that's a display issue and of less concern.
    A fully trained Ranger can get 24% Penetration from Combat and Class training I believe.
    With Penetration weapons that number could climb another 15-20%
    With a Penetration buff that can climb another 15%
    We're talking about ~55-60% Penetration now
    Before possible Armor Breaks...
    With numbers like those there's not really a concept of 'heavily armored target' anymore as the most effective Armor value you're dealing with is 15-20% 
    Add in Personal Damage Modifier from Block/Buffs and a capped out 'Tank' Blocking would be mitigating 30-40% incoming damage.
    But wait, that could get debuffed too by 15-20% so...

    Basically Tanks get shredded and there's nothing they can do.
    Anyone less than that Tank will only get shredded more down to the effective 0% Armor value
    Now that same Tank against a character without the training/gear/buffs will be mitigating a full 75% from Armor and maybe more from Personal Damage Modifier/Blocking
    If Armor cap were adjusted to match up to the 95% Physical Armor value given by Druid Passive (which of course loses a lot of it's value with the non-overcap) that only makes things that much worse for players without Penetration...

    I think there's a serious problem here but am not quite sure of the solution.
    I would like to find one that does not penalize stacking armor or penetration too much on a trained character but does not leave a new player drowning in the dust.
    I don't think allowing Armor to overcap really does it, while it would address some of my concern with cancelling out higher penetration potential it would screw the new players that much longer.

    Possible fixes all rest on Penetration in my mind.
    Allow/add debuffs that reduce a character's penetration stat.
    Blinds/Dazes could have this implemented, Blurred vision/Shaking Hands etc.
    Lower the Penetration Cap. 30% would seem to have a fairly significant effect while still allowing for Defensive builds to feel fairly 'Tanky'
    Perhaps as high as 40% but that's almost too much IMO
    50% or more Penetration just seems obscene.
     
  22. Haha
    Mysticraven got a reaction from Scree in Frostguard Support Build   
    To whom? I'm already getting people to come, and buy the game. I'm not the type who cares if some laugh, because in the end I always get the last laugh. 
  23. Haha
    Mysticraven got a reaction from Scree in Frostguard Support Build   
    First off... I'm a known MMOer in the world. I've tested for some of the top companies, and titles you probably have played. Second...I always check my math, and the functionality of anything I submit. Third...I also am very clear what the purpose of each build I upload, so players don't get the wrong idea. Fourth...I appreciate the advice...but I don't cling to cookie cutter garbage when I've proven the relevance of diminishing returns in MMOs. I provide a different approach based on individuals play style that's productive.
    Had you actually played games like Rift, ESO, and SWG, you'd had seen the devs here in Crowfall gave you hundreds of customization in your character. Yet....here you all are... acting like some elite brats that will turn players off from the game. 
    If you want players to come and enjoy the game, so it can be a success... y'all need to stop being so toxic
  24. Like
    Mysticraven got a reaction from Hungry in Frostguard Support Build   
    I'm really liking this layout. It's not for everyone's playstyle, but as a support build that deals damage....it's solid! High mitigation, Cleansing capabilities, and buffs, you can give some pesky players the cold shoulder.
     
  25. Like
    Mysticraven reacted to OnYourRight in Frostguard Support Build   
    is this animosity 2.LOL?
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