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nihilsupernum

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nihilsupernum last won the day on February 19

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  1. One thing that always seems to be overlooked in these discussions: AoE skills are not evenly distributed across classes If you uncap AoE, you are effectively making certain classes much stronger than other based on how much AoE they have access to. Maybe a group of 5 mages slinging fireballs can punch up against a group of 30 enemies if they all land their AoE, but a group of 5 warriors swinging swords is just as screwed as they were in the first place.
  2. They did. It was the September Q&A. https://www.twitch.tv/videos/1135041628 Timestamp: 55:35 The specific quote: I just don't understand. There is no bottom. There is the market clearing price. Anything above that is just waste that has to be created from friction and inefficiency and lack of information.
  3. @Brindylln I'm not buying it. Guild Wars 2 did it amazingly well almost 10 years ago. New World did it this year. Compare the videos of Crowfall vs New World in this thread: Crowfall should do better. Now, GW2 and NW get their reactive gameplay by having invulnerable dodges and evading movement abilities. Fine. If that is the compromise, then DO IT. It is absolutely worth it to make the action combat feel right. Crowfall feels like a lie. It presents action combat to the player but isn't really action combat.
  4. How can we have a skillful pvp game if there is literally no counterplay to abilities. Look at this! I know exactly what my opponent is going to do. I'm custard ready for it. I react to the animation and ... nothing.
  5. I think I've been saying this forever, but Barb - 300 cost ult, undodgeable, breaks CC. That means they can do it basically every 5 seconds in a fight. That means they are not interacting with the stamina system at all. They can basically never be CCed and also have a spammable "I win" button against any kind of melee. As a melee control spec, I can literally never get a CC to stick because they're always going to have either retaliate or an ult up. That means anything I do is going to be disadvantageous to me, as they will just ult out of it and hit me for more than I hit them. Edit: not to mention the additional CC immunity post-ult, plus the PDM
  6. First, thanks for increasing the draw distance from 75m to 100m. That's way better .. but it's still not close to enough. We need player models (or at least some kind of placeholder) to be rendering at the same distance that effects are currently showing up. Imagine a commander looking out across an empty flat battlefield in clear weather and just .. not being able to see their forces one second and seeing all of them the next. It's jarring, unrealistic, and it makes it too difficult to make good decisions about where to go based on enemy movement.
  7. Elken racial power, probably, and the compound bow if you don't already have one. I don't think 75m is possible though. I think the limit is 60-something.
  8. There's a base ranged distance for ranged attacks - eg. 15m. The ranged distance bonus stat will increase the range of these attacks up to a certain point, which is the ranged distance bonus cap. By default, I believe the cap is 20m, so you can potentially get up to 35m range on that 15m attack. It's relatively easy to get ranged distance bonus in Crowfall, but pretty difficult to get ranged distance bonus cap. Only a few things (ranger talents, Elken racial, compound bow) will increase the cap as far as I know. Everything else is just plain RDB. If you're trying to optimize, you probably want to aim to have your RDB = RDB Cap so you're not wasting any distance.
  9. Because game development costs time and it costs money. Any time and/or money that goes toward this is, in my opinion, a waste when there are more pressing concerns in the UI department, like chat for example. It's not a simple matter of just "loading up WoW" and "stealing" it. There's programming and testing. That has a cost. Thus, my opinion on the design review: Don't do this at all.
  10. Opinion: This is ultimately a waste of developer time that could be spent on other things. Reason: Loot in Crowfall is in general not valuable enough to be worth taking time to roll on. For the most part, the really good stuff is all crafted, and the other items come so quickly when farming a camp, it would be tedious to be clicking on a loot window all the time. If anything, I think it should just be a basic round-robin loot distribution or else looter take all like the current system. Crowfall is a guild-focused game, and most of the time players are going to be grouped with guild members that they trust. They can work out a fair loot sharing policy between themselves.
  11. I mean, I'd take that even further. I don't want to run back to temple at all to check what vendors are selling. I also don't want to run from vendor to vendor mousing over items once I'm there.
  12. If the game is only going to render players once they're already in your face, could we maybe get the "fog" effect from some of the swamp areas in the entire rest of the game? It would feel more realistic.
  13. 1 ult charge is still not enough for playing Cutthroat/Vandal in any kind of fight that's not a 1v1. Blackguard doesn't need it because it has ridiculous sustain, but the other two promotions need something because they can't trust the ult to actually work. There are too many rangers everywhere with detection up, and more importantly, the fight just often requires ulting more than once. This is a game where you can take 5k damage in the span of a second if a confessor so much as looks at you. Ult is literally the only tool assassin has to get out of that. What happens if a confessor looks at you .. twice? 1 ult is not enough. Someone in another thread suggested refunding SP on a kill or assist. I think that would be a good compromise.
  14. I use 1v1 as an example because it simplifies things without having to cover every possible combination of classes fighting each other, but also because players themselves assume that there is some semblance of 1v1 balance. You hear it in general chat every time someone is thumping their chest like "hurr, you needed 3 people to kill me". It's not. Example: Neckbreaker. What do you think the conterplay to Neckbreaker is supposed to be? Well, from the animation, you would assume it is to dodge or move out of range before the opposing player slams back down to the ground. You'd be wrong. That doesn't work. So if you're another melee class, any time a champion presses their neckbreaker button, (and they can press it really often), you are going to take a lot of damage. Most melee skills work like this. They just go off and there's nothing you can do about it. (well, maybe the block classes can proactively block, but it's not like they can see the animation THEN choose to block)
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