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TowB

Max passive skills for all

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Would like to know ACE's reasoning for not doing this during testing.

Would remove the assumption that passive training helps/hinders outcomes currently, would allow everyone to try everything aka test everything fully, would give more incentive to actually try different things, would remove the idea that people are useless unless trained to a certain point, etc.

Having us at different passive trained stages now doesn't reflect realistic training at launch due to various reasons, most of which can't be accounted for during a pre-alpha such as this.

Really don't see the cons to the potential pros of doing this.

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It is all about where and what we want tested.

On the Test server, post a system making it through its initial implementation paces, there really is no reason to not artificially boost player acceleration. (this is why even with the new leveling process and flow in 5.100, we let everyone bypass all of it it in favor of testing out fully tricked out characters with all powers in the 5.100 cycle) The powers bugs were far more important to shake out than leveling. We might have not even known about the ranger traps/druid orb problems until live as no one would have been using them since they would have been leveling instead.

On the Live server, we always want a playable game, with as much content (rough edges and all) as we have, because it tells us what edges are razor sharp and need to be fixed as soon as we can. This means we really don't want artificial boosting in unless we really need it, because it hides those super rough edges, and we end up all fooling ourselves what we need to do with a particular system.


Thomas Blair
ArtCraft Entertainment, Inc.
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57 minutes ago, thomasblair said:

It is all about where and what we want tested.

On the Test server, post a system making it through its initial implementation paces, there really is no reason to not artificially boost player acceleration. (this is why even with the new leveling process and flow in 5.100, we let everyone bypass all of it it in favor of testing out fully tricked out characters with all powers in the 5.100 cycle) The powers bugs were far more important to shake out than leveling. We might have not even known about the ranger traps/druid orb problems until live as no one would have been using them since they would have been leveling instead.

On the Live server, we always want a playable game, with as much content (rough edges and all) as we have, because it tells us what edges are razor sharp and need to be fixed as soon as we can. This means we really don't want artificial boosting in unless we really need it, because it hides those super rough edges, and we end up all fooling ourselves what we need to do with a particular system.

Love the response ❤

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there we go with the right perspective. it is about what they want tested.

guess to care about the poor new backers who feel worthless in the pushed gameloop until next reset is another perspective.

but even on TEST they wouldn´t be able to taste the " favor of testing out fully tricked out characters with all powers in the 5.100 cycle "

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1 hour ago, thomasblair said:

It is all about where and what we want tested.

On the Test server, post a system making it through its initial implementation paces, there really is no reason to not artificially boost player acceleration. (this is why even with the new leveling process and flow in 5.100, we let everyone bypass all of it it in favor of testing out fully tricked out characters with all powers in the 5.100 cycle) The powers bugs were far more important to shake out than leveling. We might have not even known about the ranger traps/druid orb problems until live as no one would have been using them since they would have been leveling instead.

On the Live server, we always want a playable game, with as much content (rough edges and all) as we have, because it tells us what edges are razor sharp and need to be fixed as soon as we can. This means we really don't want artificial boosting in unless we really need it, because it hides those super rough edges, and we end up all fooling ourselves what we need to do with a particular system.

So why not max passives on test server. As surelia pointed out, you’re really not testing the full capacity of it without the passives. 

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32 minutes ago, Surelia said:

there we go with the right perspective. it is about what they want tested.

guess to care about the poor new backers who feel worthless in the pushed gameloop until next reset is another perspective.

but even on TEST they wouldn´t be able to taste the " favor of testing out fully tricked out characters with all powers in the 5.100 cycle "

Thats fine and all but when people complain about the lack of pop they know who to blame. 

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Posted (edited)
3 hours ago, thomasblair said:

It is all about where and what we want tested.

On the Test server, post a system making it through its initial implementation paces, there really is no reason to not artificially boost player acceleration. (this is why even with the new leveling process and flow in 5.100, we let everyone bypass all of it it in favor of testing out fully tricked out characters with all powers in the 5.100 cycle) The powers bugs were far more important to shake out than leveling. We might have not even known about the ranger traps/druid orb problems until live as no one would have been using them since they would have been leveling instead.

On the Live server, we always want a playable game, with as much content (rough edges and all) as we have, because it tells us what edges are razor sharp and need to be fixed as soon as we can. This means we really don't want artificial boosting in unless we really need it, because it hides those super rough edges, and we end up all fooling ourselves what we need to do with a particular system.

Hey man I hear you out, But the new people are not able to play the game in its current state with out being as good as some of the players who have been around for a few years. We are all testing this game so why not have the skill trees maxed out? It would level the playing field for all. OR You could always WIPE skills again :)

Edited by TowB
I SPELL REAL GOOD XD

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Posted (edited)
7 minutes ago, TowB said:

Hey man I hear you out, But the new people are not able to play the game in its current state with out being as good as some of the players who have been around for a few years. We are all testing this game so why not have the skill trees maxed out? It would level the playing feild for all. OR You could always WIPE skills again :)

A few years? Wasnt the last passive skill wipe less then 6 months ago? Also the passives maybe have a slight difference but dont make or break the gameplay. Im all for maxing the passives out but i dont think its going to level the playing field. 

Edited by Tyrannicall

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18 minutes ago, Tyrannicall said:

A few years? Wasnt the last passive skill wipe less then 6 months ago? Also the passives maybe have a slight difference but dont make or break the gameplay. Im all for maxing the passives out but i dont think its going to level the playing field. 

I have been playing the game for about a year now and no the passives have never been wiped from my start of the game. Make a new account and tell me harvesting ANYTHING or crafting ANYTHING will work out for you ;)

18% Anti Crit - No Big Deal

9% Armor Penatration - No Big Deal

9% Crit Chance - How many points of dex is that you could have in another stat?

12% Crit Damage - How many points of Int is that you could have in another stat?

12% Slashing resist/9% Piercing resist/9% Crushing resist/9% poison resist 

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heres a list of things @Crushedvelvet Wrote, But yah no big deal.

***MELEE***
3% crit chance
25 atk pow
3% crit dmg
3% anti crit
5% hard control intensity

*** Weapons ***
25 atk pow
3% crit dmg
3% crit chance
3% armor pen physical
10% weapon decay reduction
armor pen organic 5%
armor pen elemental 5%
15 support power
25 atk pow
3% crit dmg
5% atk control intensity
100 hp
25 atk pow
15 supp pow


*** Combat Basics ***

25 atk pow
100 hp
3 %anti crit
3% crit dmg
3% crit chance
3% anti crit
25 atk pow
5% movement control intensity
5% hard control intensity
5% atk control intensity
5% armor pen organic
3% armor pen physical
3% armor pen elemental
3% organic resistance
3% elemental resistance
100 hp
3% physical resistance
5% atk control defense
5% movement control defense
5% hard control defense
1% resist all
100 hp
5 Stamina

*** Armor ***
100 hp
3% anti crit
3% anti crit
5% atk control defense
5% movement control defense
5% hard control defense
100 hp
3% ice resistance
3% lightenting resistance
3% slashing resist
3% crushing resist
3% piercing resist
3% fire resist
3% nature resist
3% pois resist
3% slashing resist
3% poison resist
3% crushing resist
3% piercing resist
3% electricity resist
3% fire resist
3% disease resist
3% pois resist
3% nature resist
3% ice resist
1% resist all
100 hp
decay rate armor; -10%

*** Mail ***

100 hp
1% resist all
3% slashing resist
3% crushing resist
3% piercing resist
3% slashing resist
3% electric resist
100 hp
decary rate mail; -10%
3% anti crit
5% atk control D
100 hp
movement control defense 5%
hard control defense 5%

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If you think those minor stat differences have more of an effect on the outcome of a fight than class promotion and discipline choice you are deluding yourself. From a min-max perspective these might let you get more out of top end crafted gear and vessels than someone who just throws on whatever their guild crafter hands them but real talk that is not going to be the case 99.9% of the time.

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3 minutes ago, KatzeWeiss said:

If you think those minor stat differences have more of an effect on the outcome of a fight than class promotion and discipline choice you are deluding yourself. From a min-max perspective these might let you get more out of top end crafted gear and vessels than someone who just throws on whatever their guild crafter hands them but real talk that is not going to be the case 99.9% of the time.

It does matter for crafting and harvesting just as much as combat.

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Posted (edited)
33 minutes ago, TowB said:

heres a list of things @Crushedvelvet Wrote, But yah no big deal.

Get a well made blue vessel and put quality blue & purple gear gear on it. You'll be bouncing off so many hard caps you'll be wondering why people make a big deal out of the combat passives.

 

Edited by VaMei

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1 minute ago, VaMei said:

Get a well made blue vessel and put quality blue & purple gear gear on it. You'll be bouncing off so many hard caps you'll be wondering why people make a big deal out of passives.

 

Only reason why I hit the caps is because of my training thus far, here is a photo of my passives https://imgur.com/XFjLcpN
I am in a purple body with purple everything, Yes things like AP are easy to cap but other things like armor pen or -crit that only comes from some pieces of gear are harder to reach the caps with out the training. My personal armor pen for crushing is 65% in battle.

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1 hour ago, TowB said:

I have been playing the game for about a year now and no the passives have never been wiped from my start of the game. Make a new account and tell me harvesting ANYTHING or crafting ANYTHING will work out for you ;)

 

 

The last passive skill wipe was mid december in 2018. We are currently ~7 months into the passive trees.


C4sIZDW.gif

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