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6.400 Transformation (LIVE) Feedback for 2/25/2021


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6.400 Transformation (LIVE) Patch Notes,  and Legend for ACE feedback on Bugs reported

Please share any bugs you noticed while playing the game, these are objective issues with gameplay. Overall feedback or opinions on systems should be directed to LIVE Feedback

If you encounter disconnection problems, showstopper bugs, or any other issues preventing you from entering or playing the game, please send an email as well as your client logs* to support@crowfall.com. 

*Client logs can be found here: C:\Users\[username]\AppData\LocalLow\Art+Craft\Crowfall

ArtCraft Entertainment, Inc.  [Rules of Conduct]

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Frostguard – Frost Armor / Ice Armory :  Once you have applied an armor to someone you cannot see if they have it or not.  When they lose their armor there is no way of seeing that they have lost

Massive plus one on this. Bandaging in combat currently gives people 4K health (max bandage, obv) There should be some form of trade off for this.

The animation on trees is fast and looks spastic.

Once dregs is live, I'd recommend going back to not above level 31 in Infected, so the new players coming to level and get in a touch of pvp in Skypoint might understand their fights better, why they lost etc.

I don't mind keeping a level 31 character just for when I want to Infected fight.

Edited by Thon
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May we please have access to the information on AP & SP scaling on abilities again, perhaps as part of the "extended tooltip" when you hold left Ctrl when mousing over? I understand the desire for a little mystery to make things less formulaic, but it's possible to reverse-engineer from current tooltips if we really wanted to. Open access to this information would make it easier for us to know when an ability isn't doing what it's supposed to, and to accurately report such inconsistencies.

Edited by Xarrayne
both AP and SP scaling

P.S. Grr Winterblades 🦌

eecdd84bdc5daead4b795a3e075d2347.png

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Curious question.

- Are you able to apply debuffs via parcel (Like the to close to enemy runegate debuff that kills you after x time)
- Are you able to apply debuff to a faction/aka alliance like the debuff you get when you enter the zone past skypoint (into enemy area)
- Are you able to count number of players in a parcel? This one wil prob be the harder part since i dont think you done this previously

Cause if you could do all 3 of these it could be a possible anti zerg mechanic that could be worth experimenting with where they could get debuff based on number of friendly in the same parcel as them say a 5% stacking buff that does -5% AP/SP and HP (Or increased dmg taken) where if you have more than 1 group you get the debuff based on how many players you have over that in normal field parcels, Forts you can pop this up to 2-3 groups and keeps 4 groups or so. of course numbers are suggestive and can be tweaked.

This should help with zerg taking over  the world to a degree and allow smaller guild a fighting chance (Need smaller guilds to keep the game alive).

tbh an antizerg mechanic like this should even make fights more entertaining for larger factions since they might get fights that arnt one sided as often and if 2 zergs clash in the field they will both suffer the debuff so it still even fields there

It may suck having to artificialy change stats like this however for games health/population i think it a good move either way probaly worth experimentation with if it not to hard to do you already kinda have 2 of the 3 things required for it.

Veeshan Midst of UXA

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A way to extract disciplines without breaking them atleast up to purple so they can be used to upgrade them instead of starting over, this is especially an issue with major and exploration disc since it costs so much to upgrade them you kind of wanna skip blue and purple disc and go to orange if your able which takes a long time.

Maybe the option for this would be like Vessels where if you have 1 purple logging disc equiped your able to right click on a purple disc in your inventory and if you have 2 of them it gets upgraded to orange.
This way people will be able to go up in stages like vessels from green to blue to purple to orange without the feeling of having to sit on a blue disc till you have enough of them to make a orange one while using green or white while you wait.
I think it would be a great addition if disc upgrading worked like vessel upgrading also makes thing feel more cohesive across disapline upgrading and vessel upgrading since they be similiar on how they work
Might help with early crafting aswell since people will all wanna skip the blue disc phase atm and go stright tio purple/orange

Edited by veeshan

Veeshan Midst of UXA

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Being a logger is annoying with hungershards (Not as much of an issue in infected but dregs this will be a problem)

Loggers are either gonna loose the ability to harvest certain resources or be required to have a purple mining disc equiped to destroy hunger shards to free up there resources this looses them access to either resource locations or the advance harvesting discs.

Could allow any tooks to harvest them however the other options would be to make hunger shards have a 33% chance to spawn as a crystaline tree (Which does same thing as hunger shards however its a logging node) this also allows loggers to pull in hunger crystals where only miners and quarriers could do before which helps balance out the 3 crafts together since hunger shards are bonus resources for miners/quarriers access too all tree get a common/uncommon/rare resource (Stone/crit/minerals for example but only miners/quarrier also get access to hunger shards. Woudnt mind seeing skinners also get access to shard some way either a crystaline animal corpse could be an option spawning too.

Veeshan Midst of UXA

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10 hours ago, veeshan said:

A way to extract disciplines without breaking them atleast up to purple so they can be used to upgrade them instead of starting over, this is especially an issue with major and exploration disc since it costs so much to upgrade them you kind of wanna skip blue and purple disc and go to orange if your able which takes a long time.

 

2 minutes ago, Thon said:

Destroying disciplines on removing them is fine by me, it's a good hard choice about when to slot a new discipline in the upgrade process.

I also like that Discs are destroyed on removal, but I think there should be a reason to not skip blue.

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Wreckoning seems to be particular strong at the moment, in particular secutor where the knights gets a hefty barrier from there to blow up. I'm not sure how this interacts with barriers stacking inconsistently across classes. It's quite quick to take out an enemy comp if you have multiple Wreckoning users since the 4k max damage is AoE.

It could maybe be resolved by taking the max damage all the way down, although I understand that Wreckoning has before had its issues finding its place in the game.

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36 minutes ago, Thon said:

Wreckoning seems to be particular strong at the moment, in particular secutor where the knights gets a hefty barrier from there to blow up. I'm not sure how this interacts with barriers stacking inconsistently across classes. It's quite quick to take out an enemy comp if you have multiple Wreckoning users since the 4k max damage is AoE.

It could maybe be resolved by taking the max damage all the way down, although I understand that Wreckoning has before had its issues finding its place in the game.

This is a seemingly kneejerk reaction without any real understanding of the mechanic.

 

First off lets address the fact that a secutor, can't do bugger all else for damage. Another aspect is that it's basically impossible to hit the damage cap of wreckoning. Finally, it actually takes a reasonable amount of skill to even keep your barrier up and pop it before it get's ripped off, even on the secutor.

As it stands now, given the classes that even have access to it, Wreckoning is in my opinion in a good spot, and any tweaks just hurts a class that is struggling to breath as it is.

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Champion "Specialization Abilities" (Ultimate Warrior / Mighty Warrior / Brutal Warrior)

Champion is the only that has penalty for  hitting his "UW/MW/BW' ability. There is no need to increase size and become a larger than life target. Please remove this penalty from our "UW /MW/BW" ability. No other class in the game has penalty associated with their "UW/MW/BW" ability. 

 

Make us glow it doesn't matter, but don't make us the biggest guys in the battlefield

Edited by WarRath
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1 hour ago, Thon said:

Wreckoning seems to be particular strong at the moment, in particular secutor where the knights gets a hefty barrier from there to blow up. I'm not sure how this interacts with barriers stacking inconsistently across classes. It's quite quick to take out an enemy comp if you have multiple Wreckoning users since the 4k max damage is AoE.

It could maybe be resolved by taking the max damage all the way down, although I understand that Wreckoning has before had its issues finding its place in the game.

im still yet to find a barrier that stacks on knights, also thing with wreckoning and dmg done to the barrier reduces it dmg aswell so in actual combat it can be rather hard to a full dmg wreckoning. So if u do try stacking barrier ur first one or 2 gonna be chunked before u get your wreckoning off aswell especialy in larger scale fights where barrier can get demolished within the 2nd of being placed on you. I like this skill on tanks because it acts as a natural taunt if people dont attack u you get ful barrier wreckoning hits for chunking hp however if they focus you ur wreckoning due basicly nothing or nothing at all.

Maybe there one that i havant found yet although i havant looked fully for them yet

Also the thing i like wrecking as a skill is ur converting survivability into dmg as it remove your barriers you have when you cast it. so 1.5k hp in barrier = 1.5k dmg.

Also if you remove my wreckoning dmg on secutors i literaly left click for 48 dmg with a 90 dmg mace on naked targets or ability for 80-100 dmg sooo yeah

Generaly my highest dmg output on a secutor is to block and let thorns do the dmg cause it does more dmg than me swinging and keeps me alive longer.

On my secutor my highest wreckoning is 1.8k which was a crit which is super low chance like 6% crit chance (normally it does 1100-1200 without being hit) with max con i can squeeze another 150dmg out of it with legendary majors (For barrier bonus they give) which will put me on max barrier bonus so wont be able to get much higher than that unless i find a way to stack barrier i havant tried stornborn (Think they get a racial barrier) and only tried forcemage anmd unstable mage which none of the barriers stack with knights barriers on there 2 skills. there might be a barrier somewhere in a major that stacks with them i havant found yet although iu have super looked for it yet. 

You cant modify wreckoning dmg at all via dmg modifier, AP, Bleed penetration, weapon dmg or anything like that only barrier amount that i found so far.

Problem is people go wreckoning target dummy and be wow this does alot but in actual practice ur doing half that dmg or non at all cause barrier gets striped via skill or dmg within the 1second of casting it.

Edited by veeshan

Veeshan Midst of UXA

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8 minutes ago, veeshan said:

im still yet to find a barrier that stacks on knights, also thing with wreckoning and dmg done to the barrier reduces it dmg aswell so in actual combat it can be rather hard to a full dmg wreckoning. So if u do try stacking barrier ur first one or 2 gonna be chunked before u get your wreckoning off aswell especialy in larger scale fights where barrier can get demolished within the 2nd of being placed on you. I like this skill on tanks because it acts as a natural taunt if people dont attack u you get ful barrier wreckoning hits for chunking hp however if they focus you ur wreckoning due basicly nothing or nothing at all.

Maybe there one that i havant found yet although i havant looked fully for them yet

Also the thing i like wrecking as a skill is ur converting survivability into dmg as it remove your barriers you have when you cast it. so 1.5k hp in barrier = 1.5k dmg.

Also if you remove my wreckoning dmg on secutors i literaly left click for 48 dmg with a 90 dmg mace on naked targets or ability for 80-100 dmg sooo yeah

Generaly my highest dmg output on a secutor is to block and let thorns do the dmg cause it does more dmg than me swinging and keeps me alive longer.

On my secutor my highest wreckoning is 1.8k which was a crit which is super low chance like 6% crit chance (normally it does 1100-1200 without being hit) with max con i can squeeze another 150dmg out of it with legendary majors (For barrier bonus they give) which will put me on max barrier bonus so wont be able to get much higher than that unless i find a way to stack barrier i havant tried stornborn (Think they get a racial barrier) and only tried forcemage anmd unstable mage which none of the barriers stack with knights barriers on there 2 skills. there might be a barrier somewhere in a major that stacks with them i havant found yet although iu have super looked for it yet. 

You cant modify wreckoning dmg at all via dmg modifier, AP, Bleed penetration, weapon dmg or anything like that only barrier amount that i found so far.

If Reactive barrier doesn't stack with knight barriers anymore, then yea, that's it, nothing stacks at all. which means breaking 2k damage with wreckoning would be exceptionally difficult.

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1 minute ago, UnderGrowth said:

If Reactive barrier doesn't stack with knight barriers anymore, then yea, that's it, nothing stacks at all. which means breaking 2k damage with wreckoning would be exceptionally difficult.

It stopped stacking for me when 6.4 went from test to live, it stacked on test but no longer stacked when it went live, might have been a bug and got changed since i havanmt checked recently.

only way i guess would be stacking crit dmg modifiers and thats only a small chance to go off since u need 3 stats pools up there but if u go all con then all ur other stats wont go above 100 :P

Edited by veeshan

Veeshan Midst of UXA

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The all father statue buff should either buff both disciplines equipped or choose the one in the left slot or highest quality discipline. Kinda sucks trying to get buff with a purple woodworking disc and a white leatherworker disc and you get the leather working buff (Only have that equiped to make grips of poor quality for disapline grinding so i dont have to bother the leatherworker every 2 seconds but now it getting in the way.

Veeshan Midst of UXA

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There some real imbalance between the different craft from what there able to get with crafting stats with optimal class/race combination with stat blocks

For example

Woodelf Frostweaver Woodworking - Stats Str/Int, Max Str 31 and int 121, base line no attribute spent, Total useful attributes = 152
Stoneborn Champion Blacksmithing - Stats Str/Int, Max Str 161 and Int 27 base line no attribute spent, Total useful attributes 188
Human Ranger Jewelery crafting - Stats Dex/Int. Max Dex 151 and 25 Int base line with no attributes spent, total usuaful attribute  = 176
Nethari Assasin Necromancer Stats Dex/Int , Max Dex 152 and Max int 70 base line no attribute spent. Total stats = 222!!!
Elken Ranger Leatherworker Stats Dex/Int, Max Dex 154, Max int 25 base line to attribute spent Total Stats = 179 (Can also take cleric here too it just flips the int and dex around but you get same amount)

So the difference between lowest amount + Maximum stats you can get is 70 which is about a 50% which is an almost 50% difference between the two. you can almost max out both important stats for a necromancer.

The easier solution and i think the best solution to rectify this would be to add a crafter class to the game with a new talent tree where it only grants bonuses to attributes and crafting statistics. The first part of the crafting talent tree would be general bonuses across all crafts like crafting basics and stat boosts and then it will branch off into specialisations (aka woodworker, blacksmithing alchemy and so on. This would allow you to balance crafting professions without impacting combat balance aswell as add difficult choices in the crafting profession.
Could also grant major bonus to the craft from crafting XP since there only combat ability would be a basic attack so there main XP source can be via crafting items. Class should be available to all races aswell. this way you can keep racial bonuses in aswell







 

Veeshan Midst of UXA

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