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6.540 TEST Feedback for 6/29/2021


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TEST Patch Notes  

Please share any feedback you may have from your time playing the game. This includes subjective observations about your gameplay experience. Bugs that you have encountered should be directed to TEST Bug Reports and don't forget the Legend for ACE feedback on Bugs reported!

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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Do not meddle in the affairs of dragons, for thou are crunchy and go well with ketchup!

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The amount of Mushrooms cooking requires.. vs how many you find on the map.  Things aren't adding up.

Edited by Soulreaver

Huginn ok Muninn, fljúga hverjan dag, Jörmungrund yfir; óumk ek of Hugin,, at hann aftr né komi-t, þó sjámk meir of Munin

Gathering of Ranger videos

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A lot of the Abilities you get from disciplines are "Animation" wise slowed down for 2 handed users.  For a Dual Yielder though this becomes a slow and not even hard hitting ability, meaning they are rarely used since LMB is fast, more damage and ignores the whole requirement to think/worry about the combo system.

Examples of this are : 
- Blademaster
- Bladedancer
- Master of Swords
- Master of Daggers
- Poisoner

and so on.

Huginn ok Muninn, fljúga hverjan dag, Jörmungrund yfir; óumk ek of Hugin,, at hann aftr né komi-t, þó sjámk meir of Munin

Gathering of Ranger videos

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The launch time harvesting and crafting grind is nearly upon us.  It would feel a lot better for everyone if you'd double the number of ore and stone nodes currently available in the starting world.  Use this extra amount to correct what's currently missing in the progression:

  • Small nodes are very sparse (both stone and ore)
  • Low rank nodes are non-existent for beginning harvesters; both low rank (1-3) and mid-rank (4-5) should be available to progress on.  The only low ranks in the game are in Earth/Sun/Moon, which do not drop uncommon runes.
  • Ore motherlodes are relatively few in number compared to stone, and are heavily skewed to tin and copper.  It makes me wonder if there isn't some Big World code still hiding in world generation from when ores were tiered.
  • ML's in general start at rank 4, which kinda stinks for teams starting out with only common runes and intermediate tools.
  • Iron in general (both small and ML) is *exceedingly rare*, which is very unfortunate when it comes to leveling up crafting professions like Armorsmith.
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As of right now there is very little reason for most champions to even consider using a great axe IMO. A great axe currently has 40 weight which is the same as a great sword, the issue being that a great mace has a weight of 75 and even a normal mace has a weight of 50. The first problem is that since the neckbreaker has crushing damage (which shouldn't change) it means that you can only buff slashing or crushing with your build/gear as opposed to a mace which allows for you to gets armor/build buffs on your weapon and ultimate. While I'm not familiar with barb I cannot see a reason for for any of the Champion promotions, especially Alphas, to not use a mace.

The synergy problem comes down to the ability for any champion to use a 2H mace with armor that has crushing pen that will then boost the power of both neckbreaker and the weapon. All champions regardless of promotion can take the Battle domain which allows for Demolisher which grants cracked armor, a group wide 15% armor pen. There is no combo like this for 2H axes available especially the lack of a Cracked Armor alternative

 

The options I can think of at the moment are to:

-Increase the weight of the great axe closer to that of the great mace to make them more equal while still allowing for a different playstyle via using the axe.

-Make crafted great axes able to roll higher dmg more easily

-Give one or more of the promotions an incentive to use an axe such as an alternate neckbreaker that does slashing damage or higher slashing damage caps/bonuses on the pre-domain talents

-Create a major discipline for battle/champion that is similar to Demolisher or Kane's Apostle that provides a slashing armor pen to allow for the same powerful combination or a different discipline all together that allows for a strong slashing based combo.

 

Hope you consider some of this and rework the great axe's lackluster position in the Champion class

 

Unrelated thing:

Add a piece to the starting ability of Templars to explain righteous parry, I see so many people that don't understand that it is an ability related to your block because there is no ability card for it.

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I really love the day/night toggle in EKs but can you please add an "Editor Toggle" so the EK owner can see his EK without all the edit options.

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