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Everything posted by Scorn

  1. Scorn

    Healing Testing

    Pretty sure I'm Thor, Nerion is probably Hulk Spirit does give Crit Healing chance yes. Int gives Healing amount. Which stat is "better" is going to be dependent on Player Class and Race/Vessel IMO. Certain Classes will not get much benefit from upgrading the baseline Spirit for more Heal Crit Chance Paladin for example Caps Healing Crit Chance very easily in group fights and Crusader Holy symbol provides a 20% Heal Crit Chance bonus.
  2. *can* It's a bug which requires certain conditions to be met. It's being fixed. If it had an internal CD you wouldn't need to worry about the % of it applying and could balance for it being stronger, either way if it's 5% and noticeable or has a CD. As it is Severe Burning is an extremely weak, though fast ticking, DoT. Makes Fire Arrows and the Nethari racial lose a great deal of potential use or interest.
  3. It's not actually 5% currently, for me it's procced 100% AND it can create an Infinite duration burn. These are being adjusted for future balance. Severe Burning is a fairly weak DoT...but if you're constantly reapplying it, it shouldn't be that strong.
  4. I certainly think that there needs to be some "breathing room" in between Campaigns. This is what Crowfall already conceptually is...just sped up a ton. Early on in the Campaign in Spring and Summer Gathering is about as good as can be, there are bonuses to getting Apples and Dust and any Resource. As the Seasons progress these bonuses become negatives and Resources, especially Food, really is much more difficult to come by. There are some things that need to be adjusted to make this matter more. Seasons should Impact Stat Caps IMO-as is now they have far greater impact on a newer player than one that has training. But if your 'CAP' for Plentiful Harvest was 3, or even 1, in Winter...oof. The Import/Export system allows Resources such as Food to be brought in fairly easily. Dying resets Hunger meter. Animal Meat and Food nodes should get penalties just like Apples, Dust and the normal Resources. Were some of these changed the Seasons would achieve more of their desired effect upon the campaign world and allow player interactions to happen more in line with some ideas expressed. I would like to see the shrinking world mechanic brought back in from Hunger Dome too though to be sure, force fights more and more often!
  5. I would say bring back the channel to capture an outpost as well. This would speed up the uncontested captures and be more realistic with the idea of taking a flag down to put your own faction's up. Make it so that Fort walls too need Siege equipment to break down, watching some 5.8 TEST footage and it looks great barraging the walls or invaders with the catapults. (of course something would need to be done regarding Stealth/Port captures but this next point could work with that) I would also like to see Guards deal HOLY damage until a better implementation comes around. This would ensure that guards, especially higher rank ones, can not be completely ignored based on gear or discipline set ups and keep higher rank guards as a threat that needs to be neutralized.
  6. Foreman actually creates a really nice and simple rhythm if you have enough people in the group. Hit, Hit, Take it Down, Hit Hit, Back to work-Repeat as necessary. With less people you may encounter more Stamina issues but Motherlode farming is pretty smooth once you practice it with your team.
  7. ^^ I've been testing the combat balance of 5.8 for a bit now, not really interested to do more unless there's some changes and shifts that necessitate doing so. The free materials completely dilutes the purpose of having resources in a campaign. Most people won't test actual progression of vessel levelling or farming/harvesting resources, even competing over those resources, when there is no need to.
  8. Personally I liked the way Darkfall handled Recall...it was a LONG cast with a LONG CD (120s with 60m CD) 20s logout timer is also problematic
  9. The largest issue with the Champion in its current implementation is %HP Healing. A 10-15% Heal on a ~20s CD and a 30-40% Heal on a ~40s CD (Averaged out, though you can do it twice in 15s easily-would just have to wait out the UW2) With Champion HP pools being on the same level as Knight/Templar and the %Heals scaling with Personal Healing Mod and Healing Mod it 's a little silly IMO.
  10. There's not really anything more to test, at least not anything that's going to change before 5.8. 5.7 is not getting any changes so it is as it was that first month it showed up on LIVE.
  11. I'll be slapping together a character intro piece this week.
  12. Makin' Knight look good since HD Well fought
  13. I really liked the part where you dropped to 0 HP and dropped a Death Orb but didn't die, without even having Rescue on 8 } Play/Bug of the night right there! Not sure if it was the Haunt or the Standard Bearer, combined with some slight lag but good footage. Good fight, I look forward to more yet to come.
  14. You are certainly not playing the game to the fullest, what game there currently is anyways. There are active pockets of population on all factions though that might vary depending on server or time you play, ask about in General or Zone chat and you may end up running with some others sooner or later.
  15. Scorn

    Run Speed(s)

    I am pretty sure Half Elves are meant to be Half 'Wood' Elf. They do look much more like Wood Elf than High Elf to me. Wood Elf have Trailmaster, Half-Elves have Trailblazer, Humans have nothing. From the Lore of CF it can be read that High Elves maintain a very large gap between themselves and Humanity. The chances of an Elf or a Human bridging that gap is extremely slim in my mind. There are serious issues with racial balance right now, but out of combat movement speed is not something I even consider. Especially since they added Pathfinding. There are already several movement speed buffs in the game that overcome Racials such as Bard/Friar or Beneficial Harvest buffs. I suspect more will get added in time And of course I expect Mounts will take care of this issue entirely.
  16. Will players be able to use this model? Maybe a version that drops from the Urgu, a Recipe found or a Cosmetic version purchased. I believe there's a great deal of potential for Crowfall in Cosmetic Shifts for Armor and Weaponry.
  17. If it blinds the Assassin using it and all friendly targets as well I can see it being interesting. 8 } The only 'field' type CC abilities are Movement based (Roots from Arcane Archer, Cleric and Druid and Slow from Archer Stake) Scarecrow Aura of Terror comes kind of close but it builds up to one singular CC Suppress. IMO it would be OP if this was realized. If it was I think it should be like Aura of Terror. I also think it should not be a Basekit power. Maybe a Discipine such as Black Mask could get it or something else more open to other combos.
  18. I don't think I've ever laughed at that clip as much as after you missed that Rescue, probably the best use of it I've seen. Well done
  19. Pssh, average msg seemed to be 83-130 for you 8P Nice fight, still dropping those bombs I see!
  20. I think there may be some flawed logic there though. A 9Order vs 12 Chaos at that same fort had happened just earlier that day, if we want to use your statements we could probably try and calculate based on this. But that'd be wasted time IMO. Each fight is dependent on the context of that particular fight. Things such as group composition (both of Classes/Discs and Players) can make a huge difference. Tactical decisions/commands can also make a huge difference, how organized a group is, whether what they are doing is "Correct" or a "Mistake" Gear and training of the participants involved will also impact how a fight can play out. Terrain can make a difference as well, monsters participating or fall damage etc. Every fight stands on its own.
  21. Yup! Wish I could have been there, only large fights I've seen have been rubber bandy slidey shows hahaha
  22. When Templar was first introduced Divine Light was far too powerful, the current damage you see with it is 20% of what it was. Divine Light needed a nerf, no questions asked (though was it too much I still wonder) Other changes have added up to hit Templar pretty hard. Not being able to generate Pips off Parrying Ranged damage effectively makes Templars completely helpless vs Ranged (but they're a group Class so it's ok...) The Attack Speed change, where they changed the Animation of the LMB making it significantly slower hurt both Damage and Pip generation. (add in the fact that Duelists and Assassins generate Pips at a pretty crazy rate and it just salts the wound) Templar is Pure Melee...and Pure Slashing damage, both weaknesses that can be exploited. 5.6 had a very bad Combo bug where most Combo attacks would not flow, they would just get interrupted, put on CD for you to start over. 5.7 has fixed that...but Combos in Melee frequently get interrupted due to bodies running into you. Considering Templar is pure Melee...this happens a lot. 5.7 also brought in the changes to Health buffs, which constitute 2 CORE Templar abilities. Previously Health buffs would change the Maximum Health and Current Health keeping the percentages the same. 5k/10k became 7.5k/15k for example. Currently Health buffs only apply to the maximum HP pool, even if you're at 100% This neutralizes the gain in survivability of both Holy Warrior and Brilliance (Templar 'Ultimate') Templar sustain has gone way down because of this and it is in a bad spot right now, mainly due to the Health buff issue. Templar has never felt that strong in 1v1 as it's far too easy to counter with a little knowledge of the class mechanics. (Pip generation, kiting, etc) However, in group dynamics and holding a position it has had moments where it stands strong. As long as the Health buffs work the way they do Templar will not be very viable as the Templar will need far more Healing than previous versions.
  23. WinksIV WAS there...but not in the videos because he had died earlier on the other side of the fort to a Druid bomb... Where 2 more Chaos had also died that do not show up in the video Calesta (Templar) and Draco123(Champion) Which brings us to 16v10? Faction v Faction all players count as you are allied with everyone on that same faction.
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