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Posts made by Razvan
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RE: Int and Cha required stats? = Unbalanced?
CHA is not useless, it's just that at this point the archetypes that would benefit the most from it are either not popular or not possible to play yet: buffers, summoners, illusion school users.
@OlivePit said in Int and Cha required stats? = Unbalanced?:
Is that not what mounts and carts are for?
Yes, but @GamerSeuss has a point. For example, soloing as a 6STR archer is very annoying because the arrows alone weigh a lot and you go through them very fast. How about transports, if the gankers manage to CC & dismount you, reaching the weight limit or not can mean the difference between certain death and the possibility to escape on foot.
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RE: Meridian - PvX/Syndesia - International - Diplomacy/Politics/Trade/Warfare
@OlivePit We do have a guilded channel with all that info, but I think only members can see it. What I can tell you is that we have active and helpful people on both EU and NA prime times. As soon as the server goes live, everyone's top priority is to gather materials, share the deposit coordinates and contribute to the city buildings. If you arrive late to the test, people will give you a hand. Some even share their personal stash of reagents. How about the organizational structure, it's pretty much what all the big guilds are doing: you have leadership + elder circle -> different kind of officers: city planning, economy, crafting, gathering, internal disputes, plus more to come when mass scale pvp will be implemented, probably shotcallers, diplomats, logistics -> rest of the guild. I've been in this guild for 9 months and I like it. I mostly enjoy pvx, but there's activity for any kind of player.
@Alexian .
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RE: Int and Cha required stats? = Unbalanced?
@OlivePit said in Int and Cha required stats? = Unbalanced?:
I also would like to figure out what the pk players may be building so I can try to counter it.
Whatever offers the least risk when hunting people. Usually, the priority is mobility so you can easily chase or disengage, then some damage and CC. Looking at how dex and con (through frenzy) give a big chunk of movement speed, I think most gankers will put points in these 2.
I see no counter to the power word stun/death when the enemy has max charisma other than also having max charisma.
It's not like those are the only hard CC or execute abilities in the game.
Let's compare PW:S to bash (which has no counter if you have low CON). With 20INT, PW:S can be cast every 20sec and stuns you for 3sec. With 20STR 16CON, bash can be cast every 10sec and stuns for 2sec.
Let's compared PW:D to assassinate. PW:D executes people with 30% HP or less unless they have higher CHA than you and survive willpower check (INT), no effect on people over 30% HP, 20sec cooldown with 20INT. With 20PER, assassinate deals 840 true damage to people with 30% HP (=executes targets with max HP < 2800). Assassinate can be cast every 20sec regardless of enemy HP (it deals 600 true damage on targets with 50% hp).
Another important point here is that the person who put 18points in CHA took them from other stats which might be more beneficial to them. The longer the duel, the less powerful PW:D is because your enemy can spam an extra ability.
If Int is a 'must have' stat for the memory points then focusing on things that Int defends against in my attack bag wont be as effective.
In that case you just want enough INT to cover your memory needs... which depends on the build but for most non-casters it's around the default value. So, it's not like everyone will be super tanky against mages.
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RE: Int and Cha required stats? = Unbalanced?
I like the current system.
First, all attributes have some stats that make you think twice before dumping them: 6 dex - you are immobile, 6 int - you have fewer memory points, 6 str - you can carry very little, 6 con - you are very squishy, 6 per - no crit. You can ask the same question about all other attributes, but especially DEX.
Second, not all abilities have the same memory cost. From my observation, big aoe with long CD are expensive, single target abilities are less expensive. Spells tend to be more expensive than physical abilities, which makes sense because INT is a primary attribute for mages. If you build a character around ganking people / single target dps / auto-attack archer, you can go with 6 INT. A typical well-rounded fighter needs about 12 INT at this moment. If INT was not tied to memory points, then it made no sense to go over 6 INT on most characters and there was a lot less variety in builds.
Is CHA even that useful? I made a table a while back and concluded that it's good only if you can go really high on it, so basically crafters/ gatherers/ summoners/ enchanters /heavy CC/ crit builds. My dps build has 6 cha.
PS: I don't know what is Fibs about, but with 6 INT you can still fill the bar with cheap abilities. Besides, no frontline should go 6 INT because they will get melted by mages. Tanks, self heal... ok
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RE: Do we have any idea of sever localisations?
@GreatValdus the pacing of albion is too slow to say the game is lagging. The only time when you can say there's a real advantage to anyone is in competitive small scale pvp between US and NA players. I prefer one densely populated server with decent ping vs 2 scarcely populated servers with great ping.
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RE: Do we have any idea of sever localisations?
I'm guessing that most of the playerbase is from Europe and Americas. East coast US is the most common location if you want all these regions to have decent ping (from S America to E Europe). Albion does the same and it was playable with 150 ping, so I wouldn't worry about it.
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RE: Spell Tomes/Books?
Tbh I'm not a fan. A well-off player can create an endgame alt within minutes. It takes away from the sense of accomplishment and eliminates the risk of going out in the wild and being ganked, which is the whole point of this game.
Would you like the idea of having consumable professional textbooks that increase a crafting ability just by using them? If no, why have one and not the other?
PS: All in all, I understand that this would have minimal impact upon the game (the rich guy can create the same alt in a couple of days, the Arboreus people probably have alternatives to some Tartarus spell if they don't wanna go through all the trouble), but this feature would pretty much go against the whole idea of this game.
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RE: The Wandering Solitary Hero
@Xzait Well, I mean the same can be said about food only that there's a bigger variety of recipes.
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RE: Daily drawings forum
@Kazzier said in Daily drawings forum:
I guess an arts section or "creative corner" would be a good idea.
OP wasn't talking about a fan art section, but about this kind of threads being in the same section as the actual game news.
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RE: What exactly is the purpose and principle of cities and personal lands?
@GamerSeuss - post #9 Ok, I hope the devs have a completely different idea than you because I find no fun in moving my assets from one place to another before every siege. As I explained earlier, it's irrelevant if the banks are linked or not: if you lose access to a certain chest for whatever reason (you leave the guild, the guild that owns the town leaves the alliance, the town changes ownership etc), then the items will be locked there until you will have access to it again (you join their guild, they join your alliance, you conquer the town etc).
@d3Sync - post #15 Even if nodes are harvestable by everyone, owning an area means your alliance members will patrol around it and gank enemies, which makes gathering a lot riskier for outsiders and a lot safer for residents. I think sieges and zvz will be common because that's pretty much the endgame in pvp areas.
@Gothix - post #18 There is a huge difference between what Fractured is advertised as, full loot pvp (losing what you had on you to pvp), and what is discussed here (losing everything everyone in your guild owns to a siege).
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RE: What exactly is the purpose and principle of cities and personal lands?
@GamerSeuss
Full loot pvp means your body is lootable if you die, it has nothing to do with the possibility of losing everything you own.As to why it's a bad idea, there are multiple reasons:
- guilds who can win sieges early will snowball a lot harder than just taking the town alone
- it will force guilds to occupy the hermit plots since they'll be the only safe storages in the game
- in case you don't have a backup storage and you lose the siege, you basically have to start fresh since you just lost all your assets