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    Best posts made by Veeshan

    • RE: Possible change to raids

      I would have to agree with Olive here defenders need something for defending successfully. Attackers risk gold (Wager) and get a reward from it defender Risk deleveling city so they need the gold and food again to relevel it but they get nothing in return the gold cost later on to relevel there city is 50k compared to 20k from wager for attackers too.

      Need some kind of gold back from winning even if its half the gold from the wager although that might seem light when the risk is 50k gold to 10k payout

      posted in Discussions & Feedback
      Veeshan
      Veeshan
    • RE: PvE & PvP Balancing Feedback Thread

      @spoletta said in PvE & PvP Balancing Feedback Thread:

      This was true before the last update, now a few mage critical spells were buffed, and the new staffs have really empowered the mages. I would say that right now mages are mostly fine. Some skills may for sure see some improvements, but it is currently possible and viable to run mages as fire, frost and shock with a decent skill selection. Corrosion mages are still not viable... but we have like 5 corrosion skills right now, so we need wait a bit for that (there is one possible corrosion build though, which has some niche applications).

      If anyting, it has now probably come the time of nerfs for a few of their skills.
      Raids in particular have shown how powerful and oppressive totems can be in a big fight.
      Totems completely disregard the usual fortitude/evasion check on stack application and always apply 10 stacks per second, which can be a bit too much. They either get the stacks reduced similarly to most other skills, or their effect must be changed.

      one problem with totems if they can be friendly fired by allies and block allied projectiles 😛 and you cant tell which one is "friendly" and which one is enemy totems

      posted in Discussions & Feedback
      Veeshan
      Veeshan
    • RE: Feedback after 50 hrs

      @Battlex said in Feedback after 50 hrs:

      This forum seems to be buggy just as the game 🙂 Keep losing "connection to the board" and can't edit my post.
      *edit: Basic poor plate body armor: 3 coal, 1 charcoal and 5 iron ore just to make 1 (!) iron ingot in 5 (!) hrs and you need 8 of them.

      most people get a housing plot and put 8-16 smelters on it though so not to bad once u get that going.

      posted in Discussions & Feedback
      Veeshan
      Veeshan
    • RE: AMA with Developer 23/09 - Summary

      As a quality of live change i wanna see a consumable spot aka bandages that is on a seperate hotbar/key press so it not taking up hotbar space from skills 😛

      posted in Discussions & Feedback
      Veeshan
      Veeshan
    • Death Bargain Bugged it seems

      So deaths bargain make you invunerable when hitting 0 hp for 20 seconds when it expires you die unless you kill somone in this time. This is how it suppose to work. Killing a creature or player removes the debuff which then heals them for X amount aka full HP
      however this isnt how it working atm and people seem to be abusing a bug, what happens if death bargain procs and 3 second later or so they full heal and they never die after 20 seconds like they hsould since they didnt kill somone.

      The theory i have is that players are removing the debuff via some other skill and this tricks it to thinking they killed somone since the buff was removed which trigger the 2nd part that full heals them. Either way it a tad busted and needs to be fixed 😛

      posted in Discussions & Feedback
      Veeshan
      Veeshan
    • RE: Death Bargain Bugged it seems

      Also Execute and power word kill should negate deaths bargain if it kills somone too i think it be nice little thing for those skill to counter deaths bargain

      posted in Discussions & Feedback
      Veeshan
      Veeshan
    • RE: Feedback on the new durability

      @DarthJafo said in Feedback on the new durability:

      There's no degrees to "grind" there either is, or there isn't. To even advertise "no grind" was both foolish and ill advised. There are however different levels of grind.

      Every game has grind of some sort. Can't get away from it. The difference here is it takes 10 seconds to "mine" a flax plant. 10 minutes to gather enough to make a set of common cloths. Roughly the same for Hide, depending on the monsters you find.

      Leather doesn't have much of a grind, because you get the mats by killing stuff. The delay here is it take 15 hours to tan the hides. I don't know anything at all about tanning, but is that even close to realistic? I really only know that it stunk. BAD

      The highest level of grind is of course Metal. Even if you put your plot right on top of a node (which shouldn't be allowed) and just build smelters and such (which also shouldn't be allowed without a house of some sort) you still have to travel to the node, build a wagon (or drive a wagon to it which is even worse) Mine the ore, drive a slow arsed wagon back to your plot, build some smelters at 24 stone per, which is ANOTHER level of grind for this craft.

      Oh but wait, there more. Now you have to go gather a fuel source. Same thing as above for coal, or build charcoal pits which take 15 hours to cook (jebus as I'm writing this im getting more ticked off about how unbalanced this all is). Then you have to smelt the ignots at 4 hours a batch. Now, a wagon will fill 6 smelters. So in four hours YOU HAVE TO DO IT ALL OVER AGAIN.

      Now...is this in anyway, shape or form REMOTELY comparable to the other crafts?

      And for all that effort all you get is a LITTLE more durability? EFFING FOR REAL? Not even a miniscule stat boost???

      C'mon

      Metal actually pretty easy tbh and u can do it while watching netflix on another monitor 😛

      Leather and cloth you have to spend a large portion of the map just running around to the mobs to kill since there usualy quite spaced appart and some like mammoths are quite a pain to kill also fighting said mobs can leave you vunerable to pvp since your skill will be on CD or HP/mana not full so thats the trade off there.
      I will say maybe cloth should have a processing time and wood a drying time (Since you tend to dry wood before crafting anything with it) to bring in line with leather/metal
      addition of automatic looms (Which is needed to craft all fabric appart from flax) and has 16 hr timer for a stack of 5 and can do 8 at once like tanning tubs
      And drying racks for wood that works the same way

      posted in Discussions & Feedback
      Veeshan
      Veeshan
    • RE: If you make blueprints not permanent i fcking quit this game !

      @GamerSeuss Just allow us to throw recipes into a building pot portal or what ever and get higher tier enchanting mats atm these mats are hell to get and having other ways to get them would be a good thing imo

      I also recommend using the same building or what not to throw 10 of the same enchanting mats in + 50g or something and get 10 random enchanting mats with the same tier level so abundant enchanting mats have a use to try and hit the rare ones aswell as adding a gold sink to the game. (GW2 mystic forge for example was added to remove abundant mats to get other items)

      posted in Discussions & Feedback
      Veeshan
      Veeshan
    • RE: Steam Review

      steam also had issues with the release too from my understanding which hammered it too, however i also dont blame them since tbh the game released to early on steam at the bare minimum the stargate needed to be in when released happened and the major seige bug currently means there no end game content till the patch cming this week spose to fix that though.

      posted in Discussions & Feedback
      Veeshan
      Veeshan
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