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TF#2 - Messenger

Players who have earned the Messenger title in The Foundation.

  • 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. 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???


    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
  • RE: Feedback on the new durability

    the enchanting mats to crafts said items are the biggest issue tbh when there going for 5-10k per piece and u need 5 per craft atleast thats the issue especialy if u want to see red players use equipment atm they run round with no risk cause there naked 😄 so if they kill you thet get reward if you kill them you get nothing where if armor was a little easier to craft then they might be more inclined to have some gear on so u get some reward for the kill on them.

    getting killed might be a little harsh atm though i died twice earlier and lost 150 or so durability 😄 death shouldnt be a % based either because whats the point of crafting orange gear if it still gonna only last the same amount of deaths as the white stuff due to getting chunked for more on death

    posted in Discussions & Feedback
  • RE: Suggestion on some spells/skill balancing


    Lightning rush would need to be tested range wise tbh although going to 6 then 7 if that not enough and so on is the best way of doing it

    I agree with magnetise and burning pillar being shifted to 3 memory cost instead

    power words if they do indeed work that way then the tool tip needs changed because power word silence and stun says if the target has more charisma than you in the tooltip do X to them.

    As for the assasination skill there a couple that does extra dmg when there missing health, i cant check them currently cause server log in are down, but off top of my head there Strike wounds and assassination i beleive there 1 or 2 more too, Strike wounds should be limited to light weapon or light armor which i beleive assasination skill is also limited to. They lack opening dmg from stealth though since shadow step actually does terrible dmg it does like 150 dmg 😄 if it did like 400-500 or so then were getting somewhere they realy need a solid opening from stealth if they dont have that then they kinda suck 😄

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

    @GamerSeuss said in Feedback on the new durability:

    (...)That is more of a voluntary grind (...)You can theoretically tackle anything in the game with a group, even in t1, unenchanted gear. You grind only to make it easier, and allow you to do it in smaller more focused groups. (even solo, in many cases)

    Which, if you read my posting at all, is exactly my point.
    The Kickstarter page advertises 'solitary hero' as viable play-style literally in the second paragraph. I get it, you play during peak times, you have people to play with, you can rush through the content easy and never have to encounter any difficulty at all, because, quite frankly, if you die in a group, you were simply stupid.
    I don't have that luxury, there's only ever a handful of active players online during my playtime, who barely ever get into group activities. I've had exactly 3 'organized group hunts' since EA started, the rest was all solo play with the occasional rare random grouping.
    For me, there is extreme grind, getting all the materials, finding a crafter that's going to be willing and has the time to be online when I am every once in a week, begging and then hitting the ground due to rubberbanding with high ping, back to where I started.
    But yeah, I'm glad you're enjoying yourself.

    posted in Discussions & Feedback
  • RE: Daily Message posting

    Daily post

    posted in Off Topic
  • RE: Daily Message posting

    I am noise

    posted in Off Topic
  • RE: Suggestion on some spells/skill balancing

    Wintersgrasp - channeled single target skill that does next to no dmg, this definetly needs an increase dmg wise sicne its also relatively close range skill too (Currently int x 4 dmg, i feel it should be int x 8 dmg since you can be easily CCed out of it) It also has a relay long CD for the dmg output it does

    This is an issue with stack application not taking accuracy into account. When used by frost elementals (which ignore target fortitude) this skill is very powerful. Instead, when cast by a player under the current rules, if the target has enough fortitude the stacks applied are less than the stacks decaying.

    ice spike - Might need a minor dmg increase Int x 8 to int x10 dmg
    I agree. After the huge (deserved) nerf they received, they know need a little bit of love.

    Lightning Rush - Needs to be longer range mayeb increase it by 3m from 5 to 8m

    8 could be a bit much, but I could see an increase to 6.

    Magnetize - By itself it not broken to badly however combined with shock totem it does so much dmg since shock totems apply shock debuff so fast i would make shock totems add stacks at a slower rate but more each time. It could be strong in large scale cause everyone magnifies the effect aswell.

    This skill is the enabler of the shock builds. It should be increased to 3 memory points, but I don't think that it should be nerfed.
    Totems are a completely different matter. Totems should be 100% nerfed and everyone agrees on that point.

    Burning pillar - Might need a minor nerf however Crush dmg 200 + Int x 18 dmg (higher than most skills already) + 40 elemental debuff stacks + a stun with relativly short CD/mana cost compared to the skill its kinda a little loaded compared to all others currently

    Same as magnetize, this skill is what enables the fire builds. Like the other one though it is a bit too powerful for 2 memory points, I could definitely see this one as a 3 memory point.

    Power word X
    Power word stun/silence kinda in a weird spot since cha is kinda stat no one currently takes and these skills require target to have more charisma than you to work and power word kill and heal requires or promotes having high charisma so kinda weird synergy here i would change them stun and silence to work when targets have less charisma than you so power word X skills all follow the same rules and would also make these skills better due to not many people running charisma currently

    Power words already work like that. You need to have an HIGHER charisma than the target.

    magic dmg
    Energy blast - Need charge time halfed dmg is fine where it at just half the channel time from 4 seconds to 2 if they hit somone with it the dmg is rewarding enough at 2 seconds if your keeping it 4 second dmg need to be greatly increased
    Magic missle - base dmg is to low especly when it cant be modified by int (only missle amount) bump it up 40 dmg i think per missle and it might be in an ok spot
    Piece Magic - is fine might base dmg might need to be intx10 from int x8 though
    Mind strike - seems fine but atm it bad since charisma isnt all that useful currently so when more char skills in play might be worth

    Energy damage needs definitely some improvements. It doesn't leave lasting effects like the other spells, so I think that magic missile could use a 20% damage increase. Energy blast should be the fireball equivalent of the energy class, so its area of effect should be greatly increased. Pierce magic damage is fine, the problem is that now it isn't dispelling. Mind strike is an unknown factor until we have more illusion spells.

    The assasin skills that are calculated via Dex+perc= dmg might need to be looked at this pigeon hole you into doing a max dex/max perception build and the reward is often not there, i think pierce through is the only one of these skills that have decent enough dmg/reward for commiting most of your stats into perc/dex the rest seem rather meh.

    The assassination skill you are referring to is Strike wounds, and as I have already said in other places, it is the root of all archers, assassin and warrior evils.

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

    I actually like that the % is the same for all items. It makes the poor and gold items more similar to each other.

    If it wasn't for this % loss, gold items would have double the durability of poor ones, which is too much of a difference. Instead, gold items tend to live more since they suffer a lot less from day to day usage degradation, but have the same durability loss on death. This in my opinion is the right amount of difference between the two qualities.

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

    The only feedback that I have with the new durability "costs" are that I like that K/O and death adds a durability loss, but I think that the durability loss should be a percent of the base/poor durability rather than whatever the max durability is which scales up to double with legendary/gold items.

    i.e It makes no sense that a legendary/gold item loses twice the durability points of a poor quality item. If the durability loss was changed to be a % of the base value then you'd be getting a consistent durability points loss for all qualities of gear.

    posted in Discussions & Feedback