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    Veeshan

    @Veeshan

    TF#1 - WHISPERER

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    Veeshan Follow
    TF#6 - DIPLOMAT TF#5 - LEGATE TF#4 - EMISSARY TF#3 - ENVOY TF#2 - MESSENGER TF#1 - WHISPERER

    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

    Latest posts made by 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
    • RE: Can we get an answer on this?

      tbh the map to large for current playerbase 😛 humans land should loose a continent atm 😛

      posted in Discussions & Feedback
      Veeshan
      Veeshan
    • RE: Updating the enchant aspects

      @GamerSeuss

      You are able to remove the RNG out of enchanting now btw not sure how long this has been in but i dont think anyone knows the trick 😛

      posted in Discussions & Feedback
      Veeshan
      Veeshan
    • RE: Mana regeneration

      using a buff like mage armor? that has mana drain to sustain it.

      posted in Bug Reports
      Veeshan
      Veeshan
    • RE: Suggestion for Enchanting System

      I just wish there was a cauldron or something where i can throw in my abundant enchanting mats i have and some gold and it poop out a different type of the same tier level that might be more useful. Like 10 T1 of the same enchanting mats +50 gold will give you 10 different T1 enchanting mats in return.

      makes less popular/abundant mats usable aswell as add a gold sink

      posted in Discussions & Feedback
      Veeshan
      Veeshan
    • RE: Best build for solo player?

      dont even both with an assassin atm either btw there just useless currently to most parts 😛

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

      @spoletta said in PvE & PvP Balancing Feedback Thread:

      As I said elsewhere, the problem here lies with strike wounds.
      That skill is the main damage source for both bows and also causes problems for the balance between melee builds. That skill makes it so that your weapon damage is secondary.

      The fact that a longbow has an higher damage than a shortbow doesn't really count, because the damage does not come from there. For melee builds too, it is all about the attack speed, to be able to deliver as many strike wounds as possible.

      It also means that the greatest part of damage of any archer or melee is pure damage. This simply cannot work.

      IMO that skill has to be changed. It should be based on the base weapon damage and cause extra damage instead of pure damage.

      Something like: "Increase your basic weapon damage by 1% for each percentage point of health the target is missing, up to [DEX+PER]*2%"

      This would be a very big nerf to that skill, but let's admit it, it is too strong.

      Even like this it would still compare favorably to the other skills of that kind like vicious attacks and bloodlust (especially considering that it is always on and without mana cost).

      Alternatively make it less automatic. Make it like the other skills with a mana activation cost, a 10 sec duration and a 20 sec cooldown. And it would still be too strong, would need to be increased to 3 memory points.

      Some don't want Strike Wounds touched because that skill is the whole reason that some dex based builds can work. The correct fix here though is to first address Strike Wounds, and then increase the base multipliers of weapons. This would make it so that skill which increase your basic damage have again a value. Skills that decrease the opponent armor too.

      In short, please remove that crutch!

      I would change it to be light weapon only.

      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
    • No enchants in the game use Destroy stat

      So when you were doijg enchant recipes it seems you forgot one i havant been able to find a single enchant that uses the destroy stat btw so might wanna change enchant mats with destroy on to something else or add/change some enchants to have it 😛

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

      @spoletta said in Feedback on the new durability:

      @Veeshan said in 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

      This means that the red penalties are working.

      If the pks are running around with inferior equipment compared to other players, then the design of imposing an handicap on them has been achieved.

      And what happens with demons? naked demons everywhere 😛 tbh even neutral your amor just evaporates in pvp fights at times 😛

      posted in Discussions & Feedback
      Veeshan
      Veeshan