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    Posts made by Veeshan

    • RE: Death Bargain Bugged it seems

      @spoletta said in Death Bargain Bugged it seems:

      There are many counters to it. Namely, every form of dispel. If death bargain is dispelled, you die.

      have you comfirmed that cause im pretty certain them cleansing the buff is what keeping them from dieing, dispelling it i would assume would do the same, Kinda wish dueling was in the game 😛

      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
    • 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: 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
    • RE: Gathered Feedback: Weapon selection feedback

      Would like to see a light 1h spell caster ranged weapon like a wand at some stage tbh added.

      But weapons definetly need a balance look

      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: Feedback after 50 hrs

      @grofire I do think the items used to craft the gear along with a bunch of the crafting mats needed to be increased slightly especialy if they expect people to play red from time to time. otherwise all ur red players will be running around in primitive cloths 😛

      Weapons are fine since they dont take rare mats to crafts so there fairly easy come and go but some build require armor bonuses which put thems in a terrible position if they go red, not to mention killing a red player and just getting primitive clothing isnt rewarding either considering ur risking the loot you been farming which is usualy alot more than 100g worth of clothes 😛

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

      The farm isnt overly bad once you know where to go with 3 people going around together it probaly only take 20-30 hours to max out a character. Some mobs are a little harder to do simply cause waiting on respawns like shamans but other than that you can get all the other more abundant mobs/camps rather quickly with 3 people.

      posted in Discussions & Feedback
      Veeshan
      Veeshan
    • Totem suggestion

      Can we have totems be a different colour if it an enemy totem or friend.

      Enemy totems should be red coloured for the appearance so we know it shooting you.

      Totems also shouldnt be hittable by friendly players its realy annoying when you cant tell if a totem is friend or foe either 😛

      posted in Discussions & Feedback
      Veeshan
      Veeshan
    • RE: Rise of the Guardians of Nature - New Skills

      the furries need to open the portal to human lands now 😛 so we can get the skills 😛 lol

      posted in Discussions & Feedback
      Veeshan
      Veeshan
    • RE: Early Access NOW LIVE!

      No its not 😛

      posted in News & Announcements
      Veeshan
      Veeshan
    • RE: Races restricting freedom of play.

      I will say one thing bout races atm they dont seem very balanced, seem the wildfolk are kinda much stronger than humans looking at character select stats.

      Wildfolk can get +20 to either Dex or int atm in char select where humans can only get +18 this means with talents and a +2 enchant on a necklace you can easily get the 24 mark where alot of your skills/spell get good bonus where humans i dont even know if it possible to get there currently best i got was 22 int on my mage during test

      As for other stats bonuses
      It seems humans get 150 bonus luck and 2 extra skill point to spend in character creation
      Where Wildkin Tigers : +100 poison resistance + 100 stealth +4% crit chance
      Deer : +100 poison resistance +500 mana + 5% spell dmg

      Im not sure how huge luck effects thing so maybe it is balanced but it didnt seem to do a whole lot when it came to pvp not that little of it atleast. I dont think the bonuses outweigh being able to be +20 in a stat on character creation though since it so easy to get to +24 for the rathert big bonus on all ur spell/abilities

      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: Possible change to raids

      @TekNicTerror said in Possible change to raids:

      I have not been in a city raid lately, but if they made it if there it no equipment/gear loss on death in one; then that is actually a good thing. It will bring more players into them as they will be willing to use whatever gear they have without fear of losing it.

      If that puts a damper on the full loot pvpers, too damn bad, raid pvp and normal or general pvp shouldn't be considered to be dealt with the same way.

      All I can say is that if people do not need more than one set of gear saved up to replace lost gear, more people will do raids; me included (I have not been in one since I have not been playing the game for awhile, so therefore I am not even evenly equiped with most other players or have all the skills/talent points as them as well). Not to mention people would more than likely bring their best or better gears to them, which would bring more interesting battles in raids.

      I wouldnt be against if the drop rules was based on the guild owning the city alignment, so attacking an evil align city would be full loot drop, where neutral and good only be inventory drop.
      You risk more being evil alignment every day so having somone attack ur city risking the same as ur everyday i dont see being an issue since most players will be neutral or good i think it should be fine

      posted in Discussions & Feedback
      Veeshan
      Veeshan
    • RE: Website Relaunch!

      yeah wont let me log in on website just the forums

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

      all other spells that are not cantrips for mages kinda do wet noodle dmg compared to cantrips, not only they get lower base dmg they dont get bonus dmg like catrip mastery gives to cantrips.
      So my firebolt hits for 1.2k crits where everything that is 2point or above does like 450 crits tops this is agaist 0% resistance mobs so that doesnt get taken into account

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

      Alot of the mage stuff seems rather UP atm

      Elemental staffs the stacks drop of way to fast in pvp not sure of there something to do with willpower/accuracy in play here but you realy cant stack your elemental buff up fast enough to get someone to hit by it unless you have like 4 people using that one element

      Any kind of channeled mage skill seems bad since you just open up to being murdered or CC when you use them especialy since most of them are around you. these would be better if it was a ground target AOE you channel (like WoW blizzard/rain of fire) for example they can atleast be used to zone people out without basicly getting urself killed.

      cobweb (I think thats the one the bolt spell that roots) this skill can literaly perma lock somone down till they die also forces everyone to max evasion top try and resist the thing especialy if your ranged since ull just get rooted then stabbed in the face constantly while u cant do much about it. (Think there should be some natural diminishing returns on consecutive CC after 3 roots for example u become immune for a short amount of time)

      Willpower/fortitude/evasions seems a little strong although i dont have the best grasp on this system yet but seem like if you get these high enough u resist everything thats a debuff even when i get all the accuracy talents/high perception.

      Heavy armor seems a little OP

      posted in Discussions & Feedback
      Veeshan
      Veeshan
    • RE: Daily Message posting

      ^.^ seems good

      posted in Off Topic
      Veeshan
      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
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