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Curennos.9307

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Everything posted by Curennos.9307

  1. There are multiple videos and posts explaining everything wrong with ranked pvp. It's not exactly a secret anymore (except, I guess, to some people who think everyone else just needs to gid gud?). @OP - I really do wish Anet supported their pvp modes more. It's really unfortunate but it's been years and there doesn't seem to be any indication they have the slightest interest in doing so. I still enjoy the modes and hop on occasionally, but I no longer hold to the hope that they'll ever do more with it beyond what they've been doing.
  2. > @"Majy.6792" said: > > @"Talos.9608" said: > > in one day i got 3 matches agaist p3 (erazik, rank 55 dragons, some other streamer) as g3 player... i was p1 at begging, having imposible matches (loosing streak) until g2, then sudenly, 2 easy matches as of point of writing this. not a first time, probably not the last, but skill rating is all about luck it seems, and "skill" part does little to nothing. just streaks of loss/wins on obvious points... sorry for matches i afked but those were lost as seen from the plane, and on loosing streak i couldnt play my best so it wouldnt make a difference. I wonder if anyone else who constantly plays ranked found same thing happening? > > It's funny, you really only see afk mentality in gold and lower for the most part. I've seen some plats afk but it's super rare. Probably because plat players tend to have more impact from what they do regardless of what their team is doing - either they have an awful team and they have to carry (so they have a chance to win but they have to actually play, so they play), or they're on a decent team and they have a chance to win so why afk. As opposed to ppl scattered around in gold where sometimes you're just screwed no matter what you do. They're probably good enough to see the odds of the game but not good enough to carry as hard as what is required (or are not duo'd and whatnot).
  3. Would prefer more indicators in general. Amongst some friends who have tried and failed to get into GW2, the game is known for its godawful visual indicators.
  4. If you see a DH or trap ranger on the other team, just dodge across a point every time. Depending on your setup and what traps they laid, you may have to wait them out a little bit. If you know how much damage you can take, though, and know you won't die + enemy won't get there in time that your loss of health won't be a problem, just dodge across the point to proc the traps then decap. If you're really desperate, maybe shadowstep onto the point and back to proc all the traps? They sould be done doing their thing by the time you actually get there. IIRC they also can't place down traps in multiple areas, so if you can force them to use a trap at a midfight or something, the same trap on the other node will disappear.
  5. > @"Heizero.9183" said: > > @"Buran.3796" said: > > > @"Heizero.9183" said: > > > > > Me and my guild love hammer guard so much its not uncommon for us to run 3 or 4 at a time when roaming. > > > > > > > > > I can see how 3-4 of you fighting at the same time with hammers in WvW can make you feel that the weapon is powerful. But that's a hollow feeling, like armwrestling a 7 year old and bragging about winning. There's a reason you don't see hammers in neither PvE nor PvP (aside from Scrappers). They are outdated. They didn't endure the power creep of PoF. > > Don't misunderstand, I solo roam with hammer very effectively. We all do. The weapon IS powerful when used properly in WvW. I know it isn't good in PvE and it's PvP application is debatable as well, but that's why I specifically said it was niche. It is very good at what it does where it's applicable. Which is fine imo. Could you please go into what 'used properly' and 'effectively' are? I use it in spvp and have found it rather lackluster - albeit funny when I can bonk someone with a 7k mighty blow while they're stuck in a trap or something. I'm dubious as to how it can be so bad in spvp but somehow manage to be as you describe in WvW, even with the stat/skill split differences and so forth. It is certainly very effective fighting against people who've never seen a hammer guardian before, but I've found it fails to measure up once I find someone who has any sort of idea of what they're doing and knows how to abuse the weapon's flaws. Anywho. I think the weapon could definitely benefit from trimming some cast times, at the very least. It feels like it was given the speed of a heavy ranged weapon when it is not that.
  6. > @"Brokensunday.4098" said: > > @"Curennos.9307" said: > > > @"Brokensunday.4098" said: > > > > @"Curennos.9307" said: > > > > I'd rather they add a little more...What to call it, variety? Depth? To the setup. Traps as a concept are all well and good, but maybe it isn't a good idea to have a trap with such narrow counters. > > > > > > Stability, blocks, ports out, invul. Does not seem narrow at all to counter it .. just saying if you get stuck on it with 0 cooldows yes i see how you can die to it but thats not dm fault. > > > > Stab - yes, after Anet has stripped down stab access across the board. > > > > Blocks - iirc this doesn't work? It'll knock you back into it similar to how dodging into the barrier will bounce you off. I've tried this multiple times (as a warr with shield5, most recently) and it has never worked if I try it after the trap has procced. I can still get yoinked into it too due to the unblockable spear. > > > > Ports - GW2 has some issues where even if you port, it still considers you as having 'passed through'. They do work but it can be very wonky. > > > > Invul - yes. > > > > I'm not here to debate semantics and the nature of language and humanity. You're welcome to disagree with my word choice. > > > > The issue is that trap stacking eliminates each others' counters (and the design of Maw negates other things - like as the OP mentions, blind) and the stuff that is available is either rare or self-defeating (ex: yes, I can certainly evade across a node to proc all the traps. And then I can't stand on it for a while, and the CD of said traps likely is already down or close to it so it happens again in short order. What is the point of this). Individually I find the traps fine, but stacked together it gets ridiculous. And then there're the slows, so anything you do is extremely vulnerable to everything ever. > > > > Just...consider this. There's a Maw trap you have to get out of. You're slowed and you're taking damage from the spinny thing. Sure, fine - on my warr I'll use Stomp, no big deal. But I'm slowed, so it takes a bit and I'll take a decent chunk of damage regardless. But wait, there's another trap that damages me if I leave its circumference - which is fine, but there's still the spinny one that is gonna hit me if I stay in there. And then there's an unblockable spear that can yoink me back into it (the yoink goes through dodge, too). > > > > All of these things are fine alone - trap that damages you if you cross it? Okay, dont' cross it. It has a pretty decent radius. Or there's a trap that damages you if you stay inside it and you can just walk/dodge out. But then, and then, etcetc - and then comes the part where the goal of the entire mode is to capture a point. Do you see how all of these things have conflicting counters? Are there counters? Yes. But they're totally inadequate, conflicting, convoluted...however you would like to describe them. > > > > > I have no problems on thief porting out on guard using stab or blocks to get out, mesmer same thing invul or port, same with warrior block and stab to get out, same with all clases. > Traps are ment to be stack at least on dh maws deals no damage heals deals no damage same as the one that reveals, dh has 2 “big” damage traps that are supposed to be staked. > > On the part of teleport is true theres some weird terrain that sometimes does not let you port out, > The dh pulling you back... then he loses his dps until the spears recharge again, there is in reality no problem on how dh works its just that burning is too strong of a condition, also the dh build is a meme it has no stunbreaks, is weak to range and condis, lacks good sustain. On other topic trappers runes is what is making this trash build busted, it gives the dh mobility and a disengage option that is supposed not to be there. > My ports are successful, just disturbingly often I end up taking the CC/damage anyway. Anyway. Well aware of how much of a meme it is - doesn't mean I can't point out bad designs, though I'd be fine with it if they just did something with trapper runes and left it at that.
  7. > @"Ragnar.4257" said: > > @"Curennos.9307" said: > > > @"Brokensunday.4098" said: > > > > @"Curennos.9307" said: > > > > I'd rather they add a little more...What to call it, variety? Depth? To the setup. Traps as a concept are all well and good, but maybe it isn't a good idea to have a trap with such narrow counters. > > > > > > Stability, blocks, ports out, invul. Does not seem narrow at all to counter it .. just saying if you get stuck on it with 0 cooldows yes i see how you can die to it but thats not dm fault. > > > > Stab - yes, after Anet has stripped down stab access across the board. > > > > Blocks - iirc this doesn't work? It'll knock you back into it similar to how dodging into the barrier will bounce you off. I've tried this multiple times (as a warr with shield5, most recently) and it has never worked if I try it after the trap has procced. I can still get yoinked into it too due to the unblockable spear. > > > > Ports - GW2 has some issues where even if you port, it still considers you as having 'passed through'. They do work but it can be very wonky. > > > > Invul - yes. > > > > I'm not here to debate semantics and the nature of language and humanity. You're welcome to disagree with my word choice. > > > > The issue is that trap stacking eliminates each others' counters (and the design of Maw negates other things - like as the OP mentions, blind) and the stuff that is available is either rare or self-defeating (ex: yes, I can certainly evade across a node to proc all the traps. And then I can't stand on it for a while, and the CD of said traps likely is already down or close to it so it happens again in short order. What is the point of this). Individually I find the traps fine, but stacked together it gets ridiculous. And then there're the slows, so anything you do is extremely vulnerable to everything ever. > > > > Just...consider this. There's a Maw trap you have to get out of. You're slowed and you're taking damage from the spinny thing. Sure, fine - on my warr I'll use Stomp, no big deal. But I'm slowed, so it takes a bit and I'll take a decent chunk of damage regardless. But wait, there's another trap that damages me if I leave its circumference - which is fine, but there's still the spinny one that is gonna hit me if I stay in there. And then there's an unblockable spear that can yoink me back into it (the yoink goes through dodge, too). > > > > All of these things are fine alone - trap that damages you if you cross it? Okay, dont' cross it. It has a pretty decent radius. Or there's a trap that damages you if you stay inside it and you can just walk/dodge out. But then, and then, etcetc - and then comes the part where the goal of the entire mode is to capture a point. Do you see how all of these things have conflicting counters? Are there counters? Yes. But they're totally inadequate, conflicting, convoluted...however you would like to describe them. > > > > > > You keep talking about spear. > > I don't think you have even the tiniest understanding of what it is you're complaining about. > > Burn DH will not use spear to pull into traps, because then it loses all pressure from VoJ. If you're against a burn DH, the BEST THING that can happen to you is that it uses spear. It's literally the DH giving you a free win and going "hey, guess I won't do any damage for the next 20 seconds". I'm explaining how the mechanics can stack and create convoluted counters resulting in unfun gameplay. Not being paid to read things to you, but you can copy/paste things into google for some help if you need it.
  8. > @"Brokensunday.4098" said: > > @"Curennos.9307" said: > > I'd rather they add a little more...What to call it, variety? Depth? To the setup. Traps as a concept are all well and good, but maybe it isn't a good idea to have a trap with such narrow counters. > > Stability, blocks, ports out, invul. Does not seem narrow at all to counter it .. just saying if you get stuck on it with 0 cooldows yes i see how you can die to it but thats not dm fault. Stab - yes, after Anet has stripped down stab access across the board. Blocks - iirc this doesn't work? It'll knock you back into it similar to how dodging into the barrier will bounce you off. I've tried this multiple times (as a warr with shield5, most recently) and it has never worked if I try it after the trap has procced. I can still get yoinked into it too due to the unblockable spear. Ports - GW2 has some issues where even if you port, it still considers you as having 'passed through'. They do work but it can be very wonky. Invul - yes. I'm not here to debate semantics and the nature of language and humanity. You're welcome to disagree with my word choice. The issue is that trap stacking eliminates each others' counters (and the design of Maw negates other things - like as the OP mentions, blind) and the stuff that is available is either rare or self-defeating (ex: yes, I can certainly evade across a node to proc all the traps. And then I can't stand on it for a while, and the CD of said traps likely is already down or close to it so it happens again in short order. What is the point of this). Individually I find the traps fine, but stacked together it gets ridiculous. And then there're the slows, so anything you do is extremely vulnerable to everything ever. Just...consider this. There's a Maw trap you have to get out of. You're slowed and you're taking damage from the spinny thing. Sure, fine - on my warr I'll use Stomp, no big deal. But I'm slowed, so it takes a bit and I'll take a decent chunk of damage regardless. But wait, there's another trap that damages me if I leave its circumference - which is fine, but there's still the spinny one that is gonna hit me if I stay in there. And then there's an unblockable spear that can yoink me back into it (the yoink goes through dodge, too). All of these things are fine alone - trap that damages you if you cross it? Okay, dont' cross it. It has a pretty decent radius. Or there's a trap that damages you if you stay inside it and you can just walk/dodge out. But then, and then, etcetc - and then comes the part where the goal of the entire mode is to capture a point. Do you see how all of these things have conflicting counters? Are there counters? Yes. But they're totally inadequate, conflicting, convoluted...however you would like to describe them.
  9. I'd rather they add a little more...What to call it, variety? Depth? To the setup. Traps as a concept are all well and good, but maybe it isn't a good idea to have a trap with such narrow counters.
  10. > @"Beezl.4180" said: > > @"Dawdler.8521" said: > > > @"Beezl.4180" said: > > > > @"Dawdler.8521" said: > > > > > @"Beezl.4180" said: > > > > > classes that I could easily snowball before > > > > So being able to easily snowball classes is better. Sounds like you had the *perfect* balance back then. > > > > > > Not like they couldnt snowball me, skill mattered more back then then it does now, there were no overpowered specs that kill you in 2-3 shots, you got deadeye now a days literally just pew pews you in 2-3 shots just cause he can and can go invis any time it wants to, I just had skill back then thats what allowed me to trample people down, skill > broken new specs and meta. > > Well then, lets check. *Cracks knuckles* > > > > _"Game isnt based around 1v1, together with a thief for example they can oneshot things easily. Hundred blades is too strong and even though heartseeker is worse, it isnt skill rewarding as this game should be. Nerf the blades and look over other things that reward using more abilities, that reward weapon swapping. Warriors is in a OP place now because of 100 blades, you can hardly find any premade tournament team without at least one or two of them."_ > > The oldest post found when searching for "oneshot", 2012-09-14 > > > > ... and that's just the beginning... > > > > Well after some thought I might as well add this, even though its long. The first post found for "one-shot", 2012-09-12. > > > > _"Well after a decent amount of experience with the game across a few professions, I’ve decided to post my thoughts about the game PvP wise and make suggestions as to what I think needs tweaking. First off, I am Rank 23 with around 200 Tournament games played. The games played are mostly on Thief and Elementalist as I enjoy playing high mobile roamer builds. Anyways, lets begin!_ > > > > _Stealth-_ > > > > _One of the biggest glaring flaws for me at the moment is the Stealth mechanic. Its not so much that I dislike Stealth, but in the current form, enemies seem to “linger” in Stealth longer than what seems intended. What I mean by this, is that when an enemy breaks stealth by attacking you, on their screen they come out instantly, but on your screen your taking damage from someone that isn’t visible yet. its a huge issue at the moment allowing people to basically do absurd things because of it._ > > > > _In my opinion, they need to remove the “fade in” unstealthing and just make it where the instant they come out of stealth you can see them. I also think Stealth is too readily accessible for Thieves. Maybe slightly increase the debuff after using a stealth skill._ > > > > _Retaliation-_ > > > > _Another mechanic that in my eyes right now is broken. I feel like the Boon is supposed to make the enemy player make tough decisions about whether to attack you or not. Either they choose to wait the Boon out or they choose to take the punishment for attacking you. Well right now it seems to just be a Boon without much thought behind it. Because Guardians, Engineers, and Mesmer can have almost have 100% uptime with it which is absurd._ > > > > _Retaliation right now is WAY too strong for a boon that is kept up 100% of the time. Either reduce the damage it does, reduce the uptime of it, or change it where its a hard hitting boon but doesn’t last long forcing enemy players to pay attention and make decisions whether its a good idea to attack you or not._ > > > > _Quickness-_ > > > > _All I have to say about this mechanic is it needs to just be completely removed in my opinion. Not every profession has access to it, and the ones that do seem to all run it. It makes the TTK (time to kill) way too quick and is why you see Thieves, Warriors, and Rangers running around burning someone in seconds. Being able to kill someone in 2 seconds does not take skill or playing smart to do. And yes there is dodge, but if your engaged with someone and a Thief comes and Haste+Heartseeker you to death before you can blink or a Warrior 100 Blades Frenzy you while your stuck in even the shortest CC, your dead. Dying like that is not enjoyable for anyone and honestly I don’t know why people run those builds because I definitely don’t find enjoyment in one-shotting someone using a (imo) broken mechanic._ > > > > _Heartseeker-_ > > > > _Need I say more? I played a Thief and even I agree this is the most broken skill in the game. It only costs 3 Initiative, has great mobility so it can be used as a gap closer, and hits like a TRUCK. I find it discouraging that a 3 Initiative skill on a Thief can hit as hard if not harder than a full burst rotation on a Elementalist. Unfortunately ANet really shot themselves in the foot when they made one profession have Initiative which allows them to spam skills. With skills like this their will always be gimmick builds that take no more skill as to hit 2 a couple times. They need to remove the gap closer and severely reduce the damage._ > > > > _Phantasms- Damage needs to be toned down slightly."_ > > > > **It's sounding awfully familiar.** > > The fact you went out of your way to make an essay, shows me you how new you are to mmos and pvp in general, excuses are the first nature of a person who is buttlicking a game. Do you and get better instead of excusing poor mechanics and dcisions by the devs. Way to try and deflect from someone calling out your rose tinted glasses.
  11. That sounds like a lot of work for very vague, probably nonexistent gain. Just rework Shadow Meld.
  12. I like them as a concept. I think it was a terrible idea to require so much effort for an emote though. One run through the content I can understand. Sure why not. But three? **Five**? I don't like that they're adding timers to things, either. If I wanted to play mythic+ in WoW I would be over there.
  13. This is still a major issue. Some of the DRMs are extremely punishing to melee, but you can't see *anything* and respond to mechanics properly because everything is just a giant blob of light. I've been playing reaper lately and why exactly am I not allowed to disable the horrendous shadow tint that pops up on my screen when I go into shroud? Why?
  14. Heck yes. Though I think trying to work support into stealth in any fashion would have to be done very, very carefully - they'd probably have to base it around...iunno, blinds or something. I'd like something along the lines of...all your weapon skills can now be used on anyone, and allies get a support version. Skills that give you an evade or blind now pulse/apply aegis to allies. Damaging attacks now heal, etcetc. Iunno, it'd be super fun to bounce around a fight healing allies with d/p and throwing out blinds on enemies. Anet would have to be really careful tho to avoid creating an OP bunker spec. But I can dream.
  15. People complained about how Scourge turned capture points into zones of death. guard/DH seems to be having similar issues. Weird how people are treating the spirit weapons as if they're in a vacuum and the guard does nothing to try to set it up. I don't think it's a major issue, but imo there are a lot of factors coming together and causing issues - frequency of condi application. CC, traps, and so on. Back to spirit weapons - I can see how the sword could be an issue. For classes that aren't constantly bouncing around the map, or if you're suffering cripple/chill (which is an entirely reasonable thing to happen), it'd take some resources to get out of the spinny thingy and they have...what was it, four of them? And then throw in that guard has some imobs scattered about its kit and things get a little overwhelming with how many times it can go 'spend a ton of resources and be nowhere near the general vicinity of the node or you die'. I think Zephoid also has a good point. While I don't want to see CC skills hitting as hard as they did, maybe AA level damage would be appropriate
  16. Anet thinks making content more grindy will make more players do it - and maybe to some extent they're right, but I think it'll just end up with most people doing what they want as normal and then leaving the rest to rot.
  17. Maybe the viability of an elite spec shouldn't hinge on a single rune set bonus. Devs should dedicate some patch notes to DH while removing the rune.
  18. > @"Dadnir.5038" said: > @"Curennos.9307" The issue is anet's design of the necromancer's defensive system. What you suggest isn't wrong but your suggestion mean that ressources are precious, while ANet's concept lean toward ressources being cheap. > > The thing you suggest mean that the necromancer want to stay as much as possible in shroud, while ANet's objective is that it shouldn't exceed 50% uptime. It's 2 different philosophies. One lead to imbalance and plenty of complains within the sPvP subforum (it should be clear after the february patch and the hate core necro received), the other strive for a theoric balance point that don't quite satify players even now. Please clarify whether you're talking about necro as a whole or specifically reaper. I *assume* reaper, but then core necro can stay in shroud for longer than reaper due to reaper's degen, core shroud's dmg reduction, and core shroud's ranged auto attack that gives it a reason to stay in there while reaper with its melee AA and cooldown-gap closer means that it's often more worthwhile to pop out of shroud to do something instead of staying in shroud and losing LF. Whereas reaper has much faster degen, limited damage reduction in that shroud#3 just has a duration and cooldown, and reaper shroud is *much* burstier. Also, I think you've...misread my suggestion? Or I need to clarify something, or I'm misreading what you've said here. Either way, what I suggested is basically the exact same as blighter's boon but it works without having to go into spite - a trait that builds shroud/LF when out of shroud and recovers health while in shroud. That said - I'd like to avoid nitpicking my suggestion. That's the smaller part of what I was saying - that there's a way to expand upon reaper's group support-y options to make it a more viable tank without pulling away from other (imo) core parts of its design, such as just incorporating condi->boon convert into the shroud trait we already have.
  19. > @"Dadnir.5038" said: > > @"Curennos.9307" said: > > If anet really is going to hold to the gist of scourge being the support/maybe condi dps spec, I would rather avoid shoving more support stuff into reaper's GM traits. - why not just give it a durability GM trait option, a condi option (haven't the foggiest idea about the current state of condi reaper, never liked it, Deathly Chill/the whole playstyle could probably use love) and then do...something with Onslaught that involves removing the quickness and buffing accordingly. > > > > People who want support-necro stuff can just go scourge > > It's a bit more complicated than that. > > For sPvP/WvW purpose, the reaper is tanky enough thanks to core traits and GS trait to make BB an irrelevant option. BB support a tanky playstyle but have abysmal impact for the necromancer in this playstyle, this is the main "sin" of this trait. The main barriers for the reaper to "tank" is it's poor ability to handle hard CC and it's lack of complementary support (because where tanking matter, in PvE, being able to add support while tanking is somehow requiered to be competitive on this slot). > > BB in it's current form heavily rely on the necromancer's uncanny ability to generate might for himself. Number-wise there is no problem with the trait, coupled with spite's minor traits it's even close to be OP. The issue come mainly from the fact that what it does isn't interesting by itself, it doesn't cover any of the things that the necromancer lack that prevent him from being a competitive tank. > > As for _Deathly Chill_, the trait is also "good", it's only issue is that there is little room for this trait to "breath" since ANet nerfed the reaper's sources of chill and conditions in general in favor of power damage. Personally I think it's efficiency is currently balanced for sPvP/WvW and that if ANet buff this trait it shouldn't be something that "bleed" into sPvP/WvW. As for PvE, it's just to weak, it need more source of chill there because there is no mob/boss that come with the convenient stability, resistance and alacrity to corrupt into chill (fear -> chill) just like there is no vigor to corrupt into bleed and barely any regen or aegis to corrupt into poison/burn unlike when you fight players in PvP content. All while _chilling darkness_ can simply be ignored due to it's very bothersome 3s ICD. > > It's not that we want "support-necro stuff", it's that we want the support of the necromancer (boon conversion/condition management) to work as well in PvE than it work in sPvP/WvW. And simply adding more boons on mobs won't fix this when there is this big elephant in the middle of the room called _defiance_. Just to clarify, I don't really 'main' WvW (though I've been meaning to get more into it for a while...anyway). I'm mainly speaking from a sPvP perspective. Mind I'm not saying BB is fine - I like the idea of it, hate the implementation. I hate that it's really nice if you take Spite but unless you cram yourself into some very specific build picks or playstyles it's basically worthless. The boonflip idea could be added to Augery of Death. We already have a shout-based trait - I think it's an easier option to mess around with that trait instead of BB in that manner. Scourge already has Nefarious Favor, too, so it's not like there isn't an option for necros who want a tanky support spec with a specific kind of support (converting condis to boons for allies). BB could easily be changed to stick with the original intent (that is, I'm guessing, a 'tanky' GM trait option) in a way that isn't so limiting as the current incarnation where unless you take Spite it's bad. BB is a shroud builder out of shroud and health recovery inside shroud. It could be changed to reduce LF degen in shroud, generate LF based on damage done (or taken, or both, with varying percentages) and then heal based on LF lost while in shroud. Bam, a GM trait that does the same job but is much more broadly applicable to builds and doesn't require specific trait picks to make it work. It took five minutes to come up with that. I'm sure there are other, better options if anyone wants to put more work into it and/or lean more towards filling in the gaps in necro's personal tank kit (like tone down the LF gen/maint idea and add in some stability or something). I'm all for having more support options as a necro. What I have beef with is trying to cram that support into reaper to the exclusion of what seems (as, obviously, I can't speak for anet devs) to be the original design that I am quite fond of - that 'tanky melee/bursty-ish spec'. And as I said, I have no intention of playing condi reaper, so I won't be addressing that.
  20. If anet really is going to hold to the gist of scourge being the support/maybe condi dps spec, I would rather avoid shoving more support stuff into reaper's GM traits. - why not just give it a durability GM trait option, a condi option (haven't the foggiest idea about the current state of condi reaper, never liked it, Deathly Chill/the whole playstyle could probably use love) and then do...something with Onslaught that involves removing the quickness and buffing accordingly. People who want support-necro stuff can just go scourge
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