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BlackBullWings.2734

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Posts posted by BlackBullWings.2734

  1. I'd second this, although not 0.01 but a big nerf to the damage is imo needed, but also a nerf to how much cc the skills do.

     

    As it currently stands mount attacks can take away up to 1/4 of the combat from mobs due to damage, but especially due to cc, which stops enemies from attacking you for about 2s. This is enough for players to melt mobs before they can really fight.

     

    For the sake of engaging content, mount skills need a serious look at both damage and cc. I'd go as far as to nerf damage to only 33% and all cc/secondary effects having their duration/power halved.

     

    I really think mount skills can destroy the fun of enemy encounters

  2. I really wouldn't mind them reintroducing cost for repairing. As minor as the cost was, in the long run it would add up to a lot of costs. Waypoints cost silver too, and not that much either, but just think for a second how much gold you might have spent on WP's over the years.

     

    When it comes to new players, keep the cost low ofc. But a punishment for recklessness is good, and might motivate some to improve, even if it's a really small minority.

     

    either that, or remove ALL the anvils across the game lol.

  3. > @"Regh.8649" said:

    > Everything by now, Hairstyle, faces, beards, horns and tattoos… and it's about time we get PC texture revisited.

    >

     

    charr have 2 new sets of horns hidden away in the character customizator, you need to select a specific set of horns, then change the gender and you'll get olmakhan horns!

  4. How viable is this? Atm I have a full zerker hammer scrapper with some asc stuff on him. I was wondering if you can get into high level fractals or raiding with a hammer scrapper, or a scrapper at all. I've heard of heal scrapper for raids but it's not my cup of tea.

     

    Any insights? I'm pretty new when it comes to engi. thanks in advance :)

  5. > @"Cameron Rich.3905" said:

    > The Falling Ice Orbs, for example, have a larger and more damaging attack that fires if no one catches the orb--so when you're performing the mechanic correctly, you're not seeing that punishment skill (way to go, being responsible!)

     

    I think this part of the fight has so much unused potential, it seems to have 2 issues as far as I see:

    - only needs 1 player (i think?) to stop an ice orb

    - the shockwaves it causes only go so far, making the ones in the back completely ignorable.

     

    Honestly, if this part required something like 5-10 players per orb, it would make the "tornado phase" (where drakkar starts summoning a bunch of tornadoes, which unfortunately, can also be mostly ignored) much more dangerous, engaging, risky and fun, the fact that the orbs appear at this tornado attack makes it feel almost as if this is how it should be, and the coordination between players would be absolutely amazing.

     

    >

    > Additionally, Jhavi's shield in the intermission phase now provides protection from the storm (which deals constant damage if you're outside it), and allows you to go out and attack adds - but that protection only lasts a short time once you leave the shield, so you have to balance grabbing the buff with going after incoming enemies, or pulling them into the shield and damaging them down.

     

    I was wondering if anyone knows, do the adds damage the shield? do drakkar's emergence attacks damage it? would be far more interresting if they did. never seen the shield health drop below 75%.

     

     

    overal these improvements are good, but as you mentioned, people expected something really different because of the unclarity of what new mechanics really meant.

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