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Krysard.1364

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Posts posted by Krysard.1364

  1. > @"WillPaharu.4837" said:

    > I think the cooldown on glyff of tides is fine, but the knockback on greatsword should be adjusted back to what it was before this highly uncalled for nerf.

     

    The GS "nerf" might even be a buff if the ranger actually plans on HITTING the target, and not just push them away. The glyph is mainly used to decap and has no telling anyway, so the nerf is more than justified.

  2. > @"WillPaharu.4837" said:

    > > @"Krysard.1364" said:

    > > > @"WillPaharu.4837" said:

    > > > I just don't see how nerfing poor little decap druid was called for at all. some one explain logic of this. you can't. it wasn't even close to great. leave the "good" builds alone. only worry about the meta stuff. that's where the broken is.

    > >

    > > Because decap builds should not exist

    >

    > why not?

    > ( says i have to make it longer so here is more words haha)

     

    Boring bunker builds that dont even try to fight players, just keep them off node. Unengaging, unfun and cheesy builds that, together with any other stale based builds, should simply not be a viable way to play the game

  3. > @"WillPaharu.4837" said:

    > I just don't see how nerfing poor little decap druid was called for at all. some one explain logic of this. you can't. it wasn't even close to great. leave the "good" builds alone. only worry about the meta stuff. that's where the broken is.

     

    Because decap builds should not exist

  4. Guess this bug is only prevalent in PvP gamemodes, but for the longest time, when someone teleports on you their player model will not follow their teleport for a few secs, making them effectively invisible. This is a huge deal cause you get spiked all the time by players you cannot even see. You must predict that someone used their tp skill on you and dodge their attacks despite you not seeing anyone next to you. Pretty sure this bug has been around for years already, and it completely breaks some classes, like rev, who can almost oneshot you without you possibly knowing. AFAIK it only happens with shadowstep skills that require a target to work, like guardian sword 2, judges intervention, shiro rev, etc. I dont think it happens with all targeted shadowsteps, for example I think thief's shadow shot doesnt "proc" the bug

  5. > @"Lan Deathrider.5910" said:

    > > @"Krysard.1364" said:

    > > > @"Lan Deathrider.5910" said:

    > > > The tooltip shows the damage for one hit with 4 possible.

    > > >

    > > > It matches up with a destroyer amulet and brawler runes roughly.

    > > >

    > > > Not sure of your setup in that image, do I guessed.

    > >

    > > The tooltip shows the damage for one hit indeed, which is 800 dmg. But as you can check from the combat log, it hits for half, 400 dmg. My setup is zerker, but it doesnt matter that much as the tooltip will adapt to the power damage accordingly.

    >

    > Mmmm I'll have to load it up later and verify in game. Might stacks? Vuln stacks? Situational modifiers?

     

    Nothing at all, just me hitting the light golem. You can check easily by comparing the damage between axe 3 and gs 3, with zerker they both should hit for almost 800 no crits but gs3 individual hits seem to hit for half.

     

    EDIT I do run the GS trait so maybe your tooltip is a bit lower, but you should still get half the expected damage

  6. > @"Lan Deathrider.5910" said:

    > The tooltip shows the damage for one hit with 4 possible.

    >

    > It matches up with a destroyer amulet and brawler runes roughly.

    >

    > Not sure of your setup in that image, do I guessed.

     

    The tooltip shows the damage for one hit indeed, which is 800 dmg. But as you can check from the combat log, it hits for half, 400 dmg. My setup is zerker, but it doesnt matter that much as the tooltip will adapt to the power damage accordingly.

  7. Support warr is one of the best builds for PvP, and I'm playing core axe (which is a lot of fun) just fine in top 250. Granted it's not holo, granted warr needs some love in terms of build diversity, but it is not a bad PvP class

  8. > @"Nebilim.5127" said:

    > >In this update, we're leaning into the dagger's close-range area-of-effect damage and burst attacks.

    >

    > >Lightning Whip: The range of this skill has been reduced from 300 to 240.

    > >Swirling Winds: Reduced the radius of this skill from 400 to 360. The visual effect of this skill now displays a red ring for enemies and a white ring for allies.

    >

    > isn't the first thing contradicting with the second?

     

    Absolutely not. Lightning Whip radius is not decreased, only its range, as its noted by "close-range". Also, Swirling Winds is not an attack so it doesn't apply at all.

  9. > @"MarshallLaw.9260" said:

    > For me it was the launchpad change that was the worst adjustment. Takes way too long to perform the extra jump and feels clunky most of the time.

    > The map is mostly OK otherwise, not my favorite (better than Colosseum), but that's just personal taste.

     

    Thats pretty much the problem with the map, pretty decent otherwise but the fact that they added this broken mechanic and shipped it as at worthy just hurts my damn soul and shows how much have decreased the pvp standards

  10. > @ZeftheWicked.3076 said:

    > Old signets of suffering needed to die and good riddance.

    > That trait was killing build diversity with signet corrupt bot being the only way to play, while the real corrupts were shelved (well of corruption, corrupt boon).

    >

    > Also new signets of suffering add a lot more build choices - boosted vampirism makes for a real "heal in shroud" build choice.

    > Undeath lowers lf degen when shrouded and lets you generate life force even without enemies (put a condi on self and let it heal your lf).

    > Locust supports blood builds, which syneregize greatly with it's active and now, also passive.

    > Spite become whooping 270 power that persist through shroud.

    >

    > I got no complaints about signets of suffering as they are. I may complain about signet of undeath being underpowered, but that's its own problem, not trait's.

    >

    >

    > If more corruption is needed, then let's start putting it where it should be - on staff, spectral skills, and core death shroud (since it's #2 is a bad joke not a skill to use even when traited with path of corruption).

    >

     

    Well, in that case, they should be making the trait a lot stronger, and fixing things like signets not working on shroud if you entered it when they were still on cd, but they are up again. Maybe making them work on shroud baseline, and adding something else instead of this feature?

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