Swagger.1459 Posted October 13, 2017 Share Posted October 13, 2017 Can we make this a thing? Thanks! Edit- Sorry for the double post... Link to comment Share on other sites More sharing options...
sokeenoppa.5384 Posted October 14, 2017 Share Posted October 14, 2017 Scepter would Be pretty op. My suggestion. On pve you are full of Life force coz of mobs die around you. Maybe If they Make lf from kills scale much much more in PvP. That way you can get More lf in PvP but it wont affect on pve Link to comment Share on other sites More sharing options...
leasm.1279 Posted October 14, 2017 Share Posted October 14, 2017 LF gain is pretty uneven now. Against many weak enemies it recharges really fast, and agains bosses/pvp the recharge is bad. I'd like to see a normalization, and making all skills giving LF (also reducing gain from nearby deaths) is a way to do it. Another approach would be giving LF based on a percent of damage dealt. Link to comment Share on other sites More sharing options...
Svarty.8019 Posted October 14, 2017 Share Posted October 14, 2017 > @leasm.1279 said: > LF gain is pretty uneven now. Against many weak enemies it recharges really fast, and agains bosses/pvp the recharge is bad. > > I'd like to see a normalization, and making all skills giving LF (also reducing gain from nearby deaths) is a way to do it. Another approach would be giving LF based on a percent of damage dealt. Yes. Good idea. I'd like to see it **PASSIVELY** regen (so we can get it when "in combat" with an opponent that can't be attacked) as fast as Thief's initiative. Link to comment Share on other sites More sharing options...
Exqq.7451 Posted October 14, 2017 Share Posted October 14, 2017 > @sokeenoppa.5384 said: > Scepter would Be pretty op. > My suggestion. On pve you are full of Life force coz of mobs die around you. Maybe If they Make lf from kills scale much much more in PvP. That way you can get More lf in PvP but it wont affect on pve > When they correct the issue with multi shade stacking conditions in error this change would probably be a net 0 allowing slightly more use of shroud skills to compensate keeping Scourge as a viable DPS option. IDK, just my thoughts. Link to comment Share on other sites More sharing options...
Plastazote.7914 Posted October 14, 2017 Share Posted October 14, 2017 My suggestion would be to have LF generated from skills that primarily do damage and used up in skills that are for utility whether or not they are classifed as a weapon skill or utility. That way you have some consistency and gameplay choices to make. Link to comment Share on other sites More sharing options...
HardRider.2980 Posted October 14, 2017 Share Posted October 14, 2017 No.. All weapons to boost LF would mean other skills would have their LF cut to make up for it or... it be too OP ... While we need more weapon skills to give LF.. making them all would be dangerous Link to comment Share on other sites More sharing options...
Plastazote.7914 Posted October 14, 2017 Share Posted October 14, 2017 I said damaging skills boost LF. Things used for utility use up LF. Then there a balancing act between the two and decisions to make. Link to comment Share on other sites More sharing options...
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