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Nup.4591

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  1. I find ether renewal to be an underrated heal skill. It has a very short cooldown and cleanses a lot of conditions. The cast time is the only downside, but open world you cna definitely afford that.
  2. Hammer is ruined by the number 3 skills. Honestly the other skills are fun, they have weight to them, they feel satisfying to use, good job on that! But the number 3 skills are what drags it down. They awkwardly do zero damage. They are clunky to use. Their buffs are strong, which means that in order to be balanced, power has to be taken away elsewhere. Tryingnto maintain the buffs means permanently rotating through all elements, which makes attunement swapping less free and adaptive and more repetitive. And then finally the grand finale sill being one of the biggest dps skills makes it punishing if you mess up. The other hammer skills are good. Playing ranged awkward and unusable, but as a melee weapon with some ranged skills it does work. There are some really nice skills there! Just imagine if there was one more skill on each element, instead of spinny orbs that buff you and crit for 0 damage!
  3. I really want staff to be good. Next patch they are buffing hammer because it is underperforming compared to sword/warhorn.. Where is staff? ;-;
  4. I actually really like the f5 skills. they are quick and interactive and you can use them even with different weapons to quickly create combos or get the boons you want. I wouldn't want to see these changed. the problem is the energy regeneration. there's two things in this: -it favors fast multihit attacks -you can't get energy while a sphere is deployed. hammer has the stupid orbs on skill 3 that constantly "hit" which gives you a constant stream of energy other weapons don't have these and thus struggle with getting energy up. the few multihitting skills they have (like meteor storm for example) are often used in a burst window where your spheres are deployed, so you can't use these to get energy.) this is why it's so reliant on hammer. I agree on the augments being incredibly boring as they are now, and I hate using them. but I wouldn't want to sacrifice the F5 for it. (also a sidenote that if augments were shareable they would become completely overpowered.) the idea with the orbs you have sounds interesting, but I think I'd like to keep those tied to the hammer weapon itself.
  5. ALSO, hammer 3 critting for 6 is just plain awkward
  6. hammer 3 has been awfully designed from the very beginning. but at the same time the weapon completely relies on it's mechanic. It's weird because if you remove skill 3, the hammer is very fun and intuitive to use. Magic hammer go bonk! so the question is, how do we fix this? it's not easy, because this stupid skill has 3 incredibly important mechanics build in - energy generation (messing up the orbs makes you lose a lot of energy and thus damage and boon uptime) - burst damage ( the grand finale is a really big part of your damage and messing up the orbs makes it so you can't use it in your burst window, or you miss out on the burst altogether) - buffs ( if you mess up an orb, you won't have a buff up during your rotation for a while, especially with how strong the air and fire orbs are, you are losing a lot of your damage) this makes the weapon extremely punishing if you make a mistake. so we should split these mechanics and place them on other things on the weapon. make it so that skill 3 doesn't do all these things at once. place burst more on to the hard hitting skills of the weapon, like the nr 2 skills or the big nr 5 skills. energy is an entire story altogether because other weapons also struggle with this (because they don't have hammer 3) so they will have to rework the energy mechanic completely (being able to gain energy while a sphere is deployed already would help a ton) If they do this, the orbs can then simply serve as a personal buff you can keep up to yourself. Catalyst has so many problems just from the traits alone... elemental empowerment stacks, energy, quickness, aura comboing... this class is weird. but it has some potential. it's just time to stop trying to tweak numbers and rework this thing.
  7. the point is, that even if the damage is good without getting max stacks, it would feel very unsatisfying. immagine playing virtuoso, but not having enough dagger generation to shatter with 5 daggers. even if the damage is good, it would just feel wrong..
  8. Persisting flame stacks last 15 seconds, you get 1 each pulse. with fire sphere lasting 5 seconds and pulsing once per seconds that's 5 stacks max. at a 15 second cooldown. with alac maybe you can keep up a bit more, but you won't get 10 stacks
  9. It feels very unsatisfying to not be able to keep up traits like [persisting flames] and [elemental empowerment] because of the lack of fire fields and CC skill on hammer. Hammer has no fire fields at all, so you relied on the sphere for [persisting flames], but with the cooldown increase, it's imposible now, and it feels bad. if hammer had at least one fire field on one of it's skills it would be possible to keep up.
  10. this is litterally power weaver. press 3 on cooldown and rotate from fire to air and back while autoattacking.
  11. Hi,Post turned out to become longer than I expected, but I make some valid points so stay with me ^^' The change to pyromancers puissance is bad in more ways than just losing your might and the upkeep of power overwhelming. Consider this: the trait is supposed to help the elementalist "burst"But when do you want to burst? Exactly! When you go INTO fire, not when you go OUT of fire. It doesn't make sense! If the trait would trigger the fire explosion and remove the might when you go INTO fire, it wouldn't even be that bad. Then it would indeed help with your burst, reward you for keeping your might up outside of fire, and allow you to restack your might afterwards, since you just entered fire. Second point I want to make: lowering cooldowns on staff skills has litterally no effect at all. Why? Well, what do you do as an elementalist after using all your skills? That's right! Swap to a different element! So anything that has a cooldown lower than roughly 10 seconds, will not matter at all (and that is assuming you only swap between two elements)In other words, if you casted 1 lightning surge in your dps rotation pre patch, you will still cast only 1 lightning surge in your dps rotation after this patch. (Except that they also nerfed the damage of that skill now) Lastly, increasing the cooldown of obsidian flesh and mist form is just unfair to core elementalist. Seriously, stop fixing things by breaking other things. If tempest had to much cc, then don't nerf tempest by making one of core elementalists key survivabillity skills almost qn unviable skill choice. It just makes me sad, I enjoy this game so much. and I always praise it for it's combat and how you can create your own builds and playstyle. Build diversabillity should be treasured, it's what makes this game my favorite game. But the last few patches have really been forcing elementalist players to play support or swap character. Shoutouts to my fellow eles that keep playing their favorite builds, no matter the struggle
  12. Thanks, I posted there. Hope they fix it soon.I also added a screenshot there, since that was the format they asked for.
  13. Item: all outfits and armor skins with a dress or skirtRace: Asura onlyGender: female (couldn't test male)Proffesion: allDescription: if you do an emote as an asura wearing dress or skirt skin, the skirt part clips through the legs. In some cases it completely clips away, leaving the asura in their underwear. Especially visible during the /sleep emote.It's pretty inappropriate. It's sad I have to do this, but here's a screenshot:https://gyazo.com/a655a2ccb4a09f92bafb674417492eedSeems pretty severe to me.. :confounded:
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