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ErikViking.2754

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Everything posted by ErikViking.2754

  1. Make the Quickness Trait pulse quickness based on the amount of pips used instead of just at 6 pips. With 0.5 seconds per pip every 3 seconds you would get the same result at 6 pips but give the players more options what they want to activate depending on their boon duration or the situation (like swapping to ventari and just keeping on f2 for 2 pips when healing is intensive or letting the player use all 10 pips to stack the quickness faster in situations where nothing else is needed). The change would just give the player more agency to decide themselves what they want to activate instead of forcing him to do exactly: Hammers on Dwarf, Imp Odds on Shiro etc.
  2. The effect of transfusion has not been tested and is as implemented not working correctly. The issue comes from the healing being linked to the rez port, which is affected by target cap. That means that if you have 5 people that are down in the other subgroup and all people in your subgroup have 99% hp transfusion will not port a single person. ALL other rez abilites and rez traits (like search and rescue, signets or nature spirit) on the other hand will always port the downed target regardless of subgroup since they only target downed people specifically. Before the change that wasnt the case because the port was a permanent effect that affected downed allies, split off from the healing ticks (which sometimes mean you ported someone without healing them with the transfusion affect due to the healing going to target cap). Every person had an internal cd but the port itself did not port on ticks, but as a constant affect. With how it works now its incredibly frustrating to use since even if you see 4 downed people and use the skill, you could just port no one to you at all negating the reason to take the trait in the first place. Fixing that would be as easy as reverting the change and keeping the rez tied to a different internal effect that, if you want to nerf the streng of skill, could only last for one second instead of the old 6, keeping the effect only relevant directly after pressing the skill without the extreme frustration of the current implimentation which makes it extremely unfun to play (wasting the rez on healing fulllife people instead of porting the downed people is a horrible design decision)
  3. The effect of transfusion has not been tested and is as implemented not working correctly. The issue comes from the healing being linked to the rez port, which is affected by target cap. That means that if you have 5 people that are down in the other subgroup and all people in your subgroup have 99% hp transfusion will not port a single person. ALL other rez abilites and rez traits (like search and rescue, signets or nature spirit) on the other hand will always port the downed target regardless of subgroup since they only target downed people specifically. Before the change that wasnt the case because the port was a permanent effect that affected downed allies, split off from the healing ticks (which sometimes mean you ported someone without healing them with the transfusion affect due to the healing going to target cap). Every person had an internal cd but the port itself did not port on ticks, but as a constant affect. With how it works now its incredibly frustrating to use since even if you see 4 downed people and use the skill, you could just port no one to you at all negating the reason to take the trait in the first place. Fixing that would be as easy as reverting the change and keeping the rez tied to a different internal effect that, if you want to nerf the streng of skill, could only last for one second instead of the old 6, keeping the effect only relevant directly after pressing the skill without the extreme frustration of the current implimentation which makes it extremely unfun to play (wasting the rez on healing fulllife people instead of porting the downed people is a horrible design decision)
  4. The area of effect for the scourge alac is still much too low making it impossible to maintain even close to 100% alacrity in even slightly chaotic fights even with the new duration. The low duration on the sand shades still make the class really disgusting to play. You are still required to spam barrier even though barrier is designed as an anti burst mechanic, so any kind of moment to moment decision making is taken away. The rezzes are still much too low and leave any user of the old heal scourge without any alternative that fits the same playstyle. Revert the shroud duration changes. Put alac on Sand Savant instead and make the other GM a trait that increases rez capeability as high as the old scourge version to keep that playstyle an option without making it too strong by giving it alac on top. Easy
  5. Nice, more Power Virtuoso Buffs, that was really needed, without those buffs maybe people would get the idea they should try harvest temple CM without atleast 4 Virtuosos. This way you may even play 5 or 6 virtuosos. Truly a weak class that needed those changes xD
  6. bois its not that hardits a legy so it does the same as every otherlegy. You doubleklick it and can chose which rune effect it should have. like how you can choose wich stat the other legys will have. so it shows you every rune and you decide.
  7. Ever heard of legendaries? Also I dont think youd have problems with space if you had 17 bank slots and 10 bag slots which are already buyable in the gemstore
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