Jump to content
  • Sign Up

Elan.7523

Members
  • Posts

    16
  • Joined

  • Last visited

Everything posted by Elan.7523

  1. OP nailed the two things that currently annoy me most about Specter. The forced teleport to wells, as opposed to having it be a flippy skill, and the forced teleport when using Scepter Pistol 3. It is just... disruptive, and feels like it is disruptive for no good reason. If there is a reason behind it, it could make the difference in my opinion but I don't see it. Having said that, I feel the Specter is amazing overall. Weak against groups of mobs, especially when alone, but against a single target when you have allies to support it blooms wonderfully.
  2. Honestly? No matter the joke, someone will get offended. Always. SAB is a joke. It was intended as such, and is understood as such. One can't keep changing things based on people taking things into a context it was very clearly never implying, or else you will never stop changing things. That is not practical or realistic. Look, I get it. People don't want to feel marginalized or put against, and to that extent I get the whole idea of inclusiveness and political correctness, but the danger is that we are all unique individuals, and you can't realistically please everyone. Is there a responsibility from a developer to avoid causing harm? Sure, but equally there's a responsibility for personal awareness from those who interact with it that the context matters even more, and that slights that are perceived are very often figments of one's own insecurities and have absolutely nothing to do with the game. In other words, if you're looking to be upset, you can find reasons anywhere. That doesn't mean they are necessarily valid "aggressions," however.
  3. When using specifically the revenant class, the turtle f1 skill is completely unresponsive. Hitting F1 or physically clicking the skill doesn't result in any activation of the skill whatsoever. Using any other class, this issue is not present. Tested after map change, reboot, and client repair.
  4. Alternative option, though not one I'm overly for, personally, is make it so the utilities don't flip. At all. Ever. Instead they do a little offense and defense at the same time. True hybrid skills. You're not toggling between both entities, you're using both at the same time. Then make F2 not only a way to regenerate stamina, but supply buffs and/or AOE effects based on whatever legend you currently have active.
  5. Or, given the spec has a high reliance on hitting many enemies at once, a small area pull that sucks enemies to the player, to set them up for the rest of the skills. Also would give the GS some sort of CC skill.
  6. Using the Vindicator's dodge, any of them, does not remove stacks of branding. Have not tested on Chak or Karka, but likely doesn't remove stacks of chak acid or facehuggers, either. Edit: Confirmed it. Upon being hit with Chak build up or Young Karka, you cannot dodge off the status effect. You're stuck with building stacks of Chak, Karka, or Brand.
  7. Disliking the elite skills. Just... all of it. Spear dude takes a while to throw, and the urn is just all sorts of bad in that it doesn't heal enough, can't be instantly dropped, and feels out of place. Also finding the skill flipping exactly as clunky as I expected them to be. This is compounded by the dodge mechanic just being awkward, where the only one that actually feels good deals no damage and puts a wimpy little barrier up. It also lacks quite a bit of health sustain. Even with battle scars, it's constantly struggling against simple chip damage. For what it's worth, I'd integrate some sort of mild life-on-crit effect into the trait line itself, and slightly reduce the cooldown and energy requirement of the F2 ability - and if the F2 isn't made more accessible, than cut all the endurance requirements by 25 for each of the dodges, and reduce max endurance by the same degree. I'd also standardize the dodge window across all the dodge types, as the iframe period is long, extremely telegraphed, and just puts you in an awkward pause situation where you dodge and... just... wait... for... it... to... end. You're already paying in endurance quantity for the various dodges, so I don't really see a reason to make the dodge period variable on top of that. Finally, the flippy skills? They by default revert to offense when you're downed, so it seems like that is the skills' base default. They DO NOT, however, reset to offense when you toggle between legendary stances. It breaks up the flow of SKILL USE -> LEGEND SWAP -> SKILL USE. Makes it feel pretty clunky and not at all fluid like the other revenant legend interactions, especially if you didn't use up all your utility skills before hand, whereby F2 is going to give you a mishmash of offensive and defensive oriented utilities. I still think that you as the player should be able to toggle the mode at will with f2, but the skills themselves should not automatically toggle on use. It should also be able to have you assign which of the two modes is your "default," so that support builds can start with support skills, even if they did get downed. Not all negative, though. The new E-Spec is pretty dang good when faced with a whole bunch of mobs tightly packed together. Can put out some solid numbers on several targets all at the same time. It's just a shame it doesn't have anything to bunch enemies up to do that, though, like a PBAOE pull-to-self skill. Seems like something that could have been in the greatsword skill kit.
  8. Would love to have mace or axe for thief. Though I'm worried the easy option of using a two handed weapon to avoid dual skill combinations will be what they do, I'd like to get more use out of Astralaria or Eureka.
  9. I get it. Legendaries with unique looks might feel more legendary, but they're honestly a pain to create a cohesive look with right now. Especially if you prefer cold colors over warm colors. We've got red/orange/purple more than covered, but blues and greens are in short supply! If anything, I wish all the legendaries had a matching set of weapons. For example, yeah, I could use Predator, but a H.O.P.E. based rifle would incorporate blues and avoid the overuse of the fire motif. Do I want a serious looking shortbow that isn't better suited in, again, a flame based color scheme? I have no options, but a H.O.P.E. based one would work. What about a celestial look? Yeah, we have Dusk, Dawn, and Eternity, as well as Astralaria and arguably that scepter Meteorlogicus, but that's still just three weapon types. Three. Of 16(19). And this is probably the larger pool of shared design concepts, second being the "joke" weapons Quip, Dreamer, and Moot. You want to match your legendary weapons with plant themes? Better equip Kudzu in both your weapon slots, then, because you're SOL. "Oh, but you can reskin them!" That defeats half of the point of getting a legendary in the first place! You lose out on the sound effects, the footfalls, and any aura they might possess by reskinning them. So, yeah, while I can somewhat understand conceptually the idea of legendaries being totally unique in appearance from one perspective, I also don't see a reason why they can't be a sort of legendary pantheon of weapons. It would certainly make having a cohesive look comprised of legendary weapons a heck of a lot easier.
  10. I still want a magitech themed skyscale skin of some sort. Imagine a clockwork skyscale! Also, dye sets that include the moonstone like aurene color flecks. In fact, dyes with unique textures assigned to them on top of the color they provide could be an awesome idea for ascended rarity dyes.
  11. Apparently after a little while, you cannot edit your posts on this new forum. I wanted to update it with some actionshots but couldn't. So.... next best thing. Action shot gallery of Axisaver.
  12. My thief, Elan Axisaver. His warband utilizes technology to supplement or replace magic. My first character, and still my favorite one. Elan Axisaver
×
×
  • Create New...