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Highstring.6025

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  1. I'm curious as to why it takes, from the beginning to end: -an hour+ to do enough events to get all three regions ready -an indeterminate amount of time to get a timer shown on when the map will progress -a 30 minute timer when the map finally decides to progress, despite waiting however long -20-30 minute chain consisting of the three lane escorts + pylon champions + powering the crystals -20 minute long fight that, if not for the 3 to 4 minutes of the boss being invincible/untargetable with barrel rolls, wisp phases, and random monologuing, might be completed more often. This map has a time issue, it takes so much investment to do from beginning to end, and when it fails, which is pretty often, there is 0 reward. I have my own personal gripes such as tracking each region's progress without having to patrol the whole map to figure it out (compare this to Dragon Stand and being able to see each lanes progress via the map and tags). Getting each region to be ready is also tedious because events aren't getting map wide notifications excluding the corrupted void pylons.
  2. Honestly, I feel like the Blight mechanic misses the mark. In terms of "Risk versus Reward", it does well; up to half of your maximum health gone for potentially lots of damage fits it. However, it lacks any engagement in actual playing, besides interacting with the first set of traits. I would have loved to see Blight be more than just a stacking debuff and an "ability tax"; make it so that certain shroud skills are upgraded to better versions at certain Blight thresholds. Make Grandmaster traits mess with that threshold, so these upgraded abilities can be used at lower Blight levels, or for true "Risk vs Reward", make it require more but for an obscenely strong version of the ability. Also, elixirs as well should be more satisfying to hit other than "gain boons". Maybe cause an point blank aoe with damage based on current Blight stacks, or a way to remove/shorted Blight effects.
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