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flowdragon.8635

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  1. The spec seems to be playing nicely, and I see that the team tried to fix the visuals for the Untamed...But mostly it looks like the indicator aura for ranger unleashed was removed. I was more so hoping that the general aesthetic of the class be enhanced, though I could understand if that's too much to change. I honestly thought it was better having the green aura around the ranger so it was easy to tell whom was unleashed at the moment. I think people really just wanted it to look nicer...an aesthetic sort of wild mutation rather than having a look I would only really see coming off of a smelly warthog. It also looks like the other weapon skills got buffed but with no untamed visuals. So in short I would just suggest optimizing visuals aesthetically, not by removing effects, but by maybe reimagining slightly and adding the unleashed effect to the alternate (non hammer) weapons. The hammer skills look great, its mainly just that the pet skills and the auras look more like visualized odors and sewage rather than having a wilderness feel most people would find pleasant to look at and play with.
  2. You listened! I suggested a modification to shroud 3 and it works wonderfully now! The only other thing I wish for this spec is for one of the wells to be a stun break, but I feel sure you had a reason you didn't incorporate that. (or I'm just blind). Aside from a stunbreak well, it seems pretty nice to me, good job team!
  3. Great work! Vindicator feels so much better this time! I'm actually interested in playing with it after these changes! I have no complaints.
  4. Very nice! I still haven't quite gotten the feel for elixirs but you've definitely improved them, they feel more useful now. I only saw one glaring issue, which was that the crossbow skin for the pistol turns all of the cool green projectiles in shroud into arrows, which is kind of strange to be shooting without the crossbow in hand. It would be nice to see those beautiful animations into which you put all the hard work!
  5. Willbender is an excellent concept, I'm really hoping we can get it to a great state by the time End of Dragons rolls around. To me Willbender feels like it should be able to run circles around its opponents, but when I play with it, almost all of the attacks stop right at the opponent. F2 gives some of what I'm looking for, but it feels a little short range. Basically it feels really nice at chasing, skritt burglars for instance, but that's where most of the mobility is. It doesn't feel as smooth and fluid and mobile as dual dagger Elementalist, for example.. Dual dagger Elementalist has Fire 3 and Earth 3 for dashing through enemies, Air 4 for moving up to them and stopping at melee range, and on weaver it has Mudslide and Steam Surge too, both which can go through or to the opponent. Being able to get through and behind the opponent allows for smoother gameplay. Willbender currently feels like it chases down the opponent very well but then clunks into a relatively stationary stance. Sword 3 has a lot to do with this, I think it would function much better if you altered Sword 3 to allow movement as a Willbender at least, even if just being able to strafe. I'm aware the shield acts as a block and lessens the need for movement, but it stalls the flow of the Willbender's mobility. If you considered altering sword 2,4,5, f1, or flash combo to give some option for movement past the target like dual dagger elementalist, it will feel more like i think you are going for with a highly mobile character that can really move around the battlefield rather than 5 ways to get right up to the target that don't give much option for movement elsewhere. Another good function would be the ability to press one of the turn keys to do a 180 degree turn when using F2, that is one of the most effective methods of staying locked onto your opponent when moving through them (currently on dual dagger elementalist but not willbender). With some added mobility beyond the target, like the fluidity of the dual dagger elementalist, it will be perfect.
  6. First I would like to say that this is one of the most entertaining and whimsical mounts you have ever designed. I love it! Just a couple of things, the slippery drifting I'm sure is to make the mount feel heavier and have more momentum, and perhaps provide some challenge. It is rather difficult to control though, I even drift through the air in odd directions and end up totally missing the target i'm trying to fly to, the slightest turn makes the turtle's momentum shift as if you press the drift button on your roller beetle. A more gradual drift could be more functional and less frustrating. The only other comment I'd have is to suggest making the turtle fully controllable in solo mode even if you need to give a bonus to damage or some other benefit to give dual riding added incentive. Maybe that's a mastery you can earn later, I just found myself unable to enjoy the turtle fully a lot off the time because I didn't have a friend to operate the cannons and boost the whole time. So to sum up I'd say it would be nice if you'd consider making it somewhat easier to control and give access to full controls as a solo player because a lot of people won't always be able to have another player to ride and operate the cannons, giving another sort of incentive for dual riding like maybe higher damage.
  7. These signets are so very well thought out! I personally love signets, passive effects make for much more focused play and I'd love to see them on even more classes. I would love a redesign of signets on the classes that have them; the mechanist has very beautiful aesthetics and seeing the symbol appear over your character's head has much less of an appeal and feels rather dated hindering full immersion. Overall it seems like a more simple to learn class than some of the alternatives, but very flexible for optimization. I do, however, miss the toolbelt and I feel sure other people have complained about that. My final thought is just to request that you keep an eye on the meta builds in regards to the signets. I would love it if signets were powerful enough to keep up with the top builds! Keep up the good work, you're doing a wonderful job with this game!
  8. Someone wrote this in different words than I will: The Untamed is not an aesthetic class. I believe you could create a more visually appealing form of corruption, but that may already be deeply tied to the world you've been building. If you don't change it, I suppose I will just use my Timon and Pumbaa Untamed Duo. Warthog unleashed looks on point.
  9. Shroud 3 is a good concept, but it needs a sort of elastic targeting system because otherwise you have to back up (usually for me with a dodge roll) just to land the end of the charge on the target. If you could make the targeting stretch from the player up to a certain point so we could target an enemy that was closer, it would be much more effective and efficient for playing.
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