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Kalix.1406

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  1. The main issues I have with PvP balance and how classes fight out is that active defense and offense are both far too powerful and removes any reactivity from fights. Many of the builds I've seen have degenerated to strategies of either alpha-striking and stunlocking someone to death within a few seconds, or being able to constantly evade, block, invuln, etc to the point where hitting them is near impossible (some builds have bits of both and phase between the two). Support firebrands get by without these exact strategies but their healing and boon capability is so strong that they don't care about someone trying to bash their face in until they have to fight multiple opponents. Combined with the extreme offensive power some classes have, the only way that evasion can be reliably used is preemptively, chaining it together in some static rotation/combo that doesn't allow any counterplay because if someone does manage to land one hit through it all, it snowballs the other way into a very fast kill. Overall what I would like to see... basically amounts to nerfs across the board with the intent of slowing combat down. More limitation on chain evades/invulns, lower offensive power across the board (so that being hit doesn't immediately end you), and healing set to some level that can't be infinitely sustained in a 1v1 with a damage-heavy class (Being able to drag the fight out with a support setup is expected, but doing that to infinity promotes bunkering too much imo).
  2. So we got a fun new passive with zeal here, where symbols count double towards proccing virtue of justiceFrom some testing on the golem I've figured out that if a symbol sends you from 4 -> 6 justice stacks, it will trigger virtue of justice and set you back to zero justice stacks, causing the 6th stack to be wasted. This has the effect of making a symbol by itself trigger only every 3 hits, instead of triggering every 3, 2, 3, 2... hits. This is somewhat mitigated by combining symbols with other attacks, but will cause some stacks to be wasted in a fight. It doesn't seem like this is intended so here we are in the bug reports!
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