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oscuro.9720

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  1. Scepter as a javelin is like hammer rev and I’m all here for it.
  2. Hey! They put a mid range projectile on gunsaber, what are you talking about?!
  3. What are you talking about pistol being ranged? Why would they make a mid ranged mainhand weapon that fills a niche Warrior currently doesn’t have occupied when they could make a melee offhand that competes with some of the best off hand options in the game and is a crowded design space? Random thought; what if Bladesworn had been a gunslinger type spec instead that locked Warrior’s second slot into pistols (only pistols can be equipped). Then instead of dragon slash, the Warrior enters a stance like a cowboy about to draw in a duel, and then fires off the number of shots that get charged up?
  4. That’s fair, and it’s definitely good to get all the opinions out there! There’s no right or wrong answers here, just opinions from which the devs will (hopefully) pull from to improve the specialization. Mine own opinions are admittedly only from the frame of mind of competitive modes and from someone with minimal playtime on blade 🤷‍♂️
  5. The problem with bladesworn is that the drawbacks are so large, the benefits would be borderline broken (as it was for a little bit). But that would work too. I’m just not a fan of the way that blade was implemented despite the skills all being fairly good.
  6. I mean you don’t even need to make new skills, just retool the mechanisms that Bladesworn has. It has the foundations of a really cool spec then just misses the mark by trying to make all the drawbacks of warriors features without giving proper benefits. For Example; a dodge based rework Adrenaline mechanic: Amber bullets are now stored in combat. 1 Amber bullet is a tier 1 burst skill. Burst skills are still accessible and consume 1 Amber bullet. Max storage of 5 bullets. Dragon Stance/Slash: After completing a dodge roll, enter dragon stance. Dragon Slash consumes 1 amber bullet and is a T1 burst. From there you have numerous options; Dragon slash is determined by the GM trait; Forceful dragon is melee slash. Daring dragon uses boost and is reverted to its old version, allowing repeated use of dragon slash if you still have bullets. Immortal Dragon is the ranged DS. Or, you could have each slash be available and you have to weave cooldowns and utilize each slash. Gunsaber: Honestly I don’t think it’s that bad. I think getting rid of the ammo concept and beefing up each individual skill a little more to compensate would be good. Just let it be a good ole fashioned weapon with a balanced kit. Then give it an F1: Detonation: detonate an amber shell, granting yourself boons and endurance and blinding and burning nearby foes. That gives you an instant cast blind (similar to traited guardian F1) that can be used in a variety of instances, some might and protection maybe, and much needed endurance to help augment the dodge function of the spec. Now the spec is more fun and dynamic without the static issues or balance problems that arise from ammo spam. Im not saying to use this idea (though I do think it would be fun), im just saying I spent 30 minutes coming up with a rework using all of the existing skills because the pieces are not bad, but the whole is far less than the sum of its parts. The base is there, it just needs the right implementation! This game has the best non-action cam combat I’ve played. It’s fantastic because it is fluid and dynamic. It functions on action and reaction, creating an engaging gameplay that is fun in and of itself. Everything flows together with continuous movement and action, and, at its best, requires your skill usage to be intentional in both timing and utility to get the most out of whatever you are playing. Bladesworn is the literal antithesis of this. It is static, the class functions on spamming, and feels clunky. It doesn’t have to be that way. It’s not the skills. Blooming fire is not unenjoyable to use. It’s the implementation of the specs core mechanics. It doesn’t have to be that way, Bladesworn could be amazing, but I agree, it would need a fairly heavy handed rework to get there.
  7. It is. I presently cannot kill a staff spell with my spell, but they can’t kill me. I do more damage, they heal more, and it offsets.
  8. That’s a death spiral though. How do you fix a game mode that hasn’t changed for 10 years and only relies on class balance for being “fixed” which is essentially never going to happen. It doesn’t need to be a ranked mode, unranked 1v1 is fine too, then if it’s popular it can be ranked? Idk.
  9. Oh I agree fully, I was only saying if they only want it as a support weapon, I hear it does that well. Literally adding enough power to be a weapon that gets swapped to in a rotation/has its own spike, it would be really good. Right now it’s a dead spot in any sort of damage output in competitive. It doesn’t have sustained, you can’t set something up in your other weapon set because it won’t do anything, and if you can’t swap your setup will do nothing. My thought is to have the healing and support heavily scaled to boon duration, then make a lot of the damage on staff conditional (target has to be CCd, etc.) that way it can function with both power or support. Either way, the actual play style of the kit on a power build is wonderful. It’s fun, feels unique to Warrior yet distinctly Warrior. They really nailed that part I couldn’t be happier with the kit in terms of how it feels. Except for the smol pp numbers
  10. Staff with sufficient damage would be almost a perfect weapon for Warrior. Mobility, block, pull. I literally just needs a decent damage filler and a conditional spike (for example, have the F1 deal extremely heavy damage to CCd foes, have the 3 deal a respectable amount of damage). Then fill in some damage in the auto. That’s just one way to do it. The foundational model of staff is phenomenal, it’s just a numbers issue imo. Granted, as a support weapon I hear it’s doing quite well. So if that’s the case their design imperative was achieved, I don’t know anything about support.
  11. No class restriction, any build. The game mode can be structured to disincentivize bunkering. Timers for the duels, no rewards for draws, etc. can all make it so bunker builds earn basically nothing by stalemating or turning those 1 win 4 draw victories into Pyrrhic victories that reward them with basically nothing. a previous user said add a capture point, which I think is a bad idea for this very reason. It would only encourage more bunker builds. Spell is a duelist, and yes, duelists will be better, but there’s far more than spell and, when only having to worry about 1v1, the number of viable builds opens dramatically. Things like staying on point, map mobility, etc. aren’t things you have to balance your build around. Now it’s just you and the other person and one of you comes out a winner or you both lose. just my 2 cents
  12. I agree. I think the foundational model (a weapon capable of being hybrid, condi, or power with good mobility) is good, but the execution is misguided. as the weapon master, Warrior should have some weapons that require finesse. Dagger is an example of this. Sword should follow suit with a fencing/rapier theme. Lots of hits over a short period of time with every hit applying bleed. Keep savage leap. change final thrust to a 300-450 range dash that has the same values as it presently does, but applied over a line aoe. Rework the auto attack to be a double thrust (.25s), a single thrust (.25s), and a four-thrust combo (.5s). That gives 7 hits over the AA, 1 stack of bleed per hit. Now we’re getting reasonably useful condition stacks. Rework Flurry to be 9 thrusts over a 1 second period. Bleed per hit, 9 bleed in 1 second, again, starting to be useful. Now you have high bleed application, decent power output, and very good mobility for a mainhand. Tweak the power numbers and it could be very good. Just my 2 cents
  13. Okay, I agree and disagree with parts of his 100blades rant. The damage on 100blades was always a problem in terms of damage/cast time (or damage per second, which is useful for comparing like skills in a PvP game mode where seconds are the relevant denomination of time). Buffing the damage is a GOOD change. Is it sufficient? No. At least now the people arguing to let Warrior move during the channel have some semblance of an argument. The biggest problem was ALWAYS the second point he mentions; you can’t land it in competitive modes. I mostly do 1v1s and almost never land it, let alone in 5v5. If we were following a procedural checklist for making 100blades a quality damage first skill, the first step would’ve been to reduce the cast time. The second step would’ve been increase damage. So I’m not pessimistic towards this change, I think the order of importance regarding 100blades was off, but it will be quite a bit better now. At the bare minimum, worth using over auto attacks. I will open my old calculations for 100blades and re-run the numbers to see what the cast time should be to put it in line with other damage-only channel skills. I can’t speak to berserker I don’t play it much. I should learn though
  14. Controversial opinion, but I don’t think bladesworn should be relevant in competitive modes because, both conceptually and historically, it doesn’t work with this game’s combat system and relies on over-baked traitsand/oor skills to brute force past skill and be relevant. It’s basically the inverse spellbreaker. Not all especs need to be relevant in all gamemodes. Spell doesn’t need to be good in pve, blade doesn’t need to be good in PvP
  15. Make the dye channels only visible to the player who purchased them (like a graphics mod for a game that only affects the local client) or a toggle able option? The rest idk, I’m just saying I’d buy it.
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