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Ragi.7291

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Everything posted by Ragi.7291

  1. @"Dadnir.5038" I laughed between a real fight and hitting a static pole there's a huge difference.Why do we take condi classes in pve?For bosses who move.The condi classes very often set combo zones.As a reaper, our burst = frost combo area + Soul Spiral shroud .But in group we don't choose the combo zone in which we will make our combo so your burst in conditions in a real fight your burst is zero.In pvp, the problem is different in reaper you mainly put 4 conditions, which are vulnerability, chill, bleeding and burning.Most of the clean or stamping skills remove 3 alterations, basically with 1 weapon switch I cancel all your burst and you are in the body body for me to kill you.A condition class must either have enough means to survive and go hand-to-hand or provide remote kite and disengagement means.The necro has neither really good (compared to other classes). Besides, you're talking about the scourge, the same thing since the shades were overhauled.For a golem your shades you put them down, the golem stays in.In real combat the mobs move either you don't put down your shades you lose dps and stats.If you put down your shades you take the risk of running out of shades and casting your spells F2,3,4,5 without it affecting the boss.Either way, you lose dps.
  2. @Rubi Bayer.8493Thank you very much for keeping us informed,Communication is improving. It's great. I'm so happy.
  3. @"Caberea.8139"I should have specified in a competitive or HL content.Because in open mode of course everything is viable all moobs kill themselves in auto attack.As soon as anet wanted to put a little bit of difficulty on some mobs with HOT, the community shouted that it was too hard, when there is either a need for a CC or a dodge. The necro is one of the most played and used classes at the lower level because it allows a lot of mistakes.But HL level, and pvp, it is one of the hardest and most useless classes. it has no survival and escape, freedom of movement (in WvW and PvP it is the only class that needs a healer the Fb otherwise it just does nothing and gets killed in 2s)she brings nothing to her group, all the classes of the game bring buffs with their feature or skill the necro very little power.Teamplay and mutual support is super important what the necro doesn't do.is the lowest Dps of the game, while it brings nothing.we use the Corruption skills that take our lives or impose conditions on us, which puts us in a combative state, which slows us down, which prevents us from being self-reactive... for very low skills compared to other classes that do much better things for a very much lower cost.after the last point is that all the necromancer's weapon skills must have a target and hit.This is a problem I will give 3 examples: Grap Vs TPA Grap must hit, it can be blocked, dodged, moved, interrupted by the scenery, the enemies can have stab, it can breackstun, you can be blinded, interrupted,.....and all that to just bring a target to a place.a TP, you can use it to engage, disengage, you can very often make combo to make yourself furtive or have an aura and apart from the interruption to the frame ready you have 0 disadvantage.Now let's take the necro's horns and the warrior's horns.necroA daze competence in cone 30s CDA skill to get up and running quickly and inflicted damage to 180 radius and FL 30s CD (which can"t crit)WarriorA skill of 3 dispell, + buff speed + fury + 2 attacks +25% damage + explosive combo on 10 people! 15s CD (600 radius)A barrier skill + 3 dispell + vigour + resistance + explosive combo on 10 people! 20s CD (600 radius) One has larger CDs, smaller radii, less effect, less target number + must interact with an enemy which implies everything I said about the grap.The other one has everything better it buffs it is companions, apartment to be interrupted it can generate the maxium of these skillsmost of the necromancer's weapon skills are below the other professions (CD, impact, versatility, radius) Lately the resource.The necromancer has 2 resources: his life and his life force.His life, I have already listed all the disadvantages above with the corruption skills.The life force is generated only on certain skills that must touch or activate their triger. Our life force is supposed to be our survival and our dps with the shroud.In pvp or wvw we have to kill our enemies twice to get some FL back. (once upright, once for completiona kill) compared to the pve you kill a target you have life force.Moreover your amount of FL is proportional to your life.The thief, are endurance and initiative.It is 2 resources reloads itself + it has features and skills that do not need to interact with the opponent to improve its reload. One passively finds these resources passively.The other must use spells and touch or kill opponents to find them. watch this video to see at the hl.some classes can passively ignore half of the damage of the game passively for example.
  4. @"KrHome.1920"The problem of the staff is just related to the mcm!It is enough to reduce the targets from 5 to 3 for Marks and to make the projectile disappear after having touched X people or that the projectile to each person it touches it loses 30% of its damage. But the weapon is very bad in pve, it is just used to tag mobs it is supposed to be a weapon with which we fight here, but we only do brushed them.We need a massive increase in PVE damage and increase speed to 1.The trait merges with the current skills.And they really have to choose whether this weapon is power or condi.Then we could have a line in "the Soul Reaping" harvest that does for example :If they make the staff become power, the new line would reduce the damage of all your staff skills by X% but adds different conditions to your staff skills (which would allow you to play it in power or condition and better manage the balancing)Or added a new mechanical support like on the Revenant staff with new trait. PS: In general I think that GW2 should put a system that makes the more a skill affects targets, the less it has an effect whether it is aggressive or offensive.It would make for a more interesting gameplay, less buff, less conditions, less death by aoe bomb.Even siege weapons in MCM, for example, it would avoid always having weapons on the double spots, if you touch 2 walls you make 50% damage on each of them,...if you want to open faster you type only 1 wall ...
  5. The GS redesign is pretty good maybe not for you but for the game in general.So yes there are problems in terms of damage balancing and condition in the different game modes.example in pve raid in power build Soulbeast, we use the dagger because it makes more damage whereas it is a weapon condi and not the sword (here there is a problem of damage in pve)On the other hand, VS players conditions such as Crippled, immobilization, poison,... are extremely strong conditions so when pve is very very very weak.Here the dagger in second hand has extremely strong conditions that are poison and Cripple for pvp, but this weapon if it is conditions are not replaced by something much more impacting for pve this one will once again be unplayable/ineffective in pve mode. You tell us you don't like the fact that you lost your dodge on your self attack.I understand you but this dodge was far too strong for very good players and too random for all the rest of the players.One of the big problems with GW2 is its system, which is far too rich and therefore complicated for the vast majority of players.The difference between a pve "casu" player and a very good player can go up to 500% difference in terms of dps on the same targets and in pvp it is not even comparable.Anet must make the gameplay simpler to allow a larger population of the game to make the whole content and therefore to make them play more.... Maybe you may be telling me "no this gameplay and this system is simple" but no.A large part of the players do not even know what hard CC and soft CC are and even less do they know what they are used for.Most people do not use the combo system, a combo zone in the game.Because already, they can't use their skills at the right time, they do too much, some have no readability.I give you an example that for me is one of the reasons for the success of FF14, they lowered the average level for a person to use his build.They have made for example that hard CC skills don't inflict any damage so people are intuitively guided to use this skill only when they really need it and not to rely on all their skill as quickly as possible. I find that on some points and some weapons they take the right direction a skill = a precise utility.Then they don't go far enough for my taste. Yet another GW1 example with an incredibly good and technical gameplay and for time, you had very little skill and 0 other combo system or other.All the technicality was in the construction of your build and its application with parsimony.And for the PvE on GW2, currently the mobs are extremely weak we would say a hack'n' slash, even the raid bosses have what 3 or 4 mechanics.A simpler gameplay allows to have more complicated mobs with more mechanics or a much higher requirement in verse.Currently in all game modes, the 1st credo is to kill your opponent as soon as possible.There is almost more that fight it is executions, in pvp you die in 3 seconds in raid pve you fall many boss in 1 to 2 minutes for very good players. We need a simpler gameplay so that as many people as possible can play together and make up a very large part of the available content.
  6. Could we at least fix the problem of infusions that disappear on the legendary armors. plsI lost one again, two days ago it's really really tiring.
  7. @Robert Gee.9246 Yes, health is a resource and it is very good that there are skills with health strokes.But unlike adrenaline, initiative or other.When you lose life by inflicting damage or conditions on yourself, you go into combat and so you run slower, you can't regenerate yourself,... (all the disadvantages of the combat mode)A thief who uses weapon skills for stealthy past with a combo or tp and moves, he does not go into combat strangely though, he uses a resource (initiative).Isn't that strange? Putting more and more skills like that is good, but putting it on the class that has the least mobility, the least means of passing out of combat, and the only class that needs a baby sitter if it doesn't want to be demolished, which is gardian in competitive modes.It's very strange, especially since most of the skills that ask us to sacrifice ourselves are far from being good compared to other classes that don't ask for any sacrifice. If the active sign of it really someone definitely dead and not just a target down.The active would be played, but from what we see here, it's not the case.
  8. We have the whole blood branch to rez easily.It just needs to completely change actif sign for something that the necro really needs. AOE heal or area of protection for you group, ....We're already a rez bot no need for that signet.Half skills of the necro are useless or skills that aren't symbiotic example the signet of splite that increases the power and that on your active puts conditions completely off the plate they could have put an imblockable or a CC or just an aoe of degat power but no.here for signet of undeath we have a skill that serves half of nothing only passive.
  9. oh oh i like that!!When this is going to be set up, I'm going to laugh in W3 "castle" (raid)Rain of death mesmers ^^ Too bad I thought in your first post that it increased the 100% life force that you generated that would have been a more pro-active sign.On the other hand it's really a shame that you didn't change the actif sign.One rez we don't need it in necro we have the whole blood line which is based on the rez if we want.Maybe Active sign : Something that Aoe heal or something that would allow us that our life can't go below 50% of life for X seconds for example that would go well with the name of the sign. Besides it wouldn't be bad if all the weapons skills of the necro generate LF + spectral skills so you could do many more spells by assigning them something else in addition as half of the skills of the necro and these spe are useless.
  10. 3 strats of monetization, many too many, too expensive. To have the possibility to save at the time of build that we want on our own PC without paying. This is who's funny in your game changed build / trait, why you make it pay! Do something to make legendarys more attractive because the price and time it takes whereas now you can have the same thing with an exotic 1po and 500 gems. separate PVE, WvW and PVP We absolutely do not use the same equipment, build/trait in these 3 game modes! It would be nice, like before the maj. When you go into one of these game modes, the one keeps the build/trait and stuff you used when you played in this game mode. Big problem with angony infusions that disappear with legendarys. Have fun
  11. The balancing patch looks pretty good on some professions.But on other professions this is not at all the case and some things are not harmonised as you say. Necromancer:Nerf on 4 torch and the Corruption is good.Blood Bond fix is fine but now you have to up this line without the bug this trait is useless.On the redesign of shades system tested.Given the redesign of shades, I suppose you've given up the nerf of the barriers or is that an omission compared to your other post? First problem is that the necro doesn't have the tools to tank + support his team in comparison to chrono or FB.Chrono currently has 2 invulnerability on these signs, access to distortion with the sword.At the blockage with the sword and shield, access to the aegis, access to stability for you and your team.In addition it can give alacrity and quickness and increase all the advantages of its squad.All this CDs are reduced by 50% with alacrity and a return to the past in addition! 2nd problemIf the necro tank, it will move everywhere because it should dodge the aoe or move to not take them so the boss moves loss of dps so tank ineffective compared to what we have available.The chrono doesn't need to move so the boss is also asked to move, so an increase in the dps because the boss stays in the Aoe.How do you want the necro to be able to play equal when you have the chrono in front of you.A boss who will bump you or you one shot apart from our shroud we have only that to survive! 3th big ProblemYou have made a synergy between death magic and necro pets!But all the pets die constantly at each AOE, the time to get their CD back is very long and the cast very long too.We don't need cast on the invocations, maybe they appear after X seconds when we have activated the skill.In addition all necro pet should when the special ability of the pet is activated die! to have more control over them and have more control over the Death nova line.Make pets inherit part of the stat power, condition damage, precision, vitality and toughness of the necromancer.Make all pets that it has been necro, ranger, elem, pet that pops on the runes, guild of thieves, ...All pets are an aggro to them and they don't put you in combat if you haven't attacked or if you are attacked.Because it hinders the passage out of combat, so out combat regen and mobility in open world and pvp and McM. On traits :Flesh of the Master should be basic in the description when you select Death magic. Beyond the Veil is too weak put instead in Minor Grandmaster Death summon you invoke a horror for every death with Xs of CDs Armored Shroud incrase at 10 stacks of Death's CarapaceCurrently it's 180 of robutesse and it's not played and you lowered it again instead of up. If we talk about certain traits like the one Putrid Defense you make a line on poison when we have almost no skill that inflicts poison!We have 3th auto attack of the scepter putrid cruse (very, very slow), skill 3 of the staff chillblainsCorrosive poison cloud that is used in no game mode because it is not powerful and punitive enough.Plagueland but except in raid otherwise this spell is never used because Aoe is too small and we can't place himAnd the trait Death nova.If you want this feature to be a minimum a chance to be used changed a minor feature a bit like Barbed Precision for poisonTrait Example : You and your pets with X% chance of inflicting poison for Xsecondes on each hit (CD is X seconds on each pet and X seconds on you) Death Nova split in 2 treats itself if your main attribute is power when the pet dies it makes an explosion (combo) of X damage depending on your power.If your main attribute is alteration it generates a cloud of poison of X damage depending on your alteration. I find that there are problems with the positioning of the line branches, you had done something great on thief or you specified the columns 1 utility, 1 defensive, 1 offensive.I was very impatient with the redesign of the Dead Branch, the community has been asking for it for 7 years so I was expecting something really crazy, you had time for that!Access has more mobility, necro pets redesign, more dps in PVE because we are the lowest dps level and we bring no buff to our group. Actually, none of that.I pointed out in your last Post that only the necro AFk farm currently uses the Death Magic branch, and ironically you buffed it, waiting for you at bots wave of necro spe pet.Do you want the price of gems to rise? have a bots invasion? The next step is the engineer turret buff? because it's true that there aren't enough of them already in open world. 7 years of waiting to play with one less draught branch again because it is useless.Try to get new ideas and test your Spe in real conditions, compare them to other current Meta roles and see if it has the same ease to do its role + if it brings something comparable to its squad.I'm so disappointed in this patch for the necro ,I've had too much hope. Warrior:In a few words the rework of the tactical branch + the horn is too strong for my taste. (with alacrity it will be anything)All this does automatically you hit, = heal and buff power constantly 5people and it's magical. Thief :He still in the top dps with a 3-key rotation for 7 years in pve.Improving stealth detection skills is good but if you let the Shadow Meld (elite sniper skill) removed revealed in mcm we will always have the same problem.Stealth is about to engage or escape.On GW2 it is constant and part of your dps which is absurd because 3/4 of the game's skills require a target, stealth is too powerful!Fix all skill failures caused by an invalid path on all professions, pls. Mesmer :Problem on wells and clones in mcm already mentioned in your last post.A big problem of coherence on the shatters of Mesmer.So all core/spe mesmer must have clones to use their F1,2,3 and 4Or they can use them all without clones.But we have to choose and resolve this quickly pls, it's a question of cohesion and equity. @Robert Gee.9246 Thx for your previous answers
  12. So for all those who say necro buff I say : yes and no, why?Yes, you will be able to bomb 10 targets very easily (if the increase of the radius always remains on sand Savant)But next to that, if you put down your shade you lose all your F2, 3, 4 and 5 for 15 seconds!(because your squad will not be in your shade and the enemies will be gone, and this requires 3 conditions: position of the shade, life force and your CD)You can no longer support your group around you, dispell, put barriers to your group, nor convert.You lose all the support and defense, for your group and for yourself! (it will be much easier to go hand-to-hand for yours ennemies!) @"Irenio CalmonHuang.2048" I have some questions about the Shades and Sand savant, I don't find it very clear especially that it involves all game modes! I didn't really understand, there are no more 3 shades? it's now only single shade with an increase in radius over the entire spe?(if so, it would make the other major features more interesting to take in the different game modes)Or on sand savant, there is no longer a single big shade, and it is the 3 small ones with 180 radius (ridiculous) who can hit 10 targets?(here it would be a disaster and the end of scourge)Or does everything remain as it was before, it's just that you forgot information (increase of the radius) on the line Sand savant?On the other hand, on "rework" if there is only one shade for the whole speSand Savant will always be taken in WvW so the other 2 strokes are still useless, because we're trying to hit as many targets as possible.in pvp Sand Savant will become useless, there are only 5 opponents!Have you thought about that?If we only have one only shade, do you think about looking at the 2 traits of the scourge Minor Master Sand Sage and Minor Grandmaster Blood as Sand?(Maybe do traits do something if you had an active shade and do something else if you don't?)Why do we have to break down barriers? because we will no longer put any barriers in fight for DPS scourges in WvW if we put a shade with your rework .personally I understood:We only have one only shade of 180 radius that affects 5 peoples and 10 peoples if you have sand savant(maybe I'm stupid or just not English-speaking ^^) Then I agree with you, it won't change the meta!Because there were nerfs but no up and rework required on the other classes/spe, nearby._ #Chrono, #Druide, #Tempest, #Revenant ventari for WvW supportsGuardian FB will always be the only viable support in WvW.
  13. This is our best Christmas present before the time, thank you! Oppressive Collapse : This skill will require line of sight on the activation. Very good Nerf !!!!Long Range Shot: Reduce the damage range of this skill from 0.7-0.9 to 0.6-0.8 in WvW only. good changeTome of Courage, Chapter 2 - Daring Challenge : This skill grants retaliation for 3 seconds instead of aegis. good NerfHolographic Shockwave : Reduced range from 600 to 300. Very good Nerf !!!! Increasing the range of anti-stealth skills is a good thing, I think in MCM she should have scored the target on our killer as the mount skill "Sniff"Because these skills are very little used gave them a little more would be fine. If you want Support / Heal to be competitive in MCM and rival with Firebrand, they need at least 3 things:dispell, stability, speed they must provide to their allies while moving.I'm offering you some ideas Tempest:Currently it does not provide stab for these allies.Eye of the storm: removed speed and replaced by 3 stabilities (because it already gives super speed)Flash-Freeze: Added a dispell removed frost and damage, this skill is used when heal in all modes of playHarmonious Conduit: You apply Stability to you and your allies when you have activated an overload.Elemental weapon conjure work with X charges (as diversion dagger to Daredevil) when activated it equips you with the weapon instantly, it does not invoke more weapons on the ground.Druid:Here the problem is the deficiency of area dispell off avatar, no stab skill and a lot of glyphs that are useless.Celestial Being : + Dispell an alteration gives X% of astral forceVerdant Etching: Launches a seed of life when you cast a glyph. seed of life lane are increased radius to 240. When you launched a glyph reduced the celestial avatar CD of 1 seconds (off avatar) and incrase avatar mode (in avartar)(Integrated 20% CD reduction of glyphs in basic skill, these are too bad or situational in all game modes)Astral Wisp: The wisp revolves around you and heals the alies that cross it (this skill is useless in MCM, enemies fall too fast or are too far)Natural Convergence: We can move during channeling (like War with its Winds of Disenchantment)you apply stability loads to you and your allies at each Pulses.Glyph of Equality: (CD 30 seondes) Apply stability to you and your allies + personal breackstun without avatar mode (because we already have Glyph of the tides for CC)Glyph of the tides: (CD 20seconds) Added speed to the current skillGlyph of Unity: (CD 25 seconds) rework Gives Protection and Retaliation to nearby allies without avatar mode(binds to enemies nearby is useless in MCM everything is done at a distance when we hit either we are dead or the enemies are dead)Glyph of Stars: In both forms the skill is around us and follows us (because we are constantly moving, like the war with its Winds of Disenchantment)Scourge:The problem is that it doesn't bring a stab and that some features and utilitarian skills are useless.Sand Savant: Replaced Increased target: 2 to increased Allied target: 2, Enemy reduced target: 2. Reload 10 or 15 seconds.(This way the dps scourges will not take it because they will only hit 1 target with their shade and 1 target around them so they will do almost no damage or conversion if they get done and the trait is still useful for heal scourge )Why do scourges dps currently take "sand savant" especially since there is an increase of targets !!! + an increase in radius.In mcm we need big areas as the enemies constantly move and our class puts alteration that influences the movement = torment and fearThe small shades are used when the enemies do not move (so never in pvp / MCM) or because we know that it will go on our tank, so I propose, a redesign of:Feed from Corruption (redesign): You can only use one shade, your recharge CD is 20 seconds and your radius is increased by 120.(I would change that is useless in PVE and MCM, you'll tell me it's the same as "sand savant", yes but there is no increase targets, which greatly reduces the corruptions, barriers and damages)Foot in the grave: (this skill changes according to reaper/core or scourge)in scourge gives you stability and 5 allies around you, by pulsation of the shroud of the desert (why? because the other 2 lines on the same column are too important as dps to not take them and it allows the sourge heal of given stab)in Reaper / core gives 2 stability load every X seconds for Y seconds when you are in shroud.Dessicate: You converted an alteration of your allies for everyone you gain life force and you confer 10 powers to your alliesVital force 10% + 2% by converted alteration (Number of targets 5) (compare the Druid buff in avatar, FB buff with are baton every 16 seconds, elem with these cries and overload and combo, ...)Serpent Siphon : remake of the skill is to make that it applies immobilization and poison (offensive version) or a barrier and the stab and no damage (defensive version)4.Chrono:For the Mesmer there are 2 big problems now, wells and skills that invoke illusions. Actually all the skills that invoke fantasms or clones are useless in the MCM format, squad VS squad because they are being destroyed immediately by the AOE from everywhere.The other problem are the wells since the buff and heal appear at the end of it but as we move all the time, we never get these two things.So the solution would be to put:or these two effects of the wells are invoked.or apply the effect to a lesser extent at each Pulses. Don't give up, you hold something!Sorry about my English.
  14. @Irenio CalmonHuang.2048 Warrior: Why put the barrier on a class that uses absolutely no barrier, respected the spirit of your classes please. Necro: Barrier reduction in MCM is good for DPS scourge!But increase the% barrier given according to the player's healing stat. For not kill the Necro Support / HEAL
  15. English isn't my native language be indulgent pls.Good side Your game is beautiful.With season 4 you have improved all the narative side.The cinematiques are beautiful, the animations,the facial expressions, the body language, maps everything is superb.You have improved your communication since 2019.The cinematics of Icebrood Saga is superb.The mount system is great and all the mmo envy you.The Strike mission system looks great.The Build template is coming.(but it should have been 7 years ago)The alliance system in MCM and suisse tournament PVP.(maybe someday)You learned gave gifts for the passage of HOt in "free" mode with Pof.But there is the other side of your game , neglected.You invest all your resources in a non-replayable content "History", 1h30 of News every 3 months with empty map 2 months after the release.So next to that, you have all your REPLAYABLE content that's the dungeons, the fractals, the Raids, the PVP and the McM which is in the abbot or almost.You can go everywhere in Tyria the community will follow you, but the community has demand on your game for 7 years!I will give some examples : New spe Elite.An overhaul of the DEATH branch of Necro and Pets Necro(because their only utility is for AFK Farm and Bot)Make every Spe at least 2 Build viable in each game mode.(example : When are you seeing a Druid DPS in PVE? Why have 9 different traits if it is useful to do 1 thing Heal/buff power)A button to queue for a Map in PVE.When we join a map with our group or squad it would be nice if everyone was in the same instance of this map.A button to redo the same recipe we just made before at the mystic forge.A redesign of customized HUD and LFG interface.More recently a green ground zone that indicates where the "Blast" skill of Skyscale will strike.Overhaul of lifesteal with % of life stolen according to the damage inflicted during X seconds or X shots.Regular balancing patches fully dedicated to PVP and MCM.(Because in PVP we are 1 and a half years with the same META, in MCM it's been 3 years that we have 0 contained)And most important of all, the contents of your communication !!Raise the hype, invite people to move for a game, you invite people to let questions on the various forums, to wait for the player for 2 years, for just 1 cinematic!0 answers to questions from players.You make things that you announced 2 years ago for New, while they are still not ready!1/3 of the time of the conference is merchandising!Almost all MMO players play MMO because you want a long-term active game (minimum 2 years of vision for the game), a game that evolves with the times and expectations of the players. The community reacts good or bad but she reacts is that, she loves your game!We are just frustrated to see that we are talking in the void, that what you are promoting comes out with more than 2 years of waiting, that features are asked for 7 years and are unaware, that the future of the game is uncertain.It just seems that there has been 0 taken into account the returns of the player for 6 years and you started barely but catch 6 years of ignorance is complicated.Don't lose hope. @Stephane Lo Presti.7258
  16. It's been 4 years that the grap is useless it was blocked because considered as a projectile, it was too short, it is too slow, it grapes nothing because it was blocked in all the walls, plants, and pebbles. Actually they had 4 years to fix it, it is still so slow, it always hangs in all the walls plants and does not grape anything.But it has a bigger reach and it isn't longer block like a projectile. Maybe in 4 years, so 8 years after the reaper specialization it will serve properly ^^Have fun ^^ Keep hope @NecroSummonsMors.7816
  17. Still not FixThere is the announcement "Dark Aura" above our character, but the dark aura doesn't appear at the same time, it always appears at the end of the animation and not when we go into the combo field.
  18. Surely, that's why my title is the black aura doesn't activate and not Death charge is bugg ^^I just put an example on my necro "the death charge" because it's my main and that on him I know it's not "normal"
  19. @"Khisanth.2948"In fact the dark aura will apply at the end of your bonding animation (death charge) while all the others will be activated when you pass in the combo field.Try to compare when the aura comes between the comboDark combo field + Death charge >>>> black aura when your "Death charge" animation is finnish( if you cancel animation in middle you are not black aura)Executioner' Scythe (ice combo field)+ Death charge >>>>> Frost aura when you pass in the combo field( if you cancel animation in middle you are a ice aura)Ps: i edit my 1th post
  20. On Reaper,When we use "Death's charge" (skill 2 reaper shroud) + any "combo field : Dark", we don't get Black aura if you stop death charge animation.And we are getting black aura when your bonding animation is finnish, but other auras are obtained when the combo passes the combo field.
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