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Ecolyne.8470

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  1. I've been a weaver main ever since Path of Fire released, and I was genuinely excited to see the gameplay of Catalyst because a better mid-range option seemed amazing to have. Though after finally getting my hands on it, it all fell apart. Using catalyst feels like trying to put together a puzzle, but you have half the pieces from 2 different sets, as well as a timer to put it together in under a minute. None of the hammer skills feel like they do a significant amount of damage. the massive variation in range between skills is extremely clunky, especially with the fire attunement. you have 3 skills that activate at about 600 range, 1 skill that's melee, and then the shared 3 skill is somehow between them both and impossible to hit at 600 range or in melee range, only in a weird middle point. adding onto the fact that the duration on the 3 skill is so tight that you can barely get in a single other skill before you can try and extend the duration. The traitline is uninspired. The Catalyst has barely any way to apply a self aura, not even leap finishers through combo fields because they don't have either unless you include the F5 skill, which I'll get back to later. The "Elemental Empowerment" is extremely difficult to upkeep on it's own and barely does anything noticeable in combat. The utilities completely useless. They do less than other core elementalist utilities, and are only worth using in the jade sphere which is extremely difficult to use The jade sphere is the most disappointing thing about the class. It's extremely clunky, only lasts a about 15 seconds, and takes 10-15 seconds to build up energy for, by which point most open world combat might end. The sphere decays to 10 energy out of combat, and if you place it and withdraw it, all energy is instantly consumed. If you go down, all energy is also consumed. I feel like the catalyst could be redeemed by a few changes to the Jade Sphere, as well as some more interesting traits. as an idea: When you're standing inside the jade sphere, whichever attunement you're in permanently gives you the effect of the corresponding utility. Fire: +15% outgoing damage Water: Splash damage Air: Superspeed Earth: pulsing Barrier With this also reworking some of the utilities to be more interesting than just applying a buff The jade sphere would also massively benefit from following the player instead of being a placeable field, because the hammer itself lacks all fields and only has a few blast finishers. Energy should also be easier to obtain. Perhaps it could decay faster, but dealing damage will refresh it, allowing it to stay active almost permanently as long as the player is attempting to upkeep it. On top of that, energy should start at 100%, or at least 50% out of combat, because otherwise the field is basically useless in short encounters. I love the idea behind the catalyst, it seems super fun on paper, but as it's been executed right now it's too clunky and doesn't synergize with itself at all.
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