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Harc.2376

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  1. Last balance update buffed warrior's greatsword burst skill arcing slice. While for core warrior it has correctly updated to the new damage value, spellbreaker still uses the old version of the skill.
  2. Harbinger elixirs will sometimes act as if thrown away when you throw them on top of yourself while inside an enemy hitbox. That is, they will remove the blight if above the threshold and give the boons, but will not grant blight nor hit the enemy. Video:
  3. Agreed, this is a necessity considering the amount of research pages needed for multiple things from recipes to skins to jade bot enhancements and legendaries, you end up having to make thousands of clicks. It would at least be nice to know if it's going to be implemented because I don't know if I should just wait for it or use an auto-clicker which I would rather not use even if it's not against tos... It's kinda bizarre it's not there since it's a salvage kit clearly intended to be used on bulk stuff, makes me feel like it was intended and somehow didn't end up there because someone forgot before expansion launched x)
  4. Hello, I have some very specific feedback on untamed. Please note what I say only applies to PvE (mostly in the context of high-end PvE - Raids). Also I won't talk about "this does too much dps or too little dps", I believe the game has a big balancing issue in PvE that far transcends the new elite specs. This is specifically about untamed trait: Fervent Force. (Reduces your CD's by 4s when you cc an enemy, internal cooldown of 1/4s) I understand this internal cooldown exists to avoid it proccing on multiple enemies at once. If possible, I'd like this to change to "it cannot proc from multiple enemies at once" instead, and have no internal CD on a single target. I don't know how feasible this is or easy to implement, but if it is, it'd be incredibly good because even if it may seem not much, 1/4s is enough of a window in which when figuring out a rotation for this class, I had to purposefully delay a CC skill because it lined up with another one in that time window, this happened in multiple and different parts of the rotation! Specially when dealing with a class that has many delayed CC, such as the spores or spike trap, this becomes an issue.
  5. Hello, I have some very specific feedback on catalyst. Please note what I say only applies to PvE (mostly in the context of high-end PvE - Raids). Also I won't talk about "this does too much dps or too little dps", I believe the game has a big balancing issue in PvE that far transcends the new elite specs. First of all I want to say this is the class I spent the most time with and hammer is incredibly well designed, props for that, very very interesting and fun to play. First piece of feedback is about hammer 3, if possible it'd be nice to have a (very) small CD from spawning the orb to grand finale, to prevent accidental double use. The class is very intense mechanically, which is amazing, so it would be welcome to have a 0.1s or so now that it has no cast time just so you don't end up using the grand finale when you didn't mean to. I understand if this is deemed inelegant or maybe I'm the only one who encountered this issue, so maybe this might not be the best idea. Secondly, about the elite. This I'm confident about. I really like this skill, but in PvE it needs to be on a way lower CD to allow you to really make interesting adaptations to your rotation. It is very fun to have the possibility to double your damage skills and avoid auto attacking on a burst window or doubling your cc on a break bar, it seems designed to promote being good at reading the situation and improvising which is amazing, but it needs to be accessible more often to really feel this way. With such a lengthy CD you may end up only using it once for one purpose in the entire encounter, which makes its flexibility hard to justify when you could just run FGS.
  6. As you can see in the first video, the first time it hits twice, the second time it hits only once while the last one does the intended 3 hits. Second video is just another example but this time on the largest hitbox available. The skill just doesn't work properly.
  7. have to gather more info this is weirder than I thought
  8. There's some bug with vengeance instability which applies weakness to the players when blocking something with aegis. Also read a post prior to this which said losing stability with headbutt causes it as well, so I would assume it happens with all stripped boons (not ones that expire naturally). Wiki seems to confirm it as well. I believe it's been there since the rework of instabilities as far as I know.
  9. As per title. Pretty annoying for quickness as it gets inconsistent but particularly annoying for using aegis to block certain attacks (makes it impossible, actually). Quite the setback for FB+ren comps in raid atm.
  10. Hey I'm bumping this thread instead of making a new one cause it's pretty much what it is. I tested with heal mantra with a pixel-stacked squad so yeah... It's a big issue when trying block stomps on gorse with fb-ren comp.
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