Asum.4960 Posted August 23, 2022 Share Posted August 23, 2022 (edited) 27 minutes ago, Nimon.7840 said: Imo they really should get rid of all the aftercasts in the game. Having aftercast just makes it a lot harder for new players to understand, what skills are good. But I guess that would have taken too much time to squeeze this into todays patch. Or the game should clearly state the casttime + aftercast time in the skills tooltip. Removing the aftercasts would make some classes a lot easier to play but also lead to certain problems. You'd definetly have to rebalance all the skills, that got their aftercast reduced. I don't think that would go well for the game visually, as their main purpose is for animations sake. You want skills to impact when the animation impacts - but you also don't want every skill to just come to a choppy end immediately after delivering it's effect. So there needs to be some balancing act there, which is especially hard for slow/visually high Impact skills (like a big Greatsword swing with follow through). What causes problems though is if animations can be cancelled, leading to those choppy animations anyway, as well as unintended gameplay (pretty common on Necro), if skills perform drastically different in practice than on paper (very common on Necro), and if the skills aren't properly balanced around their animations (extremely common on Necro, at least for power options). The solution imo is rather to 1. make it so animation cancelling isn't a prominent thing, 2. update skill descriptions such as cast times to properly reflect the whole cast, including aftercasts, and 3. balance the skills accordingly. Especially when Devs balance just by looking at the Wiki at times, we can't have two skills being compared which both have let's say 0.75 seconds cast times to gauge their power level, when one actually involves an almost 1.5 second uncancelable animation and the other doesn't (especially so for AA's or low CD skills). Having slow, high impact animations is fine - but then they actually need to hit like a truck and need to be accurately represented in their tooltips. /E: That said, there are plenty Necro skills which are so overextended that could do with pretty sizeable aftercast reductions which would have pretty much no impact on animation quality. Edited August 23, 2022 by Asum.4960 1 Link to comment Share on other sites More sharing options...
Devas.8104 Posted August 23, 2022 Share Posted August 23, 2022 Blah blah blah... Reapers lack DPS, but reapers also lack survivability, so who cares? Let's buff them by giving them more healing power. It would synergize perfectly with the warhorm "buff" ANet is proud of. 2 Link to comment Share on other sites More sharing options...
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