arazoth.7290 Posted January 11, 2023 Share Posted January 11, 2023 I don't want to change in this topic the abilties how they work themself. Only how they are functionaly used. • Kalla stance: ° The summoned warband characters should only be visible on activation for a second. Because of this they are no longer hitable and interuptable abilities. The characters should only be active for activation of abilties itself and then gone, the animation of the attack they did keeps going. ° every kalla abilty should be allowed to relocate like centaur tablet is moveable. when the ability is pressed, give a follow up abilty to relocate it. This should have same fluent 0,25 second icd. Because of this you can use your abilties more wisely. ° Razorsclaw's rage: 1sec interval => 0,5second interval 10 second duration= 5 sec duration The amount applied is same, but more fluently. 1 1 Link to comment Share on other sites More sharing options...
Virdo.1540 Posted January 11, 2023 Share Posted January 11, 2023 They should just all be unkillable and un-cc-able. Make them effective wells. just maybe with 1 sec preparation delay 4 2 Link to comment Share on other sites More sharing options...
arazoth.7290 Posted January 11, 2023 Author Share Posted January 11, 2023 2 hours ago, Virdo.1540 said: They should just all be unkillable and un-cc-able. Make them effective wells. just maybe with 1 sec preparation delay and that is again easier renerfed, if you look at the current state. that's why giving a solution to make it harder to unnerf it functional for the future. giving it good mechanics from the start which can't be blamed for nerfing. number wise it is already fine enough. 1 second preparation delay?!?! Did you really just suggested something where enemies can even easier move out before it is even doing something??? 😂😂 Okay no that is a terrible last idea 1 Link to comment Share on other sites More sharing options...
Shagie.7612 Posted January 11, 2023 Share Posted January 11, 2023 3 hours ago, arazoth.7290 said: 1 second preparation delay?!?! Did you really just suggested something where enemies can even easier move out before it is even doing something??? 😂😂 Okay no that is a terrible last idea They've already got close to that much delay between the cast time, their appearance, and when they first land an attack. Especially on Icerazor. Link to comment Share on other sites More sharing options...
Virdo.1540 Posted January 11, 2023 Share Posted January 11, 2023 3 hours ago, arazoth.7290 said: and that is again easier renerfed, if you look at the current state. that's why giving a solution to make it harder to unnerf it functional for the future. giving it good mechanics from the start which can't be blamed for nerfing. number wise it is already fine enough. 1 second preparation delay?!?! Did you really just suggested something where enemies can even easier move out before it is even doing something??? 😂😂 Okay no that is a terrible last idea Right now enemies dont even need to move out. They either stunlock or simply kill them in seconds. 1 Link to comment Share on other sites More sharing options...
arazoth.7290 Posted January 11, 2023 Author Share Posted January 11, 2023 30 minutes ago, Virdo.1540 said: Right now enemies dont even need to move out. They either stunlock or simply kill them in seconds. yes indeed, that's why I gave my idea in the first post around this problem Link to comment Share on other sites More sharing options...
Grand Marshal.4098 Posted January 11, 2023 Share Posted January 11, 2023 Just make them like spirits/spirit weapons. Visible, but ultimately unkillable, but still there for the visual tell. Would make for interesting Kalla Renegade builds in WvW, between the utility of Kalla skills and All for One. 1 1 Link to comment Share on other sites More sharing options...
Yasai.3549 Posted January 13, 2023 Share Posted January 13, 2023 (edited) On 1/11/2023 at 7:18 PM, Virdo.1540 said: They should just all be unkillable and un-cc-able. Make them effective wells. just maybe with 1 sec preparation delay Honestly the issue is that Renegade Summons are essentially killable wells which make them atrocious. They get summoned, do their action in a stationary location, so they just live and die as they are summoned like fodder. I'd prefer if they were like Necro's Minions instead, Summoned and able to do light auto attacks, but are consumed to execute their special move and putting the skill onto a cooldown. Change up the skills to have an Energy cost to summon, but no Energy cost to execute. (Kinda like Glint Facets, but not so spammable since you do need to pay a cost first) Edited January 13, 2023 by Yasai.3549 1 Link to comment Share on other sites More sharing options...
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