Is anyone going to bring up the fact that Stonefist misses a lot?
Huge strain on sustain. Hard to fit into a rotation and combo. Making it bad for PvP, maybe great for predictable and stationary PVE mobs...
Is anyone going to bring up the fact that Stonefist misses a lot?
Huge strain on sustain. Hard to fit into a rotation and combo. Making it bad for PvP, maybe great for predictable and stationary PVE mobs...
Is anyone going to bring up the fact that Stonefist misses a lot?
Huge strain on sustain. Hard to fit into a rotation and combo. Making it bad for PvP, maybe great for predictable and stationary PVE mobs...
doesn't miss more than my other spammables. people dodges stuff like no tomorrow in CP PvP.....
either way, it IS bad for PvP no matter what.
Ragnarock41 wrote: »Is anyone going to bring up the fact that Stonefist misses a lot?
Huge strain on sustain. Hard to fit into a rotation and combo. Making it bad for PvP, maybe great for predictable and stationary PVE mobs...
doesn't miss more than my other spammables. people dodges stuff like no tomorrow in CP PvP.....
either way, it IS bad for PvP no matter what.
It doesn't miss more than other ranged projectiles, but it doesn't have full range so Its not really a ranged spammable either.
In my honest opinion, the best way to make stonefist viable and RELIABLE in PvP without completely reworking it(cause lets be real, they're not removing stagger or the stun. that ship has sailed), is to make it a melee AoE , (possible a small cone like brawler or ideally make it work like deep slash) so the stagger effect can be applied to multiple opponents at the same time but its limited because its melee ranged.
That way the tiny damage bonus of stonefist could have more meaning in PvP, the potential of getting AoE stuns out of spamming your spammable would truly fit the class theme.
I was playing a stamdk, but did not fall in love with stonefist. I have switched to a magdk and have been enjoying it other than the insane cost of eruption for how little dmg it does, and lack of dot dmg in general. The thing I still find it fascinating, is that a magdk seems more forced to be in melee range than a stamdk. <Queue broken record> Seems that magdk would have a more long ranged spammable and stamdk a more melee ranged spammable. Just my thoughts.
Do you have any plans on strengthening the arsenal for Stam versions of each class with their respective class abilities?
Yes, we’re looking at making Stamina builds within class kits viable. However, we are more interested in providing Melee vs. Ranged playstyles within class kits. If this results in some abilities being based on Stamina, Magicka or Health usage, we’re open to those possibilities.