SkaraMinoc wrote: »Really don't like that the Shield Throw animation can't be bash-canceled. I don't understand why this is the case since it has bash build oriented scripts. Please consider changing this because it's somehow even worse than Power Slam which is also really clunky to bash cancel.
You can bash weave them and this makes Shield Throw interesting.
Bash > Bash > LA > Shield Throw > Bash > Bash > LA > Power Slam / Reverb
^ this can be done in 2 seconds if you're fast enough
Specific feedback that the team is looking for includes the following:
Do the abilities present new ways to play, or create other fun options for you to pick from?
Do the abilities present allow you to better create a build suited for your playstyle?
Varies from ability to ability. Smash seems to be inferior in terms of power to similar abilities of 2h weapons, at least the combinations I did try to test, as a damage ability it deals less than reverse slice (at a greater cost, and cast time), as a shield ability, it looses out on offensive power of brawler, but I guess it gets the benefit there of providing shield to allies.Do these abilities feel close to existing abilities in terms of power? Please explain your answer.
Do you have any other general feedback?
YandereGirlfriend wrote: »xXCJsniperXx7 wrote: »Have my second Grimoire here to give feedback on, an Elemental Explosion I made for my Ice Warden build on live. I did decide to see what this skill looks like on him unlike my default stam Dk. The specification of frost damage is a big niche Wardens have. This toon runs Ice Heart, Frostbite, Icy conjurer, and Perfected Maelstrom Ice Staff.
So a few things to point out: 1.) If you treat this as a frost spammable, that cast time needs to be reduced or cut out. A two second delay spammable in a rotation is far too long and such a dps loss. Making it an instant cast or at least .8 second cast time like Crystal Frags makes this a powerful ice spammable alternative. Using it like this would also open up Frost Reach to be used as a proper DoT in the build example. 2.) Restoring magic from hitting targets is great for sustain in this build. Combining it with Blue Betty is a nice little boost to keep your magic up. 3.) Setting off balance with this is better than Dive and its morphs. Plus you don't need to be a Warden to use this so any magic build can use this. 4.) The direct Damage is really high, too high. The Frost Reach I run on live has a 8776 Direct damage (unbuffed) tooltip. That is a 7521 difference between Chilling Explosion and Frost Reach. Now this is certainly because Chilling Explosion has that giant 2 second wind up. Its best then if that 2 second delay is scrapped or reduced that the starting damage value also be nerfed to fall in a close line with Frost Reach.
In general, this is a very good Grimoire to be utilized as a spammable. Once again though, the cost needs to be adaptive to be more manageable in a rotation. The cast time does need to be dropped or reduced down to .8 seconds at least. But, besides those flaws its a good skill we could use.
As a second example of why DoTs in Grimoires needs a big change, here's what this skill looks like with one
Once again DoTs need to have the 20 single target, 10 second AoE treatment plus the Damage over Time specification as I suggested in my last example. I can see this skill being used interchangeably between spammable or DoT as Frost Reach itself can be both. Like In this build I used in the example I could keep Reach as my spam and use Chilling Explosion as a merged elemental combo of Degeneration and The Imperfect Ring. Once more, this is a really capable versatile Grimoire.
This skill cannot be both 10 meters radius (and overloaded with debuffs) and instant cast. It's one or the other.
This is from a PvP POV. Otherwise you will have 40 players on castle walls spamming it on anyone trying to get inside.
For reference, ranged Pulsar is only 6 meters, which is what, IMO, this radius would need to be reduced to in order to trade for being instant cast.
SkaraMinoc wrote: »Shield Throw grimoire's Physical Damage focus script doesn't scale with bash damage. This makes it useless for bash builds. Shield Throw should scale with bash damage and wd/sd, similar to Power Slam and Reverb.
I think Elemental Explosion could be extremely powerful on Necro and Warden since you can set up your Blastbones and Beetles to line up with the explosion. In the case of necro you can even throw in the colossus from range for some crazy aoe.
The templar script seems a bit overturned, and I'm saying this as a templar main. It may seem like a good idea for pve tanks, but for pvp people are going to complain ad nauseum about it for sure.
After some testing, the Oblivion Damage scripts are definitely an issue when stacked. They are already strong on their own, but by using both together, the cooldown can be halved for a single user. So I would like to ask for a shared cooldown on target enemy players for both effects.
After some testing, the Oblivion Damage scripts are definitely an issue when stacked. They are already strong on their own, but by using both together, the cooldown can be halved for a single user. So I would like to ask for a shared cooldown on target enemy players for both effects.
I also did testing and saw the opposite, assuming you're talking about the AoE and single target soul ability. The cooldown seemed to be present across both abilities.
I'll try again today.
Erickson9610 wrote: »I'll list a few ideas for potential Werewolf Grimoires:
- Bite — A simple biting attack, much like the one Werewolf Behemoth has.
- Focus Scripts: Physical Damage, Bleed Damage, Disease Damage, or Taunt
- Signature Scripts: Class Mastery, Damage Over Time, Snare, Extend Werewolf Transformation, or Healing
- Affix Scripts: Interrupt, Breach, Maim, Resolve, or Expedition
- Rampage — A channeled attack where the user swipes with their claws four times and then bites twice, similar in a sense to Puncturing Strikes; this ability reuses the animation that NPC werewolves sometimes use. Maybe this ability deals more damage for each subsequent hit (like Rapid Strikes), or has execute scaling damage.
- Focus Scripts: Physical Damage or Bleed Damage
- Signature Scripts: Class Mastery, Damage Over Time, Snare, or Extend Werewolf Transformation
- Affix Scripts: Interrupt, Maim, or Breach
- Hunter's Grounds — A ground AoE effect, similar to Cleansing Ritual. The idea is to make this skill thematic to Hircine and The Hunting Grounds.
- Focus Scripts: Magic Damage, Poison Damage, Pull, Immobilize, Healing, or Damage Shield
- Signature Scripts: Class Mastery, Damage Over Time, Snare, Healing, Extend Werewolf Transformation, or Defiance (Purge)
- Affix Scripts: Expedition, Resolve, Courage, Intellect and Endurance, Breach, or Magickasteal
Maybe I missed a post somewhere but is scribing meant to be character bound? Will it be purchasable for alts or do all characters need to do the quest? I'm guessing each character will need to do the quest since I don't see an actual skill line for scribing.
Maybe I missed a post somewhere but is scribing meant to be character bound? Will it be purchasable for alts or do all characters need to do the quest? I'm guessing each character will need to do the quest since I don't see an actual skill line for scribing.
As always, i'm concerned with your decisions to create extremes to remedy imbalance instead of fixing imbalanced abilities you've already done this with Onslaught and Corrosive Armor which ignore every single points of armor investment a tank has to make including sets, abilities and heavy armor pieces:
Arcanist damage shields ultimate, Magsorc damage shields were a problem? well.. there you go (Trample is an AoE btw):
also this:
has led us to this:
this could be an AoE spammable deflecting a direct attack every time you use it.. a potential spammable
edit:
Also, an AoE dispel on the ground, removing up to 3 AoEs, is not normal
You should stop adding 10 new differents mechanics with a brand new system, you're burning steps
Templar script + sea serpent and templar finally can build home in one place. Your movement speed are 10%.
It would be nice if the duration of Major Sorc/Brut on Wield Soul was increased to 20 seconds. Really all I wanted out of Scribing was a replacement for Degeneration, but 10 seconds is too short for it to fill that role (if not using it as a spammable). Also the destro staff ability is too impractical to use solely for Major Sorc/Brut as well because it's interruptible and has to hit for you to get the buff.
Templar script + sea serpent and templar finally can build home in one place. Your movement speed are 10%.
They don’t stack, so you can build all movement speed on jewelry and run Celerity and move around at almost normal speed with all of the medium armor passives, in full divines with Rallying Cry, with around 55,000-60,000 armor and 6,500-7,000 spell damage.
It’s going to be a problem next update, mark my words every Templar next patch is going to be running it in PvP, and it will further kill the class build diversity because you will be forced into a specific mythic, using a specific ability you can activate every 4 seconds, with Rallying Cry.
Our class mastery needs to be completely changed, and if it doesn’t get reworked into something else, our baseline on Templar will be dependent on it, because it will be so powerful that it will be the standard that every PvP Plar is held to.