MashmalloMan wrote: »Yeah.. this was the one thing I was excited for in the preview and they for some reason.. just... forgot and focussed on completely overhauling combat.
Wasn't the objective to reduce buff management and the time we spend looking at our bars? Self buff skills feel like they're on arbitrary timers, especially the Armor and Weapon/Spell Damage ones. They're not fun to reapply every 20-30s. It really serves no purpose because they're easy enough to manage, but a chore when you add them to 5 other skills you're also managing.
Imo, the bar should be 60s across the board minimum, not as a duration morph increase like Igneous Weapons that does nothing else special..
Lotus Blossum and Channeled Acceleration are great examples at 60s. They can make stronger effects for the lesser duration morphs like Green Lotus and Race Against Time at 20s.
Then you have skills that feel like you should of never had to do an initial cast to begin with like Bound Armaments, Mercilous Resolve and Relentless Focus. I can't tell you how many times I'll go through an entire 40s duration of Bound Armaments and never fire off the 4 daggers because I'm waiting for the right moment that never comes since combat is not a dummy parse, it's filled with refreshing your buffs, going offensive, then defensive, etc.
These seem like the largest barrier for entry for newer players that don't like managing timers. You can make skills like Molten Armaments 20 minutes and I still wouldn't find an issue with it to be honest.
I love your idea about the first 20-30s doing the special effect, then the remaining time up to 60s just gives the basic buff.
MashmalloMan wrote: »Yeah.. this was the one thing I was excited for in the preview and they for some reason.. just... forgot and focussed on completely overhauling combat.
Wasn't the objective to reduce buff management and the time we spend looking at our bars? Self buff skills feel like they're on arbitrary timers, especially the Armor and Weapon/Spell Damage ones. They're not fun to reapply every 20-30s. It really serves no purpose because they're easy enough to manage, but a chore when you add them to 5 other skills you're also managing.
Imo, the bar should be 60s across the board minimum, not as a duration morph increase like Igneous Weapons that does nothing else special..
Lotus Blossum and Channeled Acceleration are great examples at 60s. They can make stronger effects for the lesser duration morphs like Green Lotus and Race Against Time at 20s.
Then you have skills that feel like you should of never had to do an initial cast to begin with like Bound Armaments, Mercilous Resolve and Relentless Focus. I can't tell you how many times I'll go through an entire 40s duration of Bound Armaments and never fire off the 4 daggers because I'm waiting for the right moment that never comes since combat is not a dummy parse, it's filled with refreshing your buffs, going offensive, then defensive, etc.
These seem like the largest barrier for entry for newer players that don't like managing timers. You can make skills like Molten Armaments 20 minutes and I still wouldn't find an issue with it to be honest.
I love your idea about the first 20-30s doing the special effect, then the remaining time up to 60s just gives the basic buff.
I gotta say Lotus Blossom is great, just not needing to worry about reapplying it for 60s is nice.
I can't get on the pts at the moment to look. If this is the case it, I'm pretty bummed. It was my favorite feature of the update.
- Accelerate:
- Increased the base cost of this ability and its morphs to 4050, up from 3780.
- Increased the duration of Minor Force granted to 20 seconds, up from 12. Note this will cause Channeled Accelerate's Minor Force to triple to 60 seconds now as well, instead of tripling to 36.
- Race Against Time (morph): Increased the duration of the snare and immobilization immunity to 4 seconds, up from 2.
- Trap Beast:
- Increased the duration of this ability and its morphs to 20 seconds, up from 15 for the trap and 10 for the triggered effects.
- Reduced the damage per tick by 25%.
- Barbed Trap (morph): This morph now decuples (x10) the chance of applying the Hemorrhaging status effect, rather than increasing the duration. This means the initial hit will have a 50% chance of applying it, rather than a 5%, and the Damage over Time will have a 30% chance per tick instead of 3%.
danthemann5 wrote: »There's no reason I can think of for why buffs need to only last 20 seconds. I'm sure someone can make a case for it, and that's fine. If they wanted people to not have to focus on their buff timers, make the self buffs 2 minutes. Or 5 minutes. Or 30 minutes. That would definitely lower the floor...or raise the floor...or whatever it is that makes things easier to manage.
danthemann5 wrote: »There's no reason I can think of for why buffs need to only last 20 seconds. I'm sure someone can make a case for it, and that's fine. If they wanted people to not have to focus on their buff timers, make the self buffs 2 minutes. Or 5 minutes. Or 30 minutes. That would definitely lower the floor...or raise the floor...or whatever it is that makes things easier to manage.
Imo the game originally was a lot less forgiving. There were a lot of mechanics in vanilla that required more dedication to mastering than the game today.