starkerealm wrote: »This is all reasonable except it's missing the goal with Infuse. The goal is to introduce the player to weaving, or at least push them towards discovering the mechanic's existence.
So, the 2 second timer is fairly reasonable, they want the player firing it and going into a LA as fast as they can. Also, if you do waste the cast, you get the resources back, so no serious loss there, just time. But, if you couldn't attack in melee anyway, most other castings would have been wasted as well. If you can use a ranged attack, do so, if you can't, there's no reason not to activate crushing.
I suppose they could change it to not charge if the attack doesn't hit/get dodged. Other attacks would simply not work, but this is based of if the light is used or not since its a pre buff.
I suppose they could change it to not charge if the attack doesn't hit/get dodged. Other attacks would simply not work, but this is based of if the light is used or not since its a pre buff.
This is especially true for MagBlades. You try and fire off any sort of ability on a MagBlade and all you see is 'Dodge, dodge, dodge, dodge, dodge, dodge....' on an enemy that is just walking away. Sometimes you have to waste an entire magicka pool for at least one ability to make contact with the enemy, so I would greatly appreciate that kind of change (especially since the only class ground placed AoE deals 'tickle-tickle hahaha' damage now. I really like the skill and it helped me completely master weaving light attacks but it would be nice if the cost gets refunded if skill is dodged or make it undogeable.
Crushing weapons is such a weird skill. I have no idea what they were thinking, but I don’t believe it was PvP oriented. My thought is that the heal was made from a PvE standpoint because stamina dds have to deal with more damage in the melee range. But I agree, it’s a silly morph that I don’t think serves PvE all that well and it should definitely have some other, better secondary effect. Some sort of lingering burst effect would be cool.
The 2 second duration for magika morph elemental weapon makes sense because they have the benefit of being a ranged damage dealer and so would have not as much trouble landing the cast. In pvp, crushing weapons will be used primarily on a melee weapon and so a melee class will have a way harder time to land the blow on mobile stamina classes thus wasting the cast. It would be a QOL change to increased the duration of the stamina morph to 3-4 seconds from 2 seconds to put it more into line with the magika morph.
Elemental weapon (magika morph) can be weaved easily and easier to land due to range. Also applies a random status effect that is more useful in pvp than the heal from crushing weapon which is affected by battle spirit
Crushing weapon (stamina morph) harder to land, same duration, heal affected by battle spirit and underperforms compared to the magika morph in pvp. A duration increase to 3-4 seconds would be fair as its heal is underwhelming and its more challenging to hit a fast moving target in melee than it is to use an easier ranged morph (elemental weapon) which effect is way more useful.
Agreed. Or just change it from two seconds buff to next attack buff. It also looks weird, when you first LA, then, while "projectile" still on its way, apply Elemental weapon, and it procs!I'd go with drop the duration buff and make it a toggle instead [as it is now it's basically just a sub-parish spammable] where light attacks have the cost and heavy attacks cost nothing, but also restore nothing
Honestly, the only issue I really find with this ability is that it is on the global cool down and it feels a bit too clunky compared to other spammables. I think if they just took it off the global cool down and made it so we could use it in conjunction with a light attack even faster it would be better.
Normally it’s LA first, then ability, to avoid setting off the global cool down, but this ability and its morphs want the player to do the ability first, then LA. It just feels weird.
I suppose they could change it to not charge if the attack doesn't hit/get dodged. Other attacks would simply not work, but this is based of if the light is used or not since its a pre buff.