https://www.youtube.com/watch?v=FQRW0RM4V0k Idk for pve, I like channeled in trials, vCR, and vSS (u r waiting for dragon to land anyway...) vHoF spider boss, any v non dlc dungeon (fights short enough), some vDLC fights, and the list goes on.
kylewwefan wrote: »It could be the magic version of trap beast. Like it.
Reasons to not give minor force to rune:
1. stop homogenizing mag/stam.
2. Rune currently have the option to be semi spammable in builds that have many dots and are dinamic. Removing the instant dmg + adding minor force removes that usage, and some off meta builds that can use it. (HA dk for example).
3. It will over value channeled in any given situation, especially since it covers one of trap's biggest flaws. Trap is melee, rune is ranged.
Think this is a great idea but increase the radius to 5 meters as well, 3 is very small.
Im fine if they keep the spammable like upfront damage, but it would be even better if they also give it minor force and increase it to 18 sec. There you go, so it's not "homogenized" Now please get out if you wanna start this kind of argument, i had had enough of this from you and idk for a lifetime.
It's just so annoying, everytime someone comes up with an idea to make a skill better, and overall more enjoyable, here comes idk and you talking about muh homogenization, look, i don't care. I want skills that are good, more than i want different skills.
Im fine if they keep the spammable like upfront damage, but it would be even better if they also give it minor force and increase it to 18 sec. There you go, so it's not "homogenized" Now please get out if you wanna start this kind of argument, i had had enough of this from you and idk for a lifetime.
It's just so annoying, everytime someone comes up with an idea to make a skill better, and overall more enjoyable, here comes idk and you talking about muh homogenization, look, i don't care. I want skills that are good, more than i want different skills.
To be fair, if they do as you want, the skill will have to be nerfed somewhere. There is no way it will keep the upfront damage and DoT + give minor force. One of the two damages will be removed or severely reduced, or it would take a cost increase.
For me, I rather it be left alone.
Also, @Sordidfairytale you forgot that rune is also an AoE and has a larger area...
Im fine if they keep the spammable like upfront damage, but it would be even better if they also give it minor force and increase it to 18 sec. There you go, so it's not "homogenized" Now please get out if you wanna start this kind of argument, i had had enough of this from you and idk for a lifetime.
It's just so annoying, everytime someone comes up with an idea to make a skill better, and overall more enjoyable, here comes idk and you talking about muh homogenization, look, i don't care. I want skills that are good, more than i want different skills.
To be fair, if they do as you want, the skill will have to be nerfed somewhere. There is no way it will keep the upfront damage and DoT + give minor force. One of the two damages will be removed or severely reduced, or it would take a cost increase.
For me, I rather it be left alone.
Also, @Sordidfairytale you forgot that rune is also an AoE and has a larger area...
Ill take the trade if it does happen, trap already does almost 6 % of the total damage so it's not really behind other dots in terms of total damage. So your statement is already kinda false.
Don't really care if they keep the upfront damage or make it more of a dot, this skill should be increased to 18 seconds and provide minor force, this would also free up space for another skill to slot.
Something needs to be done though, because the fact that magicka dd are running trap over channeled acceleration is not a good sign.
Oreyn_Bearclaw wrote: »I dont hate the idea of giving minor force to rune, but the skill would need to be toned down in other areas or it would be OP.
I agree that I hate slotting trap on a magic character, but for PVE, minor force is a mandatory end game buff, so usually I do. Channeled Acceleration is certainly viable, but a channel that does no damage in a PVE rotation is not ideal IMO.
Also, @Sordidfairytale you forgot that rune is also an AoE and has a larger area...
Oreyn_Bearclaw wrote: »I dont hate the idea of giving minor force to rune, but the skill would need to be toned down in other areas or it would be OP.
I agree that I hate slotting trap on a magic character, but for PVE, minor force is a mandatory end game buff, so usually I do. Channeled Acceleration is certainly viable, but a channel that does no damage in a PVE rotation is not ideal IMO.
There are a couple of things they can do, slightly reduce the damage, no aoe, or both traps are aoe.
Personally what i would do is both traps do about the same damage, and both are 3 meters aoes. about 5/6 % of the total dps is fine for a dot that provides minor force.
What i would also do is increase magicka controller to 3 %, give 3 % stam recovery to the weapon damage passive, and also make expert mage 3 % weapon/spell damage, for consistency.
WrathOfInnos wrote: »Oreyn_Bearclaw wrote: »I dont hate the idea of giving minor force to rune, but the skill would need to be toned down in other areas or it would be OP.
I agree that I hate slotting trap on a magic character, but for PVE, minor force is a mandatory end game buff, so usually I do. Channeled Acceleration is certainly viable, but a channel that does no damage in a PVE rotation is not ideal IMO.
There are a couple of things they can do, slightly reduce the damage, no aoe, or both traps are aoe.
Personally what i would do is both traps do about the same damage, and both are 3 meters aoes. about 5/6 % of the total dps is fine for a dot that provides minor force.
What i would also do is increase magicka controller to 3 %, give 3 % stam recovery to the weapon damage passive, and also make expert mage 3 % weapon/spell damage, for consistency.
No AoE would be fine, 99% of the time it only hits one enemy. I would be very hesitant to change the way it’s area is coded though. Sorcerer mines are effectively a zero-radius ground placed trap, and they are extremely buggy when it comes to some bosses. For example, using Daedric Tomb on Sunspire dragons often results in all 3 mines sitting directly under the dragon and none of them exploding or dealing damage. Where skills like Barbed Trap and Scalding Rune will hit if they are placed anywhere within the dragon’s circular aura. I think there is some strange interaction going on where an AoE with zero radius and large bosses with small hitboxes, where you have to aim at very specific point on the ground within the boss for it to hit. This is probably related to the bug where Zaan cannot hit dragons either (seems like a year would be long enough to fix this one, Alkosh was fixed months ago).
Anyway, that was a lot of words to say: if Rune becomes single target make sure it’s coded like Barbed Trap and not like Sorc mines so that it actually works on enemies with terrible hitboxes.
What if we instead give rune minor Slayer?
Red_Feather wrote: »Make it so that if you stand in your fire rune for 3 seconds you get minor force. But it can't do both the DoT and minor force! It now has 2 uses!
Also, 2 charges for what? This is not wow, skills do not have cooldowns.
Red_Feather wrote: »Also, 2 charges for what? This is not wow, skills do not have cooldowns.
2 uses. You can use it ground and enemy stands on it for damage over time. You can use it on ground and stand in it for minor force. I don't understand what charges means or cooldowns from wow. I have no idea what that is coming from. But if you say that my suggestion kills the skill and makes it worse than it is now I'll trust your expertise. It was just a suggestion to make the skill less mindless.