Urzigurumash wrote: »Well if either of you were any good, Tim and OBJ, you wouldn't've been using Whip at all in a duel. Good players only use Ground AoE DoTs against each other, because if you die to any skill which can be both blocked and dodged - you're a bad player.
I learnt that here from the best of the best over the years
Urzigurumash wrote: »Well if either of you were any good, Tim and OBJ, you wouldn't've been using Whip at all in a duel. Good players only use Ground AoE DoTs against each other, because if you die to any skill which can be both blocked and dodged - you're a bad player.
I learnt that here from the best of the best over the years
That sounds like a challenge to either of them to me...
...unless I am missing the sarcasm.
StaticWave wrote: »I think the counter play requires more than just having an indicator. It also depends on the match up. A clearly visible indicator for Whip will benefit mobile ranged players because they know it’s time to kite. For melee players though, not so much. Eventually they still have to fight the DK in melee range and that’s when Fossilize will certainly guarantee Whip to land.
With that said, we also can’t just nerf Fossilize. I’m honestly not quite sure how to even go about balancing this ability without making it unusable for the DK lol.
Urzigurumash wrote: »Urzigurumash wrote: »Well if either of you were any good, Tim and OBJ, you wouldn't've been using Whip at all in a duel. Good players only use Ground AoE DoTs against each other, because if you die to any skill which can be both blocked and dodged - you're a bad player.
I learnt that here from the best of the best over the years
That sounds like a challenge to either of them to me...
...unless I am missing the sarcasm.
Soon as I see a player using a single target direct damage skill against me I log out, no way I'm dying to a bad player
ForumBully wrote: »StaticWave wrote: »I think the counter play requires more than just having an indicator. It also depends on the match up. A clearly visible indicator for Whip will benefit mobile ranged players because they know it’s time to kite. For melee players though, not so much. Eventually they still have to fight the DK in melee range and that’s when Fossilize will certainly guarantee Whip to land.
With that said, we also can’t just nerf Fossilize. I’m honestly not quite sure how to even go about balancing this ability without making it unusable for the DK lol.
I really hope no attempt is made to balance whip. Does no one else remember what happened with balancing Jabs?
ForumBully wrote: »StaticWave wrote: »I think the counter play requires more than just having an indicator. It also depends on the match up. A clearly visible indicator for Whip will benefit mobile ranged players because they know it’s time to kite. For melee players though, not so much. Eventually they still have to fight the DK in melee range and that’s when Fossilize will certainly guarantee Whip to land.
With that said, we also can’t just nerf Fossilize. I’m honestly not quite sure how to even go about balancing this ability without making it unusable for the DK lol.
I really hope no attempt is made to balance whip. Does no one else remember what happened with balancing Jabs?
No one is asking for them to change to the damage, stacks, or the core way it functions. However, it absolutely stands to reason it needs more counterplay like a visual indicator (once again, unlike now this can be used at partial charge or no charge and still hits comparable to surprise attack or greater. This is the problem).
The_Titan_Tim wrote: »The_Titan_Tim wrote: »The_Titan_Tim wrote: »When a player has all three stacks of Seething Fury, there needs to a visual indicator on that player, similar to Flames of Oblivion, that they have a Power Lash, otherwise why are we putting clouds around people that have a Haunting Curse or a giant ray above players with a Power of the Light active?
It already exists as their eyes will be glowing with fire with a bit of a flame like halo over their head when they have all 3 seething fury stacks.
It’s so insignificant that it leaves doubt.
Not really, but as someone pointed out it can get lost in the shuffle, but on it's own it's glaring obvious.
No stacks
1 Stack
2 Stacks
3 Stacks
edit to put the images in spoiler tags.
So I’ve finally been able to grab my pictures, here is the same effect shown earlier, but with a Polymorph on, and it is MUCH worse with the Iron Atronach one...
3 Stack, no other effects
3 Stack, with Flames of Oblivion
3 Stack, with FoO and Green Dragon’s Blood
Now, it doesn’t take a rocket scientist to determine that there is zero chance you are going to be able to track the stacks from any of these animations. It’s completely masked, leading back to discussion…
Are the visual queues enough?No.Should they be more prominent?Yes.
ForumBully wrote: »ForumBully wrote: »StaticWave wrote: »I think the counter play requires more than just having an indicator. It also depends on the match up. A clearly visible indicator for Whip will benefit mobile ranged players because they know it’s time to kite. For melee players though, not so much. Eventually they still have to fight the DK in melee range and that’s when Fossilize will certainly guarantee Whip to land.
With that said, we also can’t just nerf Fossilize. I’m honestly not quite sure how to even go about balancing this ability without making it unusable for the DK lol.
I really hope no attempt is made to balance whip. Does no one else remember what happened with balancing Jabs?
No one is asking for them to change to the damage, stacks, or the core way it functions. However, it absolutely stands to reason it needs more counterplay like a visual indicator (once again, unlike now this can be used at partial charge or no charge and still hits comparable to surprise attack or greater. This is the problem).
No one asked for what happened to jabs either.
Molten whip already was nerfed, it used to be 100% extra dmg, now it is only 60% more dmg than normal whip. Dizzy swing and power lash already do 20% more dmg than normal molten whip, as much as 1 stack molten whip and 75% of 3 stack molten whip. 3 stack molten whip deals only slightly more dmg than blastbones and deep fissure and lower dmg than even the base morph of assassins will(mag morph deals 15% more) and these skills are usually comboed with a dizzy swing/concealed weapon/other spammable, while 3 stack molten whip dmg already includes molten whip spammable dmg. You can use deep breath as delayed spammable but most dks dont. Crystal frag procs deal comparable dmg to 3 stack molten whip.
And it shouldt be so difficult to remember if the dk used Noxious breath, venemous claw and Flames of Oblivion before using the whip or not, but 60% of a standart spammable as extra dmg isnt that much anyway and wont kill you alone.
Once again, as previously mentioned. Every other one of those either is telegraphed in some meaningful way, has a minimum travel time, and/or has a cast time.
The biggest problem is that the majority of those don’t moonlight as a standard spammable or a partially empowered spammable. This is why it either needs a minimum time before hit and/or a better visual indicator (at least for full charge). Especially with as many effects that there are in combat.
Once again, as previously mentioned. Every other one of those either is telegraphed in some meaningful way, has a minimum travel time, and/or has a cast time.
The biggest problem is that the majority of those don’t moonlight as a standard spammable or a partially empowered spammable. This is why it either needs a minimum time before hit and/or a better visual indicator (at least for full charge). Especially with as many effects that there are in combat.
Has travel time? Yes. Is telegraphed? Not really. You don't see NB holding bow stacks. You don't see Shalks if they were cast outside of view (there is that cyan ring on the feet but its visuals are lost in the fight fervor and completely disappear on the second proc). You don't see Sorc having frag proc ready (there are particles on hands, that are lost when using Hurricane/Boundless). Purifying Light has no fancy sword like Power of the Light so you don't see exact time it blows.
I'm for more reactive visuals but if there is a need to add them, all classes should have them applied equally. And travel time is not an excuse as Whip or Dizzy can also be dodged.
Best proper telegraphs are Bound Armaments and Blastbones at the moment, where you can see clearly amount of charges and BB has a loud sound before its charge.
Some excessive obscuring visuals should also look at, Dragon Blood, Boundless, Ice destro shield and so on.
Once again, as previously mentioned. Every other one of those either is telegraphed in some meaningful way, has a minimum travel time, and/or has a cast time.
The biggest problem is that the majority of those don’t moonlight as a standard spammable or a partially empowered spammable. This is why it either needs a minimum time before hit and/or a better visual indicator (at least for full charge). Especially with as many effects that there are in combat.
Has travel time? Yes. Is telegraphed? Not really. You don't see NB holding bow stacks. You don't see Shalks if they were cast outside of view (there is that cyan ring on the feet but its visuals are lost in the fight fervor and completely disappear on the second proc). You don't see Sorc having frag proc ready (there are particles on hands, that are lost when using Hurricane/Boundless). Purifying Light has no fancy sword like Power of the Light so you don't see exact time it blows.
I'm for more reactive visuals but if there is a need to add them, all classes should have them applied equally. And travel time is not an excuse as Whip or Dizzy can also be dodged.
Best proper telegraphs are Bound Armaments and Blastbones at the moment, where you can see clearly amount of charges and BB has a loud sound before its charge.
Some excessive obscuring visuals should also look at, Dragon Blood, Boundless, Ice destro shield and so on.