The_Meathead wrote: »Shalks is very telegraphed with the animation of someone hitting the ground, since the first one pops up so soon after.
You could say the second one is delayed enough that an indicator might be nice, but any time I've ever fought a Warden (or now someone with Animal subclass) and seen 'em thump the floor, I just keep moving out of their straight-ahead trajectory because I know it's coming. Any additional AoE would just be clutter imo.
It has three. A very distinct sound, a very distinct animation, and a circle effect under their feet after being cast.
Now, If you wanted to argue that it needs a second circle when the wave is about to pop or that the person shouldn't be able to roll dodge to cancel all three, then I can absolutely agree with that (even though it does require some skill and a lot of stam being committed to pull it off in the heat of battle).
tsaescishoeshiner wrote: »I would like an indicator for the second hit as a Warden, too. Sometimes I can't tell if I have another hit upcoming--the indicator for the first hit is helpful in that case.
I spent +6 hours in IC and Cyro during the current Whitestrake event.
Literally 90% of people are playing: assassination (merciless/surprise), animal companions (deep), storm calling (streak/overload). Previously, each class had one, maybe two, three, builds, which most considered endgame. Now, all classes use the same one, and consider one skill line an extra, unless they're in one of the above. Today, in IC, out of 25 fights I fought, only one didn't use streak
No one can convince me otherwise. Anyone who participates in the event can see what's happening. It looks more like the game has been reduced to a single class.
Don't get me wrong, I've been anticipating this since the meetings with the developers when this sub update was announced – questions about balance ended with "we'll keep an eye on it," which is why it looks the way it does (besides the rapidly declining player count, there are a lot of new negative reviews on steam).
I really like this game, but good luck finding the golden mean now - it's definitely not crossplay, because at the end of this road everyone will come to the same conclusions. I wish for myself and you that the situation will improve, although I am starting to doubt it
Avran_Sylt wrote: »If it's the new burst damage meta, it needs an indicator, or something to telegraph when it's going to pop up, not instant damage.
Avran_Sylt wrote: »If it's the new burst damage meta, it needs an indicator, or something to telegraph when it's going to pop up, not instant damage.
New is hilarious
Avran_Sylt wrote: »I spent +6 hours in IC and Cyro during the current Whitestrake event.
Literally 90% of people are playing: assassination (merciless/surprise), animal companions (deep), storm calling (streak/overload). Previously, each class had one, maybe two, three, builds, which most considered endgame. Now, all classes use the same one, and consider one skill line an extra, unless they're in one of the above. Today, in IC, out of 25 fights I fought, only one didn't use streak
No one can convince me otherwise. Anyone who participates in the event can see what's happening. It looks more like the game has been reduced to a single class.
Don't get me wrong, I've been anticipating this since the meetings with the developers when this sub update was announced – questions about balance ended with "we'll keep an eye on it," which is why it looks the way it does (besides the rapidly declining player count, there are a lot of new negative reviews on steam).
I really like this game, but good luck finding the golden mean now - it's definitely not crossplay, because at the end of this road everyone will come to the same conclusions. I wish for myself and you that the situation will improve, although I am starting to doubt it
Yeah, I expect a lot of the forum malding over Lightning Form losing Major Resolve were a bunch of PvP enthusiasts annoyed that they were going to lose out on easily accessible defense on their triple-damage subclass.
Urzigurumash wrote: »I'm totally down for more indication on Shalks though. 100% better than nerfing the skill outright.
Again, I'd like to stress that it has not one but three MASSIVE indicators that any skilled opponent will recognize in a heartbeat. The animation, the sound, and a circle around your feet. As soon as they see it, they are already moving laterally, pushing through you, or turtling up.
Warden have traditionally been one of the easiest classes to avoid their damage because the setup can be seen coming a mile away. Even the roll dodge trick I mentioned might not actually work (I've never verified if it actually hides the effect on other clients and even if it does it likely doesn't sync so it might just be randomly based on when the other player receives network packets and plays back the animations).
Again, I'd like to stress that it has not one but three MASSIVE indicators that any skilled opponent will recognize in a heartbeat. The animation, the sound, and a circle around your feet. As soon as they see it, they are already moving laterally, pushing through you, or turtling up.
Warden have traditionally been one of the easiest classes to avoid their damage because the setup can be seen coming a mile away. Even the roll dodge trick I mentioned might not actually work (I've never verified if it actually hides the effect on other clients and even if it does it likely doesn't sync so it might just be randomly based on when the other player receives network packets and plays back the animations).
In theory, yes, but I agree with the Warden-only build. You're describing an ideal world. As a PvP player, I have a number of workarounds, assuming I were one of those who uses copy-past builds. Currently, I'd use skill (deep) and, at the right moment, use charge (temp), leap (dk), or even streak (sorc). A few hours of training and you'll master it in a way that even more experienced players will have trouble avoiding, especially in more chaos. Nothing extraordinary or complicated, but difficult to avoid with minimal CC and dealing unimaginable damage. Again, I boil it down to one thing: if literally over 90% of players use the same few skills, something is wrong. The subclass system has brought it down to this same level perfectly and deserves a correction, which, by the way, will probably destroy class-only builds.
Urzigurumash wrote: »Take off Major and Minor Breach and maybe you'd see equal Blastbones. Most people just wanna pugstomp so I don't think Sustain is THE reason
CameraBeardThePirate wrote: »Urzigurumash wrote: »Take off Major and Minor Breach and maybe you'd see equal Blastbones. Most people just wanna pugstomp so I don't think Sustain is THE reason
You still need sustain to pugstomp.
CameraBeardThePirate wrote: »Again, I'd like to stress that it has not one but three MASSIVE indicators that any skilled opponent will recognize in a heartbeat. The animation, the sound, and a circle around your feet. As soon as they see it, they are already moving laterally, pushing through you, or turtling up.
Warden have traditionally been one of the easiest classes to avoid their damage because the setup can be seen coming a mile away. Even the roll dodge trick I mentioned might not actually work (I've never verified if it actually hides the effect on other clients and even if it does it likely doesn't sync so it might just be randomly based on when the other player receives network packets and plays back the animations).
In theory, yes, but I agree with the Warden-only build. You're describing an ideal world. As a PvP player, I have a number of workarounds, assuming I were one of those who uses copy-past builds. Currently, I'd use skill (deep) and, at the right moment, use charge (temp), leap (dk), or even streak (sorc). A few hours of training and you'll master it in a way that even more experienced players will have trouble avoiding, especially in more chaos. Nothing extraordinary or complicated, but difficult to avoid with minimal CC and dealing unimaginable damage. Again, I boil it down to one thing: if literally over 90% of players use the same few skills, something is wrong. The subclass system has brought it down to this same level perfectly and deserves a correction, which, by the way, will probably destroy class-only builds.
Ok but you could say the same about literally any of the delayed burst abilities. Of course its unavoidable if you time your stun correctly; that's the point and that's where your player skill comes in.
90% of people are using Shalks because of the sustain you get from having Animal Companions, not Shalks itself. Get rid of the free sustain on that line and there would be a pretty even split between Grave Lord and Animal Companions.