Identify an issue :
Path of Stabbin is underperforming in terms of damage and survivability
Explain why it's an issue :
1. Armor buff relies on gaz squig and not the oddly named armor squig
2. Tactic ''Got a lots'' is required to try and maintain armor buff : time lost and the more difficult the more enemies/aoe
- 2 GCD lost to explode or eat the squig + insta respawn
- 2 sec cast if the pet got killed by an enemy
3. Main dps ability : Git Em ! requires the horned squig to be efficient = damage with ranged squig is ridiculous
4. Armor Squig has a 10 sec cooldown :
- going in means losing ranged attacks
- run away ability is disabled while in squig armor (why ?)
5. Gaz squig ability ''spore cloud'' does not give heal the armor squig
6. overall damage is low and is not worth the risk going melee
7. Three abilities are melee and strength depended but are not enabled while in squig armor : Stabbity - Cut Ya ! - Don't Hit Me !
Propose a viable solution to the problem
1. The Squig Armor should give the armor buff as the gaz squig does (not stacking together of course)
2. The ability ''Run away'' should be enabled while in squig armor (within tooltips condition = having an active pet)
3. Tactic ''Clever Stabbin" should be changed to a critical damage bonus to melee abilities :
+ 50% crit damage to Git Em - Bounce - Ard Noggin - Drop That ! - Big Claw
+ 25% crit damage to Indigestion - Bad Gaz - Big Bouncin
4. Make Stabbity - Cut Ya ! - Don't Hit Me ! usable from inside Squig Armor
5. Make Spore cloud heal the Squig Armor.
SH Path of Stabbin
SH Path of Stabbin
MA Kirth BG Melnibone SH Kikass
WH Merci SM Kohagen SL Koagul
WH Merci SM Kohagen SL Koagul
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- wargrimnir
- Head Game Master
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Re: SH Path of Stabbin
We have plans for Stabbin already.
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