SH proposal
Forum rules
Before posting on this forum, be sure to read the Terms of Use
In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
Before posting on this forum, be sure to read the Terms of Use
In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
-
- Posts: 1
Re: SH proposal
Thought you buft the range and now the range is shortened ... in my opinion this is a meele buff and not a long range buff .... adjusts the range. where battles were won one equal range
Ads
Re: SH proposal
Honestly. What harm would there be in bringing the range-increasing tactic back and, y'know, see if it breaks the class? Or if it just makes it, y'know, playable? An experiment.
Re: SH proposal
Spoiler:
Finish em' off: I have to admit that I wanted to give QS damage so skills and BS support skills, but I was wrong. This causes it to be even less disireble as the damage output for been stationary is not worth it. Bringing back FEO to BS would at least make people want to spec 13p on it.
What blocka?: Moving it to QS and give it on the move cast could be an option, or keeping it in BS with insta cast. In instaces damage should be reduced to match Run n' Shoot or Shrapnel Arrer
Explosive Arrer: Jurki what is you take on sending it to QS and making it a ST punt instead of AoE?
SWDW: Could be kept as is, but add negative effect to decrease QS to 65ft (If QS get a larger range baseline ofc / I would advocate the same for SW and their AoE tactic).
Squig Beast: Maybe move to M2 and not all the way to M3.
STY: Gonna get some hate for this one, but I like it as an M3. AoE should strickly stay at path of bouncin' and seen as the other option would have been to remove it. I feel they did a great job to keep it as a legacy skill (sort of).
Red Dot Arrer: Mixed feelings. I liked it on melee path, but I think it truely has potential on QS and I would (hypothetical) love it if QS baseline was 100ft. Would be a nice tool to use as a caster harrasser.
[BG] Amelios RR8X
[SH] Gittens RR8X | [SHM] Moquito RR 6X
[IB] Ambiorix RR 7X
[KOBS] Quarterback RR7X
[SH] Gittens RR8X | [SHM] Moquito RR 6X
[IB] Ambiorix RR 7X
[KOBS] Quarterback RR7X
Re: SH proposal
-agree on Finish em OffBrutinho wrote: ↑Sun Nov 29, 2020 8:51 pmRange KD: I agree with Jurki 100%. It should be kept as it's old version. Shrapnel Arrer back on BS.Spoiler:
Finish em' off: I have to admit that I wanted to give QS damage so skills and BS support skills, but I was wrong. This causes it to be even less disireble as the damage output for been stationary is not worth it. Bringing back FEO to BS would at least make people want to spec 13p on it.
What blocka?: Moving it to QS and give it on the move cast could be an option, or keeping it in BS with insta cast. In instaces damage should be reduced to match Run n' Shoot or Shrapnel Arrer
Explosive Arrer: Jurki what is you take on sending it to QS and making it a ST punt instead of AoE?
SWDW: Could be kept as is, but add negative effect to decrease QS to 65ft (If QS get a larger range baseline ofc / I would advocate the same for SW and their AoE tactic).
Squig Beast: Maybe move to M2 and not all the way to M3.
STY: Gonna get some hate for this one, but I like it as an M3. AoE should strickly stay at path of bouncin' and seen as the other option would have been to remove it. I feel they did a great job to keep it as a legacy skill (sort of).
Red Dot Arrer: Mixed feelings. I liked it on melee path, but I think it truely has potential on QS and I would (hypothetical) love it if QS baseline was 100ft. Would be a nice tool to use as a caster harrasser.
-Explosive arrer: Hm, thats a good question. I think your idea of a single target punt would be nice (in combination with a higher range on QS up to 80 ft as Leaky proposed (tho I still advise 100ft) might be nice too. But then it should be a core ability imo.
-Squigbeast: I think its still best advised to change it back to m3. If thats not possible its still viable to remain as M1 since M2 is essential with Focused Mind which you need if perma snared etc. That morale is still more important than concealment which is not affecting some strong abilities like snipe + tactic.
-STY: Yes, a dev already confirmed that they will keep it as M3 for the time.
-Red Dot Arrer: I like the idea of having an interrupting range skill too. Tho if they let SWDW as it is right now, the additional crit dmg of 50% is quite strong, too strong for my taste - atleast if they increase the range again. Its playing a part of the significant dmg increase of the SH with the Changes, something the SH didnt need imo. So atleast a decrease of the crit dmg might be advised (only if they increase range again - they should do that and i'd like that as much as repeating myself), tho an additional instant cast is still helpful for the overall performance. BUT: What SH needs more right now is not direct dmg boosts but again: more range. So I, as you might expect, disagree on the Idea to limit range when slotting SWDW. It would bring the SH back in a position from where the need for some SLIGHT adjustments were felt to be needed - even more than back in the day i guess.
Re: SH proposal
It feels so bad not having Finish 'em off on BS at 100'. The rotation got messed up so hard, kinda not worth playing neither BS or QS, both paths got nerfed too much.
Kabuchop / Kabusquig / Kabuterimon / Tentomon
Re: SH proposal
I actually like the knock down taken away from the horned squig. I think It works great attached to Not so Fast. If I'm using abilities in that tree I have to be stationary, and the cast times are fairly long in a fight. I need the time. I say keep it on there but get rid of the knock back on Explodin' Arrer. I don't see the point in having 2 knock backs. If I want to use one I can use point-blank.Jurki wrote: ↑Sun Nov 29, 2020 10:00 am -revert the range knockdown ability: was an ambitious change but pls no range knockdown (we already have a good toolkit besides that), but the old ini debuff of the QS path allowing casting while running (movement is the class key - a range of 100ft is mandatory - 100ft is by the way not long range - melees and rdps already have toolkits to close the gaps or to fight on that range (regarding rpds) effectively with a much greater dmg output than the SH). A 100ft range, i can only repeat, is a necessary range to give the player the chance to react on his surroundings - that was the primary defensive tool the class had since its natural vulnerability.
Edit: If they insist on keeping the knock back on Explodin' Arrer, at least switch it with Finish em off in the trees. It makes more sense for a kiting squig to want a knock back for 13pts in QS. I'd never use it, I much prefer to put 13pts into BS for Finish em off.
Re: SH proposal
So, I've been trying the new changes. It took a while to adjust. I only play ranged squiggy, so can't say anything about the melee changes.
- I'm very glad with the ranged kd, the old version on squig I never got that working properly.
- Please please please bring back the tactic for the extra range in quick shooting. I hardly can use these abilities cause always out of range.
- And please make Stop Runnin1 instant cast again. It's already has short range and 1 sec to trigger, doing this and the enemy is already standing next to you.
- I'm very glad with the ranged kd, the old version on squig I never got that working properly.
- Please please please bring back the tactic for the extra range in quick shooting. I hardly can use these abilities cause always out of range.
- And please make Stop Runnin1 instant cast again. It's already has short range and 1 sec to trigger, doing this and the enemy is already standing next to you.
Nasty - R8X Squig Herder
Mehlindy - R8X Witch Elf
Donavicenta - R8X Sorceress
Mehlindy - R8X Witch Elf
Donavicenta - R8X Sorceress
Re: SH proposal
The class is already broken on the melee spec, on your words : Maybe the devs ''y'know, don't feel like it would be justified breaking it even further'' .
People need to decide, either you have range and mobility or you have damage and risk/squishy. You can't and should never have both.
Either you have ST burst or you have AOE pealing. You can't and should never have both.
Ads
Re: SH proposal
Why should you auto-win against all melee? Only 2 classes got Pounce and only one can spam it for a cost of not using a pet.cimator wrote: ↑Fri Nov 27, 2020 11:35 pm Agreed, tho I think What Blocka? is fine as it is, current damage of the rSH is a lot better now, armor debuff on the move would be too overkill imo.
But range should be definitely increased, 65ft is basically pounce range, kiting feels horrible atm.
It should be either 100ft base, or if the devs want to keep quick shootin lower range than big shootin' for lore/roleplay reasons, it should be 80ft or 85ft.
Sera
Re: SH proposal
So if the range is more than 65ft you would consider that auto-win against all melee? Then what would you say for every other ranged class in the game?Sera wrote: ↑Wed Dec 02, 2020 2:19 pmWhy should you auto-win against all melee? Only 2 classes got Pounce and only one can spam it for a cost of not using a pet.cimator wrote: ↑Fri Nov 27, 2020 11:35 pm Agreed, tho I think What Blocka? is fine as it is, current damage of the rSH is a lot better now, armor debuff on the move would be too overkill imo.
But range should be definitely increased, 65ft is basically pounce range, kiting feels horrible atm.
It should be either 100ft base, or if the devs want to keep quick shootin lower range than big shootin' for lore/roleplay reasons, it should be 80ft or 85ft.
-Leakypants
-Leakyskull
-Leakybrains
-Leakyburn(Cimator)
-Midgety Claus
-Runawayop
-Rampageop
-Leakyskull
-Leakybrains
-Leakyburn(Cimator)
-Midgety Claus
-Runawayop
-Rampageop
Who is online
Users browsing this forum: Google [Bot] and 6 guests