We are back at solo issues I guess, since there is a multitude of tools to stop kiters. Not to mention sustained damage being higher on melees due to auto attack when you get into range.rrrutsss wrote: Wed Aug 28, 2024 6:11 amBig brain comparison whit meele range skills and 100ft skillsSulorie wrote: Wed Aug 28, 2024 6:07 amThat's some big brain idea. Let them get a cast time and then just cleanse the dot, so the whole gcd was a 100% waste. Melee attacks should get a cast time too!Sever1n wrote: Sat Aug 03, 2024 4:36 pm Maybe adding 1sec cast timer on dots can solve this problem? Then when am or sham actaully want to kill something he will need to stand still for 3-4 sec, and will not be able to renew dots on the move.
Squig and Shaman. Help Shadow Warrior.
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Re: Squig and Shaman. Help Shadow Warrior.
Dying is no option.
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Re: Squig and Shaman. Help Shadow Warrior.
Just another example of someone wanting utility picks to be all damage. SW at the very least needs the speedboost to be entirely removed, it's just hilariously over the top, and the crit damage toggle to be gone as well. Squig should in theory be closer to sanity with the nerf to armor buff (member it used to be on pet). But BOTH classes need ability values to be closer to what they were on live. Squig has way too many instant casts in addition to the inflated values that makes both classes just way too strong for what they are. Pet doing damage now on top just makes it absurd.
Just delete red tipped arrer, put behind ya back in mastery, give back STY or just move drop that to quick shootin for orders sake, bouncing is WAY beyond the "standard" 5 core abilities per mastery anyways.
Just delete red tipped arrer, put behind ya back in mastery, give back STY or just move drop that to quick shootin for orders sake, bouncing is WAY beyond the "standard" 5 core abilities per mastery anyways.
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Re: Squig and Shaman. Help Shadow Warrior.
and the CCs that ranged have is on an absurd level.Sulorie wrote: Wed Aug 28, 2024 6:43 amWe are back at solo issues I guess, since there is a multitude of tools to stop kiters. Not to mention sustained damage being higher on melees due to auto attack when you get into range.rrrutsss wrote: Wed Aug 28, 2024 6:11 amBig brain comparison whit meele range skills and 100ft skillsSulorie wrote: Wed Aug 28, 2024 6:07 am
That's some big brain idea. Let them get a cast time and then just cleanse the dot, so the whole gcd was a 100% waste. Melee attacks should get a cast time too!
Re: Squig and Shaman. Help Shadow Warrior.
They need it, since melees have plenty tools to get into range. Start the fight in melee range and you will have much better chances, since they will spend their CC to get out of range, while your CC and mobility tools are ready to counter their efforts. If you start the fights on range, you will waste your cool downs and most likely lose.Speedyluck wrote: Wed Aug 28, 2024 1:24 pmand the CCs that ranged have is on an absurd level.Sulorie wrote: Wed Aug 28, 2024 6:43 amWe are back at solo issues I guess, since there is a multitude of tools to stop kiters. Not to mention sustained damage being higher on melees due to auto attack when you get into range.rrrutsss wrote: Wed Aug 28, 2024 6:11 am
Big brain comparison whit meele range skills and 100ft skills
Dying is no option.
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Re: Squig and Shaman. Help Shadow Warrior.
Faction balance is pretty good. You don't keeps being taken when numbers are close, unless there is a big preform imbalance or a lack of tanks/healers on one side.
It's rare that anyone can solo shamans outside of AM. Both sides complain equally about the other factions AM/Shaman. And complain equally about the other faction in all aspects equally.
Kill board is working again, and have you checked your gear against squig herders? You have many of the same abilities you listed for SH.
It's rare that anyone can solo shamans outside of AM. Both sides complain equally about the other factions AM/Shaman. And complain equally about the other faction in all aspects equally.
Kill board is working again, and have you checked your gear against squig herders? You have many of the same abilities you listed for SH.
Re: Squig and Shaman. Help Shadow Warrior.
Guerilla training is barely used by anyone as it's extremely clunky, unreliable and wastes a valuable tactic slot. Steady aim has drawbacks too, significantly increasing ap costs. Compare this to goblins who just slot tactics for speed boost + -25% from all sources and forget about them. No player input required, no drawbacks.what63 wrote: Wed Aug 28, 2024 11:37 am Just another example of someone wanting utility picks to be all damage. SW at the very least needs the speedboost to be entirely removed, it's just hilariously over the top, and the crit damage toggle to be gone as well.
Bright Wizard: Chandrra Nalaar, 80rr (shelved)
Shadow Warrior: Amarant, 52rr
Knight of the Blazing Sun: Aurorra Morningstar, 66rr
White Lion: Niacris, 85rr
Shadow Warrior: Amarant, 52rr
Knight of the Blazing Sun: Aurorra Morningstar, 66rr
White Lion: Niacris, 85rr
Re: Squig and Shaman. Help Shadow Warrior.
Not requiring to get hit to trigger speed boost is a huge plus. You get used to changing stances.Tisaya wrote: Wed Aug 28, 2024 4:22 pmGuerilla training is barely used by anyone as it's extremely clunky, unreliable and wastes a valuable tactic slot. Steady aim has drawbacks too, significantly increasing ap costs. Compare this to goblins who just slot tactics for speed boost + -25% from all sources and forget about them. No player input required, no drawbacks.what63 wrote: Wed Aug 28, 2024 11:37 am Just another example of someone wanting utility picks to be all damage. SW at the very least needs the speedboost to be entirely removed, it's just hilariously over the top, and the crit damage toggle to be gone as well.
Dying is no option.
Re: Squig and Shaman. Help Shadow Warrior.
Sulorie wrote: Wed Aug 28, 2024 4:26 pmNot requiring to get hit to trigger speed boost is a huge plus. You get used to changing stances.Tisaya wrote: Wed Aug 28, 2024 4:22 pmGuerilla training is barely used by anyone as it's extremely clunky, unreliable and wastes a valuable tactic slot. Steady aim has drawbacks too, significantly increasing ap costs. Compare this to goblins who just slot tactics for speed boost + -25% from all sources and forget about them. No player input required, no drawbacks.what63 wrote: Wed Aug 28, 2024 11:37 am Just another example of someone wanting utility picks to be all damage. SW at the very least needs the speedboost to be entirely removed, it's just hilariously over the top, and the crit damage toggle to be gone as well.
Still, it's a meme tactic for which you have to give up something important, like +15% armor pen. I pay attention to other SW's and haven't noticed anyone else running it. Also, there was a video by some guy who used it and people derided him.
Bright Wizard: Chandrra Nalaar, 80rr (shelved)
Shadow Warrior: Amarant, 52rr
Knight of the Blazing Sun: Aurorra Morningstar, 66rr
White Lion: Niacris, 85rr
Shadow Warrior: Amarant, 52rr
Knight of the Blazing Sun: Aurorra Morningstar, 66rr
White Lion: Niacris, 85rr
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Re: Squig and Shaman. Help Shadow Warrior.
It's anything but a meme. Yes, it requires a different playstyle to be abused to its absolute max. But it's an absolutely nuts tactic nonetheless. Speed is the best stat in the game by far when given to a skilled player in RvR. It also happens to come with a massive AP cost reducer. And another point re AP and SA, is that Hunters Fervor has received significant buffs, along with SW AP costs simply not being high to begin with apart from EE spam. And there aswell, the cast time reduction tactic used to increase cost by 20 (to 60AP) back in the day, along with not even reducing cast time on Fester. On the latter points, yes, needed and not very relevant if looked at in vacuum. Seen as a whole, it paints a problematic picture of buff, buff, buff, buff. On a class that was good 50 iterations ago.Tisaya wrote: Wed Aug 28, 2024 4:33 pmSulorie wrote: Wed Aug 28, 2024 4:26 pmNot requiring to get hit to trigger speed boost is a huge plus. You get used to changing stances.Tisaya wrote: Wed Aug 28, 2024 4:22 pm
Guerilla training is barely used by anyone as it's extremely clunky, unreliable and wastes a valuable tactic slot. Steady aim has drawbacks too, significantly increasing ap costs. Compare this to goblins who just slot tactics for speed boost + -25% from all sources and forget about them. No player input required, no drawbacks.
Still, it's a meme tactic for which you have to give up something important, like +15% armor pen. I pay attention to other SW's and haven't noticed anyone else running it. Also, there was a video by some guy who used it and people derided him.
The armorpen tactic is nice and all, but end of the day, there are most certainly plenty of targets where you have significant diminishing returns on armorpen, and playstyles that make it far less relevant. And like it or not, having a Festerbot or any other version of SW that can move at the speed of light isn't healthy in any universe regardless of how good/bad it is in an optimized group setup or god forbid 6v6. The game is about so much more than that. Or used to be, anyways, back when it was truly fun.
Re: Squig and Shaman. Help Shadow Warrior.
Issue with guerrilla training is being on scout tree, which in turns makes the whole point obsolete ; unless running scout+skirm build, and you are sacrificing too much ability to deal damage, i.e. you ned 2 other slots for festering build.
Otherwise you are a sitting duck, or completely reliant on your ability to kite one opponent at a time.
I guess it's always the same issue after the avoidances rework ; not the classes being "too" strong by themselves, only dodge and disrupt being non-existent against any BiS gear and/or capped ranged dps.
Leading to greater amounts of damage since you are hit 100% of the time.
Restore 20% efficient dodge and disrupt, give real purpose to both deft defender AND strikethrough talismans/tactics, and people will stop complaining about rdps being too strong.
Otherwise you are a sitting duck, or completely reliant on your ability to kite one opponent at a time.
I guess it's always the same issue after the avoidances rework ; not the classes being "too" strong by themselves, only dodge and disrupt being non-existent against any BiS gear and/or capped ranged dps.
Leading to greater amounts of damage since you are hit 100% of the time.
Restore 20% efficient dodge and disrupt, give real purpose to both deft defender AND strikethrough talismans/tactics, and people will stop complaining about rdps being too strong.
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