Re: Any ETA on the SH re-work
Posted: Wed Oct 07, 2020 9:14 am
I don't want a complete overhaul of the Squig Herder that changes how it's played but it needs some tweaks/buffs for sure.
I posted this in another thread so I'll copy-paste it here as well:
- Explodin' Arrer - This is a fun skill and one of our few AoE skills, but the damage is crap. At least the AoE dot need to be scaled up OR inherently ignore resistances. We shouldn't have to waste one or even two tactic slots just to make one skill viable.
- Da Waaagh Iz Strong - This is not worth the tactic slot if it doesn't include Rotten Arrer.
- Behind Ya! - I like the choice between a crit finisher and a raw damage finisher (Finish 'em Off) but if they are to be on par the "target must be facing away from you" req should be removed.
- Squig Frenzy - 3m cooldown on this near useless skill? Needs a serious buff or have its CD reduced to 30s or something.
- Tastes Like Chicken - Healing needs a buff but it would be nice if this ability removed an ailment as well. We sacrifice a squig for this, we should get more than healing worth one or two DoT ticks, especially since it has a 60s cooldown.
- Run Away! - Add a remove snare/root to this or a dodge/disrupt buff, increase CD if necessary to compensate. Note that this also requires an alive squiq so it already has a "catch" and we need to spend a mastery point as well.
- Splinterin' Arrers - Either make this core to the skill itself or remove the damage debuff + give some other buff like make it affect Yer Bleedin' as well. Maybe increase range to 30ft. We have very few AoE abilities as it is and it feels wrong to have to sacrifice a tactic to get tickle damage AoE on a single skill.
- Lots o' Arrers - This should be a strong DPS skill, but without any Vengeful mechanic it doesn't feel very strong at all.
- Yer Bleedin' - Compare this to the SW's Broadhead Arrow: Lower tooltip damage, no stacking, no option to make AoE. Give us something, please!
- Lacking ranged KD. SW has a strong KD that even has a debuff, with minimal investment.
- Lacking disarm not based on squig which is always dead when you need it, unreliable in its attacks and in RvR often in passive mode which means an extra action for this skill.
- Squigs need to be tougher or have more resistance to AoE attacks, they die like flies in ORvR and when it's dead we don't get its buffs.
I understand that we probably can't just get a buff all over the board with no compensation the other way, but hopefully some of these points make sense. SH is fun but pretty weak as it is now.
On another note, does Shoot Thru Ya feel bugged to anyone else? Most of the time this attack misses all targets for me. I don't know if it's LoS issue or height difference issue or what it is, but it feels like I have to stand like 20-30ft away completely still on even ground in front of a crowd of enemies for this to hit anyone at all.
I posted this in another thread so I'll copy-paste it here as well:
- Explodin' Arrer - This is a fun skill and one of our few AoE skills, but the damage is crap. At least the AoE dot need to be scaled up OR inherently ignore resistances. We shouldn't have to waste one or even two tactic slots just to make one skill viable.
- Da Waaagh Iz Strong - This is not worth the tactic slot if it doesn't include Rotten Arrer.
- Behind Ya! - I like the choice between a crit finisher and a raw damage finisher (Finish 'em Off) but if they are to be on par the "target must be facing away from you" req should be removed.
- Squig Frenzy - 3m cooldown on this near useless skill? Needs a serious buff or have its CD reduced to 30s or something.
- Tastes Like Chicken - Healing needs a buff but it would be nice if this ability removed an ailment as well. We sacrifice a squig for this, we should get more than healing worth one or two DoT ticks, especially since it has a 60s cooldown.
- Run Away! - Add a remove snare/root to this or a dodge/disrupt buff, increase CD if necessary to compensate. Note that this also requires an alive squiq so it already has a "catch" and we need to spend a mastery point as well.
- Splinterin' Arrers - Either make this core to the skill itself or remove the damage debuff + give some other buff like make it affect Yer Bleedin' as well. Maybe increase range to 30ft. We have very few AoE abilities as it is and it feels wrong to have to sacrifice a tactic to get tickle damage AoE on a single skill.
- Lots o' Arrers - This should be a strong DPS skill, but without any Vengeful mechanic it doesn't feel very strong at all.
- Yer Bleedin' - Compare this to the SW's Broadhead Arrow: Lower tooltip damage, no stacking, no option to make AoE. Give us something, please!
- Lacking ranged KD. SW has a strong KD that even has a debuff, with minimal investment.
- Lacking disarm not based on squig which is always dead when you need it, unreliable in its attacks and in RvR often in passive mode which means an extra action for this skill.
- Squigs need to be tougher or have more resistance to AoE attacks, they die like flies in ORvR and when it's dead we don't get its buffs.
I understand that we probably can't just get a buff all over the board with no compensation the other way, but hopefully some of these points make sense. SH is fun but pretty weak as it is now.
On another note, does Shoot Thru Ya feel bugged to anyone else? Most of the time this attack misses all targets for me. I don't know if it's LoS issue or height difference issue or what it is, but it feels like I have to stand like 20-30ft away completely still on even ground in front of a crowd of enemies for this to hit anyone at all.