Juran
Juran
Comments
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(Quote) Just outrifts one of everything and ignores outrifting from that point on. Though to my credit, I only ever fight in the arena during the Tournament of Ages.
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(Quote) I personally prefer the way it works now.
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Throwing runes out like the anti-elixir rune as they come off refresh is probably a bad move. Throwing them in as burst when you're switching from pressure to your kill shot is undoubtedly going to be more successful.
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You'd want to give Mages a new tertiary skill like bowmanship or trailblazing that has the important Alchemy items baked into it - so you'd be able to make your circle critical sigils and enchants without it tying up an entire skillset.
<…We're not taking turns for class redesigns. As far as I'm aware, Garryn just decides what class to do next and lets us know when he's done.Mage is weaker than Diabolist, and would be my preferred next choice for restruct…(Quote) I have been nothing if not consistent in my defense of the in game economy.
Except now cities have even less ability to earn their own gold, because that role is being distributed through sects.Protection costs are the same, food usage is the same, refining costs are the same - but city refining is pro…Want to compete economically? Pick this one group for your sect, it's now mandatory.
When duplicate was proposed, I expected to see someone able to copy 10 cuhpfehr for the 250 demons roughly it costs to get max faith. When I saw Katalina …It doesn't help that they seem to intentionally do things that ruin any chance cities have to make money. Duplicate has killed trade even more than it already was, and any city running caravans at this point for more than feeding guards is foolish.(Quote) Hey, we still won that 2v2.(Quote) If they were fighting 1v1 and he didn't run out of something, yes I would argue that Iluv likely had a priority issue that caused him to die.(Quote) I don't know if you intended this to be serious or funny, but having the basics of combat and knowing how to prioritize properly seem like perfectly reasonable expectations.(Quote)So funny story about testing conditions.Redemption doesn't though
Edit: Neither does Bloodswear, unless they changed it recently!
You should have said pummel/ccut, because the other two have had their damage intentionally reduced to mitigate some of that group burst.(Quote)
Druid is designed quite well to drain mana through both active sapping and oppression/bleeding.(Quote)If you don't think about bleeding, you're going to die to bleeding. That's basically the system as intended.
The bleed mechanic was rewritten for Outriders because it was entirely irrelevant before. It's somewhat less s…
(Quote) Bleeding attacks would be somewhat silly if they weren't in any way dangerous. Running someone out of mana leveraging bleeding, or forcing them to prioritize mana over health occassionally to keep up their clotting, is the entire point.
(Quote) On a one second salve balance? There might be problems with outrider, but this is assuredly not one of them. Hypothermia doesn't apply if the frost attack strips caloric, and heat blood provides an additional level of protection. Hypotherm…
(Quote) That's not passive.Flare when properly used outside of group combat is a closer, and should really be treated as such. Having someone afflicted or prone with broken limbs is a great situation to try and burn off rites to finish the fight.Limb dam…(Quote)
No, it's type 'fayth' so it's only mitigated by things that mitigate all damage (algiz, truefavors, weaving) because there isn't a specific resist for 'fayth' damage.Edit: It was originally fire damage, but fire …
Templar is a damage focused class, with no real incentive for limb breaks or any of the new runelore style affliction skills. Flare is their source for that damage, and there are only 9 rites so it isn't something available to use an entire fight…
Like BBT or Vivisect, the ideal theory is that you'd set up a situation in advance that prevents someone from doing that. Some combination of sabres and penance should allow that to be viable now, and if it's not we should address that instea…At the end of the day, flare was -intended- to be a damage closer. Even if it doesn't always get used that way in team fights, I'm against making it easier to use that way in team fights.Flare does a reasonable amount of damage…But you don't -have- to, because it doesn't consume anything to be wrong. So you end up just making an alias like that and spamming yourself.Gotta get to 4000 shards and those shards won't deposit themselves.With a 3.75s attack rate, you have to heal -really- badly to keep sensitivity between swings.That said, I'm certain that I'd do more DPS (and less burst) as fast presuming I didn't mind burning out my runes faster too. Flare is…At least 67 per slash is more believable than 112, DSL looked suspiciously like a powerful attack skill in that first quote.