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Drete
Cephalid Subverter
Joined: Fri Jul 12, 2013 2:15 pm Posts: 133
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While I agree that the idea with this function is pretty good, my belief is that it punishes the already somewhat weaker classes even more at this point - let me explain:
On for instance my shaman or necromancer, I have no problems fighting 3-4 monsters at the same time. This means I can easily pull monsters early and this gives me time to try again before my current one dies if I'm unable to find a new one at my first attempt. It doesn't really affect these "stronger" classes except for the fact that I might just run out of mana after a chain of 30 instead of 40.
On my monk on the other hand, I have troubles fighting same-level mobs one on one even in full unique/rare gear, and if I want to build chains I need to pull them very late, or the adds will be causing big problems to me. Often here, I miss the opportunity to build chains because I don't find a mob.
In this way, it does punish weaker classes more than already strong ones!
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Wed Aug 07, 2013 12:28 pm |
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Demetrium
Skeleton
Joined: Mon Aug 05, 2013 9:06 pm Posts: 13
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+1
Not sure what the best fix is. Maybe just remove it so you can only pull monsters which extend combos? The meaner way would be to allow pulling "grey" monsters which don't drop loot or XP.
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Wed Aug 07, 2013 2:28 pm |
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Maelfyn
Site Admin
Joined: Thu Jan 03, 2013 12:56 am Posts: 4133 Location: Crofton, Maryland
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I'm still buffing the melee classes a bit, so that's one end of the problem. I'm going to add an options setting that lets you select what kind of mobs you want to filter: high & low, high only, low only, none.
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Wed Aug 07, 2013 5:26 pm |
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Cords
Anuran Assassin
Joined: Fri Jul 05, 2013 8:24 am Posts: 527
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buffing melee cough!! Warrior Cough!! is always a good thing Finally got my warrior to 13 but still struggling to hold his own against high blue's and he is fully geared, and has great weapons. BTW Duel wield will not be useful on him until later because slam with a shield in hand is his highest dmg.
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Thu Aug 08, 2013 6:51 pm |
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Maelfyn
Site Admin
Joined: Thu Jan 03, 2013 12:56 am Posts: 4133 Location: Crofton, Maryland
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Yeah, I think warriors need something they can spam.
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Thu Aug 08, 2013 6:55 pm |
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Cords
Anuran Assassin
Joined: Fri Jul 05, 2013 8:24 am Posts: 527
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something they can spam that doesn't take so much rage like avenging strike.
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Thu Aug 08, 2013 7:01 pm |
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Maelfyn
Site Admin
Joined: Thu Jan 03, 2013 12:56 am Posts: 4133 Location: Crofton, Maryland
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On the bright side, kick costs no rage now. Slam's duration was increased. Maybe I can do something with avenging strike. Like... maybe if you have no rage it still does something. Or maybe it could do damage based on how much rage was left and just make it a global skill instead of auto attack based.
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Thu Aug 08, 2013 7:04 pm |
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Cords
Anuran Assassin
Joined: Fri Jul 05, 2013 8:24 am Posts: 527
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yea to be honest I don't even use avenging strike, I find it to be pointless when I can do 90 damage Slam's, and it increase the damge of what seems the lowest melee attack I do it seems I use all my rage for Slam pummel, kick, and the ability that activates if your attack is dodged. and throw in a Avenging strike when I have full rage.
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Thu Aug 08, 2013 7:07 pm |
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Maelfyn
Site Admin
Joined: Thu Jan 03, 2013 12:56 am Posts: 4133 Location: Crofton, Maryland
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That was the idea. It was going to be a mana dump, but that's a bad idea for level 3. I'll change it.
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Thu Aug 08, 2013 7:42 pm |
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Cords
Anuran Assassin
Joined: Fri Jul 05, 2013 8:24 am Posts: 527
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maybe if it does something different. Like allot of dmg increase the reuse timer and keep the huge rage amt
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Thu Aug 08, 2013 7:44 pm |
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Badplayer01
Anuran Sentinel
Joined: Mon Aug 05, 2013 7:07 pm Posts: 254
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nm
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Fri Aug 09, 2013 7:03 am |
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