Man you're really twisting my words...
That's putting it kindly. I'd say you'll get used to it, but the consistent extremity seems to preclude that.
Man you're really twisting my words...
That's putting it kindly. I'd say you'll get used to it, but the consistent extremity seems to preclude that.
Hey St. Bluke why does fallback plan on the duelist not return her coins? That skill is beyond useless if it doesn't give her coins back. Also you should change line in the sand. Aint nobody using that piece of garbage.
I can see a nerf incoming when they fix stonefist detonations. Its pretty awesome as it is. I can't imagine its supreme power once it actually does damage from detonates.
Oh, that's great, I wanted my AW to be even worse ![]()
NONONONONONNONONONONOOOOOO!
#give aw heal on hit plz#
Fade healz
Pls balance changes
Also give spirit blade the explode on kill masterwork. And have it generate full guard and barrier for the entire party on each hit.
Now we're talking.
Every time Luka achieves a kill from an explosion, it should activate a 20 second buff, signaled by her cackling maniacally. The buff should add 25% AoE to any abilities that cause explosions, while adding a fireworks effect to elemental mines. All explosions while the buff is active cause Luka to giggle and laugh. Kills achieved during the buff will reset the timer, allowing this to continue near-endlessly during the match.
If Luka is balanced with this ability, then naturally, for each teammate who is driven off by this maddening mechanic quits she should receive bonus experience.
When is Katari Whirlwind gonna be buffed? It's garbage since release, and Katari was only buffed in Shattering Strike area (+ that guard on hit). It's not that Katari is weak (far from it right now), it's just that Whirlwind build is not useful.
When is Katari Whirlwind gonna be buffed?
Nerfing the footsoldiers' mighty blocking ability is all the buff it needs. Now it's useless against anything but demons & dragons.
edit. that is unless there is someone in your party constantly freezing/stunning/paralyzing/etc. enemies. Then whirlwind really shines, being a detonator and all.
Please buff To The Death. I think a little extra range? DC keeps running away.
You might already know but if you lure him to any stairs/changes in map elevations and to the death him he'll try to teleport away but won't move anywhere, keeping him marked.
How can you argue with that? Bravo.
I think someone has already commented on this but the Walking Bomb spell on Necro is bugged on PC, the explosion seems to be counting only as a DOT tick and not doing the 600% weapon damage it should.
Could you buff the Confusion Grenade timer? I feel like 15 seconds would be ideal.
After testing out War Cry, Challenge, and Counterstrike with lower cool downs, I am going to have again reiterate that taunt duration really need a buff. Lowering the cool downs on those skills did make them a bit more spammable, but it really does not make tanking any easier. If anything, it's harder because you have to spam taunts, which due to the animation not having any iframes, you are left vulnerable in a sea of enemies for about 1.5 seconds per taunt.
Honestly, I would be fine with upping the cool down on War Cry and Challenge a little bit in order to make room for a longer taunt duration.
Did Parry get a buff? I thought it did 200% Weapon Damage, but I'm looking at it and it says 350% Weapon Damage.
I would love to see Combat Rolls removal of debilitating effects buffed. From my experience it seems to only remove chill effectively. I will typically roll 3 times in a row to try to remove burning. On the higher difficulties, for average players like myself 'burning' can pretty much wipe full guard & do some damage. On Katari I don't recall having any other option to remove those effects.
If you don't want to do this please make the corresponding tonic remove the debilitating effect when consumed.
I would love to see Combat Rolls removal of debilitating effects buffed. From my experience it seems to only remove chill effectively. I will typically roll 3 times in a row to try to remove burning. On the higher difficulties, for average players like myself 'burning' can pretty much wipe full guard & do some damage. On Katari I don't recall having any other option to remove those effects.
If you don't want to do this please make the corresponding tonic remove the debilitating effect when consumed.