Feedback on Those Sweet (and Bitter)Skills --Act 2
- yayswords
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
No I think that's a terrible idea
it's so easy to force position swaps for some monsters, which effectively costs 8 delay for my team (24 if it's a mass push), leaves people exposed until I can swap, sometimes comes with debuffs (scared/poisoned for example), and now it's gonna force me to recast Guard/Protect too? 
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
OK so I'll leave it as it is then? 
- yayswords
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Can't do that either... nothing urgent about this though. Ideally you should temporarily lose the attack bonus if you end up in the front row, but maybe that's hard to program.
If at first try it doesn't explode, it ain't Jack who wrote the code.
-
renke_
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
What about splitting the effects? One identical to the normal guard skill (only active in the backrow, but not deleted when the char moves to the front) and as second one the attack bonus, this one disappears if the char steps on a fronline field (as you proposed)
- jack1974
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Yes this way would be easier. Will do it this way 
- yayswords
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
I tried Krimm's Counter Attack during her flashback and quickly realized that this skill is totally in the wrong hands. I need to make my mana last until I get to rest or level up. I use a lot of basic attacks. I would think twice before attacking someone with that buff, similar to Bramble Coat. Enemies will obviously not hold back on me with their abilities however, which makes this skill rather useless until they're out of mana. Not a very exciting pick.
On a positive note, the maths look good for Wreak Havoc vs. Spinning Strike right now.
Also a very minor thing. Thief "side damage reduction" kicks in when a mage tries to melee them too. I only melee with my mages as a fast action for regen so not like it bothers me though.
On a positive note, the maths look good for Wreak Havoc vs. Spinning Strike right now.
Also a very minor thing. Thief "side damage reduction" kicks in when a mage tries to melee them too. I only melee with my mages as a fast action for regen so not like it bothers me though.
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Haha why you don't use magic bolt instead of melee though ?yayswords wrote: Also a very minor thing. Thief "side damage reduction" kicks in when a mage tries to melee them too. I only melee with my mages as a fast action for regen so not like it bothers me though.
- yayswords
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Melee attack 6 delay, magic bolt 8 
Plus if I'm turtling for regen it's in my best interest to do little damage anyway.
Plus if I'm turtling for regen it's in my best interest to do little damage anyway.
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Hmm well I guess if target's magic defense is high makes sense. I usually get x2 the damage so even the slightly higher delay doesn't matter. However I almost never play NM mode 
- yayswords
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
No I don't do it for damage. I do it to get fast turns. It's a method for regenerating when a battle is already won. If it's a hard fight and I'm fucked for mana I will probably use magic bolt to help out. I don't think it's ever been the case that the melee attack is better for damage.
Speaking of which, does +attack help magic bolt somehow? Else can we take it off the mage gear?
Speaking of which, does +attack help magic bolt somehow? Else can we take it off the mage gear?
If at first try it doesn't explode, it ain't Jack who wrote the code.
