Nov 20, 2010, 05:40 PM // 17:40
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#1
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Forge Runner
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Fix Soultwisting already
Interrupted spirits recharge instantly. BBsway was unstoppable before the last update, the nerf to balanced made it completely pointless for any nonbbsway team to go in with the intention of reaching HoH. (If you face one of the allday every day bbsway guilds, you might aswell resign)
If interupting the ST rit actually did something, you could score a kill, but it doesn't. You can poop dshots, leeches, savages, a rit can keep pumping displacements and whatnot else because the skill is glitched and causes even interrupted spirit to recharge.
It was broken on sig of hum + MoI and it's broken with spirits, what made the TK think otherwise?
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Nov 20, 2010, 06:13 PM // 18:13
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#2
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Krytan Explorer
Join Date: Nov 2010
Guild: Social Darwinism [SaD]
Profession: A/W
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You seem to be under the false assumption that the design team cares about tombs.
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Nov 20, 2010, 07:41 PM // 19:41
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#3
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Frost Gate Guardian
Join Date: Jun 2006
Location: Cantha
Guild: Pantheon Of Shadows [dei]
Profession: Rt/
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Well according to wiki distracting shot will disable it for an additional 20 seconds while psychic distraction will disable for 5-12 seconds.
You have to look into the recharge instantly mechanics of Soul Twisting.
Here is a quick example:
Without Soul Twisting:
Displacement - 15 Energy 3 Activation 45 Recharge
With Soul Twisting:
Displacement - 10 Energy 3 Activation 0 Recharge
So there for unless interrupting with Distracting Shot or Psychic Distraction Displacement will recharge instantly.
Possible solutions: Make Soul Twisting an enchantment or have an activation time.
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Nov 20, 2010, 08:50 PM // 20:50
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#4
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Forge Runner
Join Date: Dec 2005
Guild: Super Fans Of Gaile [ban]
Profession: W/
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I have really yet to see how overpowered soul twisting is. I mean it feels out of line, but there are so many other things in the game that feel just as much out of line. The rits still have to put spirits down and killing spirits faster than they are put down isn't that difficult and without those layers of defense that rit has to stand still for 3 seconds to cast a spirit; that is 3 seconds that melee's can just sit on them.
The whole bbway is a strong build with tons of synergies among the characters. I do feel that its overall effectiveness is too high for the amount of active and reactive play required for the team build, but I'm hard pressed to say that this one character is the overpowered backbone of the whole thing.
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Nov 20, 2010, 09:19 PM // 21:19
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#5
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Lion's Arch Merchant
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Quote:
Originally Posted by ErrantVenture
You seem to be under the false assumption that the design team cares about tombs.
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evidence certainly suggests you're correct
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Nov 20, 2010, 11:32 PM // 23:32
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#6
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Furnace Stoker
Join Date: Aug 2007
Location: Sydney, Australia
Guild: Haze of Light [pure]
Profession: R/
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Unless they 'fixed' it, im pretty sure that d-shot interupts the spirit, makes it do its full recharge AND adds on 20 seconds. Admittedly, I havent tried it in months though, but that was wat I found when I ran it in RA. I posted something about it on the bug forum.
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Nov 21, 2010, 12:23 AM // 00:23
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#7
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Before soul twisting it was something different. Backbreaker + sin combo is specifically what is overpowered, and at that overpowered only in the HA context. Monk stances utterly demolish that approach in every other PvP, where HA monks must bring channeling and are helpless by compare.
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Nov 21, 2010, 05:26 AM // 05:26
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#8
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Krytan Explorer
Join Date: Nov 2010
Guild: Social Darwinism [SaD]
Profession: A/W
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Quote:
Originally Posted by FoxBat
Before soul twisting it was something different. Backbreaker + sin combo is specifically what is overpowered, and at that overpowered only in the HA context. Monk stances utterly demolish that approach in every other PvP, where HA monks must bring channeling and are helpless by compare.
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Hopefully now that Heal Party is dead good HA monks will learn to actual position, manage energy, use skills when they're needed instead of standing in the middle of a mob and button smashing all of their skills on recharge. That way they can take stances instead of shitty channeling xD
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Nov 21, 2010, 05:50 AM // 05:50
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#9
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Quote:
Originally Posted by ErrantVenture
Hopefully now that Heal Party is dead good HA monks will learn to actual position, manage energy, use skills when they're needed instead of standing in the middle of a mob and button smashing all of their skills on recharge. That way they can take stances instead of shitty channeling xD
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Channeling in HA is older than healer's boon, so no they will not. Even if you can't pump party heals, there is still too much advantage to the single-targets you can pump on 3-way maps.
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Nov 21, 2010, 06:12 AM // 06:12
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#10
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Forge Runner
Join Date: Dec 2005
Guild: Super Fans Of Gaile [ban]
Profession: W/
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Channeling is only good in the 1v1v1 or more specifically 2v1 against you scenario. Even in the early days channeling was always brought by monks and it was better play for them to have "bad" positioning to reap benefits of channeling. Won't change unless HA removes all multi-team maps (which might not be the worst idea).
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