Spears are wholly underwhelming, and parry is a meme

"
Rakie1337#5746 написал:
THeir combo idea is bad gameplay to me. IT's not engaging, it's not dynamic, it's not any of the buzzwords they want it to be.

It's ineffective, unfun, and limiting.


It is indeed. But at the very least, the fact they keep on with it despite all player negativity towards it, is a clear sign that someone higher-up is being stubborn about it. Hurt feelings or a matter of logistics ? It's really hurting the game though
[url=http://ibb.co/WpDD8K6T][img]http://i.ibb.co/qF00q1dZ/1681807032435.jpg[/img][/url]
"
MattiKettu#3535 написал:

Not recently, but current. Which means ... you need to:

1. Apply incision (any amount of stacks)
2. Apply bleed (consumes all incision)
3. Somehow apply 10 incision stacks without causing a bleed

Or you could LA DE and just offscreen targets with lightning arrow.


I'm not sure what other person is doing using Incision Support. Getting it through passives is way better since support skills contribute much more damage. Getting it via passives lets every single thing you do to apply it without consuming Bleed.

It's better to use Momentum, Close Combat or similar. Esp on Blood Hunt. I use Execute as well because the damage overflow counts towards Blood Hunt's explosion. You want to hit more than once on bosses since your damage range should be pretty wide and Ancestral Call will help insure you get that high damage range by the 2nd hit. Incision just being there is enough.

Disengage is good for getting that 2nd hit momentum in addition to max damage on Blood Hunt. Then there's the silly interaction with Herald of Blood where you can just about do nothing but spam Blood Hunt to clear maps. Which also procs Incision.

It doesn't instantly kill bosses but it's just shy of a walking simulator.
"Never trust floating women." -Officer Kirac
In general, not enough skills for all weapons are viable not just Spear (but I do agree).

In the whole game there aren't enough viable things to promote diversity. Passive tree, skills, ascendancies, weapons.
Aaaand 0.4 patchnotes, ctrl + f: "parry" --> 0 results found

Are you serious? This has got to be a bad joke right?
We'll have to see how it plays out with the density change. It might actually end up being good.
"Sigh"
"
IonSugeRau1#1069 написал:
We'll have to see how it plays out with the density change. It might actually end up being good.


Nobody in their right mind wants to stand still and wait for a mob, much less a pinnacle boss, to slap you around.

Oh and pray that they don't instantly heavy stun you...

Both my friends used spears on their first try of the game. By complete and total coincidence, both disliked the game to the point of refunding it. One hated how LS trivialized every encounter(and then switched to LA huntress of all things) and the other got extremely frustrated with how clunky the game felt, switched to LS, got bored, and refunded the game. Spears are cool! Of course new players will be drawn to the funny pokey stick, but if every build with them requires the same boring homogeneous gameplay loop spears will just continue to not work.

I think the spear needs more ways of generating frenzy charges. The game needs more ways to generate charges in general. And less forced ties between certain skills. It hurts build diversity.
You have to scale stun threshold to make parry feel good. It was night and day difference playing parry on warrior vs monk, as warrior paths into an immense amount of stun threshold% immediately. You get base stun threshold from life, you can roll flat on item affixes, nodes like The Great Boar also give flat, and evasion also allows you to "dodge" heavy stun buildup.

But it would be nice if the buildup decay was cut in half. Of course you can't hold down the button early on, and part of it is finding the rhythm and running out the clock on your bar decreasing, but it feels all but required to take the Defender's Resolve or Resolute Reprisal notables (50% faster heavy stun decay) even after heavy investment into stun threshold. And still, some bosses that deal burst damage still instantly heavy stun me w/ 21k threshold.

Blood Hunt is ridiculously strong burst and it's the perfect example of a good offhand spear use-case, just pulling it out to stab something for single target, or gap close on demand. It doesn't remove corrupted blood stacks so it's pure upside for that niche.

I saw a ritualist exploding spear build last league that had competent T4 Xesht dps & deli mapping and it likely only got stronger with the buffs this patch.

Spearfield is super fun for kb/bleed/multi-proc builds.
Storm Lance was fun with poison caltrops but got nuked with the Loratta nerf.
The ice spear stuff felt underwhelming when I tried it.
WSF was so dysfunctional between hitbox issues and the damage being oddly low for what should have been ~2800% effectiveness at 8 frenzies. Sometimes it connected fully, sometimes it ate the frenzies but only 1-2 snakes came out, sometimes the mob moved 1/2 an inch to the left and all the snakes whiffed. Maybe it feels better with high attack speed, dunno.
Overall, wait until the mob does something and in the mean time stand there holding your pants is just a horrible gameplay mechanic.

Especially if you spec into cold skills, chill magnitude will now be built into cold skills, if you combine a good chill with something like temporal chains debuff, you have to wait 3 business days until a mob hits you.

They either have no idea what to do with this skill or just feel that it's not worth investing time into.

It is ultimately a pure meme and people really shouldn't add it to their action bar, you're much better off doing literally anything else.
"Yay" parry got buffed, still needs a rework though.

Overall just make it into a usable skill instead of a "wait until npc does something", especially with the buffed chill magnitudes.

"

Swashbuckle:
Sweep your buckler in an arch in front of you, hitting all enemies and affect projectiles in your melee range
---
Throws enemies hit off balance, causing their next attacks to be automatically deflected if they hit. Normal & Magic monsters have the next 5 attacks deflected, Rare monsters the next 3 attacks deflected, Unique monsters the next attack deflected.
Projectiles in range are also automatically deflected.
Builds light stun up based on the total power of the enemies affected.
---
This skill cannot be evaded, this skill cannot be used when light stun bar is over 50% full


---

Furthermore, all spears that are detonated should gain the same benefits from manually detonating them as the frenzy charge spears. That should at least streamline their usage.

Finally, just make all melee skills be usable on the move, preferably with no movement speed penalty. Ranged already gets to move, so why doesn't melee?

Пожаловаться на запись форума

Пожаловаться на учетную запись:

Тип жалобы

Дополнительная информация