stacks of stillness of the forest are completely removed sometimes whem using disruptive shot. Could not reliably reproduce the issue, sometimes everything is fine then the 6 stacks are suddenly removed immediately after disruptive shot and sometimes just after moving one step forward after disruptive shot
Especially for combat (but as i and many others said before actually for all trees) i think a buff to movement speed is needed. You have to stay very close to your target as combat but move like a turtle on valium. In addition i would like to have a way to increase damage mitigation a little bit, maybe by changing battle…
@kangkeok It was meant in a way that the with range increasing self buffs somehow compensate the decreasing effectiveness of group buffs and you could play a little with how you adjust your distance to the group but you are right, the idea is not well thought out, and probably not achievable at all, so forget about it.
Yeah would be awesome if they could manage it to decrease the effectiveness of buffs while your distance increases, e.g. 100% buff at point blank up to the usuall buff range and then decreasing down to idk, 20% at max distance but this change should affect every class then
Please dear devs, 1. Stillnes of the forest: as many others have stated before, the idea of having to stand still to gain any advantage is highly debatable. In pve as well as in pvp moving more or less constantly to avoid damage or maintain an advantagious position is necessary so please drop this idea. If there really is…
Up from pure it adds 4% DR per stack in addition to deflection if im not misreading Although im not sure if it is added to youre rate or if it is a plain 4% addition
When playing archer i use a chicken + eldritch, but mostly for open world pvp because if the boon kicks in you get hyperspeed and can easily cross half of the pvp area. Else i have a boar + bondings mainly because i really like the boar. I have yet to check if it attacks when in max range. In theory a defender should work…
So this means if i have 5k deflection and a pure shadowclad adds 10% per hit this amounts in 5500 deflection which is an increase in deflection% of around 1,1%, am i right?
"SC does not actually increase your Deflect % chance. It actually increases the Deflect number stat (which then increases Deflect chance %)... So the higher this number is the more Deflect you will get per stack. Lone Wolf and Pathfinders Action increase your Deflect % not your Deflect stat number. You just need to work…
Well then maybe up to pure its decent, after that its banned on blacklist. Thats just what i meant, to proc the invisibility you need to have a low base deflection else its only to increase already high deflection. This may be ideal for tr build with that high deflect severity but with only 50% as other classes have i…
Shadowclad is perfect for high defense /low deflect builds. I fear that if you decrease your base deflection so much that shadowclad would proc consistently, you are long dead before because you took too much damage in the process of building up stacks. By the way, shadowclad belongs, at least for me, in the same category…
Thx for clarifying, i dont think we have ca when far away and thats exactly why i asked for combts maneuver. If it d granted ca from afar i definitely had invested some ad but so it is kind of meh. I will watch out for ca when two teammates are engaging to help clarify
Thought that when you tried it you had those 4k + active and that this counted for the difference in experiencing the speed increase. Because 18% from lets say 5k are more than from 1k. Or 21% in your case, but the math remains the same
Regarding mount bonuses, does anyone use combatants maneuver? How does it work? Does it only add + 5% damage to already existing combat advantage or do you get combat advantage when it activates on a foe?
Great suggestion. And since you really have to participate in a match to earn sufficient glory the prevention of campfire- sitting is already inherent to the system
Thats a nice idea, too, although i never cease to hope that cc break will be added to one of our already existing powers like fox or marauders, like feanor pointed out in a post in the pc feedback section…
Nice that people finally start to deviate from the" you have to be on node or you are useless" meta that persists since ages and start to realize that there are other ways
Because i think the post is very detailed and very well written. By quoting the whole post again i intend to highlight it and thus make it more prominent so that the devs hopefully pay more attention to it. There was no irony or sarcasm intended
> @cilginordek said: > How wonderful. > Another mod full of gamebreaking items in PvP. I don't even know where to start. > > First of all, you're giving players more than 10% more base damage with new weapons and another 10% in buffs, but giving absolutely no HP at all, reducing time to kill significantly. > > Upper Primal…
e) Forest Ghost should have no animation at all and should be able to be used when moving, just like a TR's tab bar. This is another instance in which the HR class has to exert a control ability on itself. No other class is oppressed this way. e) Bear Trap has a tiny area of effect and only with great luck does it ever…
Yes i have to admit the valindra + crushing is not as effective as i first thought, especially against those opponents where it would matter the most. Nevertheless there are moments where it shines so i will keep switching between sets according to the opponent at hand
+1 i had to read the description twice before i could believe it but please dear devs, do not create such a thing There is another item dealing 5% after using an encounter, which is ridiculous too. Please dont do this