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SoberSoul

Testers
  • Content Count

    102
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About SoberSoul

  • Rank
    Piapiac

Profile Information

  • Interests
    PvP, among other things
  • Gender
    Male
  • Location
    Austin, Texas

Recent Profile Visitors

654 profile views
  1. I have noticed that the Nethari dodge tool tip illustrates that the cooldown is 15 seconds, while in my details page it is shown as 20. I have the -1second dodge training on this character, which means that it is actually 21 seconds for whatever reason. This might just be RP, but I would most certainly play Nethari for confessor/assassin and would just like to let this issue with their dodge regeneration to be known if it is already not. Thank you for your time! https://cdn.discordapp.com/attachments/327668446747820035/705204775515586580/unknown.png https://cdn.discordapp.com/attachments/327668446747820035/705204845811990578/unknown.png https://cdn.discordapp.com/attachments/327668446747820035/705206790245318756/unknown.png https://cdn.discordapp.com/attachments/327668446747820035/705204473978683434/unknown.png
  2. Thank you Ble for clarifying that for me.
  3. I would also like to point out that I dont believe the duelist's weapon damage passive is not factoring in. Also it feels like force mage barrier is definitely overriding all other barriers instead of stacking. This is detrimental strictly due to the fact force mage is only a roughly 650 point barrier. I think other barriers might be having this same effect. I will continue to test this. @jtoddcoleman
  4. Slayer does not need mail, but sure buff my main outta control please 😁😁
  5. I have been testing the Slayer Duelist fairly extensively and I have noticed a few things. I love the mechanics, and the mobility. Paired with their natural squishiness and damage output I feel that it is pretty well balanced overall. I also love how the rapid fire is used to stack the feeling lucky buff so that you can utilize the Slayer passive. That being said, the feeling lucky stacks seems to effect the Inconceivable buff converse to how it is supposed to. The tool tip says that for every 2 stacks of feeling lucky it is supposed to give one second to the buffs provided via inconceivable, however it takes time away from it 1 stack = -2 seconds to the buff when used with 10 stacks of feeling lucky. This is not the case if you use it with under 10 stacks though. I have also noticed that when you use redirect pain, the barrier provided is not shown in the combat log anywhere. When used with Force Mage's Reactive barrier, or under similar conditions it uses all pips and does not give the buff at all. While it effects the timing of inconceivable adversely I am going to assume it is similar with redirect pain in the fact that it is either not working at all or working and not registering in the system. With the changes to stealth, and dizzy down I wanted to inquire about a few things pertaining to the duelist. First and foremost, the Go For Broke power. Its strength was in catching an unsuspecting harvester and then getting that dizzy down advantage, but was still merciful enough that a skilled player would be able to react and then punish it with the mechanics provided, if hit while channeling it would instead knock the caster down. With the changes that feels really gimp right now, there is really no point in casting anything other than Snipe or Ambush from stealth tray now because the minimal damage provided via Go For Broke is now more punishing to use than to not use, especially since you get major pip return on casting Ambush/Snipe on an exposed target. Second this is something I have been testing in group fight situations quite heavily. While with good healer support, and smart positioning one is able to stay alive on a duelist as long as they play very carefully. Which is nice It is a great mix of both cannon and glass. While Redirect pain is something that is able to help with that survivability by being possibly the second strongest non-ultimate barrier at 1400 (especially when used with stacks of feeling lucky, the first strongest non-ultimate barrier is the Pit Fighter Champion’s whirling pain barrier) it is nothing to scoff at. However, the cool down is 45 seconds on top of it being an ability that absolutely has to be 5 pipped. The Pit Fighter Champion’s whirling pain barrier is 2400 (higher with more con) on a 24 second cool down. While having to 5 pip Redirect Pain you are gimping yourself on DPS so you are forced with the decision of survive, or do damage. The biggest issue with this ability is the massive cooldown on it, paired with the fact that cool down remains the same whether 1 pip was spent or all 5, well 6 in the case of the slayer, but there are no added benefits from 6 pipping. My question/solution is to either half, or remove the cool down entirely since one has to choose survivability or damage when it comes to casting redirect pain, or at the very least lower the overall cool down, while giving variations to the timer of the power depending on the pips used to cast it. I do not know really what would make Go For Broke worth using now, however I build my slayer for a raid setting and don’t really see myself using that power much aside from catching solo harvesters, and even then there are much better alternatives built into the kit. Finally I worry that the Duelist, or maybe the Guinecian in general is taking increased damage at certain HP levels or something. I remember in the past there was a skill node in the passive training trees that used to make it take 50% increased damage and I fear this is the case now I would be greatly appreciative if this can be looked at by the staff. There will be more things added to this post over time as I find them. Thank you for the time taken to read this massive write up, and thank you for the game that I have enjoyed (regardless of it being finished or not) for the past 4 years. Everything is coming together and improving so rapidly, things are being fixed faster than ever now and I am so happy to have been a part of this development! .
  6. I disagree with this statement. Sure it was a good healer, but nothing to write home about as far as dps and whatnot was concerned.
  7. I have been testing the Slayer Duelist fairly extensively and I have noticed a few things. I love the mechanics, and the mobility. Paired with their natural squishiness and damage output I feel that it is pretty well balanced overall. I also love how the rapid fire is used to stack the feeling lucky buff so that you can utilize the Slayer passive. That being said, the feeling lucky stacks seems to effect the Inconceivable buff converse to how it is supposed to. The tool tip says that for every 2 stacks of feeling lucky it is supposed to give one second to the buffs provided via inconceivable, however it takes time away from it 1 stack = -2 seconds to the buff when used with 10 stacks of feeling lucky. This is not the case if you use it with under 10 stacks though. I have also noticed that when you use redirect pain, the barrier provided is not shown in the combat log anywhere. When used with Force Mage's Reactive barrier, or under similar conditions it uses all pips and does not give the buff at all. While it effects the timing of inconceivable adversely I am going to assume it is similar with redirect pain in the fact that it is either not working at all or working and not registering in the system. With the changes to stealth, and dizzy down I wanted to inquire about a few things pertaining to the duelist. First and foremost, the Go For Broke power. Its strength was in catching an unsuspecting harvester and then getting that dizzy down advantage, but was still merciful enough that a skilled player would be able to react and then punish it with the mechanics provided, if hit while channeling it would instead knock the caster down. With the changes that feels really gimp right now, there is really no point in casting anything other than Snipe or Ambush from stealth tray now because the minimal damage provided via Go For Broke is now more punishing to use than to not use, especially since you get major pip return on casting Ambush/Snipe on an exposed target. Second this is something I have been testing in group fight situations quite heavily. While with good healer support, and smart positioning one is able to stay alive on a duelist as long as they play very carefully. Which is nice It is a great mix of both cannon and glass. While Redirect pain is something that is able to help with that survivability by being possibly the second strongest non-ultimate barrier at 1400 (especially when used with stacks of feeling lucky, the first strongest non-ultimate barrier is the Pit Fighter Champion’s whirling pain barrier) it is nothing to scoff at. However, the cool down is 45 seconds on top of it being an ability that absolutely has to be 5 pipped. The Pit Fighter Champion’s whirling pain barrier is 2400 (higher with more con) on a 24 second cool down. While having to 5 pip Redirect Pain you are gimping yourself on DPS so you are forced with the decision of survive, or do damage. The biggest issue with this ability is the massive cooldown on it, paired with the fact that cool down remains the same whether 1 pip was spent or all 5, well 6 in the case of the slayer, but there are no added benefits from 6 pipping. My question/solution is to either half, or remove the cool down entirely since one has to choose survivability or damage when it comes to casting redirect pain, or at the very least lower the overall cool down, while giving variations to the timer of the power depending on the pips used to cast it. I do not know really what would make Go For Broke worth using now, however I build my slayer for a raid setting and don’t really see myself using that power much aside from catching solo harvesters, and even then there are much better alternatives built into the kit. Finally I worry that the Duelist, or maybe the Guinecian in general is taking increased damage at certain HP levels or something. I remember in the past there was a skill node in the passive training trees that used to make it take 50% increased damage and I fear this is the case now I would be greatly appreciative if this can be looked at by the staff. There will be more things added to this post over time as I find them. Thank you for the time taken to read this massive write up, and thank you for the game that I have enjoyed (regardless of it being finished or not) for the past 4 years. Everything is coming together and improving so rapidly, things are being fixed faster than ever now and I am so happy to have been a part of this development! .
  8. Curious, I know because the dates it did not elicit a warning point, but what about that, in any way shape or form would garner a warning point? Sounds corrupt to me 😕. Boomer and millennial are generational markers, people give meaning to words. It is socially constructed BS of which I say is ridiculous to bring anything near a warning or a ban. Please enlighten me.
  9. Pretty sure that is not how it works lol. The devs just take the time to keep the trash off of their forums. Its a good quality of life thing. You guys sure assume a lot of wrong things often.... So much animosity Completely unrelated to all of that crap :P, this is an extremely interesting video that all you guys should check out
  10. bruh im rocking a 1060 3gig and an amd 8350 with 18 gigs of ram and I play siege no problem, my rig (graphics card excluded) is coming up to 5 years old. I get low fps sure, but it is smooth enough to contribute. Pretty sure my cpu alone is almost 8 years old. Your issue might be the memory leak, next time restart your client
  11. If you are looking for a serious environment where strong leadership, good players and winning are your prerogatives, HoA is the guild for you!
  12. A good point was brought to my attention. I should clarify what I mean by vets and noobs. By vets I mean people who've played consistently for the past couple years and are fully up to date on how to roll out to have the most impact. By now I mean anyone new or returning after multiple patchs with minor knowledge of class disc subclass interactions as well as lacking knowledge of the more basic to advanced mechanics of the game.
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