Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Makuza

Testers
  • Content Count

    62
  • Joined

  • Last visited

About Makuza

  • Rank
    Magpie

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Iam just wondering on which kind of battles you are referring to. Ganking/Small/Mid/Largescale? We will have different views on that topic anyway if you speak about ganking or smallscale, since thats not what I have in mind while Iam talking like that about Highelf/Fae
  2. Just a quick note, since its going offtopic with that disc...and this disc could even better be used on a fae than on a highelf tbh Yes, I know how clearcast works, since I played a fessor for over 2 campaigns as a highelf. I just would never want to rely on such procs (which do not even have a chance of 50%... prove me wrong, but its more like 20% at best). Sure it can make a really good chain but critical dodge is sheit in the way it works and the hidden background dodge-pipgeneration is not helping on that either. The proc goes also off, if you have already 2 dodgepips, which is the most stupid thing which could happen in the case of an assassin in my view. If you engage out of stealth, you have most likely all your dodgepips and you will trigger that inner cooldown of critical dodge before you use them. Let me ask you: How long you stay on the target after the engagement before you usually disengage for another stealth attack? More than 25 seconds? I dont think so.. at least not from my experiences with that class in proper fights. Iam not talking about ganksituations in which the victim is just a victim and will not even fight back. _______ I also like the dodge of the highelf, there is no doubt about that and on top you get that nice necklace for free, but still...it doesnt make it on one level with the Fae if it comes to the assassin. The highelf-dodge is grounded. I want to see an assassin which is used to jump out of dangerous situations by using slopes, walls or any other obstacles or gaps doing the same with an highelf. It just doesnt work. The only movement advantage the highelf has over the fae is uphill, which can avoided if you know your surroundings. Also the dodge-execution of the highelf is way slower than the fae-dodgeroll. You need that speedy dodgerolls to cover as much distance in the shortest amount of time to disengage; more short slow jumps after another do not help you especially because you want to stealth on the end of your dodgeroll-disengagechain and here comes the stealthspeed to it...dont need to go into that once more I guess. I hope you understand my points.
  3. I gave an example for a race which has a good value out of that passive... go farm your posts somewhere else
  4. Isnt the critical dodge passive bound to a 30 sec inner CD? That passive is worth it on woodelfs if executed correctly but not on short dodge-cd's in my view. It also got silently nerfed and doesnt give you 2 pips on the proc anymore
  5. You guys should not necro a thread which was mad way before 5.8 was even in the pipe^^
  6. Like I stated above, this doesnt help. for 1. You need to be in the winning faction to be in the best 20, so your point is already invalid. for 2. The dominating faction has better access to ressources, so the harvest and crafting is already invalid. Kills is interesting, since the lowpop factions will have more easy targets to pick, but this can be counterd with alt-acc farming if you really need to go for the K/D. Captures is also invalid because ppl will just use alt-acc to capture-recapture for hours to push their score. There is always a way to exploit these mechanics. Give me something better
  7. Because there is no design, which can fight this. So tell me how you would design it to prevent ppl from doing the best they can to get the best outcome. Just give me one good example of gamedesign which would change this. JT would appreciate that for sure! Even if the loosing faction would get the best rewards, ppl would start doing everything they can possibly do to loose, even if they would have to make alt-accs to play another faction to push the score up on the other side.
  8. No, I expect ppl to act like people. Dont even understand the question...did you see that this was related to that quoted part?
  9. I dont agree with that. The ppl are the problem here and everywhere else. You will always have a few, which are not going for the "easy and lucrative"-way, but these will not pull the difference. There is no design you can pull out of your cylinder to change that behavior beside from punishing the winning team... which doenst make sense, right? Since this IS JUST an example, I cant take it serious anyway, because this wouldnt change anything Iam really wondering if you have any plan how to grab this issue, since I cant remember any game which was able to pull something out design-wise to counter this human behavior. Actually I'am impressed that you sound kind of surprised that this did occur.
  10. More dps because he doesnt have to kite all the day and need to get to a savespot to get healed up, which are most likley healingcircles which are under pressure anyway. Thats were uptime of dps is important. You prolly have like 20% more dps output by that spec, but you are running away alot and dodge stuff, not being in range for the important targets (prolly doesnt matter in smallscale) and so on, so you cant bring your dps consistently on the enemies. We have different views or experience on groupfights I guess. Its fine for me
  11. Different playstyles prolly. I can imagine how you stand in an imaginery backline and let ppl "peel for you" (which isnt really athing i this game with the current cc mechanics anyway). While dealing tons of dmg with your slow traveling tornados which need 8 seconds to reach their destination and everyone there is allready pulled together, clumped, cc'ed and ready to get smashed. The ranged-sanctifier play is different. With this spec you are the pushing unit, always in the middle or directly in the flank of the foe's groups and zergs. You are able to put stuff down were it hurts the most. You are a sustaintank with knockupcc and aoe dmg but still able to use that stuff on a usefull range without being gimped to a firewall directly under your feeds. I agree that the inquisitor has in fact higher dps on the trainingdummies, but if it comes to real dps and uptimes in actuall pvp situations, there is no way you can put more pressure on them if somebody is playing the sanctifier the right way. Like I mentioned in my previous post: This will be changed for sure. They have to force this build to the range of spitting distance, otherwise they have to revamp the shieldproc. Both changes would let me prefer the inquisitor over the sanctifier (if i would want to stick to the confessor), but in the current state, the sanctifier is superior.
  12. Plz read my post from saturday for my point of view and maybe test it, before you take a position on that. Inquisitor is in fact squishy as hell and cant deal more consistent dmg as the leather sacrifier in group fights because of the missing sustain.
  13. Look at the pic of my skilltree. Iam not putting the talentpoint into that thing which forces you to 8m. If you activate this perk, your firewall is always directly below you.
  14. EDIT: Doublepost because of ongoing forumbug...fix this alreasy gosh...
  15. You need to equip the passive Righteousness to make it work
×
×
  • Create New...