This is actually a great thing. Would allow you to get a few seconds more out of it rather than lost about 2 secs of the buff due to animation. There's a lot of skills like this that need fixing.
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Disclaimer: these are 'bigger' changes, they of course merit additional tuning elsewhere... these don't necessarily need implementation nor to be expedited if chosen, but they'd be nice to have in general.
GENERAL GAMEPLAY
DoT's not breaking combo's
Reason: this' too punishing with varied levels of skill/speed-speed, certain damage-buff abilities (e.g. Heavy Thrust) breaking combo's are sufficient on their own
Melee's Ranged Abilities not breaking combo's (e.g. Shield Lob)
Reason: skillful execution of these abilities should be incentivized, not punished (ex. weaving them in when avoiding aoe's)
this right here is THE biggest thing i want. Gauss Round's animation is fail, and it really should be much better. Rend Mind on the other hand's animation/sound effect are so good i use it on cooldown regardless of whether or not the boss is doing magic damage xP. i feel like those two should just swap animations... it actually feels like they already did once in development, Gauss Round's icon shows a MCH crouching down like in the rend mind animation.
Change Ricochet to have a similar formula as Flare or Holy...it's frustrating to use it on dungeon runs where it always deals 200 potency for a 1 minute cooldown. 100+200 on a single target? Good! 100 and 50 on all the mobs in a pack pull? What.
I feel like Suppressive Fire and Head Graze should have their names swapped, and the range equalized. The fact that our stun "Suppressive Fire" needs to be used in near melee seems mildly retarded by the name alone. "SUPPRESSIVE FIRE!!!" *Runs Next to the enemy* "AM I DOING IT RITE?" Need more be said?
I want SMN to do the most damage in the game.
Am i doing this right?