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Originally Posted by
Shurrikhan
There was not. Not in ARR. Not in HW. Never. There was a time when True Strike's positional was miniscule (a 5% bonus crit chance), when Twin Snakes had only a 12 second duration, when Bootshine fell short of True Strike if one had even 35% crit chance under buffs, when Demolish's DoT didn't scale with Greased Lightning, when Impulse Drive was Monk's optimal filler attack (though limited to short fights due to its TP drain), when ToD wouldn't wake sleeping enemies, and when One-Ilm-Punch ruined Summoner's days by stealing every stack of their Aetherflow, but there was never a time when Rockbreaker, an AoE, had a positional.
You're right, it used to be a conal attack and I misremembered that as a positional cause I would always go to rear to make sure it hit everything. Technicality aside though, it could still work in relation to being the AoE Chakra accumulator or we could just leave Shadow of the Destroyer to do that, either or.
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This is where we're going to have to agree to disagree then. To me, the best thing about your SSS rework is actually its anti-synergy, since at least that stops it from being empty apm in a context that can't naturally turn that into something interesting (i.e., unlike when it was better to get an extra True Strike in and let Twin Snakes fall off just before DK unless you had oGCDs coming up or the 4.3 TK rotations), but I imagine most players would pop a brain-leak over it. In either case, I don't see how a button that simply offers a free Blitz per minute, especially to go alongside a button that just offers a free Blitz reward every other minute, would be superior to an SSS that's simply had its potency increased.
To me, the rough suggestion for SSS and Celestial Rotation feel like the latter. I'd rather have situational skills than just "more of the same, for free, per x minutes". But again, that's just where our preferences diverge. I like having a more even distribution of obligatory button presses, little convolution (added steps that don't ultimately increase depth), and decisions to be made between competing paths of action.
To give a simple example, I preferred when Guren/Senei cost 50 gauge and Ikishoten was on half as long a cooldown so they, together, actually made the Kenki gauge an element worth being mindful of, as compared to the current version of Ikishoten's simply directly affording every Guren/Senei and unlocking a further skill (that takes up its own button despite being otherwise unusable) while Guren/Senei cost no more than the standard 25 Kenki of Shinten/Kyuten.
That's fair. Differences in opinion.