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  1. #1
    Player
    justinjarjar's Avatar
    Join Date
    Jun 2015
    Posts
    348
    Character
    Kitty Monsk
    World
    Diabolos
    Main Class
    Lancer Lv 60
    Wait increasing complexity with time is bad (ie get BftD, then a skill to extend it, then positional, then get a reducer)? I am confused why this is bad design, makes perfect sense to me. I mean the game is meant to be played at lvl 60 and if you really want to you can keep dps up without extending BftD before 60. At this point the complaints are pointless the only possible problem is now no longer even an issue the pots (which I was still not sure should have been buffed as much but since it is not going to complain too much).

    Edit: Also my point being that we have four positionals only two of which people seem to care about, while monk in the same instances where you cannot hit positionals gets just as shafted if not more so. Since all of their skills are positionals, I agree it needed some not necessarily 200. Which it is so what does it matter now? It is here to stay (and no reason to get rid of it) I am saying from a 60 top down view the skill is in the right spot, no shiz you lose dps when you miss the positional that is not the point how is the current design bad beyond WWHHHAAAAAHHH I have one rng skill.?
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    Last edited by justinjarjar; 07-30-2015 at 06:17 AM.

  2. #2
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by justinjarjar View Post
    At this point the complaints are pointless the only possible problem is now no longer even an issue the pots (which I was still not sure should have been buffed as much but since it is not going to complain too much).
    It's still a dps hit if you miss them, just not as bad. I mean there are times when you simply can't hit them due to mechanics, we didn't need to be punished that much for forced positional misses such as picking up adds A1/A4 and a hell of a lot of aoe dodging in A4 (where I personally seem to miss the most in the last phase)

    150+200+360 / 3 = 236.6
    150+200+360+290 / 4 = 250
    150+200+360+100 / 4 = 202.50
    150+200+360+200 / 4 = 227.50

    I still don't think it should be less than the old rotation, but probably evens out with proper jump/gk usage.
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