Reload has been originally designed as a 30 second duration, 30 second cooldown skill, and going into a fight with 5 ammo pre-loaded doesn't seem to be the intended use initially. Compared to aetherflow for SMN that's only used for select abilities, ammo is a straight potency buff for every weaponskill and has a much more reoccuring use than aetherflow does. On the other end (lolPvP), a MCH would be going into a fight with 11 ammounition in tow, which is not only a straight potency increase but instant casts without having to spend the oGCd for the initial reload.
Ammunition in general could have been better designed; having it be a straight potency buff and consumed on any weaponskill isn't very innovative toward the job, and quick reload becomes another oGCD rather than a job mechanic because of it. I'm at the point that I don't care enough for it to be changed as even a QoL thing because 5-ammo openers tend to throw my cooldowns out of sync for most boss fights, and it's objectively a buff that I don't really we really need in lolPvP in the form of even more burst damage.
You mean something like aethertrail? Though it's not a fair comparison because of how they acquire aethertrial, but it's nonetheless a mechanic that they need to pay attention to utilize properly. To SMNs right now, aetherflow is not something you use up immediately for dps and it's not necessarily something you refresh on cooldown without a thought, but something that you need to time your usage with if you want to make the most of out of it. Most SMNs can attest to having 2flow/2trail as literally the worst feeling in the world (next to dying with aetherflow on cooldown) That's not the case with ammo because the later does not have a very big role into the job in regards to the timing of it's usage.




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