Quote Originally Posted by ASkellington View Post
In 6.0 GNB's Continuation got condensed to 1 button. Kudos to those who wanted it that way, but I sure as all seven hells did not. And there is no way for me to change it back. (Thank you SE btw for screwing up my muscle memory!).
I ended up just putting a duplicate button of Burst Strike where the 3rd hit of the combo used to be, and Double Down where the second hit used to be =( Also on the subject, I've heard people complained about how Hypervelocity makes it really annoying to weave mitigations, and also made it hard to move the boss using Burst Strike as a filler (which is now slightly fixed by the Continuation range change), and I thought to myself 'How can we make this fixed', and it seemed so simple:

-Move Double Down to 86
-Move Hypervelocity to 90
-Make Hypervelocity chain off of Double Down, change potency to 600 (since you only get one per minute now, this is to make up for the multiple burst strikes per minute, i estimated 3, adjust as needed)
alternatively make it lower and add a dot component to make it total the same
-Change Double Down to two hits of 600 potency, instead of one of 1200, to reduce crit variance (it'd now have two chances to crit)

How does SE keep making weird designs and then going 'wow i cant believe this design is kinda janky i wish someone could have told us', and why do they keep adding so many big hits with four digit potency values? We know crit variance is a big issue so why do we need 1200 potency this, 1000 potency that, back in my day we saw Carve and Spit was 450 and we thought 'what the heck that's so much' now 450 is 'tickles the enemy's feet a bit' weak