Search Results

Search results 1-20 of 956.

  • Quote from DirtySentinel: “Correct me if I'm wrong, but isn't holy similarly situated? Most of the W's go without use save for (2?), they do have more flexibility on Q, but they also have a handful of weapons in the tree that see NO use. ” Holy recap: Q1 (Generous heal) - common Q, usable almost everywhere, unlike the druid rej. stacks is pretty straightforward in usage. Q2 (Smite) - healer damaging Q, well... garbage. Q3 (Holy flash) - AoE healing Q, sees alot of usase even in spaces where Q1 s…

  • Quote from DirtySentinel: “Depends on content. In small group content you see Blight used and in organized 5s you see druidic used, both effectively. ” Adding both Wild and Rampant as ZvZ staves, both of which are pretty good in that regard. Yet, that's 4 staves out of the 7, and we're not even talking about Q and W spells. Thorns? - garbage. Mushrooms? - garbage. Revitalise? - garbage to such a degree that you can't even use it in PvE. PoN - usable in some scenarios, but why bother when you hav…

  • Quote from MysticDream: “I don't know how to fix it, but small tweaks should help point us in the right direction. ” There's nothing to fix besides the high IP ceiling. You either go with: - Low masteries and High gear. - High masteries and Low gear. - High masteries and High gear (Additional benefits from mastery modifier). Gaining IP through fame is a HUGE part of personal economy, and your proposal is to devalue fame even further by gatekeeping major combat value bonues behing gear tier? What…

  • Why did they give bows a hard-CC Q on a 5s cooldown, again?

  • Quote from MysticDream: “They *CAN* wear t4, but they're gonna have a hard time. Much harder than if they were wearing tier appropriate gear. ” So... you want to devalue gear masteries? 1636992270835.1642728108.png

  • Quote from Quagga: “added proper entry gates that would not allow rats and flat4 shiters to enter ” We already have base IP requirements to enter hellgates. Even if I meet the IP requirements in lower tier gear, I am still forced to wear 7.0 just because. And guess what? It's fucking garbage.

  • Quote from MysticDream: “7.3 should be at a noticeable disadvantage to flat t8. ” confuse_cat.1642646353.png T7.3 is essentially T10 in terms of item power. T8 is well... T8. There's no reason for it to be backwards. Higher tier gear already has an advantage in the form of mastery modifiers (from T5 to T8, increasing by 5% per tier). Also the approximate advantage per tier is ~16% TTK difference, exponentially increasing the bigger the IP disparity is between players (i.e 34% for a 200 IP dispar…

  • Quote from gmatagmis: “Exponential too. With lower factors. ” Quote from Korn: “Note: this means that the extra damage given per IP, in absolute terms, is not constant. Moving from 300 to 400 IP in the example above gives you 9.18 extra damage. Moving from 400 to 500 gives you an extra 10.02 Also note that for resistances the formula is more complicated. The reason is that mathematically speaking, an AR value of 0 is technically an AR value of 100. So what the system generally does is it takes t…

  • Quote from MysticDream: “What I mean by that, is if I am in t8 gear, and you are in t7 gear, I should do some X% bonus damage to you, because of the gear superiority. ” No. Instead of putting bandaids for a scaling system that was never fit to accomodate for 2K+ IP values, the maximum possible IP should go down instead. Damage scaling is exponential, but HP and resistance scaling is linear, resulting in lower TTK across the board with the inclusion of a higher IP ceiling.

  • Quote from Arroq: “were SPECIFICALLY designed for 1v1 ” They were designed to deal single target damage, not to be used in 1v1. CRD's only started existing post-F2P.

  • Quote from Borbarad: “Shrugs. One issue with battleaxe is that it´s hard to hit with it. ” I have tested the hitboxes VS Warbow E and they seem to be almost identical, sometimes the battleaxe projectile even showed to be slightly more in size. But there's one significant issue - Hitdelay (for projectiles it means time between button press and the projectile coming out). Battleaxe has significantly more hitdelay. So I guess that should be reduced? Otherwise i would suggest rebalancing the vampiri…

  • Quote from Borbarad: “Battleaxe - trash pve weapon. Useless in pvp. Meh in corrupted, requires lot of skill - just play broadsword, which is easier and more efficient. ” What changes would you suggest to make battleaxe viable for PvP? Just curious.

  • Quote from Graves: “It's not my main weapon ” >Doesn't even know how to play the weapon >Complains anyways tf2_medic_stare.1642553253.png

  • Quote from Graves: “I can't get through the W. ” I don't see an issue, especially for deathgivers? Daggers: 1H - zoned by wall Dagger pair - zoned / interrupted by wall Claws - zoned / interrupted by wall Bloodletter - hits you from other side* Demonfang - hits you from other side* Deathgivers - hits you from other side Bridled fury - hits you from other side / passes through (Backstep has CC immunity) + Shadow edge - passes through Chain slash - hits you from other side Throwing blades - hits y…

  • Quote from Sethis: “But then there is another issue, the difference in damage between two-handed and one-handed weapons should not be a joke as it is now. ” The difference is exactly one tier (100 IP) in terms of damage and CC numbers. Another issue is that the maximum possible ip is over 2k nowadays, and not 1360, like it was before, which makes such a difference negligible. It's more of a scaling issue with huge IP values for which the initial scaling formula was not written, not a 1H weapon i…

  • Quote from PrintsKaspian: “Party markers now persist when changing zones ” After 3 years, it's finally here. absolutely_beautiful.1642440675.jpg

  • Quote from Gabumon: “Not taking into account how longbow is a inmobile weapon with an area that is on a static place vs great axe that is very mobile with an area thats mobile? ” Oh yeah, I also forgot that longbow is actually interruptible with all these greataxes spinning around.

  • - If you count Longbow with explosive arrows, you should probably count GA with adrenaline. - The maximum amount of explosive arrow triggers per AoE hit is 5, GA is not limined by that. - Axes have a better Q with both AoE sustain damage, healing reduction and a potential root. Multishot is there, but I wouldn't count too much on it. The 2 issues with the future GA I see are: 1. Burst window is higher with 2.5s, instead of 1.5s with Longbow. 2. Cooldowns are 25s vs 15s. Considering the stack-up …

  • Healing reduction does not impact lifesteal, as it's not considered a "healing source".

  • Quote from Karthaz: “saves your life 100% of the time. ” tf2_medic_stare.1642270489.jpg