Teefz wrote: ↑Sat Dec 05, 2020 7:16 am
EA has gone from being useful in a few situations, despite it's low damage, to being completely useless all together in this rework. There are multiple questions that come to mind:
- Why does Squig Herder need another AOE kb?
- Why is this ability now a 2s cast AOE if you are constantly stating that AOE is for bouncin' only?
The damage or lack thereof on the ability combined with the amount of downtime in DPS and mobility, I still find it extremely useless. Unless you wanna roleplay choppa and handout free immunites all over the place. Not worth the spec point in it's current form. The old pre-rework version would synergise better and provide another insta ailment for RA, since there is CD on YB now.
Currently with this rework, it feels like the direction you guys want is that QS-squig herders aren't ment to take part in various aspects such as keep/fortress or instigate fights anymore, but their sole purpose is to gank somewhere where their limited range isn't at a huge disadvantage or to charge right behind destruction's melee train. So far, overall, you've succesfully managed to raise the damage and skillcap of the spec, while ultimately sacrificing QS-squig herders viability in multiple environments. In a toss up between having shorter range and more dmg or having more range and less dmg, it would be interesting to see what the community would choose. Both specs can work imo, pre-rework is just significantly less trivial and adds more enjoyment and options to the overall gameplay of the character.
Jurki wrote: ↑Sun Dec 06, 2020 9:08 pm Tested the SH now quite a while and i have to say that its like playing an ego shooter. The amount of dmg burst is way too much with the new attempt of adjusting.
New suggestion:
-baseline 80ft range on QS
-remove the bonus crit dmg granted by SWDW on behind ya and red tipped arrer. or make it 20% bonus dmg.
-reduce the granted armor pen of the new tactic to like 15%
-remove the 5sec cd on Yer Bleedin, remove the ini debuff and apply it on shrapnel arrer
I had similar ideas after trying out the new changes. Really liked that they moved FEO back to BS and RTA to 13pt with the added absorb break makes it really good.Grunbag wrote: ↑Sat Dec 05, 2020 12:20 pm
We don’t want pet dance . Things are simple : if you want range you use gas squig, if you want burst damage you use spiked squig . No need to switch , it depend your build and play style. But it is possible to switch once time to time from one squig to another by using fatty squig or tastes like chicken for sure.
EA is something we wanted BS tree use (not skirmished that’s why it has 2 sec Cast. EA is offensive KD for siege purpose , Kaboom is a defensive aoe KB mostly used to have a safety range again.
Range: As teefz said it does feel that QS squigs (or rsh in general) are not meant to participate on keeps or forts anymore. To Jurki's proposal to increase the baseline to 80ft I have a small modification (considering an old comment you made) raise it to 75ft only, but update bonus on endgame gear to increase range by 10ft. Could be added to 4p warlord as it is a QS focused set (Invader range increase is at 5p, but endgame gear bonuses should be considerably better). You will have to sacrifice some other bonus(es) in order to get the range increase (i.e. armor pen or crit from sov main). This will leave QS skills at 85ft or 100 ft with Gas Squig. You can use Spike when roaming and in oRvR warbands as support ST burst or Gast Squig to harass keep and fort walls.
SWDW: If range changes were to happen I agree this tactic would bring too much damage without take much risk. Lowering the crit damage to 20-25% would be a fair adjustment in conjunction with Sharper Arrers Tactic.
Sharper Arrers: If range changes were to happen I aggreed it should be decreased. 20% armor pen should be fair as it is tied to having an active pet
Yer Bleedin: Interesting idea to keep it spamable and put the initiative debuff to Shrapnel Arrer
Explosive Arrer: Grunbag it is not a AOE KD, it is an AOE kock back and like Teefz said, it is not even worth spending a mastery point on it. Free immunities is already choppa's job Would rather have a insta or 1 sec cast ST punt to help keep targets at distance from the stationary ST damage tree.