Balance "Explodin' Arrer & Flame Arrow "

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Coryphaus
Posts: 2230

Re: Balance "Explodin' Arrer & Flame Arrow "

Post#41 » Thu Nov 12, 2015 11:48 pm

SH dosnt have rkd...atleast im pretty sure bounce is not an rkd
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magter3001
Posts: 1284

Re: Balance "Explodin' Arrer & Flame Arrow "

Post#42 » Fri Nov 13, 2015 12:05 am

Coryphaus wrote:SH dosnt have rkd...atleast im pretty sure bounce is not an rkd
And I don't think SW have AoE punt. I'm not worried about SH/SW balance, Magus and Engi balance as well as tank balance is more important. ;)
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

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Coryphaus
Posts: 2230

Re: Balance "Explodin' Arrer & Flame Arrow "

Post#43 » Fri Nov 13, 2015 12:22 am

we should just go the overwatch way of balancing

make everything op so that nothing will be op
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jojomen
Posts: 143

Re: Balance "Explodin' Arrer & Flame Arrow "

Post#44 » Fri Nov 13, 2015 6:40 pm

So, cant we allow Flame arrow be allowed use in Skirmish stance to be like "RAPID FIRE"?
~~Requires Scout or Skirmish stance~~
jojomen wrote:Oh comon man, ofc its more based on ppl preference :
Order : (GUNS+FIREBALLS+bowmaster) ofc all ppl wonna be sexy archer or mage.
Destro : (SWORD+muscle CHOSEN, big foot orcs, alex mercer) tough and Manly males.

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Stinkyweed
Posts: 467

Re: Balance "Explodin' Arrer & Flame Arrow "

Post#45 » Fri Nov 13, 2015 7:04 pm

Stance dance is hard yo!
Stinkyweed SH - Prowl WE - Blob Chop - Babaganoush Sham - Fail CH - Negative Creep ZE - Brute BO - Motley Crue WH - Scratch WL

Don't fall asleep...don't fall asleep...
https://www.youtube.com/watch?v=oP7uxesyQWo

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magter3001
Posts: 1284

Re: Balance "Explodin' Arrer & Flame Arrow "

Post#46 » Fri Nov 13, 2015 8:03 pm

jojomen wrote:So, cant we allow Flame arrow be allowed use in Skirmish stance to be like "RAPID FIRE"?
~~Requires Scout or Skirmish stance~~
Flame Arrow is a 100 ft ability, why would you have that in skirmish mode? It fits the class after all, SH can use their Explodin' Arrer without stance switching, but it also does less damage than SW because of the pet mechanic. If pet dies, mainly Spiked Squig, then you lose a lot of damage and have to spend 2 seconds standing perfectly still in order to summon a weaker squig that costs 55 AP.

Both of the classes are different and have their own pros and cons. Stance switching is annoying, which is why I avoid playing Marauder and SW, but seeing your pet die because of AoE damage also sucks. You gotta pick your poison... ;)
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

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