ReturnOfReckoning wrote: ↑Thu Dec 03, 2020 4:37 pm
- FInish ‘Em Off : This ability can now be obtained 9 steps into the Path of Big Shootin'. The range of this ability has been restored to 100 feet.
- Not So Fast : This ability can now be obtained 5 steps into the Path of Quick Shootin'. The range of this ability has been lowered to 65 feet, and it can be casted on the move. The initiative debuff has been removed from it.
- Red Tipped Arrer : This ability can now be obtained 13 steps into the Path of Quick Shootin'. In addition of the current effect , the ability will remove a damage absorbing effect from the target , and will deal damage every time it successfully remove it.
- Run Away! : This ability moved to Quick Shootin’ Core Abilities and is obtainable at level 21.
- Yer Bleedin’ : This ability duration has been reduced to 10 seconds , the tick interval are reduced to 2 seconds , and it will additionally debuff initiative. A 5 seconds cooldown has been added to the ability.
The current conditions and rotations feels a lot smoother after the latest patch, once you do get into range. Well done moving skills back to paths where they belong.
ReturnOfReckoning wrote: ↑Thu Dec 03, 2020 4:37 pm
- The Gas Squig will now increase range by 15 feet instead of 10%. *Note : the tooltip correctly says 15 feet but buffline still says 15% and will be corrected with next patch.
Grunbag wrote: ↑Thu Dec 03, 2020 5:03 pm
Jabba wrote: ↑Thu Dec 03, 2020 5:01 pm
So your solution to the quick shootin problems that you created unnecessarily, is to give gas squig +15 ft range.
This is the pet that stops autos on the move, something that is clearly at odds with your 'mobile single target skirmisher gameplay', and does very little damage, and the damage that it does do, is aoe fluff.
That’s the idea : use gas squig for safe range , or use spiked for better pet abilties / bonus
What has the range nerf in the Quick Shootin' path got to do with the Big Shootin' pet?
- Is the goal to promote "stance dancing" on squig?
- If yes, is "stance dancing" really the master plan you want on a class with 30cd on pets?
It seems like a hail Mary attempt to try and fix the lack of range, by changing the range values of a pet not linked to the mastery path you are trying to promote. If you are committing to the current suicidal QS-playstyle, you have to use Spiked. Always. Everything else is a loss in damage output and no matter the value on Gas Squig will ever change that.
ReturnOfReckoning wrote: ↑Thu Dec 03, 2020 4:37 pm
- Explodin’ Arrer : This ability can now be obtained 5 steps into the Path of Big Shootin'. This ability is no longer a ground target ability and has 2 seconds cast time.
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.