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I am hereby requesting the nerfing of Final Toll's damage or to Starlit Halo's range. I understand that it's meant to stack, but if it's meant to, the damage of each individual pool shouldn't be as high as it is, especially with an enabler like starlit halo. Since the range of Starlit Halo is the way it is, if you're hit by it, the GCD runs out in time for you to eat so many god-awful ticks of Final Toll. Without an invuln, it is literally impossible to play around.
Alternative third fix to this, make it so when you 'escape' the halo, you aren't stuck so there's some form of countering it. At the moment, you're just screwed unless you have Dpalm or something.
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Starlit Halo's getting visual updates soon, but I think the spell itself is fine as is (it just needs some polish). Agreed that Final Toll could be toned down, and actually have a range set as well, since it's an easy homing.
Probably going to speed up/improve Invigorate, and make Crescent Moon's damage more consistent.
Since I started, I'll talk about the other spells too:
Whirlpool will be getting a lowering of the self-stun, and its spin will last a little longer.
Firestorm's speed will increase.
Disarm's graphic debuff made more visible.
Follow-Up CD lowered; knockback lowered slightly.
Demonstep back to 1s duration.
Assault spell point cost lowered from 15 to 10.
Then I think things should generally feel good (not that it's exactly bad right now).
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Personally, I disagree entirely with the Demonstep change. I think that it's perfectly fine as-is with .75 duration. I particularly like it in regards to AoEs, because it feels like I have to actively time my Demonstep in order to not cuck myself by missing a proc and putting it on cooldown. I feel like if I miss a demonstep right now, it's completely deserved.
As well, I personally feel unarmed is a bit too strong right now, and I think the follow up and assault changes are already gonna help the tree a bit toooooo much (particularly the follow-up one, people have called it hard to combo off of, even if i disagree vehemently)
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Crescent moon's pushback is also quite inconsistent I've noticed, though that might be me getting skill issued when trying to land it.
The damage is quite low for a master right now though in comparison to pre-update final toll. To the point I really only have it barred because it looks cool as hell.
Edit: It could also probably use turning to face your opponent because right now it ignores the existence of targeting, though that's up for debate considering how wide it is.
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(07-21-2023, 10:16 AM)ACuriousGrey Wrote: Personally, I disagree entirely with the Demonstep change. I think that it's perfectly fine as-is with .75 duration. I particularly like it in regards to AoEs, because it feels like I have to actively time my Demonstep in order to not cuck myself by missing a proc and putting it on cooldown. I feel like if I miss a demonstep right now, it's completely deserved.
As well, I personally feel unarmed is a bit too strong right now, and I think the follow up and assault changes are already gonna help the tree a bit toooooo much (particularly the follow-up one, people have called it hard to combo off of, even if i disagree vehemently)
For Demonstep, I see your point.
What I'm going for now is a 1s duration but instead of resetting the CD to 0s, it's 2s. Low enough to weave immunities but not necessarily as strong. Maybe even 4s or 5s. I'm not entirely sure about this, so looking for opinions from Unarmed users
Perhaps 0.75s/0.5s was fine; I just dislike endless chains being possible where it's situationally overpowered if someone is great at rhythm games.
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Make Tremor's cost 10, perhaps. Same goes for Glacier and other random 15 cost masters, seems a little odd that they're like that.
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Personally, while I see the point on demonstep chains being annoying, even if I do end up chaining demonsteps, a lot of the time fights are still closer than not. Also, at 0.5 seconds with the reset, you can still get beaned with the second half of any given combo and eat a bunch of damage. The 1 second dodge with 2 second reset I feel like removes the higher skill challenge of demonstep, especially since one screwup and you're completely naked against a lot of builds.
I just feel like Low Window + Insta-Reset works better as an equalizer for builds that would normally be untouchable for unarmed, as well as a way to encourage actually timing it well.
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Not only that- but Demonstep is REALLY skill based sometimes, yeah... perhaps if you're not that experienced it can fuck you up- but if you're fighting someone that knows how to deal with Demonstep then good luck landing it. I think it just should be reverted back at how it was before- OOOOOOOOR change the CD to 1.
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A possible compromise of having demonstep have a duration of 1 second with a CD of 2 seconds if you successfully block as a downside, would be to lower the cooldown of the move if you fail to block an attack with demonstep.
The reason why its CD was increased was because you were able to afford some obsene stuff with demonstep. If we won't be able to do it now with the changes, lowering the CD down from 33 seconds to say, 25 seconds, could be a good compromise?
Sidenote: This is me talking in theory here. I haven't yet had a match to test how much of a dampener that 2 sec CD between successful blocks will be.
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Normalize what spells get changed to what damage for Holy Lightning and Holy Fire. Right now, certain spells become holy element for their respective element, but not all. Either leave the elemental spells at their actual element, or swap everything to Holy! It's confusing and makes it hard to figure out what weapon would be the best for your situation!
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