Poll: Do you think Sustain is fun to play against?
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Yes
17.07%
14 17.07%
No
71.95%
59 71.95%
Other
10.98%
9 10.98%
Total 82 vote(s) 100%
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Issues with Sustain
#11
One day I'll make a sustain auto hit summon build that is so cancerous that all of you will hate me and never forgive me for the rest of your lives.
I swear I'm not...
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I'm not owned guys.
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#12
(08-23-2022, 12:58 AM)MuscleWizzard Wrote: I think the largest issue is the oppressive nature of Nature currently. Mandrakes, the flowers, and vines are all incredibly gorked when used in tandem with one another and hard kiting. I had a fight against Caliel early on into the wipe where everything was landed save for a single fatal and a plasma javelin which ended up in a loss. Not a skill issue since I know 100% that would've beat anyone else with that many spells landed.

It's less of the healing that's the problem and more of the fact that you cannot feasibly avoid damage caused by summons while oppressing healing. They're too fast, too tanky, and too up your ass for you to live free.

Perhaps curse could use more time as well. After getting a curse gem in my weapon I find it hard to make consistent use of it but THAT could just be skill issue.


(Just mute the music idk how to only record eternia without picking up background shit)

[video]

Curses aren't the auto-win against sustain that one might believe they are - a sustain player can play around them by baiting it out or otherwise just... waiting until it runs out.
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#13
i dont actually have much of an issue fighting against sustain characters (could beat gestalt, couldn't beat vaelrun), idk if it's because i played sustain for 5 months and ik exactly how to play against or it what, but a lot of it boils down to needing to play very aggressively

if your opponent is constantly healing, dont sit on the other side of the rpb box not attacking when you have skills off cd

but also implement the dr changes that were supposed to be implemented anyways
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#14
(08-23-2022, 01:15 AM)ratqueen Wrote: i dont actually have much of an issue fighting against sustain characters (could beat gestalt, couldn't beat vaelrun), idk if it's because i played sustain for 5 months and ik exactly how to play against or it what, but a lot of it boils down to needing to play very aggressively

if your opponent is constantly healing, dont sit on the other side of the rpb box not attacking when you have skills off cd

but also implement the dr changes that were supposed to be implemented anyways

With what I posted, skills are pressed off cooldown 100% of the time unless they're a utility skill (dash strike, plasma leap). I will agree that the way to beat sustain is to be on them like white on rice, and it DOES work very well, but the issue is when you're trying to DO that you're constantly bullied by the little grass goobers that throw poop balls at you.
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#15
(08-23-2022, 12:58 AM)MuscleWizzard Wrote: ...

this video is very old & you are losing because vines/mandrakes stick to you, which has since been fixed

not to say the sustain spells aren't contributing, but it's not a great reference considering how drastically different the movement speed is now
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#16
(08-23-2022, 01:26 AM)chance Wrote:
(08-23-2022, 12:58 AM)MuscleWizzard Wrote: ...

this video is very old & you are losing because vines/mandrakes stick to you, which has since been fixed

Yeah, in fairness it is old. But I wanted to vent the only actual frustration with sustain. It's not the healing, just summon oppression. You can kill sustain if you're hitting them all the time and that's been proven across the board with people who cave in the skulls of sissy mages.

With the nerfs that have happened after that battle in specific, I've had fun fighting sustain mages tbh. They put a timer on the duel for you to be up someone's ass instead of play passive.
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#17
Mandrakes have already been nerfed, and a speed decrease of summons across the board is already planned (just not implemented yet). Along with the changes to DR that are also planned, I don't really see this as an issue.
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#18
(08-23-2022, 01:29 AM)BabyFatJesus Wrote: and a speed decrease of summons across the board is already planned (just not implemented yet)

it's been live for days (@ mandrakes / vine summons)
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#19
Bio Attune

Rolling Vines

Spores

Nature's command replaced with Deadly Bloom. (Deadly Bloom flowers now have 5-7K health.) [Vines gone???]

Yggdrasil - Iconic. Leave it alone.

Vine Whip 

Forest Form

Growth (muh theme)

Deadly Bloom replaced with Solar Beam. [Solar Beam : Damage increases the more flowers you have active. 6-12-18] (No charge, but the more flowers you get, the more yellow sparkles you get.)

Animate Mandrake (No mud, they functionally replace vines, on a cooldown.)

Ingrain

Springs Bloom


Behold, I've either come up with cool ideas or absolutely broke the nature tree.

I played nature for 2 years straight.

I'm a big fan of nature. I don't hate it.
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#20
(08-23-2022, 01:30 AM)chance Wrote:
(08-23-2022, 01:29 AM)BabyFatJesus Wrote: and a speed decrease of summons across the board is already planned (just not implemented yet)

it's been live for days (@ mandrakes / vine summons)

Has it? Then I think you need to decrease the speed of summons again. I never noticed any difference at all.
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