Tempest Trait Suggestion
…That trait completely counters the risks of overloading.
…That trait completely counters the risks of overloading.
Finishing an overload still puts it on a 20s cooldown
Except you can now to another attunment and go straight into another channel, at the end of which you reduce all other attunement cds by 5 secs. This trait is OP as kitten.
And that’s not even talking about how moving stability to a minor makes it so that you no longer have to choose between a safer overload vs better auras.
Terrible suggestion. Please make overloads grant stability by default. And fix warhorn before any other changes.
At best, I would want it to be 4 seconds just to remove the awkward pauses and the general roughness of the specialization. I think, in most cases, calculating the total cast times of the weapon abilities, 4 seconds would lead to smoother transition into overloading.
At best, I would want it to be 4 seconds just to remove the awkward pauses and the general roughness of the specialization. I think, in most cases, calculating the total cast times of the weapon abilities, 4 seconds would lead to smoother transition into overloading.
The idea was for the on demand overload effects when you needed them, not some arbitrary number afterwards. If you need the Water Overload heal, you need to be able to swap to water and use it right away, not wait till the called for situation is already over.
Except you can now to another attunment and go straight into another channel, at the end of which you reduce all other attunement cds by 5 secs. This trait is OP as kitten.
I can understand the concern for this, but all you’d be doing is the same four overloads in the same order constantly, completely predictable. What if instead of reducing cooldowns, it granted Alacrity?
And that’s not even talking about how moving stability to a minor makes it so that you no longer have to choose between a safer overload vs better auras.
There is absolutely no reason that you should have to trait to get some usability out of Overloads in PvP. As of now, they’re currently just interrupt bait. They also suffer from the same drawback that ER has, where if you get interrupted right as you press the key, it goes on full cooldown with no effect, not a reduced one. You now choose between a PvP Bunker/Bruiser trait vs a PvE damage one.
At best, I would want it to be 4 seconds just to remove the awkward pauses and the general roughness of the specialization. I think, in most cases, calculating the total cast times of the weapon abilities, 4 seconds would lead to smoother transition into overloading.
The idea was for the on demand overload effects when you needed them, not some arbitrary number afterwards. If you need the Water Overload heal, you need to be able to swap to water and use it right away, not wait till the called for situation is already over.
Except you can now to another attunment and go straight into another channel, at the end of which you reduce all other attunement cds by 5 secs. This trait is OP as kitten.
I can understand the concern for this, but all you’d be doing is the same four overloads in the same order constantly, completely predictable. What if instead of reducing cooldowns, it granted Alacrity?
And that’s not even talking about how moving stability to a minor makes it so that you no longer have to choose between a safer overload vs better auras.
There is absolutely no reason that you should have to trait to get some usability out of Overloads in PvP. As of now, they’re currently just interrupt bait. They also suffer from the same drawback that ER has, where if you get interrupted right as you press the key, it goes on full cooldown with no effect, not a reduced one. You now choose between a PvP Bunker/Bruiser trait vs a PvE damage one.
You wouldn’t need to just cycle the overloads. You can just take fresh air and spam it. I honestly don’t see why it’s so important to cycle through attunments, the point of tempest is that you slow down.
As it is, it’s already not too hard to get off an overload in a teamfight where the other team isn’t coordinating to focus you down. You can see already in many posts that have been popping up recently that most people take invigorating torrents and is still managing to get off overloads with no stab, so clearly overloads ARE usable already.
If they CC you right as you hit overload (as opposed to directly after) you’ll actually break out of it, since overloads are stun breaks. And if they do hit you right after and you don’t have stability, well then they’re just making a counterplay.
Would I like these buffs? yea. However, they’d just make tempest OP and be next on the chopping block after they’re done with Dragon Hunter.
Instead of direct buffs, I’d rather they give us alternatives to cover our weaknesses. There should be a trade off whenever we get something which reduces the risk of a play, or else we get the faceroll that was d/d Cele ele (before powercreep came and dethroned it).
At best, I would want it to be 4 seconds just to remove the awkward pauses and the general roughness of the specialization. I think, in most cases, calculating the total cast times of the weapon abilities, 4 seconds would lead to smoother transition into overloading.
The idea was for the on demand overload effects when you needed them, not some arbitrary number afterwards. If you need the Water Overload heal, you need to be able to swap to water and use it right away, not wait till the called for situation is already over.
Not arbitrary. It’s part of the intended design. There is simply no way this trait would ever happen.