Heavy Light trait feedback

Heavy Light trait feedback

in Guardian

Posted by: SeriusBlack.1963

SeriusBlack.1963

“Heavy Light” Longbow arrows knock back when withoin the range threshold.
Threshhold is 300 yards, ICD is 7 seconds.

Would it be posible to change this to something less rng?
Or if it stays as it is, I would love to to see the icon of the trait apearing in the “buffs” bar where all your other buffs are displayed.
First of in grey with the numbers 1.2.3.4.5..6..7 counting up, and then in not-grey, so you know its ready.

Heavy Light trait feedback

in Guardian

Posted by: rajule.8054

rajule.8054

I don’t think you understand the term rng.

Also requirements like this are added so that it takes some amount of skill to play the game well. You need to learn to judge distances in game and be aware of your surroundings not just look at your hud to tell you when to do what.

Heavy Light trait feedback

in Guardian

Posted by: SeriusBlack.1963

SeriusBlack.1963

I don’t think you understand the term rng.

Also requirements like this are added so that it takes some amount of skill to play the game well. You need to learn to judge distances in game and be aware of your surroundings not just look at your hud to tell you when to do what.

Well unless you count to 7 each time it activates, it is rng. Also whats the problem with the UI giving me this information? The UI also tells me when my F2 are active, and when my F1 can burn the enemy on hit, and it tells me how many stability stacks i have, I dont need to look at all skills, and count them.

Heavy Light trait feedback

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

I have suggested numerous times that they should make deflecting shot count as a knock back.

Then they could change heavy light to something useful.

Like say 25-30% off trap CD & traps each provide a beneficial boon to nearby allies when triggered.

Heavy Light trait feedback

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Posted by: Vendallin.1695

Vendallin.1695

I don’t think you understand the term rng.

Also requirements like this are added so that it takes some amount of skill to play the game well. You need to learn to judge distances in game and be aware of your surroundings not just look at your hud to tell you when to do what.

Well unless you count to 7 each time it activates, it is rng. Also whats the problem with the UI giving me this information? The UI also tells me when my F2 are active, and when my F1 can burn the enemy on hit, and it tells me how many stability stacks i have, I dont need to look at all skills, and count them.

How is a cooldown with a set length and a guaranteed proc rate RNG? At all?

Anyway, having the HUD track all of your traits’ cooldowns would be a pain. Just use True Shot twice and you’ll know when you can knock again.

Heavy Light trait feedback

in Guardian

Posted by: rajule.8054

rajule.8054

How is a cooldown with a set length and a guaranteed proc rate RNG? At all?

Anyway, having the HUD track all of your traits’ cooldowns would be a pain. Just use True Shot twice and you’ll know when you can knock again.

^Exactly what he said. If they add heavy light counter to the hud, then why not every other trait’s ICD? Because if they did that there’d be no room left for the game screen.

Heavy Light trait feedback

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Posted by: Vizardlorde.8243

Vizardlorde.8243

Rng would be 5% chance on hit to knock back. a 100% chance with a cooldown and a condition is not RNG.

Heavy Light trait feedback

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Posted by: Artaz.3819

Artaz.3819

The real question is how is Heavy Light a Grandmaster trait :P

Honestly though, Hunter’s Determination and Heavy Light should be one trait. I’d rather see a Grandmaster trait where all weapon attacks reduce Virtues Active Effect cooldowns by 1s per attack (or something else equally worthy/playstyle changing) trait.

Heavy Light trait feedback

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Posted by: MiniEquine.6014

MiniEquine.6014

Heavy Light seems more like an escape mechanic. Chances are, if your Heavy Light is activating, you are too close to the enemy. The longbow is more effective at a longer distance, after all. After they get knocked down, you can escape and attack at range again.

It’s not really RNG either. Basically, your first shot within the range will always knock back. It would be better on an ability, probably, because it will feel random when some people use it, but with a very skilled player it will almost never feel random.