block skill's improovement idea
I have absolutely no idea about mesmer, but this seems to be just fair.
Engineer shield 5 stuns even if the enemy is evading or blocking while attacking in close range, it is the punishment for the attack. There is no reason for these 2 skills to act differently from that.
OP is 100% correct. Particularly the sword#4 is an absolute utter trash skill. It would need to daze, do damage, and get a lower cooldown to be mildly effective.
^ Usually only characer that i play on
The damage is actually pretty good on sword 4, and the cooldown isn’t terrible. But it’s so unwieldy so I super agree it needs a buff in terms of usability.
I understand what they are trying to do not making it a 100% hit, but the counter play exists as stated by the OP. But I’m keeping my suggestions in line with the original intent for counter play.
I also want to say offhand sword is my fav offhand, and the one I mostly use when solo (be it queue, havoc, or PvE). NOT FOR VIABILITY God no, I just like having dual swords and do my best to make it work. (even if it does not)
Biggest issue I personally have with it, being a one off block with a large delay between the block and the spike, is that against a multi hit attack your eating all that damage between and your illusion gets cleaved.. And if you doge well you cancel the whole thing. >=(
The buffs I propose is
1. Instant 1/2 second daze on trigger (when the block occures) – Allowing you to stop hard hitting multi hit skills.
2. Effect not canceled by other skills or dogging – Meaning it can keep it’s added doge-able counter play, however if challenged offensively the mesmer can react via doges and activate other skills, the riposte will still hit at it’s normal time regardless.
Note: In addition to this the skill will no longer have the “teleport” effect.
3. on trigger Interrupt portion as stated above is unblockable, meaning you are able to block the damage, but you put a reactionary block skill on cooldown.
4./note: clone is summoned regardless of functionality change.
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As for sword 4’s counter blade
1. Should be an 450-600 range cone (thinner cone in proportion to increased range)
2.1/4 – 1/2 second cast (current 3/4 is to long for it to be useful, and travels to slow.)
3. 1 1/2 second daze, up from 1. OR Counter blade is unblock able.
If it is to keep it’s current effect, it needs to be instant cast and projectile speed should match dancing dagger.
“Maybe I was the illusion all along!”
(edited by Daishi.6027)
The damage is actually pretty good on sword 4, and the cooldown isn’t terrible. But it’s so unwieldy so I super agree it needs a buff in terms of usability.
I understand what they are trying to do not making it a 100% hit, but the counter play exists as stated by the OP. But I’m keeping my suggestions in line with the original intent for counter play.
I also want to say offhand sword is my fav offhand, and the one I mostly use when solo (be it queue, havoc, or PvE). NOT FOR VIABILITY God no, I just like having dual swords and do my best to make it work. (even if it does not)
Biggest issue I personally have with it, being a one off block with a large delay between the block and the spike, is that against a multi hit attack your eating all that damage between and your illusion gets cleaved.. And if you doge well you cancel the whole thing. >=(
The buffs I propose is
1. 1/2 second daze on trigger – Allowing you to stop hard hitting multi hit skills.
2. Effect not canceled by other skills or dogging – Meaning it can keep it’s added doge-able counter play, however if challenged offensively the mesmer can react via doges and activate other skills, the riposte will still hit at it’s normal time regardless.
Note: In addition to this the skill will no longer have the “teleport” effect.3. on trigger Interrupt portion as stated above is unblockable, meaning you are able to block the damage, but you put a reactionary block skill on cooldown.
4./note: clone is summoned regardless of functionality change.
-
As for sword 4’s counter blade
1. Should be an 450-600 range cone (thinner cone in proportion to increased range)
2.1/4 – 1/2 second cast (current 3/4 is to long for it to be useful, and travels to slow.)
3. 1 1/2 second daze, up from 1. OR Counter blade is unblock able.If it is to keep it’s current effect, it needs to be instant cast and projectile speed should match dancing dagger.
Pretty good. My personal favourite is reworking sword block to a low cooldown daze that triggers instantly when you block (instead of after that annoying delay). The damage portion is fine as it is. Thus, it turns into a “fighting game like” counter that works especially in 1v1s, which is what sword should do.
^ Usually only characer that i play on
Ah, I should clarify the “on trigger” was to imply before the damage occurred. Not sure if I conveyed that with my terminology.
Edited to clarify
“Maybe I was the illusion all along!”
(edited by Daishi.6027)