Give axe #1 more bounces
Just swap Path of Scars and Ricochet IMO.
Alternately, call it Path of Cars, like the Gary Numan song.
Just swap Path of Scars and Ricochet IMO.
Alternately, call it Path of Cars, like the Gary Numan song.
path of scars would be way too strong as a auto attack lol
I think it should just get a dumbed down version of the mesmers staff autoattack. Maybe like RNG bleed/cripple/vulnerability with appropriately balanced durations?
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I think it should just get a dumbed down version of the mesmers staff autoattack. Maybe like RNG bleed/cripple/vulnerability with appropriately balanced durations?
More rng in this game? No thanks buddy.
The entire game is built around RNG, there is even a stat that is solely for increasing the effectiveness of an RNG engine (precision). The suggestion was made to put axe in line with other weapons that have bouncing effects in the game that are primarily condition weapons. The skills that apply conditions in a particular order of the bounce effect are generally more powerful, cooldown skills.
That leaves the obvious choice of modeling one weapon after another existing weapon if that weapon needs to be brought up to par.
I didn’t design the game to be so heavily reliant on RNG and passive procs, ANet did. But if the game isn’t going to be redesigned entirely to address those issues, and a weaponset needs to be brought up in order to be competitive, it has to use existing properties, and those shouldn’t be dismissed because of player preference if it would overall make the weapon more balanced.
The Axe is already an RNG heavy weapon when it comes to the autoattack anyhow, since you don’t get to pick and choose which enemies get hit by the bounce.
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(edited by jcbroe.4329)
Path of Scars IS RNG as far as not only hitting the first time, but its rare on anything but a level, non-moving target to hit on the second pass. Then another RNG if it actually pulls the target.
I mainly use Axe/Axe and GS. Increasing the bounces of the auto would be nice, but adding a condition would be even better IMO.
My issue with Axe would not be that it is too condition-focused, but too conditional, like most of Ranger’s skills. For many, you only get full value if your pet is alive, or in range, or off it’s cooldowns…in this case, the additional hits from Ricochet only come into play if there are additional targets in range – their presence or position. Only one target, you do not get full value for the skill. These conditional elements of Ranger skills are in fact a form of RNG – that is indisputable.
If I were to change this therefore, I would do something similar to how Longbow 1 works – how damage scales based on distance – except in this case, have it start at a higher damage amount for the first and possibly only hit, and scale downward for each subsequent hit. This has the virtue of also making sense from a physics perspective. :P
So for example…first hit currently does 291 base, with the other 2 being the same. This would be a potential total of 873 total damage assuming the listed 3 axes hit. Even without modifying this overall damage value, you could have the first hit do 500, the second hit do 250 and the third 125 for a total of 870 damage…it’s pretty much perfect.
In fact, it’s so perfect, my apologies to the OP, that I’m going to have to make this suggestion myself elsewhere. You are absolutely right, Axe 1 is a problem skill, if not because it is low damage, but because in practice, you do not always get full damage value.
sPvP Build – WvW Build
Tarnished Coast Server- Anthrage Stormrider on Youtube
You know what’d be awesome? If Honed Axes actually made it so when you crit your axe bounces back to you, granting might, and then back at the guy it crit with a limit of once per axe.
As their mother, I have to grant them their wish. – Forever Fyonna
Path of Scars IS RNG as far as not only hitting the first time, but its rare on anything but a level, non-moving target to hit on the second pass. Then another RNG if it actually pulls the target.
I mainly use Axe/Axe and GS. Increasing the bounces of the auto would be nice, but adding a condition would be even better IMO.
That’s not rng. That’s called L2P and use cripple and immob.
Yes, axe needs some serious help.
Anthrage’s idea would be really great and I’d never take off axe if it was implemented. I don’t think it needs more bounces, just more frontloaded damage on the first hit so it’s not useless in 1v1 situations.
Splitblade needs the initial cast time reduced. It’s already difficult enough to use it point blank and the cast time doesn’t make it any easier. Not to mention the insult of having all 5 axes converging perfectly on you when it gets reflected unlike when we use it.
The axe trait of 10% extra critical damage should be changed to 15% extra critical chance so it can benefit both power and condi builds.
You know what’d be awesome? If Honed Axes actually made it so when you crit your axe bounces back to you, granting might, and then back at the guy it crit with a limit of once per axe.
I like the might idea. I’d like to see it do more damage up front to it’s first target, then bounce around and apply might on return.
(edited by Miflett.3472)
Path of Scars IS RNG as far as not only hitting the first time, but its rare on anything but a level, non-moving target to hit on the second pass. Then another RNG if it actually pulls the target.
I mainly use Axe/Axe and GS. Increasing the bounces of the auto would be nice, but adding a condition would be even better IMO.
That’s not rng. That’s called L2P and use cripple and immob.
Riiiight. My bad. Path or Scars hitting a target standing still always hits coming back, and always pulls. It never bugs with a slight elevation, or anything like that. Sarcasm
L2Read
Path of Scars IS RNG as far as not only hitting the first time, but its rare on anything but a level, non-moving target to hit on the second pass. Then another RNG if it actually pulls the target.
I mainly use Axe/Axe and GS. Increasing the bounces of the auto would be nice, but adding a condition would be even better IMO.
That’s not rng. That’s called L2P and use cripple and immob.
Riiiight. My bad. Path or Scars hitting a target standing still always hits coming back, and always pulls. It never bugs with a slight elevation, or anything like that. Sarcasm
L2Read
That’s not RNG, that’s called a bug. Do you know what RNG stands for?
l2brain
The auto doesn’t need more bounces. It needs to apply a condition. I’d be happy with it applying torment or even any condition for that matter.
I also agree that splitblade needs an attack speed boost.
You know what’d be awesome? If Honed Axes actually made it so when you crit your axe bounces back to you, granting might, and then back at the guy it crit with a limit of once per axe.
Dat^^
or Axes can bounce to non enemy targets and give em a boon..It will synergize fine with pets and its gonna give some nice support.I dont know what boon,something not too strong like swiftness…
Path of Scars IS RNG as far as not only hitting the first time, but its rare on anything but a level, non-moving target to hit on the second pass. Then another RNG if it actually pulls the target.
I mainly use Axe/Axe and GS. Increasing the bounces of the auto would be nice, but adding a condition would be even better IMO.
That’s not rng. That’s called L2P and use cripple and immob.
Riiiight. My bad. Path or Scars hitting a target standing still always hits coming back, and always pulls. It never bugs with a slight elevation, or anything like that. Sarcasm
L2Read
That’s not RNG, that’s called a bug. Do you know what RNG stands for?
l2brain
Yes, a bug in which randomly generates a miss. Hence a RNG.
There isnt any code to generate a random number that will determine if it hits or misses.
So it doesnt count as a RNG (Random Number Generator).
It misses and bugs because of other factors, often environmental.
I cant believe this has to be explained.
I like the Ricochet and Winter’s Bite is alright. Its Splitblade that feels way out of place. Personally I would like to see that skill replaced. Even if the bleeds was removed making it a purely power weapon like skill 1 and 3 it would still be a melee attack unlike skill 1 and 3.
This game has enough spread shot attacks, and tbh they all suck.
I think theres only one attack thats like the Warrior’s Impale. Where they throw the weapon and it sticks in the target. Maybe have Axe skill 2 do that.
Something like;
Nature’s Embrace, Throw an enchanted axe at the target, once it hits them vines grow from it and squeeze the target. Applying constant damage, or you can press the skill again to have the axe erupt in an aoe.
There isnt any code to generate a random number that will determine if it hits or misses.
So it doesnt count as a RNG (Random Number Generator).
It misses and bugs because of other factors, often environmental.
I cant believe this has to be explained.I like the Ricochet and Winter’s Bite is alright. Its Splitblade that feels way out of place. Personally I would like to see that skill replaced. Even if the bleeds was removed making it a purely power weapon like skill 1 and 3 it would still be a melee attack unlike skill 1 and 3.
This game has enough spread shot attacks, and tbh they all suck.
I think theres only one attack thats like the Warrior’s Impale. Where they throw the weapon and it sticks in the target. Maybe have Axe skill 2 do that.
Something like;
Nature’s Embrace, Throw an enchanted axe at the target, once it hits them vines grow from it and squeeze the target. Applying constant damage, or you can press the skill again to have the axe erupt in an aoe.
I really like that suggestion. I agree.
Yea I agree with that. Split shots are always weird because they are most effective when used as a ‘melee’ attack. It’s just an odd fit currently.