Remove energy cost from weaponskills
If they plan to keep energy on Weapons, Staff need to come down to 35 Energy max.
I say 25 Energy Max on Weapons would be best honestly.
If they plan to keep energy on Weapons, Staff need to come down to 35 Energy max.
I say 25 Energy Max on Weapons would be best honestly.
The current cost of energy to weapon skills hits a max of 15, but with upkeep skills and the need to use energy to heal makes this pretty noticable.
I say just remove the energy cost from weapons.
The energy cost of some utilities is already high and it seems like you are punished severely for your decision to use any type of skill with an upkeep cost, making those a lot less desirable to even consider.
What’s the point of having set utilities if you are set with the ones that are horrible
(edited by Solori.6025)
It could be 5, the problem is the same.
1) it’s useless because you still have cooldowns. Having cooldown and energy makes no sense.
2) toggle skills that easily suck away all your energy will make you unable to do anything. While this is not a serious issue in pve, it is in pvp.
(edited by Neeja.4579)
Agreed, energy cost and cooldown makes no sense.
There is absolutely no evidence to support that it would.” -AnthonyOrdon
What? It makes total sense! What’s strange is thief skills having no cooldowns!
Whether they use some additional resource or not, skills must have recharges so they can’t be spammed too much. They don’t even have to be long recharges, but they should always be.
For example, shortbow could use something like 0.25s recharge in Disabling Shot so it doesn’t get accidentally queued and used twice in a row. And pistol just 2 seconds in headshot so it can’t be used to interrupt lots of things in a row, and is kept for things that must really be interrupted.
In the case of the Revenant, you need both to have proper balance. Otherwise skills are merely used on recharge because there’s no cost, or spammed mindlessly because there’s no recharge.
Now, you can keep the recharges down, but they should always be there.
As for the energy costs in weapons, they only slow down the pace of the Revenant. That is not bad, as the revenant pace is pretty good. It’s the other professions the ones going all spammity spam using everything on recharge because there’s no energy costs in their skills.
But since we can’t go and add profession-specific energy to all professions at this point, we may as well put the revenant a bit more in line with the rest and make it feel less slow, and keep energy for the legend skills. That’ll probably also mean greater energy costs for them, though.
What could be interesting if weapon skills could charge up, rather like firing a mortar, hold down the button for longer time, taking more energy into the weapon and then releasing with more power and/or range.
Cool downs are okay, but they should be a lot shorter. Energy management should be my main concern while playing a Rev not cool downs. As I said earlier in another thread; the cool downs should be long enough that I cannot spam a single skill continuously (like a thief), but I should be able to chain multiple skills continuously until energy runs out if I want. So instead of 22222222, I could 23542354 (for a random example). I don’t believe the heal skills should have an energy cost though.
If they plan to keep energy on Weapons, Staff need to come down to 35 Energy max.
I say 25 Energy Max on Weapons would be best honestly.
The current cost of energy to weapon skills hits a max of 15, but with upkeep skills and the need to use energy to heal makes this pretty noticable.
I say just remove the energy cost from weapons.
The energy cost of some utilities is already high and it seems like you are punished severely for your decision to use any type of skill with an upkeep cost, making those a lot less desirable to even consider.
What’s the point of having set utilities if you are set with the ones that are horrible
No the max energy of all skills combined on Staff is kitten energy.
Thats near half of the whole energy bar from that alone.
leaving 50% for heal+utility+elite. Which many of them run for 50% alone. thats not well balanced resource cost.
I too agree that Energy need to be removed from weapons, or greatly lowered by close to half in total energy cost of the staff.