[Teef] guild :>
(edited by Cynz.9437)
So why exactly does it have CD after first use? Makes second use rather pointless if you are still fighting ranger… as by the time you can use seed again steal is up :|
While we are at stolen spells, it is still not possible to stop whirling axe animation by stowing weapon. Only ways are:
- either changing weapon (and locking yourself in unfavorable weapon set)
- wasting dodge (which ends up having no dodge frame for some reason, uses up endurance but leaves character vulnerable to attacks during dodge animation……)
(edited by Cynz.9437)
Yeah I agree. It’s been bothering me for quite sometime as well. Why the cool down? Wasn’t it debuffed to 5sec duration field already?
Yeah, especially the Whirling Axes… No matter what you do, cancelling it always puts you at a down.
As to why Healing Seed has a cool down, I haven’t a clue. Maybe they find it too op for builds revolving around healing power, double waterfield too op.
No, I can’t come up with a sensible reason. Outside of Condi cleansing, it’s not incredibly strong and if it is, well guess what thieves need a ton more of? ( yes thieves, not daredevils)
If there is no CD:
Steal → wait for Steal to recharge → Healing Seed → Healing Seed → Steal → Healing Seed → Healing Seed = OP much.
so fear is ok, plasma is ok but seed isn’kitten
max duration you can get is 10 sec, still 10 sekittenill next steal (that if you actually land next steal on ranger)
If there is no CD:
Steal -> wait for Steal to recharge -> Healing Seed -> Healing Seed -> Steal -> Healing Seed -> Healing Seed = OP much.
Well, it’s got a half-second channel time, so besides being interruptable, you’re spending a lot of time just for stacking up a bunch of regen. You only need one Seed to get the benefit of a Water field.
I can see the purpose of a CD, but it doesn’t need to be as long as it is.
If there is no CD:
Steal -> wait for Steal to recharge -> Healing Seed -> Healing Seed -> Steal -> Healing Seed -> Healing Seed = OP much.Well, it’s got a half-second channel time, so besides being interruptable, you’re spending a lot of time just for stacking up a bunch of regen. You only need one Seed to get the benefit of a Water field.
I can see the purpose of a CD, but it doesn’t need to be as long as it is.
When it was just a one-time use, it was fine. Now that you can use it twice, I see no problem with the CD.
EDIT: Removed comments. Was looking at a wrong Healing Seed.
When it was just a one-time use, it was fine. Now that you can use it twice, I see no problem with the CD.
No, when it was one-time use you could get a pair of them going back to back, because of the nature of the one-slot Steal. It wasn’t OP then, and it wouldn’t be OP now.
The one weird edge case of four rapid-fire Seeds in the new system — which isn’t much of an issue at all — can be squished with just a small CD. There’s no need for such a long one, protestations of contrarians notwithstanding.
When it was just a one-time use, it was fine. Now that you can use it twice, I see no problem with the CD.
No, when it was one-time use you could get a pair of them going back to back, because of the nature of the one-slot Steal. It wasn’t OP then, and it wouldn’t be OP now.
The one weird edge case of four rapid-fire Seeds in the new system — which isn’t much of an issue at all — can be squished with just a small CD. There’s no need for such a long one, protestations of contrarians notwithstanding.
15s is not long though. It becomes available before the next steal.
15s is not long though. It becomes available before the next steal.
It certainly is too long, because 15s causes cooldown collision problems for any Improvisation users that also spec Trickery (AKA, most of them). It feels bad when it happens, and has no credible balancing reason behind it. In other words, it needs to go.
Healing Seeds cooldown ought not to be any longer than about 5s or so.
15s is not long though. It becomes available before the next steal.
It certainly is too long, because 15s causes cooldown collision problems for any Improvisation users that also spec Trickery (AKA, most of them). It feels bad when it happens, and has no credible balancing reason behind it. In other words, it needs to go.
Healing Seeds cooldown ought not to be any longer than about 5s or so.
“5s or so” can also mean 15s.
I have no problem with it, but I wouldn’t mind it if it would change to be around 8s-10s.
“5s or so” can also mean 15s.
What is actually means is a range of about 1-2s on either side. I don’t know all that many people who would agree that “or so” is shorthand for “tripling the baseline”.
I have no problem with it, but I wouldn’t mind it if it would change to be around 8s-10s.
It certainly can’t go above 10s, because even in the rosiest of scenarios you’ll run into problems with timing.
And again, there is really no balance reason for it in the first place. I chose 5s because it’s long enough to be a barrier for stacking (prevents a situation where you have two out simultaneously). That’s the floor for anyone who cares about abuse cases for Healing Seed, AKA a good place for compromise. I didn’t just yank that figure out of midair.
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