Showing Posts For Kierlak.5209:
After having done Tequatl (sp?) and Jormag’s Claw a couple of times, I noticed something very unsettling: I couldn’t crit them. At all.
With 48% base crit, plus high fury uptime, not a single crit registered on either of them. Well, that works out REAL good on a spec that operates on crits. Adrenaline on axe crit and normal crit, bleed on crit, vulnerability on crit, extra crit chance on burst skills…it basically turns off the entire Arms line of traits and nullifies a huge portion of the stats on my gear, precision and +crit damage.
Which makes me ask two questions. 1, what else can’t be crit? And 2, who thought it would be a good idea, in a game where there is supposedly no wrong way to spec, to make fights where you can very literally be the wrong spec AND wear the wrong gear? To go from doing just fine everywhere else, to suddenly being reduced to an auto attack bot with severely reduced damage is utter nonsense.
I think everyone left us for a higher pop server. Though we do have plenty of bots left!
It really needs to have the same base range as the rifle. There’s no reason why it shouldn’t. For god’s sake, I can throw a rock farther than the rifle can shoot in this game, and the bow is even shorter than that.
For hammer you might have a point, but for GS, it has a better spread of abilities than any other weapon, including nearly the equivalent of of the axe burst skill with no adrenaline cost and a shorter cooldown (and an annoying self root). Two movement abilities, a (sometimes) two hit ranged attack with a snare attached, and vulnerability attached to it’s auto attack. You can’t give something like that even more damage without making it even more unbalanced than it already is. Two sigils, yeah maybe, but there’s no way it can have more damage.
The damage ‘plateau’ you seem to notice was there for me too. Despite regularly upgrading gear and never ignoring power, between levels ~45 to 65 my damage seemed to just barely increase, and it wasn’t until probably 75 or so that I definitely felt like I was dealing more damage than before.
It’s not just the respawn rates, in a lot of areas there are simply too many mobs to begin with. Add in a too fast respawn and it goes right past “this ain’t fun” all the way to “castrate the people that let this go live”.
The thing about the adrenaline gain from axe 5 is that you are still tied to the 8 second cooldown of eviscerate. So even if you use axe 5 immediately after dumping adrenaline, you can’t make use of the adrenaline for X more seconds. And if you are using some of the adrenaline building traits in arms and discipline, you build it very fast even without axe 5, usually getting full again before or right as eviscerate comes off cooldown, and you can use a mace/shield/sword/warhorn offhand for more options.
And axe 5’s damage isn’t very good either.
Yeah, I ran into that the other day when I was completing the zone, and I agree that it’s either massively overtuned, or just plain bugged somehow. It was so bad I simply walked away after 5 or 6 deaths because no headway could be made on her. This and the fire elemental are the only fights I have come across myself (so far) where I simply can’t imagine this level of absurdity being intentional.