Taming: Track
Right now, Track is a huge factor in team combats, especially the outdoor skirmishing combats of shardfalls. The team with the auction pet can go from the center of the city directly to the enemy, bypassing all sigils, all warnings, all movement hindering mechanisms. The mobility advantage this pet provides is huge. Killed the enemy team? Hope you didn't split up, cause they can land half a dozen people on somebody without warning. It would be far too good as it is now if everybody had it, much less as an artifact who's accessibility is so limited.
Track should display a warning message to the people in the room a few seconds before it hits(and it should hit the room they were in, not to their present location no matter how they move). The skill would continue to grant a large mobility advantage, but it would no longer be the unstoppable and unpredictable team delivery vector that it currently is.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Comments
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
It would still be a massive teamfight thing, unless you think that trying to get a team through a barrage of ranged attacks while dealing with pathfinding and walls and all the other hindering methods is entirely trivial(it's not).
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
My point is, I don't want a tracking pet that gives people a three second window to pre-embed retardation/stand a totem, wedge, begin a cleave, something. It would not make the pet worthless because it's still an effective convoy, but it would heavily nerf it. Tracking pets are a benefit right now that all circles can obtain. At present, each side has access to at least one. It's a very powerful artifact that costs a lot depending on which version you get. If it gets nerfed I would be banging on Avasyu's door asking for a refund.
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
These two abilities effectively come out as a replacement for Scout for DKs. I totally get why soulsense is there, and I totally dig it. Minor equilibrium loss and you get to see if someone is clearing your ogres or not.
So, either a) allow hound observe to view people inside buildings (which would make sense, what's stopping a hound from scenting out people inside a building versus outside?) and don't change soulsense, or b) allow soulsense to view players (which it's not designed to do.)
Just for reference: Soulsense takes 4.6secs of equilibrium, while Observe takes 2.95secs.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
the claims are stated - it's the world I've created
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
the claims are stated - it's the world I've created
AB NECROMANCY POSSESSION
Someone is probably going to say: 'But they'll be able to possess one of my city mobs and travel in'. Well, if we're able to access one of your mobs, possess them, get out of the city, and then travel back without the guards stomping us into oblivion, then something is wrong with your defenses or you need to start locking our house doors.
AB BRUTALITY DUALITY (as well as others)
When you DSL on a mob, and you only hit once, but it still gives you the full balance loss, it can be a pain in hunting - usually because you hit for less than what you normally would plus you now have to wait twice as long. Just have the DSL balance be halved if only one hit connects.
AB SURVIVAL OVERPOWER
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
It's not unpreventable. It's got a eq cost, plus around 2 sec delay before you're moved. It's not 'Ride Home'.
I think you missed the point on the second one, the problem isn't hitting a mob on the carryover the problem is when you hit one mob (usually the last mob in the room, or those mobs that run every hit) and you have to wait (in my case 4.6 secs) until your balance is back even though you did -half- of a doubleslash.
EDIT: Oh, and this also counts hits against noncritable mobs, so that also skews it lower.
Total Crits: 27310
Total Attacks: 55909
Overall Critical Hit Rate: 48.85%
%of crits %of all hits
---------------------------------
2X (13898): 50.89% 24.86%
4X (6815): 24.95% 12.19%
8X (3402): 12.46% 6.08%
16X (1638): 6.00% 2.93%
32X (1557): 5.70% 2.78%
---------------------------------
Current Normalized Critical Hit Multiplier: 3.343
EDIT2:
https://www.youtube.com/watch?v=pWdd6_ZxX8c
the claims are stated - it's the world I've created
Would be happy with a half second wait between rooms to pull my rites around.
News at 11: if people do not want to die, it is hard to kill them if all they want to do is not die.
The "less wasted damage" myth is, well, a myth.
Predators are the best because they've got an insane base(non-crit) DPS. If you turned their bashing attack into a single sitara strike with equivalent DPS, they'd still be the best. Their ability to one-shot three enemies in a single combo would go away, but they'd gain the ability to one-shot enemies on x4 crit.
Within reason, DPS is what matters. DPS being equal, faster attacks are always better than slower attacks. Combo classes tend to be the best not because the combo is more efficient(it is, but this isn't a big factor), but because the combo classes tend to have faster attacks.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Could you elaborate on this, please? If I do 80 damage per hit while fighting something with 120 health, it will take me two strikes to kill it. If you do 40 damage per hit but attack twice as fast, it will take you 3, and the fourth can go towards the next target. I might be missing something important, but it seems to me that critical hits will exacerbate this
The answer to the grind would be, as Juran has stated, a tweak to the overall desired DPS. Making, for instance, attacks aimed at denizens faster, or giving perks (perhaps this could tie in to the new achievement bonuses zomg) such as those given by the atlas pages to do x% more damage to whatever kind of enemy. These are fixes that would not have ridiculous implications to other aspects.
You would have to get a killing blow with the crit hit for it to carryover, killing your ent in the process. This is fine for disposable ent classes, but not so much for trained ents.
Guards (maybe just elite?) are crit immune, and I would assume that if overflow were to exist it would not apply against crit-immune mobiles.
We still shouldn't have it.
the claims are stated - it's the world I've created