Venom

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3 hours ago, Tropical said:

Kali I haven't noticed any dps increase. My viledon main soloed Helios with a similar build as before and it was quite a chore. When I have time I will go and kill the escort messenger. There is a particular point how far she gets, gotta see if that changes.

I for one like the split buffs. At least it opens options to tweak the medic without affecting aoe.

The issue with particle resist is sad. Especially when you realize what it means. Medic easy to kill for dps classes, hard to kill for whippers and medics. It's a faction nerf. Wish they were more frank with this.

The DPS increase stems from being able to flat-out spam 1&2 skills. Coupled with the added Chakra damage, and practically not having to wait on animations or CD’s between the two skills, and you can see how it out performs old Kali.

It does affect the Medic, though. What would you rather have? Multiple great skills that’s thematically in line with your class, and mitigates a good chunk of damage while visually allowing everyone to see you’re buffed not singling you out, or a mish mash of small buffs that offer negligible defensive values when all things are considered ( gear, jewels, costumes, etc ), and your selfish buff that singles you out for enemy DPS to avoid, and gives them an advantage like, letting their CD’s reset, waiting for your buff to wear off, etc.

And wow, didn’t even think about that Faction angle. Makes sense. Daddy’s FK, right? Curaja was FK back on ASB, if I remember correctly. That and the thread with FK’s complaining about not having Medics...Omg dude. You won. This is the damned reason. Holy crap.

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            DE's reflect might sound OP but in reality it is practically lackluster specially in mass pvp, In 1 v 1 it is very effective againts SE and PU only when used properly. SW just needs common sense, CB  and DE can actually outheal the reflect damage, WH doesnt deal enough physical and chakra damage while in mass pvp reflect is a joke, only proper application of it is casting reflect in the frontlines and hoping some random WH pull the DE because reflect actually pulls WH/CB using their corresponding hooks. If you gonna nerf reflect might as well better removing it and changing the defense passive to 10 levels max, DE cant tank in mass pvp if everyone is well geared it melts almost instantly, CB are actually doing a better job with their +65% void and ch resist buff, if paired with their defense passive which adds 21% void and CH resist pretty much unkillable.

 

 

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@Daddy this level requirements for Slaughter aren't right. 

Rank Level
1 10
2 14
3 18
4 22
5 26
6 30
7 34
8 38
9 42
10 46
11 50
12 54
13 58

My lv54 can only go for rank 7 and my lv64 can only go for rank12. Cost me some skill resets but that's alright.

btw I modded a part of your skill calculator. It works a little bit closer to Limeox's now. Just for SW, tho. Too lazy to mod other classes'.

Link:  For SW only

Hope ya dun sue me for copyright infringement. :P  

 

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We will be reading one more like Limes soon. Luna is making it but is pretty busy right now. 
 

Thanks for catching that super helpful. 

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Pu can now more builds cause crit pu is useless with passive chakra 

So u have 20 points for dots or slow or detection or play with mighty impact

Too much nerf on physical dmg most classes can now more dps than pu ... 

 

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After testing with PU and SW(my only main chars) i have some opinion:

 SW: + New skill Poison Smoke: OP, very OP lol but i dont like it,not only this skill has slow animation that make combo has gap (except you use it 1st in fade mode) but also it has long cd . I'm pretty sure this skill will be nerfed soon but i have an idea for this skill that replace dot dmg by decrease healing rate and slow. This change to counter ME army or CB and DE heal buff since ME heal is so op on this game, we need somethings that can counter it.

        + Reduce cd time on stun/disable: This make sw like original version, SW can handle skills to be unbeatable in 1 vs 1 by keep cc enemy and invisible, this help SW has more chance to win semi or tank class. I think i wrong on this.

        + Separate shadow strike to 2 skills: Sw combo now longer than before, making SW harder to play now. Many ppl think this is not a big deal but it's only in 1 vs 1, in massive pvp 1s to use skill is very important for SW.

        +  In general, SW doesnt have more damage without Poison Smoke. SW now is forced to use Flare and this skill is a weakness of SW ( about 1s animation to use it that why  i really hate it and didnt use it in the past 😂) Her combo is more complicate to deal same damage as last patch. I really like sw at last patch but I dont mind about these changes, just hope next balance, you can increase Flare atk speed a bit. 

PU: + By removing charge time, PU now can use arkana mode more often.

       + Increase dot tree and atomic tree but nerf passive atk: PU now has more DPS than before but less Busrt dmg (ppl often confuse about that)  have good slow make PU is more interesting to play on arkana mode instead spam mech.

       + PU is still tanky, nerf a bit HP passive maybe ok.

       + In general, PU is now more interesting and easier to play.

PS: Still hoping devs focus on game options than try change skill build. Changing class skill build is needed but this require much time and test, also change single by single class is better than change all class mechanics in one time. 

  

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1 hour ago, heaven said:

After testing with PU and SW(my only main chars) i have some opinion:

 SW: + New skill Poison Smoke: OP, very OP lol but i dont like it,not only this skill has slow animation that make combo has gap (except you use it 1st in fade mode) but also it has long cd . I'm pretty sure this skill will be nerfed soon but i have an idea for this skill that replace dot dmg by decrease healing rate and slow. This change to counter ME army or CB and DE heal buff since ME heal is so op on this game, we need somethings that can counter it.

        + Reduce cd time on stun/disable: This make sw like original version, SW can handle skills to be unbeatable in 1 vs 1 by keep cc enemy and invisible, this help SW has more chance to win semi or tank class. I think i wrong on this.

        + Separate shadow strike to 2 skills: Sw combo now longer than before, making SW harder to play now. Many ppl think this is not a big deal but it's only in 1 vs 1, in massive pvp 1s to use skill is very important for SW.

        +  In general, SW doesnt have more damage without Poison Smoke. SW now is forced to use Flare and this skill is a weakness of SW ( about 1s animation to use it that why  i really hate it and didnt use it in the past 😂) Her combo is more complicate to deal same damage as last patch. I really like sw at last patch but I dont mind about these changes, just hope next balance, you can increase Flare atk speed a bit. 

PU: + By removing charge time, PU now can use arkana mode more often.

       + Increase dot tree and atomic tree but nerf passive atk: PU now has more DPS than before but less Busrt dmg (ppl often confuse about that)  have good slow make PU is more interesting to play on arkana mode instead spam mech.

       + PU is still tanky, nerf a bit HP passive maybe ok.

       + In general, PU is now more interesting and easier to play.

PS: Still hoping devs focus on game options than try change skill build. Changing class skill build is needed but this require much time and test, also change single by single class is better than change all class mechanics in one time. 

  

Poison Smoke I agree is OP and will be dealt with.  Gap-wise I've figured something out in terms of rotations, but it's a matter of not screwing up the click and being late about it.

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Make void slash n shadow strike into diff debuffs. For example void slash is for chakra build, shadow strike is for physical crit build or vice versa. Due to lack of skill point, i almost cant decided which skills shoulf i use. Poison smoke is OP but it has small aoe n long cd, having high dot reduction reduce the dot by alot. Ive test it with medic with new skill yhat gives 20% dot rdction, it just deal 800/0.5s. N i can easily run away from it.

Poison smoke is a bit useless imo. Fine, i can kill cb with their guardian as long as their max hp isnt more than 30k. Against player who keep run away using bike, almost impossible. How come? I cant make my secret charge n flare into max lvl, except making my slaugther into lower level. One more, if a cb is spamming pots, u r completely safe.

I agree with u if sw is harder than be4. I rate 5 star difficulty for that class

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I've been testing more the Punisher class today and here's what I figured out:

(Note that this was done considering the use of skill reset after the Halloween candies fix patch, so no extra skillpoints).

It sucks as class, please revert (adding - refer to bottom of this post) or delete this fuking useless class because no one will play it for PvP anymore.

You forced every PU players to go DoT skills, for the sake of now giving them a chance to make different builds.. how?? What different builds? They all have same builds.

PU was 3-4 hits for Sw, Cb, De  (referring to first patch  released with extra skills - before Halloween candies fix etc.) while it had 36k hp full defensive set with maxed cocoons and HP. Now the PU after last patch if maxes all cocoons gets circa 28k HP. (I consider Hp/Cocoon relationship because otherwise PU would get no skill points to put in nearly any attack skill). 

If I ditch cocoons to get max hp because it's a damn 3 hits dead class despite 33-36k HP, because no cocoons. Now with the skill resetting due to extra skills added I find myself with 28k hp with all cocoons maxed, what's the point in maxing cocoons when i lose 8k hp? Makes sense?  NO! 

Either max HP with lose of offensive or defensive cocoon you lose too much and PU is useless 200%. 100% useless it was already from the moment you took off passive physical damage.

You gave PU a bit of Eva boost in trade of Void: if PU needs to have some high ch-acc to stun even a not buffed Sw , you made the PU go opposite of Eva because because it needs to wear Ghost set, which is not giving Eva, how does it help the PU in any surviving? (However SW anyway kills PU without Mech no matter what gear/jewels set/build but now it's even worse).

Moreover to make PU not even go physical you reduced that damage, and to not let it having any surviving chance you made it go chakra builds with eva buffs. Why? makes no sense.

Also, reduced void on cocoon: PU is by origin a not Eva based class! You guys added Eva just to make easier for other classes to survive better acting as supporter for them while all of those already get huge eva/void by themselves! Medic now itself can stack up to around 12k Eva and also up to 12k Ch-Eva with it's own buffs only, which is more than a PU (try get a medic inside a cocoon and try to kill it).

Also, what's the point in giving 500 Eva on Mind over Body skills? How will that help with any surviving? Not even in PvE it does help in any way, why was it done? it debuffs the PU to be a 2 hit target even from distance for any class that uses it's own buffs (probably also without buffs).

If I try to get maxed hp I 100% have to lose either penetration or offence cocoons in order to resist a bit more and have a chance to not be 2 hit by someone in PvP (using passive HP + defence cocoon combo). Of course then my damage will suck, it fucking sucks. Men you guys have fucked up the whole class! It's unplayable now!

There are people talking on forums about PU having even more damage now, to those: have you even played PU ever? I see dudes who are SWs and also just made the accounts on forum and are talking about  PU being still too OP, requesting to nerf it more, do it, because no one already is going to play it anymore for PvP. They have no idea about this class and are all about just getting this more nerfed. No one is going to play PU in these conditions, max just to farm, PvE, thanks to Eva. The day that won't work PU is dead 100%.

Going Atomic build: useless, it has long CDs, it's makes it a hit and run class hoping the enemy will not stun or pull and fuk you. This column also consumes too many skill points. PU is not a hit a run class, it has the lowest speed between all classes and has no speed boost which is on all other classes! It's slow indeed, and now along with it's 0 survivng chances to any class it also has it's skills rage set to 20m. Other classes are way for flexible than PU, this class is a lot more rigid therefore, you reasoned it wrongly.

Going Plasma: it sucks in principal, the idea was a bullshit, you forced half of classes to go DoT, not just PU. Killed all the fun: in game about even surviving or having a chance to survive making it even more unplayable as game, Wh, Sw, Pu all same (DoT based - Could almost add medic). How was this an improvement? all I feel is that you guys sat all this time making us to wait for the patch and did not really even consider the majority of issues you were going to cause. Seems like you guys took all the comfort and waited till the last moment and then brought up a draft of an unfinished idea to present.

This column also consumes too many skill points.

I see no logic in anything that has been done on PU beside changes suggested by me, nothing makes sense. You guys worked with feet

All you did was to completely change this class to some other non-existent with hopes that it will work.

Only good things are: removal of casting times, increasing stun time on Overkill, change of Enfeeble animation and adding of acc and ch-acc. And all these things were suggested by me.

In all game there were mostly 3 players playing Punisher for PvP always: italy2, BumpetyBoo, Drakkar. Rest use to PvP once a month and ditching it in less than 20 minutes. All of the 3 mentioned Players play this class since ever, and are complaining about it. @DrakkarUlfsark has quit PU already, I'm using it till event is over and then retiring it. @BumpetyBoo has no other option as he only has medic class other than PU, and ME is not fun for a DPS class player but soon he too will end the pain ditching the PU.

(Why Medic AoEs has a diameters of up to 50m? Why can those heal up to 10 players? Why noe Cleansing and other aoe skills cal affect 6 players at lv 1?)

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That was kind of the point on the PU changes was to make it so you cant have everything you need that way there is build diversity, and there needs to a be weak spot, so you can be a full glass cannon, or a half cannon, or a buff style pu, dot style pu, ect ect kinda like the sense where sws have to pick between conceal or higher damage, that's why in the DoT tree the last 2 points on the Plasma skill give bigger bonuses for investment. If pu damage overall is a little low that can be adjusted, though so far everyone has thought it's been alright.

As for forcing ppl to play DoT, not true, other builds are still viable and if tweaking is needed can be done. It's just because DoT was so far fallen off from what it needed to be, that now its back in a proper state to be useable again, it's kinda the "new hot" to talk about

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Im not a PU player but afaik u got more dmge with new skill patch. So if u have less HP it still make sense for me. Dude PU r glass cannon/nuker, so u will always have low survivability n low acc. Tell me what game who give u high acc + high survivability + high dmg? Look at sw, high eva low def, im fine with that bcs if i have no buffs im dead. DE high def, low atk w.o frenzy, its fair. If they make PU have high survivability n acc  PLUS high dmg,i will create a new char n play punisher. N let vivi change the game name into "scarlet balista" so every1 will choose punisher

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17 hours ago, Variations said:

That was kind of the point on the PU changes was to make it so you cant have everything you need that way there is build diversity, and there needs to a be weak spot, so you can be a full glass cannon, or a half cannon, or a buff style pu, dot style pu, ect ect kinda like the sense where sws have to pick between conceal or higher damage, that's why in the DoT tree the last 2 points on the Plasma skill give bigger bonuses for investment. If pu damage overall is a little low that can be adjusted, though so far everyone has thought it's been alright.

As for forcing ppl to play DoT, not true, other builds are still viable and if tweaking is needed can be done. It's just because DoT was so far fallen off from what it needed to be, that now its back in a proper state to be useable again, it's kinda the "new hot" to talk about

PU was already the weakest in terms of arkana damage, also DoT skills you are talking about were left behind mostly due to too many skill points requirement for them to be used, as overkill was a prerequisite in first line. Atomic column still requires too many skill points, both DoT and Atomic have long CDs on them, even if you ditch passive HP to go for cocoons, you would end with either dead times due to no attack skills to use, either to cover the gap you would get the basic attack skils from first column: which have no damage even now. For all those reasons DoTs or Atomic builds are still useless.

You see PU still good for the fact that you can still PvE, but get the POV of PvP, then you will see the difference.

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45 minutes ago, Recognized said:

Im not a PU player but afaik u got more dmge with new skill patch. So if u have less HP it still make sense for me. Dude PU r glass cannon/nuker, so u will always have low survivability n low acc. Tell me what game who give u high acc + high survivability + high dmg? Look at sw, high eva low def, im fine with that bcs if i have no buffs im dead. DE high def, low atk w.o frenzy, its fair. If they make PU have high survivability n acc  PLUS high dmg,i will create a new char n play punisher. N let vivi change the game name into "scarlet balista" so every1 will choose punisher

Dude, you get 10 sec surviving. And you missed the whole point of it. Pu does not have high hp nor damage no surviving, nothing of that even if put 0 skills in attack skills to max defensives, Try play a PU before talking! Glass cannon is all you keep recalling and I wonder how's that even possible now? Look at the reality. PvP wise Sw is way more effective and you in previous posts are asking for more tweaks to make it a god class.

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Im nt asking to make sw becoming a god class. Sometimes i say with "how about", they still can decide it or another player can response it. N u still say PU doesnt have high dmge? Seriously with ur offense + firing squad not enough? U sure u know glass cannon meaning? Try searching on google 1st. Havent seen a class who have higher dmg or same with PU,except CB with their reckless.

Escape artist lasts 10s, oh come on every1 can avoid it, use ur detection cocoon + ur stealth,u can see invisble sw unless thaat sw is conceal build.

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4 minutes ago, Recognized said:

Im nt asking to make sw becoming a god class. Sometimes i say with "how about", they still can decide it or another player can response it. N u still say PU doesnt have high dmge? Seriously with ur offense + firing squad not enough? U sure u know glass cannon meaning? Try searching on google 1st. Havent seen a class who have higher dmg or same with PU,except CB with their reckless.

Escape artist lasts 10s, oh come on every1 can avoid it, use ur detection cocoon + ur stealth,u can see invisble sw unless thaat sw is conceal build.

Dude, have you ever played PU? I see 16 posts registred on 18/10/19. And go read my post again till you understand.

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1 hour ago, BesTweaveR said:

Dude, have you ever played PU? I see 16 posts registred on 18/10/19. And go read my post again till you understand.

Be civil, there's no need to be so agressive.

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6 hours ago, BesTweaveR said:

I've been testing more the Punisher class today and here's what I figured out:

(Note that this was done considering the use of skill reset after the Halloween candies fix patch, so no extra skillpoints).

It sucks as class, please revert (adding - refer to bottom of this post) or delete this fuking useless class because no one will play it for PvP anymore.

You forced every PU players to go DoT skills, for the sake of now giving them a chance to make different builds.. how?? What different builds? They all have same builds.

PU was 3-4 hits for Sw, Cb, De  (referring to first patch  released with extra skills - before Halloween candies fix etc.) while it had 36k hp full defensive set with maxed cocoons and HP. Now the PU after last patch if maxes all cocoons gets circa 28k HP. (I consider Hp/Cocoon relationship because otherwise PU would get no skill points to put in nearly any attack skill). 

If I ditch cocoons to get max hp because it's a damn 3 hits dead class despite 33-36k HP, because no cocoons. Now with the skill resetting due to extra skills added I find myself with 28k hp with all cocoons maxed, what's the point in maxing cocoons when i lose 8k hp? Makes sense? Fuking NO! 

Either max HP with lose of offensive or defensive cocoon you lose too much and PU is useless 200%. 100% useless it was already from the moment you took off passive physical damage.

You gave PU a bit of Eva boost in trade of Void: if PU needs to have some high ch-acc to also a not buffed Sw to stun it, you made the PU go opposite of Eva because Ghost set is not giving Eva, how does it help the PU in any surviving? SW anyway kills PU without Mech no matter what gear/jewels set/build.

Moreover to make PU not even go physical you reduced that damage, and to not let it having any surviving chance you made it go chakra builds with eva buffs. Why? makes no sense.

Also, reduced void on cocoon: PU is by origin an Eva based class! You guys added Eva just to make easier for other classes to survive better! Medic now itself can stack up to around 12k Eva and also up to 12k Ch-Eva with it's own buffs only. More than a PU, also what's the point in giving 500 Eva on Mind over Body skills? How will that help any surviving? Not even in PvE it does help in any way, why was it done?

If i try to get maxed hp I 100% have to lose either penetration or offence cocoons in order to resist a bit more and have a chance to not be 2 hit by someone in PvP (using passive HP + defence cocoon combo). Of course then my damage will suck, it fucking sucks. Men you guys have fucked up the whole class! It's unplayable now!

There are people talking on forums about PU having even more damage now, to those: have you even played PU ever? I see dudes who are SWs and also just made the accounts on forum and are talking about  PU being still too OP, requesting to nerf it more, do it, because no one already is going to play it anymore for PvP. They have no idea about this class and are all about just getting this more nerfed. No one is going to play PU in these conditions, max just to farm pve, thanks to Eva. The day that won;t work PU is dead 100%.

Going Atomic build: useless, it has long CDs, it's a hit and run class hoping the enemy will not stun or pull and fuk you. This column also consumes too many skill points. 

Going Plasma: it sucks in principal, the idea was a bullsht, you forced half of classes to go DoT, not just PU. Killed all the fun in game about even surviving or having a chance to surviving making it even more unplayable as a game, Wh, Sw, Pu all same (DoT based - Could almost add medic). How was this an improvement? all I feel is that you guys sat all this time making us to wait for the patch and did not really even consider the majority of issues you were going to cause. Seems like you guys took all the comfort and waited till the last moment and then brought up a draft of an unfinished idea to present.

This column also consumes too many skill points.

I see no logic in anything that has been done on PU beside changes suggested by me, nothing makes sense. You guys worked with feet

All you did was to completely change this class to some other non-existent with hopes that it will work.

Only good things are: removal of casting times, increasing stun time on Overkill, change of Enfeeble animation and adding of acc and ch-acc. And all these things were suggested by me.

In all game there were mostly 3 players playing Punisher for PvP always: italy2, BumpetyBoo, Drakkar. Rest use to PvP once a month and ditching it in less than 20 minutes. All of the 3 mentioned Players play this class since ever, and are complaining about it. @DrakkarUlfsark has quit PU already, I'm using it till event is over and then retiring it. @BumpetyBoo has no other option as he only has medic class other than PU, and ME is not fun for a DPS class player but soon he too will end the pain ditching the PU.

(Why Medic AoEs has a diameters of up to 50m? Why can those heal up to 10 players? Why noe Cleansing and other aoe skills cal affect 6 players at lv 1?)

im not undertand why all saying pu now makes more dps than before?  

we loost cocoon dps firing dps dps mastery all physical dmg  / they nerfed crit atk pu a lot 

i only can burst medic down when collapse works , my stuns most time not worked high ch eva / eva selfbuffed medic 

in def set i dying faster than before . in nb or mass fights pvp now most time useless cause every focus u and cc and dying like in 1-2 sec   , sw can burst u down with 3-4 skills in def set ,   when u not going dmg mastery u dont have dps for tank classes 

thats why i most time now playing medic ...pu is now only good for pve-..... maybee pu its good again when mech lv 60 coming out

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I will go with Italy may be will quit after event or wait till patch fixes

Old cocoon was good no need extra 25% void when its useless

Suggestions

Old defense cocoon make it real glass canon with high dmg n low defense

Or reduce skill points required to get skills so can play on arkana form most of time ….once mech pull will kill u instantly no chance of staying on those short cocoon 

or add more hp to passive with those limited skill points....

Plasma tree just for PVE....

Add atk dmg to Enfeeble 

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PU got hit by the nerf train so bad, the only good stuffs that went good are the following:

  • Improving Overkill stun duration and relocating into a different skill tree freeing many skill points.
  • Reducing Coccoons required skill points.
  • Improving cast times and animation.

If you guys are worried about PU 2 shotting people, you dont need to go as far as removing their core skill that makes the class what they are, removing damage mastery for PU is the same as removing SW fade skill, It doesnt make sense and it completely changes the class playstyle, PU are supposed to be the main damage dealer class.

I would suggest for the following changes while keeping the ones I mentioned above:

  • Changing back Chakra Mastery to Damage Mastery but nerfing its Physical attack +165, Physical attack +30%, Chakra attack + 165,  Chakra attack +30% making its Max Level 15
  • Firing Squad Physical attack +48.75%, Crit Rate +26%, Crit atk+ 67.5%, Chakra attack +33.75%, Max level still 8
  • Offense Cocoon Physical attack +60%, Crit Rate +14%, Chakra attack +28.13%, Max Level 8
  • Changing back Ishtar skills to gravity based.
  • Changing Plasma Bullet max level to 8, Plasma Bomb max level to 6.
  • Changing A-bomb max level to 7, - 30 move speed at max level.
  • Changing Atomic Blast debuff from -66 to -55 at max levels.

With these changes were just re rolling PU the way it is back before the patch with 75% damage output than before, but freeing skill points enough to have atleast 15 points in HP passive, and 18 points remaining so they can choose either Plasma route, or atomic route, PU Dots are not that good they leave alot of gap, I tested it, whipper DoTs are good tho.

Going with the changes I stated specially the max level reductions we can make PU arkana mode more versatile and useful,  and by the way just pretend enfeeble is Overkill in this link as we dont have new calculator for the new skill patch with good visuals.

Plasma route: https://limeox.info/app/scarlet/sim/?c=5&l=11&s=f0f00000006d0085588801805

Atomic route: https://limeox.info/app/scarlet/sim/?c=5&l=11&s=f0f00000006d3800088801875

Atomic route v2: https://limeox.info/app/scarlet/sim/?c=5&l=11&s=k0f00000006dd000088801805

Hybrid route: https://limeox.info/app/scarlet/sim/?c=5&l=11&s=f0f00000006da080088801805

 

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I don't know why people are complaining about a lot of gap, when even prior to these changes Pu has always just naturally had a lot of gap cause thats how it was based around and we've always just had naturally long CDS on everything, even our Mech when used in pvp leaves a big gap, We're not suppose to SE's with fast CD skills. And I can say there is ways to do skill rotations if you take functioning builds. Ive had lots of time practicing on Bosses and people in the past to get things down right, watching animation, doing animation cancelling just overall studying the character and what it can do. again as I wrote earlier ,specifically more toward the Plasma tree atm, its why the high ranks give better DoT rewards, as a bonus for investing it in. Dot opens up a different play style for PU, cause again as DoT even stands for Damage over time, where as if you're playing buff build you're lookin more towards the old mech burst build. DoT wasn't suppose to be a plus on top of buffs, was suppose to be more as an alternative to buffs, and looking at Beau skill simulator I see why ppl are there are complaints about gaps. If those are the kinds of builds people are trying to run with dots on top of buffs, no wonder you have gaps. And that's prob the mistake from moving Overkill over free of the first tree line as prior you would need points in all those for overkill, and then actually have skills to use for gaps. 
Been toying around on the simulator with functional less gappy builds possible for PU and most seem to be functional though I keep getting a magical number of 3 skill points short especially when doing builds involving cacoons.

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The main reason they are introducing changes to PU is because  PU before the skill patch most of the time rely on Mech just to do stuffs, with all those skill points just to get their bread and butter skills it often leaves little to no room for possible build, the optimal build before was to get the stuns, debuff, buffs then damage passive all the pre req skills ate alot of skill points, after that you only got few choices either alot the remaining points to HP passive or get atomic but losing hp passive or get detection buff with a bit of HP passive leaving plasma and atomic untouched and under utilized since DOT before was bad in terms of PVP.

Every class has its own rota and it's common meta in this game to have a solid rotation for pvp, having to rely on plasma not only you have to get all 3 for it to become effective it has alot of CD and now you'll have to squeeze in the 3 plasma in between your overkill stun and Swingers every attempt I made it leaves PU open just before it transform to mech, removing the physical part of PU made it worse againt's tank class that has 10k+ ch resistances, in my case as a DE it's 17k+ , making PU's role as anti tank and class that deals the most damage aweful.

By the way can I have your ingame name, because I havent seen any good PU active aside Italy, Drakkar and Yowiewowie and you seem to be very sure of what you are saying, I wanna know more :)

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What was the point of nerfing physical atk by huge margin? 

If ppl want skill rotation let them have there way some want mech rotation also should be valid for both …..

I agree with Beau giving them passive so either they can chose one way skill either plasma or Atomic or having old mech burst....its just like forcing heavily to arkana form damage.....

Variation(Funkapotimus ) in ASB @Beau who rarely plays even in SB but has wide suggestion 

So many regular playing PU are disappointed if glass cannon damage dealer class cant get much dmg but has to rely on Medics much in pvp for extra buffs and get dmg...

No more a lone ranger class//

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I'm not a fan of mech so i'm ok with this current build, but i think the might impact was nerfed so hard, this skill should have more than 20 range, i use dot build because physic skills has so short range

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The purpose of nerfing atk passive was it was deemed too OP by the player base to the point that it can kill people with 1 - 2 hit and the only arkana that can achieve 9k -11k min max damage, giving it 25% nerf on its damage mastery and buffs but also having its max level reduced by 25% so you can freely allocate points into other area giving PU much more Freedom in making a proper working build than it was before the patch. Also It's better nerf physical than completely removing it.

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