Also, I would like to add one of the devs commenting about these skills which further supports what characters I mentioned tend to use these spells (). Therefore, I think a change to it to be a conelike area or something like distortion wave but wider and longer would be super justified to make it more suitable for a lot of builds.Īt the end, I have to mention one more thing that fire nova is kinda a defensive skill, since it provides chance of impaired aim, however, characters that tend to use fire nova also tend to also use core dweller, meaning that the defensive aspect is a bit wasted to actually protect the core dweller and at the same time is not enough to protect the ranged character. Now the thing is, when engaging a group of monsters that mentioned int character is very likely not standing surrounded by the enemies, so the ability of that skill to hit everything around you is very much wasted, since a conelike area would do the same job. When it comes to Fire Nova, the problem with it is that is only fire damage, which makes it being used primarily by int based ranged casters. This would make the skill that one could make a build around it and not a win-more type of skill. Damage could even be reduced but with being able to aim it and hit it, super justifiable. Meteor rain (meteor droplet in this case) would be just a one rock that could be aimed normally with a bigger radius to compensate for the loss of other rocks. A special mention is for using it in caves or just generally small areas, then you are super fortunate when it hits. It is not really rare that the skill does not manage to hit absolutely anything and as a bonus to that randomness, goes on a pretty long cooldown making it very a win-more skill that you use after skills that are reliable. Honestly, they both are very fitting for playing xmax, but now we can ask ourselves why are they in the normal game? Even if I take into consideration a melee class using meteor rain, which I understand is not unusual, there is still an issue with randomness of that spell. So, these skills become a thing that is like: Uhm, what else is least bad to skill now? Fire nova is better at this, since its larger radius allows it to be more offensively used, but being a nova like skill, you're technically wasting its potential by not being in the centre of action. Now there are skills, Meteor rain and Fire Nova (Fire nova only to some extent) that require you (a ranged caster) to be surrounded by the enemies to have some effect, which restricts this spell to be only of defensive use for ranged characters. Of course, there would be a replacement in the form of Chain lightning going up from 32.Ĭonsider that earth is primarily used as a ranged caster mastery. A suggestion could be made to lower the required level mastery of Lightning Dash to 16 or 10, since it is a bit comparable skill to Take Down from Hunting with shorter cooldown and its clear that the developers intended the Dash to not require so much time to be able to skill, so that’s my reasoning for why it should go down to 10 or 16. I am not saying that a spellcaster would not take that Wisp upgrade or Lightning dash, just that they would be prioritized much later after everything important is taken. Nothing useful for a ranged caster that represents the majority of storm builds. Now, what can you choose from the ultimate skills? Something that a petmancer would be quite happy about or something that enables melee storm build. Most builds that use storm mastery are ranged casters. I am now going to go over all masteries and show flaws of the new skills and possibly offer a solution. Now most of the 'ultimate' skills feel like an optional route.Īnother thing with the new skills is that they are not easily usable in most of the builds. This is how it used to be when the max was 32. Let's work with an idea that the uppermost skills should be the ultimate ones, with quite large power spikes after getting them. However, the new skills are not quite fitting. To sum it up, Atlantis was great at addressing this issue. This was a great countermeasure to balance the abundance of skill points that was very slightly not addressed in Immortal throne and it became a problem in Ragnarok, when you have so many points that you very soon find yourself in a situation when you do not really choose what to skill, since you will be taking the big majority of it. With Atlantis, there were 20 new skills added to the game (2 for each mastery) and I do not think many of them are appropriate for their masteries or that they were given sufficient consideration.įirst point I would like to make is that it was a good step to increase the mastery tree from 6 level of 32 points system to 7 level of 40 points system.
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