#1
Posted 10 April 2012 - 08:23 PM
If you have an issue with class balance, please post it here.
A skill which you feel could be better? please post it here.
A known bug or issue with a specific skill? please post it here.
Now remember this is for Jumeaux ONLY.
Feedback for Spirit Lord can be posted here.
#2
Posted 10 April 2012 - 10:15 PM
- Disconnection sometimes while pvping, when you use the Stun Punch or Ghost Fighter. it makes you disconnect. ( Same thing when you are dueling ).
#3
Posted 11 April 2012 - 07:21 AM
- I also agree that there are disconnections when pvping or dueling... usually when the fighter begins to attack faster with more skills constantly, it disconnects.
- Also the "balance" of the skills to get ghost fighter seem like too much skill points. An example would be finish move (or something else before ghost fighter) that needs to be level 5 just to proceed. So maybe a lower level of the skill would be nice to save up some skill points for the other skills.
- Dodge Mastery also needs to be level 5 to proceed to the "deep breathing" skill.. If possible, can you lower the level (of dodge mastery) necessary for "deep breathing"?
#4
Posted 11 April 2012 - 07:25 AM
Ummm the damage done by fusion skills should be increased also.
#5
Posted 11 April 2012 - 07:52 AM
#7
Posted 11 April 2012 - 07:56 AM
#8
Posted 11 April 2012 - 08:14 AM
Roar of lion *"does not"* decrease evade rate as said by description.
Passives description should be changed to fit its actual effect (iron fist, breathing, rapid stance, heavy blow, at light speed, ring if hell). These descriptions are misleading.
Both awakening skills awakening cost should be lowered as both skills can be countered/avoided/walked out easily.
Ring of hells debuff should be constant, it keeps dissappearing and reappearing while opponent is in ring. Rind debuff should be increased as opponent........ can simply walk out ._.
*****A cool effect for ring of hell would be trapping anyone who steps inside the ring (including caster(. No debuffs, but they simply cant leave the ring. This would result to a cqc brawl. (Thus named the ring of hell). Another idea for this is adding the effect of anyone in the ring cannot be knocked down, flinched or launched.
Absolute def does nothing for twins.... (unless we get a new passive)
Weave cooldown should be increased by 2-4 secs to provide a larger window so players could counter.
Impact blow stun % should be increased as skill lvl increases. In fact... i never stunned at all with that skill.
Fusion boost cooldown is too long for what its worth. Mostly all fusion skills are worthless to use in combination with fusion boost. Duration and cooldown of this skill should match.
Sp requirements are too large. We have too many prereqs. Finish combo takes 100sp. Roar of lion that doesnt work properly takes 60. Stamper 60. Spin bomb 60. Dodge mastery 50. Dragon kick 60. Hyper knee 60. All these skills are worthless in pvp/pve with the exception of stamper and dragon kick. But both of those skills hit count varies.
4th class skills that require awakening should have super armor status as they can escape/counter easily. This way, opponent can still escape, and its at least worth using the 4th class skills for the twin, as they know that they will not be severly punished in a counter atk.
Edited by tainguyen, 14 April 2012 - 08:47 PM.
#9
Posted 13 April 2012 - 09:54 PM
Edited by d2truong, 14 April 2012 - 04:09 AM.
#10
Posted 14 April 2012 - 07:13 AM
#11
Posted 29 April 2012 - 03:30 PM
Training Time's aim seems to be based on the character's Base aim; it never really hits enough in pvp to be too useful.
Breath Control is supposed to eliminate Fusion's cooldown time- you can cast Fusion with no cooldown, but the twin will not recall until you wait 2 seconds.
Dragon Uppercut doesn't hit the amount of times the description says it does.
#12
Posted 20 May 2012 - 08:20 AM
Fist Harmony and Harmony Master are impractical to use in PvP, but its easier to pull of in PvE. This is due to the Main fighter skills and Twin skills not working well together. For example, Infinite Turning Kick misses 3 of its 5 kicks. After using Infinite Kicking and following up with Rising Drop Kick, then attempting to use Power Fist with Spirit Spear, the Power Fist fails to stun and the Spirit Spear doesn't electrocute them even though it hit the opponent. It's like during that combo, Rising Drop Kick prevents the enemy from getting stunned by Power Fist. What's worked for me is that after the enemy has control and starts to move even the slightest bit, Power Fist and Spirit Spear will definitely connect. Otherwise it will miss entirely like in the above example.
Spin Blade allows the enemy to escape still even though they are actively getting hit and sometimes it doesn't connect.
Swish Kick is pointless. It's one of those skills (and Twin fighters have many) to throw out there and hope it connects. I want to see Main fighter and Twin skills used efficiently one after another for a flawless combo weave.
Lastly, if the Main fighters and Twin Skills start up animations were faster like the Spirit Spear skill, with no sort of start up motion, it would more fast paced and great.
Edited by Engarde, 20 May 2012 - 08:27 AM.
#13
Posted 23 May 2012 - 10:59 PM
#14
Posted 27 May 2012 - 11:10 PM
tainguyen, on 23 May 2012 - 10:59 PM, said:
I'll flow you in the wind!
Back on topic, it'd be great to have the twin in the same clothing and equipment as the main fighter and not just be bared naked.
Edited by Engarde, 27 May 2012 - 11:14 PM.
#15
Posted 28 May 2012 - 09:01 PM
I just think is stupid to spend 410 SKILL POINTS to get Infinite Kick level 1,
I just did Skill Reset and remember why I had all those other 8 useless skills
in my build >.>
I know you wont do anything about it, but I wanted to get it off my chest.
#16
Posted 28 May 2012 - 09:01 PM
#17
Posted 29 May 2012 - 07:46 AM
zabmaru, on 28 May 2012 - 09:01 PM, said:
It also says voice opinion.
Anyways, there should be an IM that converts human clothing to dragonkin clothing and vise versa. The majority of the player base is humans, thus getting the useless IM clothing i want, is extremely hard and costly.
Edited by tainguyen, 29 May 2012 - 07:46 AM.
#18
Posted 29 May 2012 - 11:08 AM
Edited by Kazu731, 29 May 2012 - 11:09 AM.
#19
Posted 29 May 2012 - 01:13 PM
Please read the title and then post.
I disagree with Engarde saying that the times for twin skills should be sped up.
Spirit Spear is a wonderful catching skill already, without the speed up. If warlocks have to deal with slow blizzard start up, it is hardly fair to even begin considering speeding up any twin skills.
(Especially when you consider that spirit spear is entirely usable whereas harlequin's ultimate takes so long that it can't be used within the duration of a level 8 stun. ) The example I've encased in parentheses is an issue. What you've proposed isn't.
#20
Posted 29 May 2012 - 06:38 PM
Skills that should be sped up is: Spin Blade (doesnt hold/catches. Just filler damge); Swish Kick (first atk hits, skill is so slow that 2nd kick misses completely defeating the whole purpose of the skill); Rocket Blow (slow launcher); Non stop kicking (it doesnt catch, super slow animation, and if it hits opponent, they can still walk out)
All the skills i posted are uncommon skills twins use, very low damage, and if its sped up, only spin blade would probably be used.
#21
Posted 30 May 2012 - 11:48 AM
tainguyen, on 29 May 2012 - 06:38 PM, said:
Skills that should be sped up is: Spin Blade (doesnt hold/catches. Just filler damge); Swish Kick (first atk hits, skill is so slow that 2nd kick misses completely defeating the whole purpose of the skill); Rocket Blow (slow launcher); Non stop kicking (it doesnt catch, super slow animation, and if it hits opponent, they can still walk out)
All the skills i posted are uncommon skills twins use, very low damage, and if its sped up, only spin blade would probably be used.
#22
Posted 30 May 2012 - 01:55 PM
Jumpluffspore, on 30 May 2012 - 11:48 AM, said:
Twin Fighters defeat their enemy by launching extremely fast combo attacks.
I didn't mention Spirit Spear needing any buffs or speed improvements. It's fine the way it is. I ask for the running start of Sliding Kick and the short forward hop of Infinite Kicking to be sped up. That time frame between the start up animation and the skill actually hitting the opponent gives them an opportunity for a counterattack. The same thing applies to Screw Drop Kick. Make it like a Pally's Aerial Smackdown. Otherwise, I'm fine the way Twin Fighters are. Oh, and wherever that Twin Fighter is, I hope she comes back.
#23
Posted 30 May 2012 - 01:58 PM
#24
Posted 30 May 2012 - 02:11 PM
Engarde, on 30 May 2012 - 01:55 PM, said:
I didn't mention Spirit Spear needing any buffs or speed improvements. It's fine the way it is. I ask for the running start of Sliding Kick and the short forward hop of Infinite Kicking to be sped up. That time frame between the start up animation and the skill actually hitting the opponent gives them an opportunity for a counterattack. The same thing applies to Screw Drop Kick. Make it like a Pally's Aerial Smackdown. Otherwise, I'm fine the way Twin Fighters are. Oh, and wherever that Twin Fighter is, I hope she comes back.
Those descriptions aren't accurate and hold no basis for speeding up already glitchy skills.











