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arti sleep
#1
Posted 21 May 2012 - 07:09 AM
How about making duration shorter? or making aoe radius lesser.... slower cooldown
#2
Posted 21 May 2012 - 07:37 AM
Leave Artisans the way they are.
#3
Posted 21 May 2012 - 07:39 AM
I feel like the Hypno shot skill as too much radius, I was really far away every time from the center of the hypno shot, but I still get slept. It looks like about 15-20m radius to me, which is too large if you ask me. 10m radius might be appropriate.
#4
Posted 21 May 2012 - 08:11 AM
Sincerely, The arti's that matter
#5
Posted 21 May 2012 - 08:18 AM
![:blaugh:](http://forums.warpportal.com/public/style_emoticons/default/icon_blaugh.gif)
@des yeah agree with you
#6
Posted 21 May 2012 - 08:29 AM
#7
Posted 21 May 2012 - 08:32 AM
#8
Posted 21 May 2012 - 09:05 AM
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#9
Posted 21 May 2012 - 09:51 AM
#10
Posted 21 May 2012 - 09:53 AM
i really dont know what to say but your worried about nerfing hypno but we can continue to get owned by raiders. Remember we (barti's) have huge disadvantages we cant decloak we are very easy to kill sleep is our only tool to get away with but i wouldnt expect a new b arti to understand this.
+1
#11
Posted 21 May 2012 - 12:26 PM
Rather than complaining about how OP a skill is, learn with YOUR class how to beat that OP skill.
Edited by SirSlayer, 21 May 2012 - 12:28 PM.
#12
Posted 21 May 2012 - 12:29 PM
Ya, it bothers me a lot. Bourg's flame stun burst...Cleric's voltage storm...Artisan's hypno shot, <<<<
>>>> Sounds like good teamwork to me.
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#13
Posted 21 May 2012 - 12:57 PM
CD is just an aoe fest ;p
Edited by Zjuu, 21 May 2012 - 01:07 PM.
#14
Posted 21 May 2012 - 01:37 PM
#15
Posted 21 May 2012 - 02:15 PM
In all honesty the aoe stuns/sleep are powerful here (With the exception of Mage's Meteorite Flow).
Hypno Shot: 15m radius, 75% success, 10 second cooldown (damage is single target)
Voltage Storm: 11m radius, 60% success, 6 second cooldown.
Flame Stun Burst: 12m radius, 35% success, 8 second cooldown.
The myth known as skill balancing is supposed to be coming soon (or so we are told), and the problem with just nerfing said skills without compensating elsewhere, is that these classes don't really have many other useful skills.
I'd like to see in the future:
Hypno shot have a decreased radius, more grenades become useful for artisans.
Decrease duration of Flame Stun burst to 1 second, add another status effect to one of the other aoes/fix add damage bug for Launcher Bourg's.
Decrease duration of Voltage storm to 1 second, allow clerics to auto attack the enemy after casting. Make manawave more useful, plus add another useful skill for Battle Clerics.
#16
Posted 21 May 2012 - 02:18 PM
i agree with the Hello Kitty summon <3Yeah, then increase the cooldown on grenades even more, remove all the passives in the 2nd job tree and replace the terror knight with a hello kitty summon.
Leave Artisans the way they are.
i agree with the Hello Kitty summon <3Yeah, then increase the cooldown on grenades even more, remove all the passives in the 2nd job tree and replace the terror knight with a hello kitty summon.
Leave Artisans the way they are.
#17
Posted 21 May 2012 - 03:42 PM
#18
Posted 21 May 2012 - 03:55 PM
Lol I've tried that with my crossbow knight before, but she couldn't target anyone and if she could they were out of range :/I think the only thing that should change about ANY range character, is that they shouldn't be able to shoot through walls. Scouts and arti's stand behind walls/buildings in CD press target enemy, and normal attack, and attack whomever is closest on the other side of the wall. That is the only thing about range characters I do not like.
#19
Posted 21 May 2012 - 04:24 PM
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#20
Posted 21 May 2012 - 04:30 PM
It could work out to prevent too much aoe sleep and aoe stun, but since there isn't enough diversity among players (90% is cleric, champ, BA or raider), a lot of people would be inable to join the same game, making it nearly impossible on draco (not sure about leo since i don't play there) to start a game.BA's sleep is not OP. but i suggest when making a group, limit each class that can join a group to three. i joined wars when a group created 5 BA's and a cleric. how the hell can we stop that? one sleep at a time is so OP. not the sleep itself. and on top of that. one time, their formed group inside was 5 BA's, 4 cleric, 2 champs. was really fun.
#21
Posted 21 May 2012 - 05:22 PM
Lol I've tried that with my crossbow knight before, but she couldn't target anyone and if she could they were out of range :/
I hope you aren't implying that it doesn't work, cause it happens quite often. I've sat and watched them do this for over half a game of CD before.
#22
Posted 21 May 2012 - 06:35 PM
It could work out to prevent too much aoe sleep and aoe stun, but since there isn't enough diversity among players (90% is cleric, champ, BA or raider), a lot of people would be inable to join the same game, making it nearly impossible on draco (not sure about leo since i don't play there) to start a game.
you misunderstood me, i think.what i mean is limiting the classes in a group. not in the GROUP ARENA itself. for example, you cant invite another arti when you're group already has three.
#23
Posted 21 May 2012 - 06:44 PM
#24
Posted 21 May 2012 - 07:00 PM
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#25
Posted 21 May 2012 - 08:31 PM
i really dont know what to say but your worried about nerfing hypno but we can continue to get owned by raiders. Remember we (barti's) have huge disadvantages we cant decloak we are very easy to kill sleep is our only tool to get away with but i wouldnt expect a new b arti to understand this.
+2
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