WARCRY discussion thread

Those will probably extend duration and radius of effect every level.

I predict a collection of those buffs will come along the patching on Act4.

I am really interested to see a warcry buff to defenses for melee ... honestly the counterattack gems didn't fix anything.

The apparition of warcries on the game along with the game hardening on Act4, would make melee tank / warcry relevant on parties again.

If those buffs are coming for real I will play melee again, even with desync. Can't wait.

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gorillajuice wrote:
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CliveHowlitzer wrote:
If it is attractive to use with CWDT, then I just consider it another skill failure. I'd vastly prefer something not meant to be spammed and is thus more powerful. I don't want another enduring cry linked up to CWDT.


First step is to bring melee up to standard of flame blast and tornado, then we can looked making this game actually skillful. If these cry's have drawbacks, an abyssmal clear speed with having to cast 3+ buffing spells before every single pack, whilst tornado has already lololol'd its way through half the map we are still where we are now. The only solution I would consider acceptable is a self cast gem that casts all linked warcrys so we have some active engagement without being reduced to a buffing machine.

I'd rather they nerf all the skills that are easy mode and then rebalance the game around that, instead of buffing everything. Since let us be honest, if everything is as good as flameblast and tornado shot, I am going to fall asleep every time I play this game.

It doesn't help that the game really doesn't reward a slower clear speed. You need godlike clear to feel like you are even remotely getting anything back for all of your time. That is for another thread though.
"Danger is like jello, there's always room for more."
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Last edited by CliveHowlitzer#0568 on Feb 9, 2015, 5:44:05 AM
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CliveHowlitzer wrote:

I'd rather they nerf all the skills that are easy mode and then rebalance the game around that, instead of buffing everything. Since let us be honest, if everything is as good as flameblast and tornado shot, I am going to fall asleep every time I play this game.

It doesn't help that the game really doesn't reward a slower clear speed. You need godlike clear to feel like you are even remotely getting anything back for all of your time. That is for another thread though.

Have to agree here. I don't like the strong shift towards clearspeed in the meta.
Curses-almost no one gives a damn.
Molten shell-almost no one gives a damn.
CWDT setup-almost completely replaced by counter skills now
Counter skills-Negligible damage as well
War cries? I see nothing positive in any more temporary buffs.
Pretty much the only way they're going to shift the meta away from the current one-button autopilot skillspam setup is if they put in instant-speed abilities that can be used in tandem with other ones, and they did it in force.

That means:
Enduring Cry, other Warcrys, Immortal Call (would probably need a nerf but it's been a long time coming anyway) - all able to be cast in the middle of an attack animation or while moving.

Curses - Same as above, maybe through the use of a keystone? That'd be pretty cool.

Buffs like Molten Shell, Blood Rage, even Rightous Fire - maybe through a support gem? I'd definitely make the socket space for a 4-linked Molten Shell that I can cast while I'm in the middle of combat.


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Way back before 1.0, this was a really big issue and people HATED Enduring Cry because it's so clunky to use self-cast. Then Cast when Damage Taken happened and people stopped complaining because they were able to use it while doing other things (the original point of contention). I believe the reason GGG gave back then was due to technical reasons why they can't have us use a skill in the middle of another skill animation (It's somewhere embedded in the Enduring Cry feedback thread). Four-five major releases later, I'd say that's enough releases to find the time to add this capability to the engine. Here's hoping.
IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo
Depending on the base mana regeneration this war-cry provides per enemy/count opens up the possibility of Mind over mater actually being usable in it's current location.

What i would not mind is a reservation on war-cry's.

Let's say a 2.5% mana reserve and it auto-cast's every X seconds when hitting an enemy. Since clear speed is king, this will hardly be utilized if it requires the character to stop moving.
That's not to say that i agree with this overall sentiment, i would advocate the toning down of all damage numbers to have some fun again in this game, but it is what it is.

@ gilrad, Cwdt was introduced because enduring cry was not reliable because of server/client sync.
you could be stunned prior/during EC animation, this would give the impression you have EC's on client side, while server side you had not.

And back then, EC's where a major boon to your defenses, failing that EC could be a dead sentence in a lot of situations and going forth on the assumption that you have them, while you did not server side, was another big concern.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
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Alros wrote:
Please give this little to no cast time to not make it overly annoying.


Exactly this. Best would be no cast time at all to make combat as smooth as possible.
If you have to get castspeed as melee it would just be worse than without a cry.

But in general those crys could finally make bloodmagic viable (outside of low life aura builds)
also MOm could be finally good for melee builds too..
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Zoroch wrote:

Have to agree here. I don't like the strong shift towards clearspeed in the meta.


Yup. Clearspeed has to go down and not up in this patch. I'll weather the waves of QQ and "I quit" threats for the long term stability of the game.
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Boem wrote:

@ gilrad, Cwdt was introduced because enduring cry was not reliable because of server/client sync.
you could be stunned prior/during EC animation, this would give the impression you have EC's on client side, while server side you had not.


My point was, prior to cwdt, all everyone really wanted was to be able to cast EC while in the middle of another action without having to stop and play the cast animation or have to worry about any other attack/cast animations finishing.

cwdt fixed that, but at the same time it further pushed the game in the "one-button wonder" territory.


Finally addressing this would only be positive for the game.
IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo
I think they should actually introduce HP reservation gems now to make blood magic keystone more viable.

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