Skill Revamps - Part 1
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If anything at all, give xbox the use of left trigger to open a 3rd panel of skill slots.
Xbox is seriously underdone with the lack of skills useable to a button-stroke. PC can have reign of the entire keyboard and multi-function peripherals. We get 8 buttons. I'd be happy to do away with corpse targeting with left trigger for 4 whole new slots for skills. |
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ice spear better be bad ass
Dys an sohm
Rohs an kyn Sahl djahs afah Mah morn narr |
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please do a wild strike. love that skill
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well
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By buff you mean nerf 3 patches in a row then wonder why no one fucking uses said skill anymore?
Or did you mean create a brand new skill that does the exact same thing as random skill, nerf said skill, buff the new one and create mtx for it then wonder why no one plays the old one anymore? Not that both of those scenario have happened twice now, or anything. |
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" That's some impressive confidence in your own assumptions you've got there, buddy... |
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" RF is actually in a really great spot, Its not actually overpowered it just fits in with how Jugg was reworked and has always been strong on guardian even with the ES nerf. Problem with GGG is they want to rework old skills but they would rather nerf meta builds rather than fix the problems why they were not longer played. |
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普莱德斯联盟之后 POE已经失去了活力
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" You can simply hold the move button (usually bound to left click for most) then press your cyclone hotkey; if you release the cyclone hotkey (right click for most people), you'll stop Cyclon-ing and go back to running. It's an easy way to avoid those long lock down stuff. |
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Idea for Charged Dash :
-: Increase ghost movement speed -: Set max distance at 3/4 of screen (as it is now I think ?) -: When ghost reach max distance, he comes back to you. -: When he goes back to you, he goes back to where your mouse points. -: repeat indefinitely. -: When released, ghost deals damage once in all area covered, multiplied (with a factor) by the amount of time he passed through. Why it could work: -: could look good -: less spam by allowing to channel longer -: every channel length is viable -: could scale stuff like bleed and movement speed -: area dependent on how long the channel lasts |
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