Remove culling spear and integrate that to disengage directly for smoother play.
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After seeing the post and solution proposed by GGG, making a culling spear that gives a frenzy charge is not a solution, adding more keybindings that won't be used, and having to add one more skill into the rotation.
Problem: Most huntress skills are locked behind shocking the enemy or having frenzy charges. Give players the chance to obtain this quickly in the early game. For example, a primal strike looks excellent, but to make it work early, you would have to parry, disengage (obtain frenzy), storm lance for shocking ground, and then use primal strike. To use the skills you have, make a four-skills rotation. A primal strike on a target without shock is worse than an autoattack. Solution: Make disengage, which gives you a frenzy charge no more than X times in the last seconds. If you have the skill that can obtain a frenzy charge from disengage from 8 to 3s (lvl1 to lvl20 skill gem), it would solve all these issues. Moreover, since some of the huntress skills force you to shock, ignore, or freeze enemies, the skill shocks enemies or gives a 500% higher elemental ailment against enemies. This is the type of solution that would make the huntress a bit easier and ease the campaign for new players. There is nothing more frustrating in the campaign than having access to 3-4 new skills, and after trying all of them, you go and socket your old skills, because new skills are gated behind charges or ailments, and we have no proper way to obtain these charges. Last bumped on Apr 8, 2025, 3:44:38 AM
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I absolutely agree. You already have to use a plethora of skills to make a huntress build work.
You could also add a general way to gain frenzy charges by evaluating if you've dodged attacks, either by dodge roll or by disengage. |
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You can obtain both the charges and ailment - even early in the campaign.
Regarding the ailments: there are particular skills that have an increased chance to apply them, e.g. lightning spear. Those do not neccessarly require a frenzy charge. There are also skill gems that heavily increase the chance to apply ailments as well as passive tree nodes (they are there for a reason...). You also can easily gain shocking ground through a skill gem. Regarding frenzy charges: I think the design intention is that you can not spam frenzy empowered skills. Instead you need to "earn" the charges by doing certain things like parrying or later electrocuting/freezing enemies. And now the alternative culling enemies which I'm concerned might make it a little too easy. If someone wants to easy the campaign for new players, changes like giving low level spears more damage would do the job and not changes that drastically change the entire later gameplay of the class. |
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