[Feedback] Huntress Frenzy Charge Generation Is a Core Problem for Build Variety
Frenzy charge generation is only half of the problem. The true problem is that the parry debuff adds flat damage taken. This means that nearly half of your weapon damage is hidden behind manually blocking a monster.
This means that the entire class is balanced like a thorns build. No matter what you do, unless you have parried a monster you are doing 100+ less flat phys damage to it. |
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Yeah I agree that's why tying so much of the damage into having to parry is a bad idea unless you are able to parry in mapping and with all bosses so it can be used fluidly in all situations. If that isn't the case then they need to make other ways of giving us frenzy charges and not tie up so much damage into parry so you feel like you have to rely on it for your damage.
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Main issue with the parry is that it relies on hidden information. You cannot know - without error & trial or "just knowing", which attacks are possible to parry and which cannot be.
Also seeing your own stun build-up seems like a total pain. There should be an option for a mini stun-up bar similar to health/mana. The best music you've never heard; also free to use on your projects! https://www.youtube.com/@NeverheardTunes 🎶😎🌞
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I don't think I've parried a single thing as my Huntress yet, and I'm in Act 2 Cruel now. I'm playing the Huntress as a ranged character, with Disengage being used to trigger melee every 8 seconds and also as a gap creator.
I honestly can't see a way I would even build parry into my rotation. I want to be running around firing spears at distance, ones that explode, ones that chain, ones that shock. To me, the parry skill is actually a problem, as it takes up a gem slot I would prefer to use for a more useful skill. I know I can just not use a buckler, but I found a half decent rare one that I'm loathe to unequip now. Parry just seems like it would be used by a melee-only character, like the Duelist. I can't see why a Huntress gets this skill and I don't think parrying even has a place in an ARPG at all to be brutally honest. It feels like a Souls-like shoe-in that would only be of any use in slow and deliberate combat where you're concentrating on one mob at a time. I want to kill a pack of mobs and move on, not have to parry each one of them just to generate a bit more damage output. The time wasted spent parrying negates the damage increase in my opinion (based on what I've seen other players doing). This is my main problem with it; the damage over time decreases by parrying rather than increasing. |
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" 100% agree every time ive tried to use it it ends up getting me killed. Lol and the 1 time i parried was the flame thrower boss act 2 when he fails his arm instantly died because he drops a bomb when he exits the animation. |
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