You are missing the point, PVE and PVP have different mechanics and they a screwing up PVE making us stand there while NPC get free hits with 15k ability hits all because they can’t balance PVP.
PVPers should be just as annoyed. The solution to clunky PVP combat should not be we are just going to make some classes slower/delayed etc.
But since it’s PVPers screaming on the forum non stop they just keep over nerfing and over buffing not even catering how it affect PVE.
Yea this is what I’m saying. They have really goofed a lot of the mechanics in this game because they can’t keep people from exploiting their game. This goes for a lot of different stuff in the game.
How does any of this affect pve? Dont you have a tank that is meant to take agro? Whenever i do genesis muts i go in as a medium fs ig mage and i never complained about clunkiness but alright
You clearly don’t go in much if u think NPCs only attack tanks. Bosses have specific mechanics to pick other players and hit them with a huge ability attack. If you are stuck on an animation/delay then bye bye.
See even if you attack with a Firestaff and then dodge, you still have like 0,3s of that Walking animation afterwards. It’s clunky AF.
And to add onto @Monitor 's point. Nobody is saying Firestaff is weak or has no place in the Meta. Damage wise it’s all fair, it’s just that the magical weapons overall have a ton of clunk attached to them which hurts their fluidity during combat a lot.
A drastic reduction in the time you’re forced to walk after a basic attack down to like 0,5s or something similar would be a great start.
It happens with all weapons, the problem is the queue-up system we have with attacks. For example, if you are about to attack and someone interrupts you then your attack becomes queued, then when you are not staggered the attack is then done. If you double left click then it queues up the second attack too.
My advice is to slow down and not spam the attack button as much. I will admit I would prefer the attack queue system to be removed.
Yea its same crap we had before with GA/IG.
Its devs stupid decision that they want all weapons be option as secondary for all other weapons. And since cc does not scale with main/secodary attribute like dmg - we have crap like this and will have more.
All range weapons do have slow after each attack. And reason why its there is mele. With out that slow as range you would be able to kite all mele builds to death. But since we have slow penalty all mele can get to you and chop your face. Its ballancing tools.
Why is everybody posting this Dueling Tournament as if it would prove some kind of point how good or bad certain weapons are. First of all it’s a 1v1 Tournament that is restricted to a tiny area, which is an entirely different ballgame in the first place to how people fight in the real game. And besides that almost all the players participating, except for one or two, are pretty mediocre at best anyways.
Arena is kinda small scale and firestaff is really strong there with this flamethrower. That is 1/3 pvp activities.
Problem is that FS+IG mage is forced to play in close range to be effective. If we doing some improvements, then flamethrower nerf has to come with it, otherwise mage will be good close ranged and long range.
As a mage player I strongly advocated to get Flamethrower nerfed because I think it’s neither fun to play, nor fun to play against. So absolutely no issue to get Flamethrower some nerfs if that means the rest of the kit can get some much needed improvements.
But flamethrower is good only against chickens who dont fight back ;p All melee or archer can just press mouse to attack mage when he use flamethrower. All melee attack (even light atack) will be much higher dmg than flamethrower attack. You just have to fight back (not running around like chicken taking all dmg) then mage is done. Every mage player will tell the same. Thats why removed 2 sec delay is very important for mage. Mage now don`t have enough option to fight in range.
You can cancel a light or heavy attack with block with any melee weapon, but you can’t with a life staff (I haven’t played firestaff enough to notice). Only dodge can cancel them, but that can lead to exhaustion. It should be fixed.