I honestly have no problem with the spell sometimes bugging out. It’s a lot better than just having a “freezing strike”. The spell was different and creative and I liked that very much.
Maybe try the solution of autocasting the flap. I would be willing to test it out on stream for sure.
So far I’m having issues with Rock Spikes and it’s secondary form Earth Dragon. Rock spikes seems to be the hardest spell in the game mod or non mod to actually be effective with. Seems it just doesn’t register most of the time, I’m not talking about “miss” or hit chance I mean the game does not seem to understand that it’s a WALL of rocks not a 3 mob spell and it’s range isn’t what you see visually. It’s honestly super frustrating and just all around a clunky spell. The Earth Dragon I tried out for about 15 minutes and it just made me even more upset with the spell overall. Any tips??
I’ll give you the best three pumps of your life baby
It’s because the game not really support “the spikes wall”
In fact the earth spike is a invisable “arrow”. And the spikes are only fx after the arrow. So the judge for hit is not decide by the spikes. Damage only come from the arrow. As same as the other ground spikes skill in the origin game.
I’ll try to improve the effect, but I’m afraid it can never be perfect:(
Oh wow, ok so it is for sure confirmed a tad bit clunky. Hm interesting… I’ve been trying to find the right way to manuever the build I’m using, so far it’s good damage (granted the Spike wall hits correctly). Honestly though it just adds to the challenge to stay alive lol but any improvements are welcomed! Great mod
I just tried the first level of the Fangshi.
As for the previous class, here are my analysis.
I have one word for this… AMAZING
I don’t have the name of the spell nearby so i will just “describe them”
-Fire seems really interesting
-Earth shock wave is really promising
-Vines looks like a good crowd control => It would be nice to see the radius of the area infected (you can find out, but I like to see the impact area on the ground)
-Freezing strike sound really awkward to use as default attack, the dmg is low. Maybe investing in it is worth, i’ll test
-Hail of arrows offers many possibilities.
-The signet make my brain hurt, but I understood the philosophy:
Physical => Pierce => Cold => Acid => Fire
Physical => Acid => Pierce => Fire => Cold
The buffs around these seems unbalanced. +17% crit chance is big compared to +2%. I need to check the scaling
Overall: INSANE class, I can’t think about which class is better with it. I see so many possibilities! Cold with Nightblade , Physical with soldier, fire with demolitionist…Vitality/chaos/lightning are not part of the equation, but you can’t have all dmg type in ONE class.
Thus I reached the ammount limit of masteries
There is some skills in plan be not used.
However I don’t want to abandon them
So a new version comes–
I give every mastery,include the origin six, one or two new skills.
I hope they can take us new BDs
However, I will never modify the origin skills:undecided:
First let’s see the 3 newbie
-------------Necromancer---------------
A new pet.
He cost so much CD and in fact he is not as powerful as Primal Sprit (because no high damage aoe spell) But he has own advantage. guess what
-------------Ranger---------------
Art of Ranger will not be applied to Bulletstorm any more.
New Skill,Uncanny Dodge
A short duration (really short) Invincible skill.
-------------Fangshi---------------
Ice wings come back:p
the bug have not been really fixed. I’m sry for that
It get a new transmuter:p but lose one modifier.
New skills will blade. a mult target base attack skill
Highlights: It can trigger weapon pools on mult target!
and for these mult target weapon pools, the angle and target numbers will be superimposed calculation
Known bug: this skill cause UI display error(angle and target numbers ) for weapon pools.:o
New skill Dragon’s Breath. High damage wave attack
just one pic
-The signet are not balanced yet. I tried a fire focused fangshi/demo, and unfortunately the fire signet is the worst I can take. The fact that you gain fire RETALIATION instead of DMG really hurts.The signet can gives me most of the dmg is signet of…metal
The 78% crit damage is really too much !
-Also, do you want fangshi to be able to use multiple signet at once?
-As said above, one modifier tooltip has vanished during the update (the ice wings). I have a big question. Can you modify the range of this spell so that the ice “balls” starts where you mouse is, instead of a fixed distance ?
-The fire spreading modifier, -75% dmg for +50% duration, is extremely crappy. Why would i put a point to have dmg/2 ?
-I don’t understand the dagger/sceptre requirements on the auto attack modifier.
-Dragonbreath seems lost in the skill tree, alone, looking for update to deal some dmg, extend the cone or the range
-I don’t understand what the last vine modifier is supposed to do O_o
It is not clear
On other classes
Demo : LIGHTING shaman/demo is upon us. Good !
Soldier : no thoughts on this, i am not a soldier guy
Occu: Didn’t test, but really nice in the idea
Arca : finally, aether resist debuff
Nightblade: the skill you added is really far in the tree
Shaman : Cold/lighting spreading skill was really needed to give the Druid (arcanist/shaman, my FIRST character) a real meaning
thank you for you detail feedback! I will think carefully
some answers:
1.Signets need lot more balance. seemd I’m faild at adjust the status value for so many buffs:p I’ll try to adjust them more. And seemd that the flat dmg of water/wood/fire is missed. It’ will be fixed.
2.You can use multiple signet at once. In fact it is designed that you’d better choose 2 signets. For example a cold dmg bd should use Water(pierce cov. to cold and flat cold) and Metal(flat pierce and cold bonus).
3.Sry for that fault. And the wings can not change the start range because of the template. As same as these bugs:cry:
4.Fire modifier(transmute, I think:p) is provided to these phys dmg BDs who prefer to use fire as a Debuff (Armor and phys res reduce from modfier 2) but not a DOT. As the base skill only last 4s while CD is 10s. You can only get a full coverage from the transmute. BTW. the DMG of modifer 1 will not affect by this transmute.
The transmute of wood is similar design. Use this, vines can not be a good CC
anymore – reduced radius. However, the entrapment and slow res reduction means you can slow/trap the BOSS now(still no effect to nemsis now, but it can be changed.)
In fact the Transmutes always means a full mechanism and use change to one skill. This is the is my favorite element in GD!.
5.dagger/sceptre req. is on the purpose of balance. In fact in later game, a mut-target weapon attack that can trigger weaponpools is very, very powerful .(see #296). I think it will too OP if not restrict the weapon type.