#Riftwalker suggestions

1 messages · Page 1 of 1 (latest)

gritty gull
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I'm not suggesting a huge rework in how this archetype supposed to operate since I like how it performs right now, but the current issue with riftwalker is that diffusion, as a red node, is being plainly useless; and gust, costing only 1 ap, is overly strong.

A few suggestions that I have:

  • Move diffusion to be optional
  • Gust wind application 3 -> 2
  • Add a new red node at where diffusion once were to help players build up their wind
  • Transonic Warp AP requirement 2 - > 1

I wouldn't make any direct suggestions on the new wind application ability I mentioned (cuz I don't really know what it should be yet). I do think that having more diversified wind application methods will help this archetype.

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Do what you guys did to shepherdlike

delicate abyss
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rift on teleport and then you can walk through the rift

upbeat wedge
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Decreasing gust application is gonna have really big repercussions unless the new red node can make up for it

gritty gull
dawn urchin
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KASSADIN

spiral cloud
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Rift already has a planned rework anyways t-t

snow vapor
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gust applying 3 winded was like the main reason why it got viable

that said, i feel like melee application should be better than it is now

then i had an idea how to make it so you don't get screwed when ppl kill your mobs: killing mobs with winded will spawn a vortex that decays by 1 winded every 2 seconds, it will jump onto the nearest mob whenever possible

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although if that diffusion gets changed, then maybe winded application speed nerf could work

alternatively gust could get nerfed by applying 3x winded to only 1 mob and everything else gets only 1x so it nerfs the buildup speed against swarms while not killing single target buildup

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but flat 3->2 reduction would make it kinda suck

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rift is already insanely broken when fighting swarms and just slightly above average for single targets, so ig shifting a bit of that power towards single target buildup could help

gritty gull
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Gus wasn't even bad when it was only applying 1 wind at a time back then, there is no way changing the wind application from 3 to 2 will make it non-viable. It is true that the melee wind application is certainly not very great, so if the CT decides to nerf gust, then they must add new wind application systems.

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Regardless of what, diffusion certainly doesn't deserve to be red

craggy axle
gritty gull
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non timelock manastorm rift does a steady 300k before the change

craggy axle
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you just simply wouldn't get enough winded to do your cycle without most small enemies dying

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on big enemies winded was a pain to get

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if gust was changed id write off rw entirely tbh

gritty gull
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on small mobs yes

brisk delta
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There is a full rework planned already btw
-# So same scale as Trickster

craggy axle
brisk delta
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There'll be some compensation for losing winded for the other 2 archetypes dw

craggy axle
snow vapor
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I guess the most basic compensation for lightbender is to give more damage based on how much you heal and arcanist based on how much mana you dump

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And by that point rift could get damage based on how much it moves

muted trout
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wtf nerf gust? r u crazy. how about buff melee winded application instead

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gust winded to 2 will kill this archetype

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imagine having to do 17 gusts just for one timelock 💀

snow vapor
minor ruin
snow vapor
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meanwhile rift can legit pull off 1.5m dps in timelock, so it really varies

gritty gull
brisk delta
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Having 2 red nodes be purely on just building up winded seems a bit strange to me tbh

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-# Imo it'd be much better if that was instead something unique that worked off your winded.

gritty gull
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uh

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btw when sharpshooter 3rd red node

brisk delta
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There already is a 3rd red node

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Wait nvm misread what you sent

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It'll most likely be in the actual Sharp rework or something
-# Which is post fruma