#The "snail" ability feels reel bad
12 messages · Page 1 of 1 (latest)
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I agree I would recommend an AOE type of power were it affects all enemies in a radius. It’s not as great as the other abilities.
Could also provide a buff for players inside it, attack speed, small amount + damage. It feels very weak at the moment as it is
yeah, easily the weakest ability. i dont really enjoy mage all that much either
You'd be surprised how much survivability it has. Not to mention how ridiculous Torpor can be on certain enemies. And that's not even considering some of the masteries I've seen. Definitely understand people who don't gel with the playstyle, and would like to see some tweaks to the coop power in the future, but core staff gameplay as a whole seems fine. I think just making the coop power's aoe more versatile and maybe increasing the duration slightly should be enough. (though afaik, duration of that is affected by Sympathy, so it's probably just better suited to a Sympathy build anyways)
its empathy but i see where ur going
im not vibing with what feels like a rather support oriented playstyle, im an assassin main
or daggers, greed? im not sure what the actual term is
I completed A&E yesterday, the staff’s coop is very situational, compared to shield or bow coop which is pretty much always fantastic. Other than that I love how the staff feels and is by far my favourite play style
the staff ability feels very strong when mobs or bosses are on top of each other and youre able to successfully pull it off. id like to see an upgrade for the ult that maybe sucks enemies in and then slows them
its a nice setup ult in fights but 1. its weirder to activate since its a vertical 3 person ult and 2. when you see the moment to ult, the enemies have already moved away from the PERFECT spot whie your teammates run over to activate it
would love to see it become a 2 person ult for quicker activation or something about grouping enemies up more together
I really like your idea of making it a 2 person ult