Phase Run cast time removal.
First of all, I don't have patience to read the rules, so I'm sorry for any mistakes that I may make in this post.
So there is this skill gem called Phase Run, I'm sure most of you know it, it has a small cast time and then it gives a boost of movement speed (it has some other effects that are not relevant for this post). So the issue with this skill is the existence of cast time, I think this skill would be much more relevant without any cast time, I find the cast time for this skill very annoying to be honest, that is why I wanted to try to have it changed in the first place. I feel that the cast time defeats the purpose of the skill, when I play my ranger character I want to use this to keep my distance from the enemy, so I use this skill to run faster, but the cast time actually slows me down because I mostly use this skill for short distances, so I think removing the cast time of this skill will be awesome and it will gives a fair balance to the pvp as well, as the ranger has to keep the distance to have a chance, it adds more depth to the overall pvp dynamic in my opinion. Please consider my opinion on the matter. This thread has been automatically archived. Replies are disabled.
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This has been suggested before, but I am not inclined to agree. I do not think its run speed bonus was designed to be maintained without pause. As I recall, it lasts over 6 seconds, and the cast speed is far shorter than that.
I use it as my right-click skill on the Shadow I'm building right now, tapping both the run speed boost and the damage increase. To give both of those without any sort of cast time would seem overpowered to me. Besides, I sort of like the little stomp my Shadow does when he casts it. :) And they said *I* was bad at PoE. At least I made it out of act 1 and know how to use the /dnd function. El oh fucking el. I am Path of Exile's biggest whale. Period. Last edited by Foreverhappychan#4626 on Jul 30, 2012, 9:39:30 AM
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I don't like the casttime either, but the "other effects" are indeed relevant for this, as a casttime removal would mean that you can trigger its damage bonus for every/most attacks which in conclusion would make this skill a huge spamfest for as long as you can keep the mana up.
Of course you could introduce a cooldown to the skill, but then I would rather keep it as it is right now. Last edited by Victo#0265 on Jul 30, 2012, 9:49:39 AM
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" Shhh the devs might hear you. They're totally CD trigger-happy right now. SSSHHHH!!! And they said *I* was bad at PoE. At least I made it out of act 1 and know how to use the /dnd function. El oh fucking el.
I am Path of Exile's biggest whale. Period. |
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"you could only do that if you could click on enemies with it so your char both casts and attacks but then you would not be using your main attack skill. speed of using this would be limited to you click speed and coordination. it could be done with no cast speed but when you activate it your character also starts moving to where you mouse cursor is at. |
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Using that skill feels like having to lie down on the floor before getting up from a chair. I'm sure casting time can be improved with a support gem, but that must be like going from -75% fun to 10% fun. At the very least I hope to see cast time reduced.
note that I'm only thinking about the speed bonus, damage bonus can go as far as I'm concerned "MUH ALLFLAME" - dead pirate guy Last edited by sah#0731 on Jul 30, 2012, 10:00:29 AM
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"Faster Casting support will not give enough speed for this skill, not to mention this is a green gem while faster casting is blue support which limits it considerably. |
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So the main issue to removing the cast time/animation that I've found relevant is that you can keep this skill active indefinably.
First of all I don't find that a bad thing since it dispels after attack... but I can see how the bonus damage could be a bad thing... but at the same time you'll have to combine this skill each time to attack, and that will decrease your DPS if you don't have enough APM. But if it's necessarily the cooldown of the skill could be increased, so after you use it for 6 seconds you could have like 3 seconds of cooldown before you can use it again, anyway, I think any counter-balancing to compensate to the removal of the cast time and animation will be totally worth it, because as it is, it doesn't seem intuitive to have a cast time, it's just not fun, and it's a bit frustrating, that's my opinion of course, I'm just trying to help, this skill can be used by anyone so I don't see any pvp balancing problems anyway... The bottom line is, to aim to make the game fun but still keep the balance is a good idea in my opinion. |
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" I am pretty sure Phase Run is a non-target spell, so you would only need to use it in between the attacks, which encourages makro use or similar and corners players into a certain playstyle if they want to maximize their characters, something GGG has worked against from my experience. The some goes for a skill cooldown, below uptime it would give players an advantage in for example short term ladder races or even more so in Cutthroat leagues (it already does, but it would be worse without cast time), if it's cooldown is too high the skill would become unusable again. |
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"I know how it works currently, but I was giving an example of a needed change to make the skill usable for each attack which was an unfounded fear for this. But I forgot about macros, but GGG should not make their game around people abusing macros. And currently skill is useless except as a movement skill which is not good at either. We are making suggestions how to make it useful at something. |
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