Generating Valour for banners feels terrible and here's why! It's easily hot-fixable.
Currently Valour is generated from 2 sources:
-Dealing the killing blow on an enemy with a melee skill. -Hitting an enemy with a melee skill with a 0.5 second cooldown. The main reason why I think there is a problem with the current generation is that multiple melee archetypes just don't generate Valour nearly as much as they should. -Ailments from melee skills aren't granting Valour on kill -Slower attack rate builds that use things like Slams, Warcries, Retaliations, Bleed, and Ignite hit so slowly and inconsistently that they have basically no banner uptime in boss fights. They easiest way to make generating Valour feel consistent and bearable for every melee build is to make it periodically generate if you hit an enemy with a melee skill Recently. Making it so Valour from kills is gained from enemies dying that you hit with a melee skill Recently would also feel better, especially in co-op. Please... My Experience bar is filling up faster than my Valour gauge. Last edited by LVSviral#3689 on Jul 27, 2024, 2:19:59 AM Last bumped on Jul 27, 2024, 8:25:17 PM
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yep. first thing i checked. i could finish T16 map with barely one 50 charges use
skills that kill mobs 'at the same time' do it so efficiently that it is in practice one charge per PACK. and that feels real bad. there is an-auto generation and generation-rate, so as usual - spend 8 passives and the mechanic works. the baseline version is 100% unusable. not weak like warcries, not clunky like retaliations - just literally unusable |
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" Yeah... I hate when things work like that. Mechanics should never be all or nothing. |
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