Huntress and parried debuff
Hi everyone,
I just read about the intention to add a new culling skill for Huntress and don't know how to feel about another cull skill to generate charges, I believe generating charges should be somewhat reliable, some ideas I can think a bit more build focused, trying to incentivising a ranged/melee playstyle: Whirling slash/disengage: max stage whirlwind will apply the parried debuff to enemies hit, collapsing the max-stage whirlwind will consume the parried debuff to grant 1 frenzy charge, the disengage explosion would still only hit those hit by disengage itself Whirlwind lance/ thunderous leap (?):reaching max stage whirlwind( non-frenzy-charged ) will apply the parried debuff, thunderous leap can now consume parried to grant a frenzy charge, 1 per skill use Storm lance: Non-frenzy-charged detonation inherently builds up electrocution status, this way not allowing it to be chainable from each other and requiring some investment with combat frenzy and maybe on the tree Blood hunt: Give 1 frenzy charge if the explosion kills the targeted enemy, basically acting like the "new" culling skill Explosive spear: lodged spears detonated with this skill apply the parried debuff Some of these ideas may be a bit too easy to execute, but the parry as it stands feels completely out of place, if the class is suposed to be an agile in and out kind of class you shouldn't be standing in place dying because you tried to parry a slam or a slightly too far away projectile. You are never rewarded for going in and barely rewarded for going out after a parry, you could have thrown 7 spears in the time the mob decides to do a non-slam attack Parried feels more like what active blocking on shield for warriors should be to generate endurance charges and Huntress should generate those charges by actually going in and out or maybe I am wrong and we are supposed to generate them by spamming freezing orb-twisters As a summary I think generating charges should be a reward from actions performed by the player, such as completing a combo, and not depending on RNG (leaving a mob in culling range) or AI actions (mob doing a parriable attack) as it completely breaks the flow of combat I love the general feel of the Huntress as I did with the monk, but both suffer from the same problem, having to be in constant watch out for super low life mobs as the """"intended"""" way to play is not fun These are of course just my thoughts and I would love to hear other people ideas on how the combat loop for the Huntress could be improved Last bumped on Apr 7, 2025, 10:04:36 AM
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