Enduring cry makes me hate playing a melee
"\ So it looks like you don't like difficult games. You like mashing one button and getting loot. That's ok. Having 7 buttons on the action bars is intended for spamming 1 spell in all of them and merciless word has no meaning whatsoever. Again, that's ok. Keep watching streamers with LA, Siphon and EK. |
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Imo enduring cry and endurance charges should work in the same fashion as blood rage & frenzy charges do, would take a lot of the pain out of keeping them up.
*edit* - actually that would only work when playing solo as you need to land the killing blow, would not work at all in groups. Dernière édition par Randall#0850, le 10 mars 2013 à 07:01:18
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" Pressing a button every 4 seconds requires amazing ability from the player. Fact is, Enduring Cry is a terrible ability because it slows down the gameplay. If I play a character with 2,5+ APS double strike, armour master and high movement speed I don't want to sit there with dick in my hand for 1 second every 4 seconds just so I don't die instantly when a Rhoa looks at me. I'd be fine with Warlord's Mark giving 100% charge every time you kill a mob, that way I could at least make it work and more fun to play. You could even "fix" it for group play so that the caster gets the Endurance Charges, not the one who gets the killing blow. IGN: dedunmamma
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" So now it is every 4 seconds! Seriously, I had the best laugh since I woke up with this thread. The way to use Enduring Cry is you use 2 Enduring Cry gems with Increased AoE and Faster Casting. See a few mobs, instant double cry, maxed charges for the win. Duration of the charges can easily reach 14 (fourteen) seconds. Another key point is to have your ECry gems leveled up. Life is tough... but it is tougher if you're stupid.
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The issue is this i think:
Like other posters said: 1: Short term, huge benefit buffs makes balancing very bad. 2: Powerful uniques that further spread these buffs to a party makes balancing even more broken. 3: Static buffs like "+20% armour aura" seems VERY weak compared to "granite flasks with +93% armour while active". Solutions: 1: Longterm/medium benefit party buff skills. 2: Removal of short term/extremely high benefit buffs. 3: High Benefit/semi-longterm buffs for solo players. 4: Conditional through class ability usage medium benefit/Medium-term buffs. Examples: Party: Endurance Aura: take 5%->20% less damage, reduce damage done by 10%->40% Solo: Ancient Battle Meditation: Gain 5%->15% of dmg taken as applied lifeleech, Loose 5%->8% mana each second. Guarded Strike: 80% of weapon damage and has small splash area, Gain 5% block, stacks up to 1->5 times. 15 s duration. Dernière édition par Planetsurvival#1516, le 10 mars 2013 à 07:50:56
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" Fact is, Enduring Cry isn't made to be spammed whenever a mob comes into view. There's a certain amount of personal responsibility into making your toon actually viable. It's your responsibility to try and avoid as much damage as possible. If you're put into a situation where getting out of harm's way is impossible or not an option, Enduring Cry is here to make your life easier. If you're reading this, I'm probably on another year-long ban.
Thanks GGG. |
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" You waste a 4 link and 2 spell slots and 1 second before every fight while most casters just can go and hold their m2 button without anything else for the same effect and you find this balanced... how? I was being sensational with my post but the point stands, especially against tougher single mobs/bosses. You cast cry on every CD because you don't get full charges from 2 cries. Just because there is a bandaid fix for the problem doesn't mean it isn't an actual problem. Endurance charges shouldn't be mandatory for melee solo play like they are at the moment and armor shouldn't be as terrible as it is. " ??????? So I'm not supposed to use my survivability ability because it's not designed in that way? Why in the hell Enfeeble doesn't have a 4 second cool down then? I mean you're not supposed to cast it on every mob, just the most dangerous ones, right? There is literally no fucking situation in this game where casting Enduring Cry while being whacked by mobs is a better than just running away, leaping away or pressing log out. Unless you meant Immortal Call in which case this post was completely pointless. IGN: dedunmamma Dernière édition par aantsi#2137, le 10 mars 2013 à 07:57:28
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This is the exact reason ive stopped playing my groundslam mara, because of the crying. Someone compared it to LOST, where they had to push the button every 108 minutes, here you push it every 14 seconds. Get charges up, kill pack, leave one mob, cry and kill it and RUN FORREST for another pack in hopes you dont run out of your charges. No time to inspect loot,open chests - youll run out of charges. So crying to build charges, killing pack, crying, popping a quicksilver and sprint to another pack of mobs, cry - repeat till the end of map. Then you can get all the way back and inspect loot, maybe you missed a piece of gear with linked sockets of color that you might need, maybe there was a glorious plate and youre a orb of chance guy and want to try your luck with Kaoms?
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Having Endurance Charges up most of the time (especially in Solo) can be pretty annoying and can get old fast.
Normally it should be so that if you want to go Melee then you'd need some Armor to be able to get up close and personal. With the way the formula works, it simply over-inflates the damage that mobs do and just gimps Melee in the process. There's no reason to have that formula the way it is now; keep it simple and straightforward and that in turn will make the game feel more fair and make Armor more effective in actually aiding Melee characters, rather than largely tip in favor of hard-hitting enemies. That's pretty much the main problem that urges people to use Endurance Charges. Fix that and the use for Endurance Charges will be more or less on a similar level to that of the other two types of charges. I'd really like to see a developer share their thoughts on this if they are reading this thread though. They already recognized that Melee is fairly lacking at the moment so it'd be interesting to see what else is up their sleeve other than new skills. |
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Yeah... GGG does not want to have "facetanking" because it's a boring gameplay. Instead we have casting enduring Cry every 4 seconds and/or spam totems. I mean that's SUCH an improvement in terms of gameplay !
I notice they've still not told anything abot melee. And last I saw, they were still sticking to their "vision" about armor efficiency, because it's "realistic". Oh but now we get Cyclone, which they are confident "will be less susceptible to desync". (Not that I don't like the idea of Cyclone, just that I don't see how it will not cause desyncs) |
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