previously, when I used timeflux, a simple earth/smash break also applied the timeflux tumble delay. It's possible that this was, in fact, a bug. I'll go test the actual broken limbs timeflux
-edit : yep, my idea of that was unintended
these are the timings
these are the timings now
--1 limb--
Kaillian begins to tumble towards the southeast.
23:22:00.888
Kaillian tumbles out to the southeast.
23:22:05.653
--2 limbs--
Kaillian begins to tumble towards the southeast.
23:24:02.636
Kaillian tumbles out to the southeast.
23:24:08.155
--3 limbs--
Kaillian begins to tumble towards the southeast.
23:24:56.402
Kaillian tumbles out to the southeast.
23:25:02.689
--4 limbs--
Kaillian begins to tumble towards the southeast.
23:25:43.202
Kaillian tumbles out to the southeast.
23:25:50.241
Which looks like +0.75s per broken limb
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
If there's one thing I've learned from the forums, it's that unless you can write out 100% on paper exactly how to kill someone without there being a counter to it, the class is garbage.
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
That vigilance nerf. Fighting a L3 dirk serpent next to a lightwall after the pinshot and snake health buffs while hopelessly fishing for darkshade when I cannot run or fight paralyzed is pretty rough.
Well, only viable option I can think of is using guardbreaks with dedication for kelp aff momentum to bury my own darkshade into lock with stuns but so many focking buttons to press and serpent affs to keep track of plus no slice prep too. Monkshoods might work but simple evade out pacify is a good counter.
Seems like 2hander basically got their own version of BBT. >_>
Roughly the same damage (dunno if it scales with head damage though? maybe?), and same balance.
doesn't scale with head damage, atleast not according to this testing I did with Tyamat. Does scale with strength, though. And the aggressive stance adds a bit too.
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
It's just intended to give blunt a finisher option that doesn't require switching to a sword to impale/disembowel, I'm pretty sure. Might be a bit of a buff in group fights having access to a relatively decent damage attack on prone targets, though the damage isn't overwhelming - was about a quarter of my maximum health when I tested it very briefly earlier.
Which is cool, because when I was 2H in raids, I was bored. I knew I was good in raids and helping the team, but I felt sluggish and without much to do other than just Hew/Pulverise. Having a prone damager would have been a lot more fun.
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
That's a boring log of my trying to escape a 2H'er, starting with 3 leg fractures, for 30 solid seconds while he not only prevents that escape, but builds momentum to Devastate me at 6 fracks for level 3 breaks. I kinda don't have an answer for 2H at this point, especially considering he wasn't even using Isaz and could have prevented some of those flies outright.
Obviously flying on loop didn't work out for me, but it feels like the best option, because tendons won't let you get multiple rooms away even if you do get out. Chasing you that way is balanceless or .8s Mountjump, where flight at least makes him Tentacle for a 2.5 EQ loss. It might actually work if Arc didn't exist, but Arc keeping up health pressure on repeated flies makes it hard to regain health and cure down fracks.
Applying below 60% doesn't seem wise or reasonable when a Hugalaz proc at that level can end it. Even in Dragon, it only takes 10-15 seconds to get me to that threshold, and that was with Dcurse paralysis shenanigans that were slowing him down. I know from playing 2H that once you get them sipping, you pretty much own them at that point, and that doesn't take long at all against non- or lightly-artefacted individuals.
Even when I escape, sip balance is 4.5 seconds. Engage makes sure I'm punished for running, which means I'm usually low on health when I get out, which means in the time it takes the 2H to GOTO or WALK TO my room, I've rarely cured more than one fracture, if any. I don't see how you're able to reset their progress once they've built some on you, it just takes way too long. Restore might need to always cure 2 fracks, or it may need ginger's mechanic where consecutive Restores cure more and more fracks at a time.
I've heard 2H struggles with shield/rebound spamming, but I don't understand that statement. Perhaps against opponents that have ludicrous health, SoAs, and sip arties that can just ignore damage, but Carve/Splinter is faster than shield and boosts 2H's DPS by leaps and bounds, and unartefacted me can't handle that damage.
I've played 2H, I know they struggle with a few specific classes, but I'm not one of them. Leg fracks simultaneous give good hindering and prevent escape, which limits the only two ways to slow these guys down. It's just brutal. Sip balance is long, so it's like they're stacking restoration breaks with each hit, and the need to stay healthy means once fractures go up, they don't come down. The key to surviving 2H seems to be just not letting them build any momentum at all, which basically means "don't fight them". If I can't overwhelm them with damage in the first 20 seconds, or lay down so much hinder that they just don't get to play, then once I'm at 3 leg fracks I end up pretty permanently on the defensive, and death can feel inevitable.
I don't know if I'm missing something, or the rest of the world has already come to these conclusions. I don't know why more people don't play this style, if you're having trouble playing as 2H, I have to say you're doing something wrong.
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
Well for one, 2h is super boring compared with the other specs. Id really like to see it reworked for somewhat faster balances with less damage output and more focus on the actual effects of the different fractures. Brain is a really nice change. But i feel like itd work better with a faster moving, lower damage version. Giving 2h faster balance would also address the fact that they just straight up cant fight monks or shamans due to choke and throttle. With lower damage per hit and faster balances, tendon hindrance could be adjusted more because they wouldnt have as much trouble with chasing (I was using the house/city only WALK TO AEREK) and fracture cures could have a little more umf without turning 2h into a futille battle.
TL;DR Doesnt need a buff or nerf imo, needs a rework.
Well for one, 2h is super boring compared with the other specs. Id really like to see it reworked for somewhat faster balances with less damage output and more focus on the actual effects of the different fractures. Brain is a really nice change. But i feel like itd work better with a faster moving, lower damage version. Giving 2h faster balance would also address the fact that they just straight up cant fight monks or shamans due to choke and throttle. With lower damage per hit and faster balances, tendon hindrance could be adjusted more because they wouldnt have as much trouble with chasing (I was using the house/city only WALK TO AEREK) and fracture cures could have a little more umf without turning 2h into a futille battle.
TL;DR Doesnt need a buff or nerf imo, needs a rework.
Should not be losing a Shaman straight choking. Target wrists, get lethargy going. Throttle is a very long balance and lethargy would extend that to over 3 seconds per throttle. If you find they are one or two chokes away from killing you, stop attacking to hold breath and heal up, they realistically have no damage pressure beyond throttle and you should only lose a portion of the momentum you've built up.
Monks have other damage options so this might be a bit more dangerous, I'd honestly stop to hold breath asap on seeing a choke. Not sure though,
Well for one, 2h is super boring compared with the other specs. Id really like to see it reworked for somewhat faster balances with less damage output and more focus on the actual effects of the different fractures. Brain is a really nice change. But i feel like itd work better with a faster moving, lower damage version. Giving 2h faster balance would also address the fact that they just straight up cant fight monks or shamans due to choke and throttle. With lower damage per hit and faster balances, tendon hindrance could be adjusted more because they wouldnt have as much trouble with chasing (I was using the house/city only WALK TO AEREK) and fracture cures could have a little more umf without turning 2h into a futille battle.
TL;DR Doesnt need a buff or nerf imo, needs a rework.
Should not be losing a Shaman straight choking. Target wrists, get lethargy going. Throttle is a very long balance and lethargy would extend that to over 3 seconds per throttle. If you find they are one or two chokes away from killing you, stop attacking to hold breath and heal up, they realistically have no damage pressure beyond throttle and you should only lose a portion of the momentum you've built up.
Monks have other damage options so this might be a bit more dangerous, I'd honestly stop to hold breath asap on seeing a choke. Not sure though,
Youre kinda missing the point in that while it is survivable its basically allowing them to cure up all the momentum you have or you die.
wtf @Aerek this wasn't even vs a proper 2H Paladin/Infernal with Piety/Gravehands and Demons/Deathaura.
zzzzzz your log is only set to medium difficulty.
I know, that's kinda my point. I can barely handle a competent 2H'er on the JV team, I don't understand how anyone would even try to compete with someone in the big leagues.
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
Comments
I'll go test the actual broken limbs timeflux
-edit : yep, my idea of that was unintended
these are the timings
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
I have some things I may need your help with...
Insanity.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
@Merador I texted you my address.
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Right, dagaz too.
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Results of disembowel testing | Knight limb counter | GMCP AB files
[ SnB PvP Guide | Link ]
Roughly the same damage (dunno if it scales with head damage though? maybe?), and same balance.
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
It's just intended to give blunt a finisher option that doesn't require switching to a sword to impale/disembowel, I'm pretty sure. Might be a bit of a buff in group fights having access to a relatively decent damage attack on prone targets, though the damage isn't overwhelming - was about a quarter of my maximum health when I tested it very briefly earlier.
Results of disembowel testing | Knight limb counter | GMCP AB files
https://ada-young.appspot.com/pastebin/38448a36
https://ada-young.appspot.com/pastebin/3c3b0f28
That's a boring log of my trying to escape a 2H'er, starting with 3 leg fractures, for 30 solid seconds while he not only prevents that escape, but builds momentum to Devastate me at 6 fracks for level 3 breaks. I kinda don't have an answer for 2H at this point, especially considering he wasn't even using Isaz and could have prevented some of those flies outright.
- Obviously flying on loop didn't work out for me, but it feels like the best option, because tendons won't let you get multiple rooms away even if you do get out. Chasing you that way is balanceless or .8s Mountjump, where flight at least makes him Tentacle for a 2.5 EQ loss. It might actually work if Arc didn't exist, but Arc keeping up health pressure on repeated flies makes it hard to regain health and cure down fracks.
- Applying below 60% doesn't seem wise or reasonable when a Hugalaz proc at that level can end it. Even in Dragon, it only takes 10-15 seconds to get me to that threshold, and that was with Dcurse paralysis shenanigans that were slowing him down. I know from playing 2H that once you get them sipping, you pretty much own them at that point, and that doesn't take long at all against non- or lightly-artefacted individuals.
- Even when I escape, sip balance is 4.5 seconds. Engage makes sure I'm punished for running, which means I'm usually low on health when I get out, which means in the time it takes the 2H to GOTO or WALK TO my room, I've rarely cured more than one fracture, if any. I don't see how you're able to reset their progress once they've built some on you, it just takes way too long. Restore might need to always cure 2 fracks, or it may need ginger's mechanic where consecutive Restores cure more and more fracks at a time.
- I've heard 2H struggles with shield/rebound spamming, but I don't understand that statement. Perhaps against opponents that have ludicrous health, SoAs, and sip arties that can just ignore damage, but Carve/Splinter is faster than shield and boosts 2H's DPS by leaps and bounds, and unartefacted me can't handle that damage.
I've played 2H, I know they struggle with a few specific classes, but I'm not one of them. Leg fracks simultaneous give good hindering and prevent escape, which limits the only two ways to slow these guys down. It's just brutal. Sip balance is long, so it's like they're stacking restoration breaks with each hit, and the need to stay healthy means once fractures go up, they don't come down. The key to surviving 2H seems to be just not letting them build any momentum at all, which basically means "don't fight them". If I can't overwhelm them with damage in the first 20 seconds, or lay down so much hinder that they just don't get to play, then once I'm at 3 leg fracks I end up pretty permanently on the defensive, and death can feel inevitable.I don't know if I'm missing something, or the rest of the world has already come to these conclusions. I don't know why more people don't play this style, if you're having trouble playing as 2H, I have to say you're doing something wrong.
TL;DR
Doesnt need a buff or nerf imo, needs a rework.
- Limb Counter - Fracture Relapsing -
"Honestly, I just love that it counts limbs." - Mizik Corten
- Limb Counter - Fracture Relapsing -
"Honestly, I just love that it counts limbs." - Mizik Corten
Monks have other damage options so this might be a bit more dangerous, I'd honestly stop to hold breath asap on seeing a choke. Not sure though,
zzzzzz your log is only set to medium difficulty.
- Limb Counter - Fracture Relapsing -
"Honestly, I just love that it counts limbs." - Mizik Corten