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Ein Übersetzungsproblem melden
Along with the blood blade dagger and Moonveil Katana some Ashes of War are very over tuned.
That ♥♥♥♥ oneshots me FFS. Broken as hell. Moonveil Katana, huh? Didn't know the name.
That word on bottom left corner of my screen only thing keeping me going in some battles.
You're better off using a charged melee attack. The cast time of the Ash of War is legit not worth using it.
The damage boost it gives is barely on par with a charged heavy attack. It just looks better because of how it shows up in your status.
"Kick" is about as effective as an ultra greatsword / (Colossal) Greatsword's singular swing...
But only deals significant poise damage on shield hits and comes out far too slow.
The "Stamp" Ash of War skills for Sweep and Upward Cut also need work.
Sweep deals way too little damage and the upward cut variant doesn't do nearly enough poise damage to make it worthwhile. Neither grants particularly decent poise to the user either, their primary defensive benefit is the low stance allowing you to avoid high blows.
"Ground Slam" is... A joke skill. It has to be. It's just bad. So bad.
"War Cry" has a nice change-up to the charged heavy attacks, but can kinda ruin weapons that previously benefits from wide swings that could hit multiple enemies at once...
The damage boost is okay, if not very impressive... But the skill's effects are far too brief even when you have mana to burn to cast it, let alone when you haven't.
It's just too damn short-spanning to make use of effectively without it shutting down in the midst of an assault.
"Wild Strikes" is okay depending on the weapon, but needs better poise bonuses to make use of... It really feels like it gets nerfed when not being used by NPC invaders, whom seemingly cannot be staggered whilst using it.
Meanwhile, I stagger in one or two blows most of the time? What gives?
As for why it depends on the weapon... Well, anything that isn't a bit on the larger side kinda suffers for using it, as typically there are faster-swinging skills than this that hit just as hard (if not harder) per swing.
I set them to "Heavy", they all give my big fat greatsword the exact same damage scaling bonus.
You'd think that it'd be easy to balance weapon arts that suck by simply giving them far better stat scaling... That's what I thought they were gonna do, judging by what was said back during the dev' cycles and demos.
that's because the scaling thing basically works the same as the infusion system from previous games
Lotta fun ones that are overshadowed by a few very specific ones... Some of which were nerfed in the most recent patch, rather fairly if ya ask me.
I'd have given Hoarfrost Stomp more post-cast idle frames, rather than a longer pre-cast time... But that's just my take.