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Rapporter et problem med oversettelse
I honestly fail to see how they are effective buffs to anyone that could get full potential or even close to full potential out of kahlt.
perhaps they want to force a playstyle change?
i dont think this succeeds either though.
its a placebo affect, you get punched out immediatly after absorbing the heal over time buff dont matter, you will just take slightly less damage.
protection bonus is cool and all, but if DR of it works similar to base stats its a drop in the bucket as well for all but the fast mobility kahlt players.
main thing is you still REQUIRE fast attacks to be successful out of absorb.
it might not be so bad...
although, if you want, you could work on unlocking all styles (like i did) and according to what you want to pick...it is just a click of a button away. :)
i could help you on that one, if you wish. :)
just to speed things up for you.. :)
nah its ok. i have no interest in parry. and im going to join greymaidens windfall school after i get done cleaning the apartment.
i will check it out first, but its evident they are neutring my offense based pressure playstyle without actually effectively encouraging another playstyle simply because you still need fast attacsk out of absorb.
no worries, if you want me to help out with it, let me know...i'd be more than glad to do so. :)
this is the school i am in as well. :)
i am a windfall (mainly), and in grey maiden's school. :)
i have 4 fast attacks in my deck, and 2 of them are not as fast as most.
your overuse of emoticons creep me out ok just wanted to let you know
Facebook/tinder/whatsapp generation.
For defensive players, the extra armor means that they can take more punishment for messing up and can consistently absorb attacks with less and less health loss each time. They will also be losing less health when using their charging attacks and will be able to wallop their opponent at appropriat times for big damage, while taking less damage for interruptions and counters. Lastly, the stronger regeneration means that they will be able to use their Absorb to build stacks of armor and then continue blocking to regenerate the health they lost.
Sure, the reduction in stamina gain is a bit of a kick in the balls, but we'll have to see how intense the reduction is when the update comes out. So, frankly, I don't see how this change would change your playstyle so drastically. The biggest change would be that instead of absorbing for stamina, you absorb for armor and a smaller amount of stamina. If the stamina reduction means that the stamina is what will keep you from continuing your combo, then you are either facing really bad opponents, or you might want to put some more points into endurance for your aggressive build (once respec comes out).
if my post is hard to comprehend due to grammer, yours is unreadable due to you somehow forgetting the location of your enter key <3
when you fix that ill read it.
Also this.
still a terrible wall of text but ill read it.
cap of armor is 85, unless this PROT buff bypasses that, its a moot point beyond 1 absorb at a time as it is unless you run sub 60 protection (wich i currently ride the line on).
chain absorbing is a trap tactic that compounds risks without compounding rewards. yes you will take less damage, yes technically you will have regenned twice as much hp in that time before getting smacked. however. with the armor cap that is pointless, and if you get hit shortly after the absorb (wich is what happens in most cases) then the heal is also pointless.
right now you heal that health back so fast from dealing damage the HOT is just gravy.
defensive players this makes them at best a human punching bag, at worst no real effective change will be noticeable.
i have 16 points in endurance, if i put it to 20 id gain maybe 10-12 total stamina points.
ill play with the changes, but as ive said, going to join a windfall school as i have little faith. plus my track record for games i like has led me to trust my analysis on patch notes. time will tell of course.