Absolver

Absolver

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FeelingFuzzied 14. sep. 2017 kl. 10.43
How do people see the kahlt changes as a buff?
Note, if these changes go through ill adapt/change schools, I am not THAT salty. I am concerned on how people percieve this as a buff though.

1-increased protection that stacks with absorbs. This encourages absorb spam, wich is a trap strategy of mounting risk vs stagnat reward...this is actually not changed with these changes, it just means that the risk is SLIGHTLY less, however, its still grossly disproportionate to the reward.

2-increase ghost damage refill (heal over time) speed 2x. This again makes little sense, you cannot block out of absorb as fast as you can attack/dodge...this hasnt changed. So you effectively healed twice as much hp back in the same time you get punched out? all good until you realize that you cannot heal past your damage taken.

3-decreased stamina bonus 50>20, This destroys all offensive pressure that i based my decks, playstyle, and fun around.

So lets recap, first buff is encouraging a trap strategy with no real reward, the second makes no sense given they didn't change how absorb functions on a mechanical level itself. third destroys the classes ability to be offense focused.

The problem here, is none of this addresses absorbs need to use fast attacks out of absorb, it just lowers the reward for being kahlt, and slightly diminishes the hurt from sucking as kahlt.

Overall not a fan, I have yet to learn another special/style...but today i will work towards windfall in prep for this change as i dont see it as a beneficial one to anyone who could actually play kahlt.

Again, want to reiterate, im not salty, im confused, but your making windfall better at the stamina war, so ill be going windfall most likely.
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FeelingFuzzied 14. sep. 2017 kl. 10.48 
Opprinnelig skrevet av Icarus:
Seems like some knee-jerk changes tbh. Kahlt is already pretty strong (Necro, BestPleb, and some others agree with this), so these changes (nerfs? Buffs? I'm not entirely sure) seem somewhat out of place.

I kind of think I'm in your boat of just being confused.

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.
FeelingFuzzied 14. sep. 2017 kl. 10.53 
Opprinnelig skrevet av Icarus:
My guess would be a playstyle change, that or catering to the bottom since Kahlt is meant to be the easiest class. Which, when looking at it from that angle, does make more sense.

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.
No1Eye 14. sep. 2017 kl. 11.05 
check it out when it comes out first, Absolver. :)
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.. :)
Sist redigert av No1Eye; 14. sep. 2017 kl. 11.05
FeelingFuzzied 14. sep. 2017 kl. 11.06 
Opprinnelig skrevet av No1Eye:
check it out when it comes out first, Absolver. :)
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 be playing...it is just a click of a button away. :)

i could help you on that one, if you'd 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.
Ghin 14. sep. 2017 kl. 11.07 
Opprinnelig skrevet av Abslover:
Opprinnelig skrevet av No1Eye:
check it out when it comes out first, Absolver. :)
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 be playing...it is just a click of a button away. :)

i could help you on that one, if you'd 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.
oh no now youll have to make a non spam deck
No1Eye 14. sep. 2017 kl. 11.08 
Opprinnelig skrevet av Abslover:
Opprinnelig skrevet av No1Eye:
check it out when it comes out first, Absolver. :)
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 be playing...it is just a click of a button away. :)

i could help you on that one, if you'd 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. :)
FeelingFuzzied 14. sep. 2017 kl. 11.09 
Opprinnelig skrevet av Ghin:
Opprinnelig skrevet av Abslover:

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.
oh no now youll have to make a non spam deck

i have 4 fast attacks in my deck, and 2 of them are not as fast as most.
53c 14. sep. 2017 kl. 11.37 
Opprinnelig skrevet av No1Eye:
Opprinnelig skrevet av Abslover:

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. :)

your overuse of emoticons creep me out ok just wanted to let you know
Smug Kot 14. sep. 2017 kl. 11.47 
Opprinnelig skrevet av ♥♥♥♥:
Opprinnelig skrevet av No1Eye:

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. :)

your overuse of emoticons creep me out ok just wanted to let you know

Facebook/tinder/whatsapp generation.
Sist redigert av Smug Kot; 14. sep. 2017 kl. 11.48
Dorito Man 14. sep. 2017 kl. 12.56 
I'm sorry, but you're post was very hard to comprehend due to grammar. However, I think I got it. Personally, I see the change as a playstyle expander. An armor boost can be viable for almost any playstyle (besides hit-and-run). If you like to play aggressively (which it seems that you do) that armor boost should be great. Stackable +20 protection seems pretty strong considering how big a difference there is between 20 and 60 Blunt protection (absorbing twice). The armor boost allow you to keep pressure up with less punishment by getting countered or interrupted. Consistently absorbing counters while pressuring will build up your armor while also refreshing its duration. I can see people getting really good with it and keeping their armor up almost the entire fight, which can make a big difference. Lastly, the stronger health regeneration means that while you're on your onslaught, you'll be regenerating the health you lost whole beginning the onslaught even while the opponent is blocking. Granted, you should be trying to hit the opponent, not his block.

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).
Sist redigert av Dorito Man; 14. sep. 2017 kl. 12.57
FeelingFuzzied 14. sep. 2017 kl. 12.57 
Opprinnelig skrevet av Dorito Man:
I'm sorry, but you're post was very hard to comprehend due to grammar. However, I think I got it. Personally, I see the change as a playstyle expander. An armor boost can be viable for almost any playstyle (besides hit-and-run). If you like to play aggressively (which it seems that you do) that armor boost should be great. Stackable +20 protection seems pretty strong considering how big a difference there is between 20 and 60 Blunt protection (absorbing twice). The armor boost allow you to keep pressure up with less punishment by getting countered or interrupted. Consistently absorbing counters while pressuring will build up your armor while also refreshing its duration. I can see people getting really good with it and keeping their armor up almost the entire fight, which can make a big difference. Lastly, the stronger health regeneration means that while you're on your onslaught, you'll be regenerating the health you lost whole beginning the onslaught even while the opponent is blocking. Granted, you should be trying to hit the opponent, not his block.
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.
True_Turtle_King 14. sep. 2017 kl. 12.58 
i like turtles
Dorito Man 14. sep. 2017 kl. 13.01 
Opprinnelig skrevet av Abslover:
Opprinnelig skrevet av Dorito Man:
I'm sorry, but you're post was very hard to comprehend due to grammar. However, I think I got it. Personally, I see the change as a playstyle expander. An armor boost can be viable for almost any playstyle (besides hit-and-run). If you like to play aggressively (which it seems that you do) that armor boost should be great. Stackable +20 protection seems pretty strong considering how big a difference there is between 20 and 60 Blunt protection (absorbing twice). The armor boost allow you to keep pressure up with less punishment by getting countered or interrupted. Consistently absorbing counters while pressuring will build up your armor while also refreshing its duration. I can see people getting really good with it and keeping their armor up almost the entire fight, which can make a big difference. Lastly, the stronger health regeneration means that while you're on your onslaught, you'll be regenerating the health you lost whole beginning the onslaught even while the opponent is blocking. Granted, you should be trying to hit the opponent, not his block.
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.
I thought I did at first, and you commented too fast before I fixed it. The spacing is now there. I'm normally better about doing that.
obliviondoll 14. sep. 2017 kl. 13.02 
I'm both confused by the rework of absorb, and curious to see how it plays out in actual gameplay.

Opprinnelig skrevet av True_Turtle_King:
i like turtles

Also this.
FeelingFuzzied 14. sep. 2017 kl. 13.03 
Opprinnelig skrevet av Dorito Man:
I'm sorry, but you're post was very hard to comprehend due to grammar. However, I think I got it. Personally, I see the change as a playstyle expander. An armor boost can be viable for almost any playstyle (besides hit-and-run). If you like to play aggressively (which it seems that you do) that armor boost should be great. Stackable +20 protection seems pretty strong considering how big a difference there is between 20 and 60 Blunt protection (absorbing twice). The armor boost allow you to keep pressure up with less punishment by getting countered or interrupted. Consistently absorbing counters while pressuring will build up your armor while also refreshing its duration. I can see people getting really good with it and keeping their armor up almost the entire fight, which can make a big difference. Lastly, the stronger health regeneration means that while you're on your onslaught, you'll be regenerating the health you lost whole beginning the onslaught even while the opponent is blocking. Granted, you should be trying to hit the opponent, not his block.

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).


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.
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