ORIGINALLY POSTED BY @Eryola - Original thread has been archived due to disputes, calumny and insults.
As a reminder: share your opinion in a respectful manner. Beliteling, mocking, insulting other players or the devs is not welcome.
Flourish:
An attack that does extra damage when the mob is low hp. Bonus seems to be quite nice, just checked it on low lvl mobs yet. Seems to be a useful ability. Not really my playstyle, but if you use some offensive focused gear, this actually might be the first skill for the duelist that can noticeably contribute to group damage output. Can't complain about it, even though it's not something I -personally- would have wished for.
Upper Hand:
+5 1h, 2h and ranged damage. Combat Aura. Nice skill, happy to take it. Just one QoL improvement I'd like to see: please, please, please make it stay active even when putting the weapon away/sitting etc. Always having to recast it after medding/looting really will become annoying and it's not a "Lay of the Land" which would give you a HUGE advantage if it stayed always active... having it constantly active won't change any stamina use, damage output or anything else. It just saves a lot of useless clicking.
Amputate:
Attack that leaves a 20sec debuff on the mob that reduces healing by 50, later by 75. Since mobs barely do any healing at all this skill is completely pointless and at 12% at lvl42 will never land on my bar. (Even at 5% it would just be another "standard attack"... the debuff is the problem, the high sta cost is just the cherry on top of it) Complete waste of a skill slot in its current state. This skill would have been a lot better if instead of say minus healing it would remove one buff from the target. Then it would help in a lot more situations and actually be really useful in some cases.
Ongoing stuff that needs to be fixed:
--I just had a very beautiful sunrise in Newhaven Valley... just had this one experience, but the cloud fix seems to be working. No disco flashlights at dawn/dusk this time.
--Do NOT let that 10% Patch healing reduction go live (see my answer to the patch message)... so far balance with patch has been hit-patch-hit-patch-hit-patch with the hp staying about the same (on a +healing focused char!). Reducing this to constantly lose hp -while chain casting- will be a frustrating experience for every duelist out there.
--Since you nerfed the 100% physical resist Screen combination to always take one damage minimum so Screen loses its charges, can you at least add that one minimum damage to mobs that have 100+ phys resist too? My Weak Point as a duelist that is supposed to be the counter for exactly that type of situation (mob with huge phys resist) won't land if the attack does no damage ("Your Weak Point RESISTS BuffedMob for 0." and no debuff happens.) and so that skill is a lot less useful than it is supposed to be.
As a reminder: share your opinion in a respectful manner. Beliteling, mocking, insulting other players or the devs is not welcome.
Flourish:
An attack that does extra damage when the mob is low hp. Bonus seems to be quite nice, just checked it on low lvl mobs yet. Seems to be a useful ability. Not really my playstyle, but if you use some offensive focused gear, this actually might be the first skill for the duelist that can noticeably contribute to group damage output. Can't complain about it, even though it's not something I -personally- would have wished for.
Upper Hand:
+5 1h, 2h and ranged damage. Combat Aura. Nice skill, happy to take it. Just one QoL improvement I'd like to see: please, please, please make it stay active even when putting the weapon away/sitting etc. Always having to recast it after medding/looting really will become annoying and it's not a "Lay of the Land" which would give you a HUGE advantage if it stayed always active... having it constantly active won't change any stamina use, damage output or anything else. It just saves a lot of useless clicking.
Amputate:
Attack that leaves a 20sec debuff on the mob that reduces healing by 50, later by 75. Since mobs barely do any healing at all this skill is completely pointless and at 12% at lvl42 will never land on my bar. (Even at 5% it would just be another "standard attack"... the debuff is the problem, the high sta cost is just the cherry on top of it) Complete waste of a skill slot in its current state. This skill would have been a lot better if instead of say minus healing it would remove one buff from the target. Then it would help in a lot more situations and actually be really useful in some cases.
Ongoing stuff that needs to be fixed:
--I just had a very beautiful sunrise in Newhaven Valley... just had this one experience, but the cloud fix seems to be working. No disco flashlights at dawn/dusk this time.
--Do NOT let that 10% Patch healing reduction go live (see my answer to the patch message)... so far balance with patch has been hit-patch-hit-patch-hit-patch with the hp staying about the same (on a +healing focused char!). Reducing this to constantly lose hp -while chain casting- will be a frustrating experience for every duelist out there.
--Since you nerfed the 100% physical resist Screen combination to always take one damage minimum so Screen loses its charges, can you at least add that one minimum damage to mobs that have 100+ phys resist too? My Weak Point as a duelist that is supposed to be the counter for exactly that type of situation (mob with huge phys resist) won't land if the attack does no damage ("Your Weak Point RESISTS BuffedMob for 0." and no debuff happens.) and so that skill is a lot less useful than it is supposed to be.