![]() ![]() Since the 4 orb penalty was lifted from Puncture, I see no reason why it can't be lifted for Panic as well. Both these suggested changes imply improvement in general DPS for the class and thus less annoyance over a very finicky skill that has poor usage utility in late game bosses due to the difficulty of the hitbox being so short. ![]() Please consider taking away the orb deduction formula and increasing the range.I'd like to see some work done on one of two things for Panic: After Chance Attack was introduced into the Hero skillset, it's primary purpose changed to increasing DPS by 25%. Panic is about as useful as pre-patch Puncture because it has less damage utility it's real purpose was originally to lower accuracy pre-BB (which didn't work, Panic blind-induced enemies still had 100% of their original hit rate). Panic's PURPOSE - A user posted a damage analysis on Youtube regarding whether Puncture was viable or not whilst soloing bosses here, which I feel ultimately led to Puncture dropping from 4 orbs to 1 orb consumed because it took away from DPS and utility of the skill.Panic's orb deduction formula - I think the original purpose of increasing orb penalties was supposedly to penalize spamming a strong finisher by increasing the number of orbs needed from 2->3->4->5->.etc, but the only time you really need to re-apply Panic is when you miss due to the sheer lack of range on the skill.Panic's damage - The damage is hyper lackluster as a finisher past 4th job it does less than both Puncture and Raging Blow and Shout and so has little value to an attacking arsenal.Panic's attack speed - Panic is the equivalent of a normal poke's range with a DrK's spear sweep recovery time. ![]() This leads into other points I wanted to talk about. You swing and it looks like the tip of your sword hits but now you're just doing 20% less FD.
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