Humble Request: Could we give things like Vistani's "Rapid Attack" a 12-second duration?

droid327

Hardcore casual soloist
I don't have a problem with skills like these (Rapid Attack, Quick Strike, Dance of Death, etc.) requiring a confirmed hit to activate though, as it acts as a sort of progression gate. If you already hit on a 2, the 2 second increase doesn't really matter. I want the game to be more simple, but not necessarily more easy.

The issue isnt really with missing because you roll a miss. The issue is missing because you're not in range to hit...because of lag, because mobs run around in frustrating ways, because it had circled just a little too far to the side, because you have to divide your attention between watching your cooldowns and watching the mobs, because it died on the previous hit while you were queuing up the attack, etc.

Dry fires are a continued source of frustration for most builds, not just melees.
 

Pesh

Well-known member
I'd be fine swapping it out with T3 Deadly Blades then, if that lets them just make it passive. That's honestly better all around, since it lets Monks center with Daggers at a far more reasonable cost, too - that should honestly be an "accessible from L1" ability, just like centering Shortswords is right there in the Ninja core.
Yeah thats a great idea.
 

Boondocks Mike

Well-known member
I generally agree that short term buffs with durations equal or greater to their CDs is bad design and should be pruned as much as possible.

I also despise when these maintenance buffs require connecting a hit on a target. I'm fine with having to manually aim and position, if I fail at that I don't deserve the buff, but when you do position yourself correctly and you miss because enemies randomly have more dodge than you can bypass, or because you rolled a 1... it is extremely dissatisfying and I don't see the point. You are just randomly not going to get the buff sometimes but you are going to have to spend the mental energy to try every time.

That being said there can be positive gameplay tied to short term buffs, even ones that require interacting with enemies. For example Arcane Warrior (not accounting for Lock aura) and EK are an appropriate use of this design philosophy, IMO. Opportunity Attack could be argued as another positive example (personally I wouldn't, but you could).

I also think 10 second or longer CDs on what are essentially buffed auto attacks is kind of ridiculous. Generally they are not nearly impactful enough to warrant such long CDs, and I don't see why a game based on DnD, in which a round is 6 seconds, did not use 6 seconds as the default CD for any physical attack on which a CD is warranted.

Also, regarding a comment about having multiple cleaves: situationally it is better to have multiple cleaves because you can make more flexible use of them. Perhaps it is more tedious, but I also think selecting multiple cleaves from either feats or enhancements is just a mistake in the current design meta and avoidable so...
 

Shiz

Member
Only SOME of them have charges (which can be recharged), others have a minute spell point cost, and one has NO activation cost. It's a dumb inconsistency to have, considering in nearly all cases you'll never run out of whatever activation cost there is.

Edit: Somehow the post I quoted didn't quote... this comment was about trances and needing charges (vs just having a toggle)
 
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