in that case you need the sorcerer not the aspriring sorcerer. the veteran/elite version of sorcerer, more offensive and less support.
Going through loadouts and comparing loadout costs, what advantages do you have as a no shield GA over your opponents wearing the same exact durability wargear you're wearing but they have vastly superior firepower(Bolter, Plasma Cannon), or vastly superior Mobility(Jump Pack) or vastly superior defense(Shield)? The no shield GA is superior in what way to those other builds? The current no shield GA as a concept seems obsolete at this point of game development, unlike the +300, Toughness, 200 health prototype we tested for about 6 months last Fall, Winter, and this past Spring. The last iteration of that prototype was probably the most balanced build(had been nerfed 6 times) but still had the durability to enable an aggressive melee play style. Our current no shield GA's are severely outgunned(vs ranged builds just as durable as they are), extremely outmaneuvered(vs Raptors just as durable as they are) and out tanked(vs Shildbro just as durable as they are, plus they have a shield). Non shield bearing GAs are outclassed in every possible way with not a single advantage over any other build. Just to be clear I'm speaking of: Chaos Traitor Assault Bestbro(Shieldbro with no shield) Striking Scorpion
The same applies to Destructor. These powers act pretty much as short range support, SoC is the only exception, which is kind of overpowered in comparison to others.
Why exactly Falcon have 4 seats now? I mean, I can see it utilized for quick strike force squad(falcon+2 dragons/reapers to dispatch armor quickly), but what is the actual logic behind it?
Is anyone else missing the extra fuel cell wargear from jpa? I still have one on my raptor loadout. Glad to hear the lack of character animation in the distance is a temp performance boost solution, although between that and the fact that other players aren't rendered beyond a certain distance (roughly 300m after experimenting in the garrison), the scopes make for an unsatisfying play experience.
It is kind of good patch but the Air Charge instant kill other than with a PF is way too OP. Soon, we will have Assault JP raining. D.Bash is way too slow. The new animation make it slower than a backstab... hard to counter without using the lock on. Plus, it makes it harder to predict if the enemy is doing one ! After, good things that next patch we have a VFX revamp because right now it is hard to see if you have broken the enemy guard. Another things that is really... disturbing...i have kind a problem with my screen on Blackbolt... it is kinda green XD
Yep my screen too, if its intended I ahve to admit I am not happy with it ^^ it's super irritating...if it's an examples of a nurgle plague or something...then it's doing it's job well ^^ Apart from that I like the map
I am sure this is intended and want to tell us that, soon, a stinky green tide is coming to Arkhona Apart fromt that, new Blackbolt is amazing. New Olipsis too!
Great patch. I had some really immersive game with a beautiful game that runs smooth. (I'm running 15-20 FPS in the higher settings, but my hardware is bellow the requirements, nevertheless it remains playable.) A few questions : - Any news about a repair tool or repair spells ? Blitzkrieg tactics seems really efficient in the chaos side. - What do you think about the AoE heal that can revive at the same time ? Even with a high mana consommation, this spell seems OP when you can both heal and revive. - What do you think about matching the dbash timing to the heavy attack timing ? (Same time to charge both) - What do you think about matching all the dashes length across all melee weapons for a unique fast attack dash length and a unique heavy attack dash length ? (It means that all character when they will swing with a sword will travel the same distance as they would if they swung with a powerfist, for example.) - Why is there an invisible lock-on which is always active while there's a lock-on we can activate and that accomplish the same purpose without having these weird moments when you strike the enemy you didn't intended to strike ? - What do you think about speeding up the first part of the execution animation (Generally the part of the animation where your character put the other one in proper position to execute him) and put a slower speed for the execution itself ?