The IK set would have to be better at WW and Rend than the Wastes set, or else why not just use the Wastes set?įinally, it doesn’t really solve the IK set’s core problem: a distinct lack of identity. What’s more, in order for multiple skills to be worthwhile in terms of damage output you would have to increase the set’s base multiplier to be better than other sets at their own specific skills. In other words, if the baseline for worthwhile damage is to be based on the skill multipliers baked into other sets (and frankly, there’s no other baseline, is there?), which multiplier are you going to use? If, for example, you apply 10,000% damage to Furious Charge, that’s going to be very different from the same bonus applied to HOTA when it comes to which skill is worth using. If you apply a static multiplier to the Ancients’ damage, you can’t account for the fact that different sets apply different multipliers to different skills. Mechanically, it seems like a nightmare to balance. Thematically, I don’t think this is going to achieve what you’re trying to accomplish. If you take that away, you just have three clones following you. ![]() More damage would be dealt, the set would be more useful while fishing for your first full suit, and the ancients would have a noticable effect on the battle without becoming auto-play level independent pets, since they’d only do hard hitting damage when the player himself does, making the IK barbarian more of a leader of great warriors than a solo fighter or a pet keeper - as, in my opinion, he should be.īut if the Ancients simply mimick your move set, they’re no different than a Necro’s simulacrums, or a Monk’s clones, right? Right now, each Ancient has a unique move set which, at least on paper, helps to distinguish them from each other–and from you. If I whirl, they’d whirl, ect Adjust numbers as necessary. In a fondly delusional way, I’d like to propose a way to solve all three problems at once:Įxtend either the 2pc or 4pc bonus to also make the Ancients repeat every skill the player casts at the nearest enemy If I charge, they’d charge. Granted, that’s not nothing, but have you seen them fight on their own? They’ll valiantly charge an enemy, and hack at it with great ferocity, only to deal no noticable damage at all. My first thought was how compared to some others, IK is relatively useless until you reach 6 pieces, and the second was how far behind it is of Wrath of the Wastes in performace, and the third, how … weird the summoned Ancients are Ĭlearly they are central to the set’s theme, but all they are really good for is fulfilling the set’s requirement in exchange for your damage and defense bonus, plus generating resource and providing further defense via their runes. ![]() In S21, I managed to get my hands on an IK set first
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