That's only part of it. Multistrike was crucial for quickly spreading damage. WIth that gone, many skills feel and are indeed slower.I keep seeing people say "X skill sucks now!!1" because it requires more investment to reach high attack speeds. But the attack speed changes have been DPS neutral and the reason skills needed attack speed to play effectively was animation lock... which is gone.
You're still locked into 80% of the animation, you only cancel 20% at the end(and if you're using the skill more than once, you can't actually get past that delay either). With the skills being noticeably slower(albeit doing more damage per hit) and multistrike nerfed to give more damage but less speed, it makes a lot of skills fairly clunky without heavy attackspeed investment, especially when not using dual wield and fast weapons.I keep seeing people say "X skill sucks now!!1" because it requires more investment to reach high attack speeds. But the attack speed changes have been DPS neutral and the reason skills needed attack speed to play effectively was animation lock... which is gone.
what's a real big meme build that can allow me to drool all over myself but still push content?
hit me with some links bruddas
I keep seeing people say "X skill sucks now!!1" because it requires more investment to reach high attack speeds. But the attack speed changes have been DPS neutral and the reason skills needed attack speed to play effectively was animation lock... which is gone.
KK that sounds like what I'm seeing but not with a movement skill just movement in general.Reddit says the patch basically makes movement skills cancel itself unless you press it for a considerable amount of time. There's some fuckery with multistrike too.
Someone pushed to live without testing and then went home.
Yes, last nights hotfix.Sas there a patch last night that broke movement? Today i'm noticing that while holding movement key down + using right mouse (with stand still to cast enabled) it does this wierd stutter step where I start to see the trap throw animation start followed by it canceling, no trap being thrown and movement re-engaging. Didnt have this happening at all last night.
I didn't mention 10/80/10 at any point. I said 80%, because the only relevant part you want to cancel when talking about attack speed is the recovery, which is 20%. If you cancel before the hit even fires, it doesn't do anything, so that doesn't fucking help you in that regard. Like it's useful to dodge stuff, but not to kill stuff, so pointless to mention that part. On top of that, even if you do cancel that part, you still can't bypass it to hit again(in case you need more than one hit), you can move during that part but that's it. If your attack speed is high, but "not high enough", you won't even get much movement out of it, maybe half a step before you can hit it again, so the advantage of cancelling it there is minimal to inexistent, it's only relevant on the last hit of a given encounter where you can cut 20% of it to start moving from the monsters.Per baeclast dev interview/demonstration: Animations consist of windup-damage-recovery. You can cancel the recovery AND windup portions into the windup of another ability or target change or movement. You can't cancel the damage portion unless you are using a movement ability which cancels any portion of the animation. I don't know where the 10%-80%-10% values are coming from? When referring specifically to earthquake, he says you can cancel out of the last 15-20% of that animation. That's 30-40% of the total animation time which can be canceled, 100% with movement abilities.
Re. mustrike as damage spread that only holds true for dot skills, otherwise TTK per pack is neutral.
I think these vocal complaints are annoying because people are doing a really bad job differentiating between bugs, feels, and damage, and survivability:
1. Animation cancels are buggy as fuck right now.
2. People who like the feels of attacking fast don't like that GGG has reduced the attack speed to investment ratio. Personally I am with GGG on this one because it opens up design space for play style variety. If you like the feels fine, but don't mix up your complaints with the other three categories.
3. Again, game is buggy as fuck right now. Multistrike single target should be DPS neutral, multitarget DPS neutral for any instant damage non-dot.
4. Survivability. This is where the old "you have to have multistrike" came from. It's because the total animation time to damage window time was such that you had to stack attack speed with old speed multistrike or you died. Again, separate this from feels. I fucking hate the way this part of the game is designed, and I think it's lazy as fuck that they never actually crafted most of the fights in this game, just threw a bunch of abilities on shit and called it good. I don't think it leads to faster reactive gameplay I think it just leads to proactively running around in a circle stopping as little as possible because you know there is a 90% probably of an attack landing where you are in the next .5s.
out of time on the shitter
Only complaint about gladiator so far is that it doesn't interact with Legion at all and it's getting pretty annoying.
Vaal Ice Nova competes with ED/Contagion for the league mechanic. Its top end might be a bit lower.
Nothing specific. The league mechanic favors it the most and it perhaps benefits more than usual from animation canceling due to using 2 skills every pack.I didn't read all the patch notes, what was the change that improved ED/Contagon? I did ED/Contagon before and found the timing kind of odd.