DISCLAIMER: This is my opinion, and it is based solely on my own experience and desires and it's okay if it doesn't match yours, so please be polite!
Hello! In this thread, I want to talk about weapons and skills in Quinfall, at least about what is currently available on the wiki.
1. SnS - first 2 skills are basically the same and it already looks boring + tooltip for the second one is wrong.
For me personally, i like the fact that there a presence of some sort of combo "if used after other skill gain an additional effect", and i want to see this system in all skills, unfortunately its not!
The other thing i like that there an option to diversify your build with passive skills which i divided on 2 groups - damage (instant DMG & condition DMG) - utility ( CC, Buff\Debuff, CDR).
BUT here starts things i don't like - conceptually, the sword and shield looks very strange, as for me there are very few defensive skills and the vast majority are attacking skills.
I personally do not feel the depth of the build because of 1 more thing, if you look closely, almost all skills get only additional damage when you increase the level of the skill, it's very boring,
As you may know you can only lvlup your skills to lvl 10 and honestly i don`t feel i want to do that cause its only a DMG increase.
Don`t you think that some kind of milestones will be much better - for example: lvl 2 skill gets +10%DMG, lvl 4 skill gets +10% armor penetration, lvl 6 skill gets +10% speed, lvl 8 skill gets +10%CDR, lvl 10 skill gets all previous bonuses double + your character get immune to CC for 3sec.
This concept brings depth and uniqueness to each skill to all weapons and it will be a kind of a trade off - if you want that perk you must lvl up this skill and skip other.
2. Two handed sword - as for SnS i dont feel each skill unique, and looking carefully at all passives, gives the impression that a two-handed sword has three times more СС than a SnS which I find very strange 5 skills with Knock down & stuns looks like OP chain CC.
I don't see a variety of playstyle in all skills and this applies to almost all weapons
+ tooltips not clear enough, in skill 11 no info how many strikes in this skill, while in skill 12 you can clearly see that there 3 strikes
3. Same to Spear and Dual axe - I don't see a variety of playstyle, depth and uniqueness to each skill is missing!
4. Dual daggers - to much CC IMO!! 8 out of 12 skills have strong CC stun\silence
5. War Hummer - lol zero CC
6. Bow looks better but still not enough!
7. Crossbow - same as bow, but i found 1 interesting thing
Crossbow is the only weapon which have PvE bonus on skill, and i think its unfair and pointless.
or remove it or add special conditions for all weapons and skills
8. Now the most OP thing the Staff - in general the feedback is the same like for other weapons
BUT i found a few insane OP things skill 4 - 80% phys DMG reduction for 6 sec
skill 9 - 9sec all DMG immune for your self
skill 11 - 9 sec all DMG immune for you and all who stands in the zone
IMO there should not be so long immune for self and in AOE - it's just incredibly overpowering + this is a DMG oriented weapon.
9. Life staff this might sound ridiculous but it looks generally great.
To sum up, I will say that all weapons, except the staff of life, lack uniqueness and depth, lack their own things that would define the weapon and make it recognizable.
Best regards!
Hello! In this thread, I want to talk about weapons and skills in Quinfall, at least about what is currently available on the wiki.
1. SnS - first 2 skills are basically the same and it already looks boring + tooltip for the second one is wrong.
For me personally, i like the fact that there a presence of some sort of combo "if used after other skill gain an additional effect", and i want to see this system in all skills, unfortunately its not!
The other thing i like that there an option to diversify your build with passive skills which i divided on 2 groups - damage (instant DMG & condition DMG) - utility ( CC, Buff\Debuff, CDR).
BUT here starts things i don't like - conceptually, the sword and shield looks very strange, as for me there are very few defensive skills and the vast majority are attacking skills.
I personally do not feel the depth of the build because of 1 more thing, if you look closely, almost all skills get only additional damage when you increase the level of the skill, it's very boring,
As you may know you can only lvlup your skills to lvl 10 and honestly i don`t feel i want to do that cause its only a DMG increase.
Don`t you think that some kind of milestones will be much better - for example: lvl 2 skill gets +10%DMG, lvl 4 skill gets +10% armor penetration, lvl 6 skill gets +10% speed, lvl 8 skill gets +10%CDR, lvl 10 skill gets all previous bonuses double + your character get immune to CC for 3sec.
This concept brings depth and uniqueness to each skill to all weapons and it will be a kind of a trade off - if you want that perk you must lvl up this skill and skip other.
2. Two handed sword - as for SnS i dont feel each skill unique, and looking carefully at all passives, gives the impression that a two-handed sword has three times more СС than a SnS which I find very strange 5 skills with Knock down & stuns looks like OP chain CC.
I don't see a variety of playstyle in all skills and this applies to almost all weapons
+ tooltips not clear enough, in skill 11 no info how many strikes in this skill, while in skill 12 you can clearly see that there 3 strikes
3. Same to Spear and Dual axe - I don't see a variety of playstyle, depth and uniqueness to each skill is missing!
4. Dual daggers - to much CC IMO!! 8 out of 12 skills have strong CC stun\silence
5. War Hummer - lol zero CC
6. Bow looks better but still not enough!
7. Crossbow - same as bow, but i found 1 interesting thing
Crossbow is the only weapon which have PvE bonus on skill, and i think its unfair and pointless.
or remove it or add special conditions for all weapons and skills
8. Now the most OP thing the Staff - in general the feedback is the same like for other weapons
BUT i found a few insane OP things skill 4 - 80% phys DMG reduction for 6 sec
skill 9 - 9sec all DMG immune for your self
skill 11 - 9 sec all DMG immune for you and all who stands in the zone
IMO there should not be so long immune for self and in AOE - it's just incredibly overpowering + this is a DMG oriented weapon.
9. Life staff this might sound ridiculous but it looks generally great.
To sum up, I will say that all weapons, except the staff of life, lack uniqueness and depth, lack their own things that would define the weapon and make it recognizable.
Best regards!