Suggestions on making Shockwave less frustrating?

Kinda sick and tired of beating on someone only for them to have a get out of jail free card every 2 fuckin seconds. Like it’s honestly annoying and unfair. Like finally when I have the upperhand, nope, nevermind. I just get pushed back and have to gain that advatnage yet again.

PS: I know EQ is worse. I’m just suggesting a change to SW so it isn’t as ridiculous. Shard use stays the same but maybe have longer start up?

Comments

  • Greetings LuxisAudron,

    Thank you for sharing your feedback with us. We appreciate that you share your thoughts and your game experience. I can't promise that they'll be implemented, but I'll be sharing your ideas to the team. Please continue to do that; we need your feedback.

    Thanks again for your support! :smile:
  • An idea to this.
    Shorten the push back range a bit so it isnt 100% as easy to get away with shockwave, but let the shockwave user recover earlier so he can use shockwave offensively and get a free hit one the opponents block.
    For example.
  • Tbh i think shockwave is pretty much like it should be already and it can blocked.
    I dont use spells mist of the time so its not like i wanne defend sw for myself.
  • I dunno, Shockwave is my go to spell in combat. It used to refresh stamina which made it way too powerful. Now that it doesn't you need to use it wisely so that you get the time to recover your stamina. It's less a stun and strike move than a stun and evade. Works exceptionally well to clear a group if you get jumped. Earthquake on the other hand is totally a stun and attack move as it doesn't knock your opponents back. Both are 2 shards to use, do little damage, and can be blocked or dodged so I think they are just about perfectly balanced right now.
  • I'm not entirely sure what the difference is between shock wave and EQ at the moment beyond SW has a short startup and EQ has a stun. But since they both cost two shards and you can still pop them both while being gold linked, it doesn't seem different enough. Shortening the startup wouldn't do anything except damage balance. It would make breaking endless chains even harder. It would be worse if you were getting pummeled and you had no way to stop it.
  • well you can deal over 125 damage after an eq with 8 hitstun (cleaver blow), thats the difference
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