That’s a 2H hammer. There seems to be some fundamental misunderstanding you have here. So I’ll throw on a song and start working my way from the top to the bottom.
Course not. Which is why my opinion is not reflective of the entire community. On the same token, the way you play is just as little of an indicator of the community as a whole. People have differing playtimes of play levels and playtime they can even dedicate afterall. But you’re saying that the rewards were somehow not dependent on a time investment. And that’s wrong. My friend has played this game significantly less than me. Only about 400 hours. He still has yet to see a red conflag staff. I can’t begin to make assumptions on the many many things that are ticking off people. I have some, and some people share my sentiments. On the other hand, you find things you like and you share their sentiments.
They don’t die if I’m alive. They may get downed from but pokes. But that’s what happens when two people are next to each other or are fighting the same wave from the same angle. But die? I refuse to allow it. Generally outside of them getting antsy and sprinting into the distance for some elite, they’re alive. As I’ve said, I work under the assumption that they will get disabled and adjust accordingly. But to be frank, I was a little mean spirited. Because I was operating under the assumption that you’d have a comment preplanned to try and rip my playstyle apart, so I got an inarguably good player to play alongside.
Why was the BH high? Because he was a good player. Why is his ranged high? Because he knows how to fight in a horde without being side by side to somebody. And by proxy he knows the distance to avoid taking aggro and proc a running attack that I then have to deal with. I can’t QP into a non cata game and make these assumptions of a random.
Pay special attention to our revives. If I’m any distance farther than one that allows me to instantly pick up an ally, that’s a failure on everybodies part.
Back to the scorecard that you’re talking about. The WS doesn’t get to have high ranged presence because we’re doing maps with easy party surrounds and he’s competing directly against the Sienna. The Sienna however did great. As indicated by her damage done and her total kills. For clarity to you and any who are reading this:
Burn damage doesn’t show up under ranged or melee kills
Your assumption that she had to “run around kiting” is incorrect.
Have another one while we’re at it
Where was the safest play in the finale of Horn of Magnus? Near me but not on top of me. Because hits I dodge are hits they take. And when they take these hits I then have to go pick them up. What was the safest place to be when the CW’s dropped? Near me. Because axes stagger them as they have no functional poise and that heavy stagger let’s everybodies stagger talents burn them down.
Next up
- I imagine your games also still take forever if in every stress point you just wall up and not budge a bit, while being highly susceptible to oolos gas, max distance oot storms, and double banners.
However that’s mostly inconsequential
- It’s not my job to play a certain way and have certain weapons just because my team is composed of certain individuals. To begin with. When you QP into games, you are almost certainly at risk of being sucked straight into the mission. Let’s say I’m running 2h axe and pickaxe. There’s no way I’m front lining for anybody. Least of all because I’d probably be running barge if I’m using pickaxe to cleave for… various reasons related to the consistency of Grimnirs Focus
Next up
You goofy goober. 36 ranged kills. 24 specials. Throwing axes pierce. An axe or two (counting misses) for a special that may cleave. Don’t be silly.
I’m not running around with axes out. For one they don’t benefit from focus. For two they don’t provide temp.
Good grief
The entire point, which I’m glad you’ve picked up is that Legend teaches no tools for teamplay. The highest success method of winning requires playing into yourself. These lessons are not true for cata. In which I now have to play to my allies because of the inflated health and damage values.
Next, as I’ve mentioned at length which you’ve glossed over intentionally it seems, it was more than possible to introduce two difficulty modes. One paid, one not. That served to branch up to the current tier (but a little harder because current Legend is a relative joke when you start abusing the game) and from that current tier into Cata. Recruit to Legend remains the same. Offical Legend+ we’ll call it, serves as a teacher. Cata is the capstone. One paid. One not. Great idea? Yeah I know Hooray me.
Oh and this song is over. One moment.
Moving on again.
Good for you. And I sincerely mean that.
B
This is what new Legend is like*
The only reason I keep the other guys alive is because I MIGHT get pounced. And I need them to escape from that.
Finally
Firmly disagree. I think temp hp should be further reduced across the board. If you want to invoke more teamplay you either use the suggestions of my post or you put health to such a degree that hits of any sort are now things the team can’t take. This provides more value to Merc and Bomb Balm as well as makes heal share a desirable trait and let’s NB be competitive again.
These should be relative.
You’re playing a glass cannon career? Then you’re glass cannon. Period.
So in conclusion:
- Not fighting side by side to somebody isn’t the same as not fighting near anybody.
- Good players are good players and less than good players have absolutely no impact on a Legend clear
- Legend in its current form teaches nothing and is in many ways a worse gameplay experience than previous Legend (Cata is great though)
- I don’t like this iteration and that’s fine
- You like this iteration and that’s also fine
Not trying to change anybody’s mind here 