Amazon run to maps feedback
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We all know there are several classes that just feel horrible to play in act1. Huntress, ranger, monk. So I wanted to strategise a way to make a huntress more seamless and here's my feedback.
I played the character as it was intended to play by Jonathon. Explosive spears, parry, disengage, rapid attacks. vision gamplay: Too slow. If you want to have players parry then disengage, you need to make them both more mobile. Why can't disengage have the same leap distance/height as other skills like pounce or leap slam? Why does parry act exactly like block and require you to pause and be slowed down to use it? A bit too often I'm in situations where I'm swarmed without any good ways out which depend on frenzy charges. This is the clear playstyle rather than standing at a distance like a ranger but survival is hard if you can't disengage. Frenzy charges: Dependent on the above mechanic. Combat frenzy having a 7 second limit is overkill. Parry: As mentioned before, it's too much like block. There's nothing about the timing of either which is what I thought was what made it different. The player speed and interval that a character is "primed to parry" needs to change. Maybe some kind of a cooldown and have it last 1-2 seconds with no movement speed penalty. It is also unclear what attacks can be parried in boss fights. Passive skills: The grenade side of the tree should be more general to all detonator skills. It's a shame that there's almost nothing for this attack. I also get the whole melee/range hybrid but the hybrid nodes should be more appealing. I'm not excited about an extra 15% melee damage if I hit someone with a ranged attack in the last 8 seconds. These should be buffed. Rapid Attacks: Works great. Why does crescendo not work with this? It's obviously intentionally locked out or a bug, so please look into it. Some minor tweaks like area of effect for explosive spear would be good but it's a fun experience to play this style, just a bit slow. Last bumped on Apr 18, 2026, 8:19:14 PM
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