Whirling Assault should ghost through units

Given how long the animation is and its design as an advancing attack, I don't think it should 'stick' to enemies if you collide with them; it is very awkward to use/build around for this reason.

I think it would be better for this ability to pass through enemies - much like Leap Slam's animation - thus allowing you to remain mobile during use and properly cleave packs instead of being forced to roll cancel or die if you touch an enemy.
Zuletzt angestoßen am 04.02.2025, 07:51:32
Whirling Assault needs a lot of help - maybe more than most other skills in the game. It seems to have been explicitly designed with the purpose of hitting the Bell lots of times, and as a platform for Charged Staff and Staggering Palm (because it sends the projectiles outward in a three-point pattern while you're spinning). The problem is that Ice Strike does the same thing far, far, far better than Whirling Assault could ever hope to do.

Giving Whirling Assault some innate phasing would be a decent start. Damage buffs, range buffs, animation speed buffs, duration buffs, allowing duration and speed to actually affect the skill properly... anything at all would help this ability. It could get all of those buffs, and it'd still be worse than Ice Strike. Hell, Ice Strike is a better mobility skill than Whirling Assault because it has the innate targeted teleport when in range of an enemy.
Zuletzt bearbeitet von Gwonam#5505 um 04.02.2025, 16:35:53

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