mobile players are at an disadvantage for a number of reasons compared to pc. Some of which are not fixable but others we can close the gap some. I have two ideas. One is on normal attack switching and the other on utility skill triggering. If both foxes are implemented, I think much of the fixable gap will be closed.
Normal attack switching.
For Mage and warrior, certain normal attacks grant some lasting benefits beyond the damage they do.
RS does stackable dot that fuels SW. cleave slows mob down(not an advantage for me but maybe to others), arc lightning increase attack speed and dmg receives by mob, frenzy has ms and as boost. To maximize potential, one needs to constantly switch normal attacks so those benefits can be on all the time. This is currently only practical when playing on pc thus contributes to the massive performance gap seen between mobile and pc players.
Solution:
instead of assigning a single attack to either the single finger tap or double finger tap. Do the following instead.
Single tap
normal attack 1 ——- slider ——— normal attack 2
double tap
normal attack 3 ——— slider ——— normal attack 4
in place is normal attack 1-4, you can assign any of the normal attacks available. Using warrior, for example, put frenzy in the normal attack 1 slot, put RS in the normal attack 2 slot. The slider between the two determines the relative % each attack is performed. The slider is on a scale of 1-100. On 30 means 30% of the single tap attack will be normal attack 1 whereas 70% of the single tapnattack will be normal attack 2
same logic holds for double tap.
For those that still want the current system, all they need to do is put slider on 100 and have the current normal attack assigned to normal attack 1.
But for rest of us that want to maximize our dps potential by taking advantage of the normal attack switching. Then we can choose a percent breakdown. What I would do is (depending on my attacks per sec) I will choose a frenzy/RS split that nets me roughly 8 RS between frenzy sequence for every cycle SW refreshes. This way I come closer to max my dps without having to constantly switching back and forth attacks. As a mobile player the gameplay is already quite spammy.
This allows the focus to come back to finding the perfect combo of skills and this synergies rather than trying to tap perfectly and failing because I don’t have the finger dexterity of a 10yr old.
Instant skill triggering
another big advantage of pc player is the ability to hotkey skills thereby allowing them to instantly spam utility skills as they become available. As utility skill makes up for bulk of the total dps, this is a significant performance advantage.
I propse that we allow one level deep skill buffering. If a skill’s cd hasn’t finished yet, player can buffer one cast of the skill by drawing the symbol. Once buffered, the skill will auto trigger once it becomes available. If the skill isn’t buffered, of course it won’t auto trigger. Only allow 1 level deep buffer so we don’t have ppl draw 15 symbols in a row and just have a skill auto cast for an entire run.
Those two changes will fix two glaring performance issues that mobile players suffer in relation to pc players.
Welcome all comments and and other suggestions.
Normal attack switching.
For Mage and warrior, certain normal attacks grant some lasting benefits beyond the damage they do.
RS does stackable dot that fuels SW. cleave slows mob down(not an advantage for me but maybe to others), arc lightning increase attack speed and dmg receives by mob, frenzy has ms and as boost. To maximize potential, one needs to constantly switch normal attacks so those benefits can be on all the time. This is currently only practical when playing on pc thus contributes to the massive performance gap seen between mobile and pc players.
Solution:
instead of assigning a single attack to either the single finger tap or double finger tap. Do the following instead.
Single tap
normal attack 1 ——- slider ——— normal attack 2
double tap
normal attack 3 ——— slider ——— normal attack 4
in place is normal attack 1-4, you can assign any of the normal attacks available. Using warrior, for example, put frenzy in the normal attack 1 slot, put RS in the normal attack 2 slot. The slider between the two determines the relative % each attack is performed. The slider is on a scale of 1-100. On 30 means 30% of the single tap attack will be normal attack 1 whereas 70% of the single tapnattack will be normal attack 2
same logic holds for double tap.
For those that still want the current system, all they need to do is put slider on 100 and have the current normal attack assigned to normal attack 1.
But for rest of us that want to maximize our dps potential by taking advantage of the normal attack switching. Then we can choose a percent breakdown. What I would do is (depending on my attacks per sec) I will choose a frenzy/RS split that nets me roughly 8 RS between frenzy sequence for every cycle SW refreshes. This way I come closer to max my dps without having to constantly switching back and forth attacks. As a mobile player the gameplay is already quite spammy.
This allows the focus to come back to finding the perfect combo of skills and this synergies rather than trying to tap perfectly and failing because I don’t have the finger dexterity of a 10yr old.
Instant skill triggering
another big advantage of pc player is the ability to hotkey skills thereby allowing them to instantly spam utility skills as they become available. As utility skill makes up for bulk of the total dps, this is a significant performance advantage.
I propse that we allow one level deep skill buffering. If a skill’s cd hasn’t finished yet, player can buffer one cast of the skill by drawing the symbol. Once buffered, the skill will auto trigger once it becomes available. If the skill isn’t buffered, of course it won’t auto trigger. Only allow 1 level deep buffer so we don’t have ppl draw 15 symbols in a row and just have a skill auto cast for an entire run.
Those two changes will fix two glaring performance issues that mobile players suffer in relation to pc players.
Welcome all comments and and other suggestions.
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