Mentalist RR5 timer increase...?
Am I the only one who thinks the Mentalists RR5 is a super powerful RR5 to be on a 5 minute timer? Just a thought given how powerful Mentalists are overall and then add the RR5 on that timer is bananas to me. Not saying change the RR5 just make it at least a 10 minute reuse imo so it's on par with most of the other "strong" RR5s. Can you think of another useful RR5 on a 5 minute timer?
Comments
It helps vs. anything, melee and magic. It just negates your ability to attack the Menty.
Thats what I thought.
Dumb.
You want to nerf poor Wardens? You are cruel.
When will you nerf some alb or mid classes?
I don't nerf anything first of all. I'm sorry you feel attacked by my though on a Mentalists RR5. I play Mid and Hib solely now because of Hero and how over populated Hib has become so all I fight are Hibs for the most part when I am on either Mid or Alb. And to be honest there isn't a class that is so over the top that it deserves some magical nerf. BDs/Necros/Thurg are the two most complained about Alb/Mid classes and I have found it's more the player who is playing them that makes them feel OP rather than the class itself. With an exception to the Air Thurg as anyone can spam air pets and lock you in perm stun BUT I find it more amusing for getting caught off guard than the class itself.
Still doesn't remove the Mentalists RR5 on a 5 minute timer is wrong, and I have a mentalists. It's incredibly silly that that RR5 is on such a short timer.
Abilities shouldn't just be a give-me... They should have to be used strategically because the idea is you shouldn't always have them up.
@Broadsword @John_Broadsword @Carol_Broadsword @Lea_Broadsword I wonder when you guys will start listening to small QoL changes and feedback in general from the community...
Solid points. I never played my Merc enough to realize that RR5 is also on a 5 minute rut. But I agree that RR5 and ruts should be looked at. If it is a solid RR5 it should NOT be on a 5 minute timer. It's strange how the timers are so random from one RR5 to another. But I will forever laugh at Warlocks RR5 being on a 15 minute timer...
combined with the nerfs to uninterruptible primers over the last two years and the garbage increase to warlock pbaoe delve compared to the other classes pbaoe damage coming at an extra cost to warlocks uninterruptible primers ... pbaoe on warlocks is basically dead.
but sure, according to BS, warlocks are still the best pbaoe class and savages are the OP wall climbing class.
then why are you not seeing savages climb walls and why are you not seeing warlocks pbaoe and still kill anyone with pbaoe ?
Defensive: 5 min (Damage mitigating, self)
Offensive: 10 min (Damage increasing/dealing)
Group: 15 min (Either Defence/Offence for group)
I don't hate it, however I feel the rr5 system could use some adjustments and at least this solution makes sense. Like @Muylae states, warlock rr5 is pretty useless and on an extremely long (considering the 5 min RUT on strong abilities) 15 min RUT. I don't believe any of the current RR5's need to be nerfed (again, outside of cooldowns), but others simply made useful.
I like the input BUT along this frame of thinking the Mentalists RR5 would still be on a 5 minute timer.
I also agree with @Dale_Perf, the RR5 system as a whole should be looked at and while I agree that no RR5 needs to be changed(nerfed) some just need to have the reuse timer looked at and or abilitiy updated to be somewhat relevant (Warlock,Warden,Vamp etc)
And before the boos and hisses start flooding in, yes I said the Vamp RR5. It's not a very good RR5 BUT I think it has slipped under the radar for so long given the class that it is attached to.
I like that a conversation is starting.
I was thinking more along the lines of a less random RR5 system, I dont have a problem with Mentalist RR5 as they cannot attack without it dropping.
I mean PS is 10 secs and every Sojo has that.