Son, we already have shred at home

  • Rework: Casting flurry randomly throws punctures that heals 10% maximum life over 1,5 seconds (current with automatic dash, move to leg aspect or unique to avoid taking out “fun” from players)

  • New additional Specialization: “Ninjitusu” - Gain extra charge to all agility skills + 1 evade, (jumping back from caltrops you erased is/was movement skill btw, so bring it back in skill “option”, it;s still called agility duuuhhh! and it was designed for pvp :P)

  • New rogue deathmask Helm. I have my suspicion that the health penalty is way to low to make it stand out as a penalty/reward item. Increase multi to 75%(x) and increase health penalty to “I guess” 15%… I supposed to have at least 4 perf skulls in armor socketed, current is not risky at all :stuck_out_tongue: edit: or regular unique as it is and ancestral 15/75

PS: To caltrops you can always add utility temperings to jump back/land faster

Good day

PS2: PS: Whoever designed fundamentals for this game did great job, variety and execution in many places not so much(for that, “work in progress”, works fine), but once you start messing with fundamentals you will end up in total disaster if not doing it super carefully.

Getting rid of the jump back was the best thing they did.

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Agree but OP is correct that it doesn’t make sense for it to be tagged as an agility skill now.

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i strongly disagree…it was very fun designed and felt good, but i can understand that in most “just forward” builds was counter intuitive or pointless, thats why bring it back as an additional option in skill tree i said, not return to where it was :slight_smile: or bring it back as it was but as 2nd layer in skill tree the modifier to not jump back with correction that it;s no longer agility