Originally Posted by
mrfigglesworth
i'd like to bring up the point of attack duration once again. It seems like in both dps lines, we have to build up for our attack duration and easily lose it. I would like to make a plea for this random element of attack duration in our dps lines to change. Here's 2 scenarios that describe why this is a good idea:
first scenario. Yellow champ starts attacking foe and immediately gets flurry buff, and flurry buff refreshes for the duration of the fight. Champion feels like a champion.
Second scenario. yellow champ starts attacking foe and gets flurry finally 30 seconds into the fight. The flurry buff wears off after 30 seconds, never refreshing. fight ends on a low note. Champ recognizes the fight was slow and clumpy and was waiting for skills to fire a lot of the time. Champ recognizes there's no way to control flurry procing besides hitting all aoe skills.
Basically, every time we have a fight where flurry is up nearly 100% of the time, we become used to that feeling of awesomeness even though there's nothing we can do about it. So the next time we have a fight where it doesn't happen, we wonder what the heck we did wrong. We wonder why flurry didn't proc. We recognize we're not at our full potential but can't change that one bit.
So the flurry proc and the red line -attack duration buildup proc are both going to become "the norm" when they proc and really really really annoying when they don't. Thus, I propose we either 1. give anyone who traits yellow line flurry buff 100% of the time and give anyone who traits red line the -15% attack duration 100% of the time OR 2. Make it part of a skill in yellow line (for flurry) and red line (for -15% ad) that will refresh it. The random element is just frustration.