Kutsuu

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Everything posted by Kutsuu

  1. 3RF Macro Request

    Do you believe it's 90% because other KFMs 3rf while beating you and you can't imagine that they actually know how to do it with their fingers just because you don't? That is also pathetic.
  2. Update BM

    They keep telling us in their streams and stuff that we won't be getting special balance patches just for NA/EU. There aren't any buffs for BM in the pipeline right now other than additional legendary skills and skill points as we unlock more content. Get good at BM as it is, and you'll gradually get better as you gain access to important skills and more points to invest. Don't expect magic.
  3. 3RF Macro Request

    People have posted other support responses that specify "one button = 1 action" is the rule. This doesn't fit that. Use at your own risk, I guess... Kinda pathetic.
  4. how to pvp KFM?

    Keep in mind if they're countering in melee range, you can spin into it (parry spin) and get a free stun out of it.
  5. Damage

    Idk about that... my DPS with a tiger strike/searing palm uptime build is great, both AOE and single target. Makes my BM look like a weenie.
  6. Just look at the HM skills that will become available.. and keep in mind up to HM20 worth of skill points. That's the big "buff." They won't just magically get better at 50 - it will be gradual as each important HM skill and extra skill points become available. You still have to know the combos, still have to know the class, still have to know the other classes.
  7. HUGE GLITCH when bm uses air combo

    Agreed - camera angle issue. I turned off cinematic camera and make sure to move my camera around in their direction while hitting LB/RB and it works 99.999% of the time. Won't work consistently if you're rooted by FM like Onene mentioned.
  8. KFM vs BD | "Counter" vs "Vortex" ?

    It's much harder for them to spin into counter if you use elbow counter, but it's also harder to time your counter on their gap closers... so use at your own risk. The only real solution otherwise is not to use your counter while they are in melee range so they can't spin into it. Just use it to stuff their gap closers.
  9. While practicing 3RF I read and watched pretty much every guide and tip out there and was getting discouraged because I just couldn't find the timing. I finally worked something out that I can handle... hopefully it will help others. The things that helped me the most: Bind all 3 keys on the keyboard and do it with one hand. I was trying to hit 3 on my mouse followed by RF on the keyboard and it was a disaster. You need a greater pause between 3 and R than you do between R and F or F and 3. It's more like 3 -- R - F - 3 -- R - F and so on, with the dashes representing gaps in time between presses. I've seen people mention "the timing is different between presses" or "you just gotta figure it out" but this realization was a big one for me. I had a very hard time inserting the pause consistently... so I thought about how I could make it easier on my brain to process. What I ended up doing is binding 3 to C, R to Z, and F to X. So moving my 3 movement fingers down one row, I launch the CC with a thumb button on my mouse then hit C--Z-X-C--Z-X-C--Z-X. For me, it is easier to insert the pause when moving back to the "start" of the row of buttons. Anyway I don't know if this will help anyone. It seems to come easier to most than it did for me and I know that my thought process is a bit weird.
  10. It's not necessarily an issue, and this isn't a complaint thread. I just didn't see anyone out there talking about it... all the videos/threads and such said "The timing is different between presses" and when asked for specifics they said "you gotta figure it out." It would have saved me a lot of time to read a thread like this one that actually points out where the timing difference is. I have the same arena latency issues that everyone else does occasionally, but I get the feeling that the servers running arena instances are just overloaded with bots queuing and it's unavoidable until they figure something out to curb them.
  11. Rock solid 41-45ms. I'm not the only one in this thread who noticed the timing is different. If you're canceling fast enough not to hear any hit connect sounds, there is a greater gap between 3 and R than there is between R and F or F and 3.
  12. Ah I think we misunderstood each other. The 2-dash issue I'm speaking of is between 3 and R. If you try to cancel 3 too early, you just straight jab and shin kick never goes off.
  13. how do i heal when grab as kfm?

    You need to spec your grapple for it. Tier 4 Form 2. It will give you 3% hp for each attack during grapple. 2-3 LBs into a headbutt is your best healing. Headbutt hits twice, so it will give you 11% HP (3%x2+5%).
  14. Does it make you feel good to accuse anyone who beats you of using macros?
  15. KFM - NERF WHEN?

    You are very confused. There was no nerf in the patch for KR or EU/NA.
  16. Time to nerf Blade dancers ?

    Time to accept this isn't your game, I suppose. I could make a similar statement: Nobody likes a game where all you do is spam your DPS combo on each other until someone dies. That statement would also be wrong, because plenty of people prefer that type of game.
  17. Why is Q/E/SS so unresponsive?

    The only things I can think are these: You are still pressing other abilities while pressing Q/E, and Q/E won't cancel animations of other abilities. They seem to be lower priority in my experience. If I'm doing 2r2rf and just try to spam Q to get a side step in, I have to stop my combo and let the Q animate. You are out of range to Q/E sometimes when this happens and didn't notice. I run around 50-70ms myself and don't have issues with Q/E being unresponsive except for the situations I mentioned above. The first one took me a while to figure out because I assumed Q/E would have a much higher priority than other attacks (and it should...).
  18. Here are the key factors for your build (https://bnstree.com/KF?build=4501002112232553203032115110094320511005321111110632108440554260932053420601120031): Spec Elbow Counter (1). It doesn't count as a "defensive skill" so they can't cancel it, it hits harder, and it still triggers avenging fist. You'll have to get used to the timing and learn not to SPAM IT since it costs focus, but it's 100% better once you get used to it. Spec Avenging Fist (RB) F2T3. You can use it after Elbow Counter and it frees you from charge disables plus offers iframes during your travel time. Spec Flurry (C) F2T4 - the iframes will proc your Firestorm Kick and can help to avoid a lot of damage. Spec Firestorm Kick (RB) F3T2. It has 8m range and flurry+backstep will proc it in addition to Q/E... This is amazing against FMs, despite having a longer cooldown. Spec Ice Guard (Tab) F3T4. The 3rd point is so that it breaks roots - this is your get out of jail free card if you get rooted while they are behind you and SS is on cooldown. Spec 1 point in Swift Strike (2) - FM does not have a ground counter and you'll be using SS->LMB a lot to knock them down - 2r their face while knocked down. If you are HM2 or higher, you can spec Flying Slam (Tab) for the knockup, and Elbow Counter to reduce the cooldown on Comet Strike, but these aren't essential. The speed buff and short cooldown on the non launch version of flying slam can be pretty useful in conjunction with Avenging Fist to keep you close. As for strategy: 1 stack freeze slows your movement, 2 stacks seals your charge moves, and 3 stacks immobilizes you. You can counter->Avenging fist to close the gap when your charging moves are sealed, and SS or ice guard when you are immobilized. Keep in mind ice guard should be your trump card for when you get in trouble with SS down. You can see how much freeze is on you via your debuff bar. Don't focus on trying to combo them down in 1 big 3rf. They have too many escapes for that. Your strategy is to chip their health down faster than they can chip yours - using your knockdowns and air combos to wear them down. Of course go for a big combo if they blow everything right away. SS->F, SS->LMB, 4 (Comet Strike), 3 (Leg Sweep), and RB (Firestorm Kick) are going to be your best friends. Every time you knock them down, give them some 2R and try to finish the knockdown with a stun or daze. Always flip your camera 180 and SS towards them, it's a great gap closer and makes your range to close with Smite or Tiger's Pounce much longer. Look out for the ice orb over their head, hitting them will freeze you during this period.
  19. I cannot take it anymore

    As others have been saying, BM is actually quite strong in PVE, even early on. The key concept that will help you is that, typically, basic stance is for focus regen and CC while draw stance is for DPS. Flash step and flicker are your main AOE killers, with blade call offering some overkill. You can blast your way through 10+ mobs at a time very simply by CCing them (with one of our several AOE CCs), going into draw stance, and using Flash Step 3 times. If you keep your hongmoon ring up to date, you'll have enough crit to virtually guarantee 3 flash steps against larger groups of mobs. Make sure to put a couple of points into F1 flash step for the extra damage.
  20. For me at least, that always results in a straight jab instead of a shin kick on the second 3.
  21. Don't tease us like that...
  22. HM Lightning Draw and you

    Plot twist: OP has a Lighting Draw book up on the marketplace for 600g.
  23. Let's all stop pretending

    Did you watch the video I linked? It explains what we're trying to tell you very clearly.
  24. Let's all stop pretending

    All I can do is facepalm. Enjoy your 50% heals from Grapple, I guess.