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Gazrul.3086

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Posts posted by Gazrul.3086

  1. 3 hours ago, Roy Marks.7689 said:

    Since the changes to Siege Dampener and Siege Disruptor were in separate updates than the wall/gate repair change, are those changes you think should be reverted in general, or do you feel they're no longer valid changes alongside the other changes made in the last patch?

    Personally, I think they should be reverted in general, as the point of them is to stall the enemy until the defenders can get reinforcements. The changes to siege dampener, in my opinion, made it vastly inferior to the emergency waypoint in most scenarios. The changes to siege disabler kill the purpose of that item, as it's meant to disable the siege, not weaken it. There were already ways to protect the siege against it, such as barriers, shields, etc. It just feels bad to use both siege dampener and siege disabler after these nerfs, and they feel weak in my opinion. Coupled with the recent changes, it just feels bad to be a defender. 

     

    3 hours ago, Roy Marks.7689 said:

    For the lowered stats on the Keep Aura, you mentioned that you feel it was overkill, but didn't say that's one of the changes that should be reverted. Do you feel it should be, or do you think it should be left alone?

    I personally believe that it should either be fully reverted or at least buffed from 25 to 50. 25 feels far too weak for an important keep buff in my opinion. I honestly don't think that it's ok for the keep buff to be weaker than the minor bloodlust bonus from capping ruins. 

    3 hours ago, Roy Marks.7689 said:

     

    Few more points:

     

    1. The changes to keep lords are not really felt at all from my experience. The healing is too weak, and the stability is easily stripped by the enemy zerg. I legit never saw any impact at all, aside from the boss having multiple bars to break at every 25%. The problem is that if you buff it enough to actually feel impactful against enemy zergs or boon blobs, it'll make the keeps almost impossible to take by smaller groups. I like the idea of lords being more impactful, but I believe you've missed the mark here. 

    2. This one isn't that big of a deal in my opinion, but the change that makes golems not able to contest objectives also feels unnecessary, as it was a valid stalling tactic, especially for T3 camps. The guards are pretty much useless against most competent players, who will destroy them even in T3 camps. That said, I don't think that guards should be buffed further, as that would make solo capping camps a miserable experience.

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  2. I'm ok with nerfing the size of the rings, but the changes to the wall/gate repairs and the keep aura were a serious overkill. They should at least revert the siege dampener to complete invulnerability, and the siege disabler to full disable. And bring the wall/gate repairs back to 10%.

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  3. Can I just ask why this emote is locked behind gambling? At least put it on the statuette vendor if nothing else. I honestly don't think it's acceptable to lock emotes behind gambling without offering some alternate, guaranteed way to obtain them. And I honestly hope that this won't become a regular thing for the emotes. 

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  4. I don't know about PvP, but the axe is broken beyond belief in WvW. Literal one-shots, and they can be done through walls. 

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  5. 21 hours ago, SleepyBat.9034 said:

    The Salvation trait line comes to mind.

    That's balanced though. You sacrifice a lot of damage and pressure that Devastation brings in order to gain sustain from Salvation. 

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