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Every day pon.5386

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Everything posted by Every day pon.5386

  1. ANet essentially sabotaged commanding WvW PUGs now that Profession capability is unreadable with Squad Weapons & Relic paywalls I'm 💯 convinced that ANet has malicious team development problems, beyond overwhelmingly depreciating previously balanced WvW aspects given that the expansion looted player equipment & the previously captured deplorable Discord exchange
  2. seems so, too bad that its entertaining function wasn't simply kept with a low boon duration, its description returning with updates led me to ponder what's really going on with it
  3. Daring Dragon doesn't reenter Dragon Trigger regardless of sufficient Flow Also it hasn't reentered Dragon Trigger since its Tooltip Description previously bugged when its boon was added, it's BladeSworn's DPS trait I also submitted this bug in-game since it's been a few patches TY
  4. ^ there was nothing wrong with earlier WvW Confusion & current Confusion became both hardly ever viable to spec into & hardly ever noticeably interacted with ; the blanding of Confusion compared to simply stacking Power is basically both a kill & damage spike loss with added effort Also, inside of PvE it's simply awkward to see average players dying in droves to base damage non-interactive Confusion 🤷‍♀️
  5. ^ Remove every infinite ability & kill off WVW with bloated SPVP gameplay theory. Seriously what is going on at Anet? Who is left balancing this game? Buffing baseline hp & toughness for glass & lowering target cap will seal this game into a completely absent minded zerg fest
  6. Thank you for understanding this! I would pin this all to my forum signature if I could 🌟 Every time we press evade we're using an unlimited target ability! High target mechanics uniquely shine in WvW squad play because they raise the skill ceiling of our underdogs by enabling what our great individual players & practiced compositions can do in the tides of war with clutch play! 10 player target enables great guilds to defeat W key mapqueques & have good reason to compete against other best in slot builds! For instance: when within a zerg. a zerg would rather Gravity Well roaming parties where a roaming party may consider ambushing with Time Warp. All of these varying target counts were used in WvW prepatch because WvW is not restricted to mapqueues or SPVP, that's why I love WvW because these varying instances feel like every game mode together! Build release even furthers the point of varying target count New professions should become viable through uniqueness & not through nerfing well rounded profession features! I almost shed a tear when Time Warp, Fiery Greatsword, Warhorn etc. were reduced to SPVP effectiveness
  7. Moving away from high target count WvW abilities will encourage squads to single target players & pin snipe so if y'all wanna advocate for more 50 & 5 player target sharing builds with these changes then by all means reduce target counts
  8. None of that targeting logic makes any sense in the presence of unlimited target abilities & these such present abilities being absent from various WvW builds. High target count is a *recommendation* for WvW & features a place for such abilities to shine
  9. ^ This is bad because integral WVW items such as Target Painter & Supply Removal Traps cannot be fluidly used with build swap demands & further prevents players from purchasing & using effective siege IDK if this bug began when Superboons were cut from build swapping, but this bug is not good for WvW with Builds
  10. Mostly what Xenesis said & *if roaming* be able to compound damage in many ways & if squadin be ready to survive a W push & repeat control with your friends
  11. ^ Why are we orienting WvW away from MMO play? 10 player abilities are hallmark to WvW & encourage players to spec into this unique mode & removing them causes more roaming & self-oriented loadouts which are unbeneficial to squad play. Players should be encouraged to understand that target count has higher importance in WvW & I think that these abilities help guide pugs to be more effective in skirmishes
  12. Chronomancer Tides Of Time Pathing is more interesting & flavorful with its prediction pathing as opposed to current last point pathing. I almost always have to run back towards the Tide! I wish we had an option to use the aimed version over the current unaiming & clunky one! The pathing bug was so rare that I hardly recall it being associated with the aforementioned smart Tides Of Time 💧
  13. Signet of Inspiration is supposed to be our boon provision, & we'd see more of it if it stayed 10 player
  14. I think Lush Forest would be more functional & balanced at 3/4 second, for Flow spec to feel practical & smooth
  15. I'm quite excited for it! I ❤💜💙 Scarlet & loved GW2 prerelease but missed GW2 launch over life events, so I'm happy to experience it because I see that S1 was embellished with illustrious love
  16. Moving away from Breakbars further blands GW2 into MMO DPS rotations; Breakbars & Exposed builds & gameplay made GW2 DPS unique
  17. I hope Virtuoso stay SPVP because I 💙 clones
  18. I am seeing our static Sigil effects PROc on held weapons across 'Swap Weapon Sets' in PVE, which seems concerning & a bug affecting balance
  19. OP expecting Alliances to be like the betas. It's not. Alliances isn't planned to be 1 guild randomly pairing into Alliances, those small guilds mentioned will ally with each other & play thereon. Whatever it will be it is not supposed to be as the betas which indeed did break pre-Alliance alliances
  20. An obsidian gobbler would be nice! I wouldn't wish endgame to destroy obsidian stacks
  21. I was offline so I don't believe I'd even expect to see a whisper. Anyway, the suspension is over however I don't know what I should change after the suspension as I wasn't told or confirmed what caused suspension
  22. It's not how GW2 was designed, it's another disruptive EoD update that punishes a downing hit when creating a clone. Plenty of mechanics interact with invulnerable targets such as Leaps & projectiles which don't lose their core mechanics upon downing enemies
  23. The "No Clone" invulnerability update punishes Mesmers while we create a down as downs go invulnerable. The update makes little sense & is poorly inconsistent gameplay. I can't see a Mesmer ever justifying that update.
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