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Arken.3725

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Everything posted by Arken.3725

  1. Strange arguments flowing within this thread. Some seem to have merit, others, not so much. I'll state it again for those who maybe new in this thread or just need some clarity. Again, as a Guardian main I'll try my best to be as unbiased as I can. As stated above in a previous post, I think daze on axe 2 and immob on 3rd charge of truth is a bit much. I'd like to see people point out what an argument against this next one: Where are all the strong mechanics attached to Guardian? Where's the stealth, instant invuln's on short cd, evade on skills, condition variation compared to that of a necro or condi-mirage, incredible mobility just to name a few? It doesn't exist. This should be HEAVILY taken into account. Short, easy-to-read bullet points I hope helps.
  2. Of course Eura but if you, myself or anyone else can maintain a level-head and see past certain unhealthy mechanics paired to our mains and are STILL willing to see it nerfed, that's commendable. I'm always of the impression that if you bring a decent argument to why something specific about a profession that should be nerfed/buffed, I'd listen. Most of the time It's just random rants without any objective information to back it up.
  3. I don't play ranger much but it's quite refreshing to see mains (shadow and eura) actually comment on nerfs. These are the type of people anet should listen to when looking at adjustments. It's when those who main a particular profession that are willing to see it nerfed for the betterment of the game that you look at.
  4. While I understand the posts above sentiment, condition spread of a fb isn't nearly as insane a most other professions. My issue with that proposed Nerf is that if you do that and all you have again is burning with nothing to keep it ticking (like core and dh) it'll never be useful.
  5. Also, make no mistake, I want to see FB nerfs in the following areas: Unrelenting Criticism: Redo this trait completely, no need for a daze on the symbol, too much CC spam.Mantra of Truth: Remove the immob on the last charge. It's already a solid skill, immob adds too much. I'll think of more but these two would help for sure.
  6. Regardless of what it is Ovark, it's still an annoying/unfun static mechanic that doesn't belong and only works in spvp because It's conquest. This mechanic wouldn't fly nearly as well in a deathmatch situation where anyone with average intelligence keeps moving around. Secondly to the post above with boons, the duration of boons is insignificant with the death of Harrierbrand, variation means nothing if the duration is a joke. Thank you for your responses.
  7. Like I said, if someone can muster a compelling argument to what specifically needs to be nerfed and why, I'd listen. One of the more common complaints I hear are symbols to which, I despise this mechanic. The fact that EVERY weapon has a symbol attached to it is rather annoying. It's a static/unfun mechanic in a dynamically mobile game. If it were me, I'd redo the whole symbol thing into something completely different. Edit to the post above: There's plenty of counter play. Boonstrip/corruption, focus-fire, kiting. As stated above in some earlier posts and my own, FB has little-to-no chase or escapeability, no duration blocks, no stealth, no evasion on skills. It's sustain is 99% active play(1% being virtue of resolve).
  8. So I don't post too often but I'll try my best to be as unbiased as possible seeing as how I main Guardian. Let me just state one thing about Guardian that I will back-up to the best of my ability. It has ZERO bullshit mechanics attached to it. Meaning: no instant (short cd) invulns, durational blocks (outside of the shitty heal no one uses), stealth, evasion on skills or instant abilities that decimate your health. Just wanted to get that out of the way. I'm all for nerfs where needed, even on my own main if someone can back up what and why it should be nerfed. There's also a plethora of crappy traits/weapon skills and utilities. Hell, I can easily make just as many things that should be buffed but then this thread would explode. I get that fb is the main support but look at what it has, it's all active play. Name one strong passive it has going for it, you won't find it. Forgive me for ending this post on a negative note. -Arken
  9. Of course It's serious. Look at the photo, dude's got a sword in his left hand with another at his side. What's he gonna do, pull a Zoro from One-Piece and put it in his mouth(would be cool).
  10. So....quite a few of us here possibly believe that utilizing an off-hand sword goes against the Guardian theme but I differ! Here is Logan Thackery(God of Guardians btw) utilizing two swords at once! We've been had my fellow Gurds, we've been had.....
  11. Just a comment as a Guardian main(pvp mostly). The suggestions are essentially 2 nerfs, 1 adjustment and 1 buff. That Valor buff isn't even close to enough to consider for self-sustain, especially since Valor is SUPPOSED the Guardian Self-sustain line. Honor is not only better at self-sustain but it even does so as for its teammates! This is crazy if you really think about it. I do appreciate the changes to move away such useless(on revive/kill) traits for everyone but this is messed up. Protectors Impact: Removed fall damage functionality from this trait. Renamed to "Protector's Restoration".Even though the prot on heal stays, It's still a nerf. How about looking at Ranger's on-heal trait? I'd take that one over Guardian's every day of the week. Signet of Mercy: Reduced recharge to 90 seconds in all game modes. Changed passive effect from granting 180 healing power (216 when traited) to granting 120 concentration (150 when traited). This is one of those I consider to be an adjustment, rather than a straight-up nerf. Concentration is useful even though some may argue Healing-Power is slightly better. Protective Reviver: This trait no longer increases revival speed and no longer grants boons on a successful revival. Fixed skill fact to show correct 3 second duration. Fixed a bug which prevented the recharge of Lesser Shield of Absorption from being affected by Stalwart Defender. Lesser Shield of Absorption now heals nearby allies when it ends. This trait now causes all versions of Shield of Absorption to revive allies by 15% when it detonates.Straight-up nerf. Granted the revival speed is faster, the loss of boons is too much. So much sustain lost from a successful revival. Courageous Return: This trait has been reworked and it has been renamed to "Stalwart Courage". It grants the guardian Protection for 3 seconds in PvE and 1 second in PvP/WvW whenever aegis on the guardian is removed due to blocking an attack.Good buff, dislike the change. It's better than before but as I've stated above, Valor is such a terrible self-sustain line in comparison to Honor. This miniscule adjustment won't change that. Thank you very much for your consideration, Arken
  12. Now that I have time to comment, as much as I can appreciate the effort made, I disagree with quite a few of the suggested changes. I'll go over each suggestion and my opinion on it. GreatSwordWhirling Wrath: Good suggestion but I'd also remove the projectiles and just merge the damageBinding Blade: Good suggestion. ScepterScepter Auto: Good suggestion, being within range and still missing is terrible. This should hit barring any invulns,blocks,evades,blinds, ect. SwordSymbol: Not sure how I feel about it. Axe:Symbol of Vengeance: Disagree, it works considering how offensive this weapon is. Traits:As a whole, I wholeheartedly disagree, I feel like Guardian has some of the worst traits in the game. Check this: Valor is SUPPOSED to be the defensive-line, right? Funny thing is, Honor does it FAR better and to your own teammates no less. That's just one example. Virtues:Forget attaching it to Courage, just give it to us already. Honor:Disagree with the Writ of Persistence suggestion. Symbols are already small as it is and they're not nearly as front-loaded as say Marks/Wells for example. Outside of FB, Core and DH have VERY few ways of keeping an enemy inside a symbol much less the benefit being significant enough to stand in it. Skills:Hammer of Wisdom: This suggestion wouldn't do much, it would still be incredibly useless. Mantra of Truth: Bad suggestion, here's why: Guardian has low hp, no safety traits, no stealth, less-than-average mobility, no evades on skills nor any instant invulns. This skill actually helps FB stay alive from all the Rampage and power-spike BS. Not to mention the charge-up time on every mantra is almost 3 seconds. Not to mention this is really the only source that allows Guardian to stick on their opponents due to the massive lack of cripples,chill and immobs for example. Signet of Mercy: This is the only useful Signet Guardian has. I could see increasing the cd a tad but not almost doubling it. Again, I appreciate the suggestions but a lot of these don't do much and would probably hinder Guardian more. Forgive me if I'm a tad biased, these are just my opinions. Thank you for your time.
  13. In response to those above concerning Scepter. I currently have three builds I'm working on using, one of which utilizes Scepter. The other two, Staff with Axe/Shield. As much as I'd love to comment on the changes suggested within the OP, I'm a little too tired from posting hundreds of times concerning feedback. I'll just leave this as something that I believe should be heeded. Instant skills(meditations for instance) are crap, they have no counter-play other than guessing. I personally prefer having cast-times as a way to fight back(Mantra charge-up time for example) Slow weapons should hit or be more significant than their faster counterparts, I'd imagine anyone here would agree. (looking at you hammer) When you're lacking gimmicky/bs mechanics, you should be compensated as such(evades on skills, stealth, instant and significant burst, crazy condi-variation, ect.) I'm not going to go deep into this because I'm going to get a lot of flak for this but hear me when I say STEALTH has NO reliable counter in this game. It's an insanely strong mechanic. That's all. Get-out-of-jail traits should not exist(luckily, Guardian has none of these). If you're within range of a skill and you're not blinded, the target isn't invulned/stealthed/blocking/aegis or whatever, your skill SHOULD hit. Tracking issue's are terrible game design(looking at you Scepter). Thank you all for your time.
  14. I'm all for changes but check this out. If this is to be gutted(even moreso with every patch), I want some BS mechanics. I want stealth, instant-ranged burst that does 12k+, passive invuln when my health hits 50% along with skills that don't require me to stand still(symbols). Give me these and you can have your nerfs. And yes, all the mechanics listed above ARE BS mechanics and are unhealthy for the game. Why can't Guardian have these? I'm sure there's more to be listed but this should suffice for now.
  15. Right but the point in this weapon(along with Staff/LB) is that they are RANGED. If you are within range barring any mitigation(blind, aegis, invuln, ect.) ALL the projectiles should hit you. The fact that they don't is pretty bad.
  16. Just bumping this since Scepter, Staff and to a smaller extent, Long Bow still have terrible tracking. Can we please get these fixed?
  17. I like @otto.5684. Dude said it far more elegantly than I ever could. I have my own misgivings but I'm just tired of listing them since I know nothing will be considered.
  18. These changes suck outside of Purging flames. Let's keep nerfing one of the slowest professions that require standing in small circles even further. Makes sense to me.
  19. How about some neat interactive traits? Or rather, stuff that synergizes(makes sense) with a certain weapon/utility. Here's a bad example: Focus and Focus Mastery.....why is this still a thing? First the nerf to Ray of Judgement (yes, this was a nerf if you REALLY looked at what it used to do compared to now). How does giving a minor amount of protection attached to two offensive skills make any sense? This isn't fun nor is it interactive. Edit: And not to derail Runic's thread, I'm just tired of unimaginative/unfun/near-useless traits.
  20. Forgive me for all the negative comments but holy hell these are bad. Once again, let's focus on a mechanic that requires both caster and enemy to stand-in for lengthy periods of time for ANY benefit(symbols) in a game where mobility is HUGE! Great mechanic. Come on guys.
  21. Not shabby but if you ask me, the whole kit needs a rework. It's just terrible.
  22. Remember guys, this is strictly from an spvp PoV, please consider that when posting replies.
  23. That's very fair @Lonewolf Kai.3682. I think even if we look at how easy/hard the skill is to use, the question is, is it worth using?
  24. Mobility is another issue I completely agree with @otto.5684. Also, @Lonewolf Kai.3682, try getting the #5 on torch off against a competent team in spvp....tell me how that goes.
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