Jump to content
  • Sign Up

Zaret.1450

Members
  • Posts

    637
  • Joined

  • Last visited

Everything posted by Zaret.1450

  1. I think lee is more of a... id say closed up grampa? he doesnt like foreigners, us, to meddle in cantha and sees us as a threat, hes not a villain or a bad guy but more of a im the law and ill put you to jail, thinking how cantha has been closed of for so long it makes sense to have this kind of characters, and white mantle... well you have a hole map that was a lake and was literaly blown up by them, also raid misions involving them etcetera, true there are characters that arent well explained or that need better involvement, but so far mordremoth, balthazar, jormag, kralky, the "main" vilains, end up with a pretty good development and you can see the cruelty of their acts SPOILERS AHEAD in almost every main part of the story we have a significant dead in our alies, be it your mentor in the orders, tryharder and the sylvarys, almorra, they even killed mai trin as her form of atonement, maybe asking for the same tipe of development in every other faction is a bit too much, maybe just mad close minded pedant policeman is enought for lee. also think that in eod we had lee, ankka, soo won, aurene, the void, a lot of diferent characters and a limited time in the story to explain every one in detail, i worry more about the gameplay part, wich was also pretty lackluster on launch.
  2. ok my bad but still it wasnt an attack
  3. with all due respect, mec deserves to get its dmg nerfed, it is not fair that a build that relies half of its dmg to a pet and the other half to an auto attack does more dmg than day vindi, that needs to manage energy cd and evades while needing specific hitbox size, virtuoso isnt that difficult but it is much more complex han meca, etc etc. I understand you dont like nerfs but maybe strengthening other things in engi can make up for the loss now and make mec get a good dmg with a normal-easy rotation. 34k, for the complexity on mec right now, id say is fair, there are more complex classes and elites that have almost the same dmg.
  4. vindi is easy to a certain point, camping gs, using shiro and jalis, and dodging off cd, the problem is, frist vindis require huge hitbox targets to truly make use of gs5 dmg, and aliance is just more difficult and doesnt realy improve dmg compared to jalis, the same way using sw/sw as weapon swap just overcomplicates the build with no benefits, and thats sad for me.
  5. druid cant be an alternative to guard, but i think druid + chrono could be a decent alternative to guard + scrapper. mesmer got its mantras buffed in area if im not wrong, and druid got better cleanses and healing in wvw, also crono and druid can bring more cc with entangle, focus and gravity, and stealth can also be covered by them. each compo has some pros and cons, and right now i think the only way to truly say wich is better would be to try several things.
  6. i think sneak gyro would be the last of our problems, getting stealth is most effective when your enemies havent seen you or cant realy tell the exact moment you enter stealth, also the giros were also used as smoke fields, while its true that theyre nerfed theyre still plenty usefull for certain uses, the true problem comes from other utility gyros like the cleanse one, where now you realy cant use it as much as before because people will prob just go running and you get less utility from a static cleanse, on the other hand dps giro is better now as it works as a ranged well. also its true that scrapper was dominating with fb too much, getting fb stab mantra and gyros nerfed will help other classes find a spot, and we can allwais wait a bit for more balances, they did an overall good job in this one so lets see
  7. id say yes, to a certain point, what i mean is, ranger has certain new utilities and improved healing, in a sense that its easyer to heal and do things in wvw now, while scrapper will have a thoughter time using its giro utilities, at the very least i think druids, chronos with mantras, and similar things will find an easyer time getting in groups while prob more dps scrapers will appear that use dmg and stealth giros but not the cleanse one. Id say we have more options now.
  8. you must think about somethink, those boons are too good, in revs case we have been forced to use that boon forever, because it was just too overpoweredgiving boons instead might be bland but unique modifiers are just forcing players to play something and i think that is worse than loosing one "identity" buff, classes are unique enought as they are that even if unique modifiers die you still feel youre playing a rev or a warrior or a ranger.
  9. i agree that it is a bit too much of a nerf, i mean it is true that it was completely overpowered in wvw, as its boons cleanses etc was allwais around him, but the well mecanic in wvw is difficult to play with and things like fb that does things around him are just better there, maybe just reducing its effects, or making so scraps move slower while giros activate would work too. all that said it is mostly a wvw problem because in pve wells are something you can play with easily and in pvp i cant realy talk but meh at least you can make a giro camp in a capture point i guess?
  10. comparing benchmarks has its own uses, for example, you say only 3 power classes are better than vindi, but remember that the benchmarks on rev are usually made on huge hit box, that means all gs5 hits land, whule most bosses are medium or small hitboxes, that means you loose dmg, if on huge hitbox rev is like 37k at max (but im not sure now) then on a normal hitbox you will get max 35 or 34k thats a big diference. Also i agree it was decent with just ine jump, 2 jumps wont change much, but the thing is vindi needs some qol changes, maybe you didnt feel it cluncky but some times managing cds, evades, energy, and possibly weapon swap is a mess, and not realy rewarding, as far as i saw a build with shiro jalis just with gs and upkeeps rewards a similar if not better dmg than having gs and sw/sw or aliance, with the many "options" we have, but dont realy change nor improve anything, maybe sacrificing some things and simplifying could be good, rev still has its unique legends while the energy and evades are just thief initiative and dd bounce with a skin, cool but not realy unique to us.
  11. my take is that untamed, instead of balances for itself, needs a pet sistem rework, think that sb is more self reliant, the pet just gives stats and 3 skills, and the new swap is interesting and a good thing that will help it a lot after owp lost its uniqueness. While untamed relies on its pets, and a lot, so maybe theyre waiting for a moment where they can make mecanic changes to some classes and then well see untamed changes
  12. i dont think its exactly the design thats bad, i think its the execution, if vindi had more evade, block or invuln frames, dodge actually worked well with just one dodge, then it could work out if you gave it more dmg to compensate the difficulty. The problem is they smashed thief designs onto rev but to make them unique they distorted them ti what we have now, its the execution that created the problems.
  13. mmm if you talk about drawbacks on vindi... wellnin pve id say there are a lot. You have at the very least 2 resources to care about, dodge and energy, energy being a huge drawback on the entire class alone as it just limits you and gives nothing in return. the evade alone, even with a huge dmg has a huge time frame and is incredibly bugged, so much that you start taking dmg before landing so you are vulnerable and loose time. The dmg on vindi is incredibly reliant on enemy hitbox size, any enemy wich isnt huge is gonna take very little dmg from gs5, that nakes the possible benchmark of, i think it was 37k, basically useless as most time youll use the normal or small benches of 35k at most, and bursts become almost non existant. Aliance is almost useless, it doesnt have an upkeep wich is fine, but its skills are a bit meh, all do dmg but you only use spear and nomad in the end, that is if you use them at all, because shiro/jalis work even better and are easyer to maintain, not to say jalis is much more usefull overall. gs is a good weapon, but gs4 needs stacks wich some bosses you can exploit and some not, gs5 is very limited too in non huge gitbox bosses. now that is all the things i saw on vindi that, one way or another, become a hidrance when playing it on pve, if you go yo wvw then having just 1 dodge makes vindi incredibly difficult to use compared to herald, the 2 dodges is, in my opinion, a way to give wvw more leeway when you want to choose one or the other. as for unique playstile.... well rev has never been unique, what i mean is, tge energy + cd mecanic is just a thiefs initiative mecanic that git distorted and is now inferior, inferior because no matter balancing, playing with it, theorycrafting, etc, you have both the cd and the energy drain to care about plus the skill itself, while separating it, say cd on weapons and energy on legends would simplify and make the rrv smoother to play, the legend swap itself is a good unique mecanic by itself and doesn need more complexity. as for the evade, its like daredevil evade, just dd has 3 and vindi has 1 now, and sry to say but i think thats neither original, nor as good as dd one, its just, again, an inferior copy of thief, and with 2 evades now, but being faster, and with multiple options, not just dmg but healing and sup, it is different enought. I agree classes and elites need uniqueness, but forcing the uniqueness by using an inferior version of other spec mecanics or a twisted more bothersome version is wrong for me, spectre is a thief + reaper spec and i love it, its similar but beels different, and its a new way of playing thief, willbender is litherally a shiro sw/sw guardian without the bothersome energy and legend swap, while vindi is just a heavy armor thief that didnt study enought for the exam and ended up with a 4.9 instead of a 10. As for pure dps talk, the tops are 37 and 38k dps without worries about hitbox size, so rev should get to at least 36.5k in small and secure 38.5 k on huge, in my opinion
  14. yeah but think that you land faster and can work better with both evades, in the end you loose less time evading and thus can use more skills and be more usefull, thats why i said maybe it increases a bit the dmg.
  15. we get 2 dodges and sigils on legend swap, wvw is gonna be a party and i love it, and i hope it also helps in pve, i guess it will a bit
  16. at least for wvw these 2 changes to vindi will make them much much better, im waiting patiently for cmc to buff vindi dps so obtena can take another straight and cry about why were wrong and hes the only truth XD
  17. im allwais on the side that looses against a blob, and i dont like it, but i have to recognize their work, because when i get in a scuad were not 50 people perfectly stacked and coordinated, i get it you want to be god and kill 50 people alone, but its just frustration talking, you alone or with 20 people cant win against 50 coordinated players, its facts, what do you want? your class buffed and every sup nerfed so wvw is open world 2.0?
  18. you know you can go roaming alone and have boons by yourself right? i mean i understand being antisocial or not wanting to be in a group and go by their rules, but wvw is a group content, its made so people play together and group up to fight each other, boons? delete boons, see what happens to the game, it would be unplayable, and limiting its access would just make things more limited and toxic, yes a blob taking over a map isnt funny to play agains when you go alone, but think that those people have spend time and effort to coordinate and play together so they can have perma boons, heal instantly and use their skills on one spot as fast as possible to delete you, if you said, i found an ele with 12 boons and was kiling 10 people alone and being inmortal, then yes its a class balance problem, but saying "well we were 20 and we were going around like headless chickens launching skills and we coudnt kill 50 people perfectly stacked and coordinated that were playing piano so the boons were permanent and their healing made them inmortal " well those are diferent things, and dont take me wrong, i said, make a mecanic so random roamers, random meaning not with a tag nor coordinated, have a chance to win time and change the situation in their favour, like having an npc garrison and if you dont capture in certain time the npcs appear and help the defenders, or a special role to roamers so they can ask for reinforcements in defences, etc. WvW, in the end, is a zerg vs zerg game, roamers should have roles and works that only they can do efficiently, but defeating a blob of 50 with 20 uncoordinated people is unrealistic.
  19. think that blobs arent realy a huge anet problem. the problem with blobs is that they play it well and suports are good enought to sustain dmg dealt in a disorderly maner, to explain further, if you see a blob youll see a lot of roaming players circling them triing to deal dmg, but with uncoordinated dmg, the random 5 target cap, and suports healing and protecting the only way to break a blob is with a coordinated attack that strips boons and condenses dmg in a little time frame so heals cant do enought sustain, thus we end in a blob vs blob fight. As for smaller scuads a good group of 8 roamers can easily peck at them and break them apart if the scuad isnt that good and the roamers are good enought. Now how would you solve it? nerf the suports? yeah but then youll have a scuad of 50 all of them having trained and made efforts to stack, and coordinate, being defeated by 30 guys that are just runing around hitting like madmans. wvw needs reworks, of course, maybe giving roamers better defined roles, or making fortress defenses work in a way that random roamers can more easily gain time or coordinate, while making scuads maybe loose protections or something when certain time has gone by, something like, a blob is immortal but if those 20 randoms can win enought time they start breaking apart by something without the need of an ally zerg being there, maybe npc reinforcements or smth, thet would put pressure on the blob but not make them useless and at the same time give roamers jobs that can be interesting and good, not everything needs to be class balance, this game needs some mecanics reworks too and it can do it
  20. mmm first of all warclaws arent that fast, maybe faster than superspeed but any fast class with swiftness and superspeed is faster than warclaw if not take a thief or things like that and try i vote for the thief wining. second, slow builds have allwais existed and are mostly used in zerg fights, but thats not the thing, if you play alone, with thiefs and mesmers roaming around, you need movility having warclaw or not, and every good roaming build has good movility and escape routes, be it mesmers, thiefs, willbenders, warriors have their own dashes, necros have wurm and speed, engis have escape routes too but maybe not too many, what i mean is every class can escape running if you learn how, also warclaws can dismount each other, so even with warclaws they can reach you. also in a roaming build you are self reliant, be it more movility and being squeasy or more durability and fighting head on. and in zergs you have your conpanions and their warclaws giving you buffs to run more. Yes warclaws are great, and a huge improvement, but thats one thing and another is saying its pay to win and that it is a balance problem, sry but i dont agree there, you can play wvw perfectly without the warclaw, just its much more bothersome and you lack its comodities.
  21. mesmers arent that bad in roaming, and i personaly like virtuoso, the new mesmer, in zergs, theres also a chrono build out there that looks good with grav and suport, maybe mesmer needs some changes, but i dont see it as dead or bad.
  22. Ok emmm 2 things. 1. if youre in a zerg your companions warclaw gives you a buff of speed, you need to be carefull of enemies getting you on combat but they can also dismount and kill someone being left behind on a warclaw sooooo theres nothing to cry about there. 2 if youre roaming alone, wich is fair, you should be using a build that is self reliant on a fight and also one that can take care of a warclaw following you, its not that you want or not, its just that thieves, willbenders, mesmers, rangers and warriors exist, and all of them can easily outrun a warclaw. You cant kill a zerg of 30 people alone, you need to run, and if you cant escape from a warclaw you cant escape from a swiftness superspeed zerg, and not even talk about a thief.
  23. Id say the question should be how to describe each elite, each class has 3 elites and each elite is pretty much unique... so its difficult to explain classes by themselves. The closest would be ele and rev the forgotten and bullied, guardian the god of support, engi the new guardian, ranger the crippled pet hospital, necro... triing to revive. Most of the descriptions are just for the fun XD
×
×
  • Create New...