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Zaret.1450

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Everything posted by Zaret.1450

  1. but why? i mean i dont see where it is worse except if youre against projectile reflects, i heard something about it being slower but wouldnt that be a bug?
  2. Im not sure wich game mode youre playing, if its pve i think as long as you know the boss enought you can overload savely and maintain alac well, moreso with the new stab you get with earth, in wvw i see tons of tempest cleansers and i play that myself and its pretty good, and yes im playing it with the alac trait, and it works good. I mean yes sometimes in wvw i have to dodge or they cancell my overload, but thats also others doing well or me failing timing sometimes, etc etc.
  3. Ok the trait youre all criing about ok? Wilderness knowledge, it reduced survival skills cd, gave fury when using those skills and if im not wrong removed conditions from you. Now it just gives fury and removes conditions, while most survival skills got the cd reduction baseline, except sharpening stones, wich if im not seing wrong, already had a low cd compared to the others, and entangle that only got that cd reduction on pvp and wvw, ok to be clear, pve entangle didnt need cd reduction, its dmg is... at most secondary, be it fractals or raid i think we all used entangle as a utility for gorse and similar things. Lets focus on sharpening stones and wilderness knowledge. Right now, a raid build, that is optimized, doesnt use wilderness knowledge, instead it uses poison master, and the only survival skill that build uses is sharpening stones. For reference its snow crows condi soulbeast, as untamed is a kind of special elite right now, and condi druid... well i dont think its better than soulbeast at least. So, thats the pve build, the patch came yesterday so they didnt have time to change things, meaning even if they could take the cdr trait they didnt, so on that side theres no nerf whatsoever on dmg or on sharpening stones. Now for wvw, if im not wrong the best roaming builds for ranger usualy employ longbow and are extremely bursty builds on soulbeast, and untamed, again, is in a strange spot as it is, now druid, i think druid did take sharpening stones and entangle, entangle did get the cdr on wvw, and while im not sure, lets say it took wilderness knowledge, so it gets nerfed on wvw, but that build, with stealth, dashes, traps, inmob, and a huge ton of condis needed a small nerf, so i dont think its anything huge, as for zerg play.... you dont usually take ranger for zergs, unless its cleanse druid, and even then you also shouldnt take condi dmg on zergs as we got tons of cleansers, and again entangle got the reduction so... nothing there again. For pvp i cant realy say, i dont play that, so if youre main pvp condi soulbeast link the build and explain properly, thats how you should do things. Im saying untamed is in a strange position, mostly because i use it power, be it pve or wvw, and im pretty sure it took teleport, cages, traps and stab for roaming, while zerg is more power oriented and raid builds dont take that cdr trait, also it still has FF etc. Also, now that trait gives NOTHING, fury and 2 condis cleanse, wich the changed empatic bond does too, so im pretty sure theyll end up changing the trait to something else entirely. Again, pve and wvw see almost no change with sharpening stones and entangle, maybe condi druid does but thats minor, i mean its a stealth build kitten. For pvp, link builds and explain
  4. and im up for it, i mean it would be better if skills to make enemys visible were better, because right now noone ever uses them, and lets be honest, how tf do you fight something thats perma invisible, has too many teleports, etc etc, i mean yes, ranger is absurd on lb 2, but outside of druid with its invis, or soulbeast that stacks buffs and then deletes you if youre not carefull, you can play against them, i mean if you can use a reflect or project block soulbeast is playable against, untamed can be played against too, thr most troublesome is druid with movement, traps stealth and inmob. There are several classes that are, you could say unfair, oneshotting etc, but stealth has no counters, maybe a cc but if you have something that can cc it and burst it in a sec.... well, i still see thiefs running and making people mad with stealths. And you can finish someone from stealth and using a teleport, like, come on, youre not even that bad.
  5. Mmm bladesworn changes dont seem that bad thoug? i mean maybe its because i dont main it, but all they did was add a ranged part to skills 1 and 2, and making 3 consume all amo at once, the auto having a ranged part isnt bad, i mean they sait they did it so you could upkeep dmg in pve bosses, in wvw and pvp it might be a bit worse against reflects though, but reflects are pretty strong in wvw right now so i wouldnt be surprised if they got some kind of nerf. If warrior got huge nerfs overall id understand the pesimism, but if you only count BS it doest look that bad.
  6. I think its much better thsn before, i mean i tried it on wvw, i mean yeah you could get tons of cc on you, or have to dodge in a pinch or smth, but i still think its reasonable, i mean staff got aoe stab, ice aura, superspeed, and ele itself, at least in wvw, its pretty much meta already on tempest cleanse, so this change is enought, for raids... well there at least you can keep pumping alac without bothersome delays.
  7. If you use untamed i dont think hammer / longbow is a bad combo for zergs, but untamed itself is in a.... strange spot for zergs. First would be pets, right now theyre not powerfull enought to be a huge help, and i mean that they die too fast, cant get boons unless you have nature magic and its controls are a bit lacking for zerg strategies. But on the other side untamed is pretty good on certain things too, lb is good for sieges with lb5, smokescale gives access to smoke fields, you have entangle, the cage, and tons of melee cc with untamed, hammer is a good aoe weapon, and traps do decent dmg, you can also trait to boon rip/corrupt, pet has projectile block. Thing is... necro and mesmer have an easier time ripping boons and rip more boons, as ambushes are a bit clunky, with leashing, unleashing, icd, etc its just better to bring a necro and place a well at range. Dh has better dmg, it also has traps, but his do more dmg as far as i have seen, and it has pulls and posibility for stab too, syg. the projectiles block os good but guard, mesmer, spellbreaker. Also as i said, pets die far too fast, need nature magic for boons, and its a bit cluncky to use. Now i like ranger ok? it only needs a couple chanhes to be better, ambushes being permanent on unleashed, like hammer skills for example, and pets having boon share somewere else that left you with a wider trait choice, be it a passive skill or moving the trait to beastmastery maybe. For roaming its good, and on small scale i think it goes gs/hammer? or more like for gvg and that stuff, again on big zergs its usable, but others outshine you.
  8. There's 2 tipes of dmg in the game, power dmg and condi dmg, or you could call them strike dmg and dot dmg, strike dmg is for example when a gs strikes a foe and its main stats are power, for the base dmg, crit chance, for the chamce of that hit to be critical, and crit dmg, wich is the multiplier of said crit strike. On the other side we have dots, venom, bleed, torment etc, wich have condi dmg, for the dmg increase in said dot, and condi duration, the increase in the time the condition lasts. Both are separate stats and dont mix, i mean if you go full berserk with a condi weapon you will do more strike dmg but your dots wont see any change, and viceversa. There are some hibrid builds around where you make use of both strike and dot dmg but usually you get better dmg numbers focusing on one side. as for boons, power affects both strike and condition dmg, so you usually want to have that, quickness, alac, those too affect both tipes of dmg, but in a... you could say roundabout way, as you hit faster and more with quick and alac. Lastly in condi builds, while your main dmg comes from dots, stats like viper have also power stats, and it helps a bit as a secondary dmg source.
  9. I think theyre triing to though, i mean fb is still mandatory with all the stab and etc, but if you look closely mant more classes have stab now, mesmer also has reflects, eke will get stab, superspeed, lines and auras on staff, the thing is, fb is too complete and well designed, so unless you nerf it to the ground, well, stab, aegis, reflects, lines, instant mantras, and many more litle things that help, while scrapper had huge condi cleanse, an overpowered invi, and huge heals, they just nerfed that, and out of the invis, that died, everything else is still playable, you can heal and cleanse with it pretty well, just nit at the level of tempest, vindi and druid, while its dmg is now huge, maybe changing engi cleanse gyro a bit could work but in that case you could just bring it as cleanse dps maybe, as for healing... im not sure how strong each one is, but i think theyre more or less similar, eles dont heal a ton, so maybe vindi, druid and engi, then ele and guard?
  10. Ok so the people are saying, meta builds, wich are the most optimized, easiest to find, most seen builds in the difficult/organized content, dont use that trait, meaning, if you used that specific trait you were either only playing open world, or you were using a build that was less powerfull than what you could use, for open world a nerf isnt that huge, and if your buikd was bad to begin with then go use the build that didnt get nerfed. All of this is said because the opener specified pve, and the difficult content there are raids/fractals/strikes, and the meta builds are made for that content, so if "no one" uses that trait in meta builds, wich again are the most used and the best.... maybe the one criing about a nerf in their tiny little world is you. As for pvp and wvw, well wvw did get entangle changes right? so wich build do you say this nerfs? your exclusive self made build? sorry man things happen.
  11. That thing you said about untamed is presicely what they intended to do, making untamed unable to teleport with the skills already casting. As for wilderness survival i guess its more of a roa/pvp line or a condi trait, i dont usually use it or see it on the builds i play, but many classes got the cdr reduction baseline so i guess they plan to do something arount that? This patches are being too small, i mean that they focus on a couple classes for relevant things while the rest only get some adjustments on minor things so they arent so minor anymore, or at least i see it like that, on ranger i expect that the big untamed patch would have some pet CoL changes and some pet related traits and skills changes, i mean theyre suposedly still maintaining FF nerf for a later patch.
  12. Ok ok ok, i think this is tooooo much, first druid isnt nearly as bad as you put it for such a humongous buff, permanent CA? staff stuffed with condis everywere? and CA also giving perma stab in area? i mean... man, just ask for pressing 1 insta kills an enemy zerg alone or a boss and done at this rate. Untammed hammer doesnt need a projectile, we have weapon swap and they cpuld just make sb or lb better zerg fighting weapons for that, hammer, if anything, needs a bit bigger aoe on 4 and 2 so its dmg increases a bit. Sb is already good in wvw roaming, its a good assasin and druid too, sb doesnt need thosd daggers skills having that many changes, you could make it maybe stronger for wvw so the close cuarters are more preferable, but nothing much, druid itself has some ridiculous perma stealth, trap, inmob builds that make them a pain in the kitten to hunt, as they just inmob, turn invi and put 3 traps on you while using bows to turn you into cheese. For pets, well pets need changes, but making them resistant to aoe isnt realy the best option in my opinion, i mean if 30 guys pit an area onto you youll explode too. For untamed to be a good wvw fighter id do this: 1 make ambushes permanent on the 2 skill slot, translation, every time you unleash you have an unleashed skill 2 on every weapon, yes they said they wanted hammer to be unique but just leave hammer with 5 unleashed skills and an ambush and other weapons with only one unleash. 2 on the pets side, unleash buff has a dmg increase or dmg reduction based on if youre unleashed or leashed, make it 5% and stamp it to the pet too, a bit more dmg and resistance to the pet but nothing humongous. 3 look at traps and spores, traps are decent skills, but maybe frost trap could be a bit bigger, and the spores skill of untamed could be a bit bigger too, or deploy a bit faster, so you dont have as many problems with cancellimg in the middle of a fight, also they could make it so hammer creates spores with every unleashed skill with a trait, it could be a bit of extra aoe dmg or a way for a hibrid hammer untamed to exist? could be fun. Now for pets, pets only need 2 things in wvw for me, a better control, and a better boon source. 1 Right now we only have attack, come back, aggresive and passive, but most of the time we want pets to either go to some place or stay at one spot, or to be as close to us as possible but still be aggresive, a comand like stay on position x, and guard me, could be handy, for example on untamed to combo stealth with smokescales, maybe make pet trigger traps, like bear on invulnerable, etc etc. 2 boons, forcing us to use nature magic if we want pet boons make it so we have veeery little options to play with, moving it to signet of reguvenation pasive maybe, or to beastmastery, would be much more reliable and make more sense overall, think that a pet with protect, regen, swiftness, etc is more probable to survive and if im not wrong regen makes pets revive faster. I dont think ranger needs a huge amount of changes out of that, of course aome things will need nerfs to balance out, maybe CA stealth or something, but i think this is more reasonable than permanent CA with perma passive stab and untamed with laser hammers.
  13. That part about the stun is true, but only in pve content i think, both hammer 5 and 3 are good skills, but unless youre much better than the oponent hitting both skills in pvp or wvw isnt realy that easy, and a second less of reduction will add up so you cant perma cc even if you hit both, in pve you can maintain a high amount of breakbar dmg but other classes have huge cc burst, as for wvw, hammer 5 could be good for getting rid of stabs but as it moves you its a big risk, and hammer 3 i think stip boons? not sure but its not that great there either. If you nerfed FF, then buffed pets or better reworked them so they survive longer and are more usable on untamed, and then swaped ambushes to unleashed skills, place them in the 2 slot so they replace the strongest skills of each weapon with a akill more aoe focused, less powerfull dmg wise, but that can strip boons, there 3 things could balance out each other, pve dmg would just lower a bit and both FF and FS would be options, in pvp it would just mean untamed is more dangerous but i think there are some beast out there too, as for wvw it just makes it better for zerg content no mather the size, as it would have good dmg, boon strip and pets would survive better wich is part of the class anyway. Again, not for you but for everyone, please dont go with things like, its for elites, noone plays it, or similar, classes have diferent dificulties, and diferent builds, if a class can get to 60k for example, even if you cant actualy get to that on the field, the class should be balanced because theres something working wrong, basicaly the potential and actual performance are imbalanced, but if you can get 40k breaking your fingers, and someone more "relaxed" can get to 35, well, each one goes to a group where they fit and thats all.
  14. Look, this has already gone too far, FF on pve is too strong, at least if you know how, and in wvw its too bad, in pve it cd 4 secs in wvw it cds 2 secs, leave it at 3 and thats all. Just stop with the, noone plays, everyone does, you are or arent or whatever.
  15. Im up for FF to be a 3 second cd reduction instead of 4 in pve and 3 instead of 2 in wvw would help too
  16. As for balance, they have allwais been slow, i mean its allwais each 3 months or more that we got something, and if the patches are good or bad, id say theyre good overall, at least the last patches have made much more classes and elites become viable, when before we could just play 2- 3 things and thats all, theres still things much better than others, but even if a bit worse you can do your role, just as an example, on wvw fb and scrapper wer gods, now you still use fb for stabs, but a mesmer can do that too almost the same, as for cleanses engy is no more the top but the bottom, it can do it still, but we have ele, druid, vindi, so overall you see more classes, id say the next patches are for dps classes, and to be fair, vindi needs a bit of work id say, untamed needs changes to be the desired zerg bruiser and ranger pets need a good rework, theres tons of weapons and builds that need tweaks too, some in pve, some on wvw, id say its a big amount of work, plus aliances as someone mentioned, so im being patient. Now if a patch comes and its just 4 numeric changes im gonna... lets say pretty disappointed.
  17. They could just make the mist border work as the other maps do, same rewards, also counting for the skirmish and use of warclaw, its not much, but we wouldn't have a dead map.
  18. For that youd need beastmastery and nature magic to be changed too, remember that pet traits are split in those 2 lines, instead id condense pet related traits in beastmastery, i mean it would be kinda mec threatment but for the whole ranger class. pet stats, boons, etc all condensed on beastmastery, also ranger has signets, sigbet of reguvenation has a passive heal and active transfers your condis to the pet, if the passive was sharing boons, as we already have traits for passive healing, we could just call it signet of simbiosis and have a full mec threatment. Imfine if its a skill or a trait but pets need better boon access, and if we have a way that works in mec, and to be fair mec is a, say 2.0 pet, then its not bad to just implement the upgraded version.
  19. I dont think that would be op at all, i mean you can just make it so the skills dont do that much dmg, as they are aoe and you can trait them to rip boons, at most they would make untamed be able to have the same role as a necro or a mesmer on a wvw zerg, as for pve, well you could do "ambushes" to just do less single target dmg, and as FF and other things like pets should be looked at, if pets become fairly better, FF is reworked just enought for it to not be broken, and FS for example is also a bit more reliable you can maintain a balance. Untamed needs a fairly decent amount of changes, both nerfs and buffs, and making ambushes be unleashed skills, placed on probably the 2 skill of each weapon, is a good idea to make them less bothersome , cuality of life you could say, and would open more roles for ranger players, like a base, where then pet changes, FF, FS, and numeric changes can work on to balance the ckass properly.
  20. Right now druid is pretty good as a healer in wvw zergs i think, at least i think it is close with vindi and ele in the healing/cleanse tier. For SB i agree, its a roamer, an assasin roamer tipe id say. As for untamed, it could perfectly be the dps option gor zergs, on the part of boon rip i agree, but instead of more options id say it needs its options to be more consistent, both pet and ambushes are, at the very least, bothersome and inconsistent, with many factors to consider, if pet had more sustain, and ambushes became permanent unleashed skills the boon rip would easily compete against necro or even mesmer. As for its mobility, i agree the tp would be cool to be ground targeted, if not the trait, was it FS? could give the mobility speed baseline and just stack dmg increase for example, with that said, in a big zerg fight teleports and movement increases can make you move without sync with the tag wich is a pain, maybe it would be better if we got an unblockable or something for zerg fights when we cant go melee, so we don't suffer as much from a reflect for example.
  21. To point out, just in case, hes right about several things. Sustain wise untamed has a good inmortality heal, its a cast so might fail if youre a bit new as i am in wvw, but its great, 10% dmg increase or reduction is also a help of course, the trait that lets you steal life and protect on unleash is decent too, (for barrier, out of hammer, the cantrip barrier may coincide with another trait? i dont remember but i think it does) so overall sustain is good. The teleport, lb range, gs and hammer jumps and cc, you should be able to catch up with most things, but again i dont think thats as relevant as other things might be. Now where i dissagree, more or less. Please note i play mostly roa or normal fights, meaning no gvg and scuads on my server arent usually bigger than 30 something, so tell me if im missing something. Now pet isnt realy reliable, if you have boons on it at least it kinda revives faster and survives better, but you sacrifice options for nature magic, then pet controls are lacking, and its skills, though good, are a bit... unreliable, you can corrupt, but it can be dodged or blocked, pet might be dead and you can allwais miss or something, i mean its good for a pet but not as reliable. Ambushes.... for me are a pain, leashing, unleashing, using the ambush or not, having to wait to do autos because i can missuse the ambush, or just not being able to use it for whatever and needing to rotate leash again, for me too much trouble. I mean ambushes are great, but i think they should have just left them as unleased skills on every weapon, and then leave hammer with the ambush, as in every weapon makes use of unleased, but only hammer gets the true potential, 5 unleases and an upgraded version from time to time to boost. Any questions about what or how id change things... i have wrote it a lot already, youll find it.
  22. The thing is, why focus on roa/hunting untamed, i mean you can see hes not an assasin, at least soulbeast fits better there than untamed, in my opinion untamed is just a zerg frontline like reaper would be, if we got a bit more area dmg and strip in a reliable way it would be better than focusing on having another solo roamer. i mean you dont need hiper movility in a zerg, you have good sustain for big fights, and it has a good amount of area dmg and cc, it only lacks ambush being more... efficient? reliable?, and pet not diing every 5 seconds so we can use bubble and other pet skills.
  23. The thing for me is, for roaming and small scale it is good, but soulbeast already is a good roamer and assasin while untamed should focus more on zerg fights, small scale is good but they could make it work on smal and big scale better. What id change are 2 main things, pets and ambushes. Pets overall need a rework, the orders you give them are too restricted at attack and come back, a guard mode so it stays inside a small area that you point, like when you put an arrow for the scuad to see for example, or so it stays around you in agrresive mode but doesnt go further than a small distance, then we need to focus on another aspect, in zerg play pets are too fragile, while in pve they lack dmg, a new boon source for pets is a must, the trait in nature magic is too restrictive and following meca and having a share boon pasive on a signet, or in beastmastery would be preferable, next making unleash boon affect pet too, unleashed it hits harder, leashed it tanks better, with this pets would become a great tool for ranger/untamed, and roamers/pvp wouldnt suffer much i think as soulbeast fuses with the pet, on pvp you could tweak a bit numbers. As for ambushes, the way they work is too troublesome, they said they wanted to maintain hammer unique, but making ambushes timed, slotted on the autoattack, and with that icd is just toooo bothersome and unreliable, we have a trait that makes ambushes hit harder and strip boons, and all ambushes are great area skills, so untamed could be a great boon stripper if ambushes just became unleashed skills, slot them on the 2 weapon skill, meaning, unleashed you sacrifice your harder hitting skills, maul, rapid fire, etc, for an area hit that has a boon strip, the stip could have an icd similar to maybe necro wells or just strip less boons, as you have 2 weapons but skill and weapon swap cd it would be balanced, and as this ambushes do so much youd loose dmg, as leashed you dont hit as hard and unleashed you have a skill that hits less, but as pets are stronger and you have more area and utility it compensates. An untamed with frost trap, spores, entangle, its inmortality, reliable boon strip and area skills on every weapon, and upgraded pets could perfectly find a spot in both small and big scale fights, maybe as a reaper alternative, less dmg or corrups but much more cc, bubble, etc. Also hammer couks stay as is, with its spinner ambush so it is unique enought without indering other weapons changes.
  24. How do people usually play with pets? because im pretty sure most dps usually only play beastmastery at most, while nature magic is a much more healer/boon line, meaning, we usually play pets at less than half potential id say, i mean how many use a beastmastery, nature magic, untamed? and even then you are sacrificing your own traits for the pet, mecanist does too, but mec is baseline stronger than pets so it compensates. If we just got boons on pets outside of nature magic, be it a signet, a trait on beastmastery, or any other way, and if unleash boon had an effect on pet, the dmg increase or dmg reduction if unleashed or not, with just that pets would be tanky enought to survive on a wvw zerg fight, or at least theid survive better and regen revives them faster i think, and it would also help with its dmg a lot. once pet stats are decent, then you just need to change a bit its comands, only attack, come back and passive and agressive modes means its very cluncky, id say the best would be a comand so the pet stays around you, not further than 300 range or so, and attacks anyone that gets in that range, another command to target a spot and make pet go there would be great too. Of course i imagine comand creation would be... long and probably a lot of work, i dunno about game programming but i can make wild guess, but on the other side this kind of changes would be great for not only ranger, but mec, and make possible for other classes to get mecanic changes that they might need
  25. What do you mean when saying bad ai, the tanking mecanics? the overall boss mecanics? Id like to know what youre talking about here and how would you change it, i havent played gw1, and so far i think gw2 is pretty well done, as for why there are roles, its just because players want to optimize, you could go all celestial, soldier etc, but when entering a fight celestials would, mostly, become low dps, low healing, tanks, some like fb might be great even then, but its more the class than the stats, soldier lowers the dmg and doesnt help self sustain that much, and any sustain choices do similar things, so you end up with 10 medium dps, decent survival at most, with bosses that can still oneshot thiefs or eles, or in wich mecanics and mobs just make too much pressure, now make those people run amok in the fight, noone heals nor buffs so no reason to stack, you get a caos, and overcomplicate things. I have been teaching raids, and raiding, for id say quite a few years, and every time people go with those "inmortal" open world or wvw builds, wich suposedly are better at survival and self reliant, or you just leave them enter without taking roles, etc... well you usually use a heal scourge ambulance to hard carry them for an hour. Dunno if what we have is the trinity per se or not but you can do almost anything on any class, thats enought for me.
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