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Zaret.1450

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Everything posted by Zaret.1450

  1. The thing is that each weapon is better at something, for example guard mace has a good set for healing and tanking, or hammer is good for cc, the thing is that moat times you can just use an axe and get a similar result on those things while getting more dmg and fury instead of regen, pistol is similar, i used it on mirage condi builds for raids, but maybe now theres something better or you dont need the specific set pistol gives. Maybe they could study this topic and come up with bosses and other places where less used weapons can shine more
  2. As pets are right now its not worth having a elite that works around pets more than untamed already does. On that note, if we got new comands, instead of attack and come back and the more than... id say unreliable passive and active instances, id like if we got comands like " prottect that area" so we just mark a spot and the pet attacks anything in a 300 radius from that area, or "protect me" the same but with the pj, just use it and the pet will attack enemies within 300 radius from you but never leave that radius, comands like move there would also be pretty good, and we could just choose comand as we choose skills now, so we can addapt to each game mode better. As for elite specs, untamed is already a pet focused elite, i mean if only they made unleash buffs affect the pet too, you know unleashed you hit % harder, leashed you receive % less dmg, a downgraded version for the pet would be a good start, a couple more changes that i jave mentioned dunno how many times in other posts, and pets would be much much better, and you could apply the comand changes to mec too (maybe getting mec involved will make anet implement the changes XD)
  3. For me cata lacks combos for auras, i mean it is a spec that needs auras non stop, so maybe a couple hammer skills and spec skills could combo too, for example, fire 4 leave a fire field, air 2 is a rota finisher, while each spec skill, if used inside its element field, gives you that element aura for a second, just a tick to maintain the trait buff.
  4. My question is, is it easy to hit multiple targets with maul? i mean, on hammer from 2 to 5, maybe except 3, all skills have a decent aoe while gs has more movility, a block and maybe more dmg on maul, but it feels a bit more restricted in aoe, maybe im wrong. As for the auto swap... it didnt feel right on vindi for 2 reasons, first because both legends dont have anything to do with each other, one heal and another dps, so it was a loss, and 2, because you didnt control it, i mean that maybe you want yo use a skill several times, or stay in a certain set and not the other, maybe i want to stay with hammer leashed and just cc and tank, or maybe i want to go full dmg, lets put another example, i usually use hammer 5 and then 3 to chain cc and then unleash and use 2 and 4 for dmg, if skills swapped by themselves those rotas would be much more problematic. For me untamed is a bruiser tammer, meaning it is meant to be on the frontlines with the pet, and more than huge dmg it shoukd have good dmg and good utility. Ambush skills are too unreliable, simply because they have a timed window of use, are slotted on the 1 skill and forces leash unleash rotations too much. Pets AI and overall status, boon source, stats, and sinergy with untamed, is bad, too underwellming even if compared to mecs. To solve this id slot ambushes on skill2 of the weapon, meaning gs would loose maul for example, but we would gain a more reliable boon strip, bigger area dmg and we can allwais use the old maul just leashing, with less dmg but its not that bad i think, lb, sb, axe, those weapons would also loose some dps potential, mostly single target dpg, but we would gain utility and aoe in a more reliable way. For pets, we need more variety of comands, instead of attack and come back, commands like "stay close" so pet doest go further than 200 range from the ranger, "protect that areac, so you just target an area and the pet goes to a place and in a radius of say 600 it attacks anything that gets inside, i think just those 2 comands would make the whole pet management change a lot, for boons stats etc, maybe reworking signet of renovation, so it shares boons to pet on passive and active transfers condis to the pet, other option is just moving the trait in nature magic to beastmastery, because pets without boons will never be able to survive in zerg fights, lastly you can give an unleashed effect to pet, same as the untamed buff when unleashed and leashed, but reduced.
  5. The metas dont force you to do anything, its the comander and the other players that rush from place to place, obviously to get the most benefit from the meta in the shortest time, if you lack mounts, or your pc is worse, or just cant keep up because you go in a calm manner, well sry but its not the games fault, and i have a slow potato pc myself, but just find groups a bit slower, or comand myself however i can or just accept the losses, what do you want? an event that waits for you specifically? or an event that needs a minimun of x players? any possible solution ends with another problem, and if you make events be slower then it wont be as worth and people will stop doing them.
  6. As far as i know, or at least in the classes i have played, doing the full autoattack chain is allwais recomended, so much so that if you are going to cancel the 3attack with another skill you are usually recomended to use the 3 AA and then use the skill, itd be good if you said wich class youre talking about, wich weapon and how you play it, meaning boons, build etc, hammer is usually slower sometimes too slow, but i dont know many more weapons like that when the 3 AA isnt good enought
  7. It wouldnt be a bad thing, i mean the option of controlling all 3 skills was probably made because unleashed pet has 3 skills and thus this way the wlite is more stable. Now more than the skills what pets need is more of a comand rework, i mean more options to choose like "protect that area" or just a "stay close" but being able to attack instead of just a passive and active mode, that would be a bigger inprovement for me
  8. its true we need a pet rework overall, but this would be more of a patch till they come up with a good pet order sistem and a better ai. for druid, pets like turtle or bear would be relevant, for cleanse, bubble etc, but those 2 examples already have good health so just boons and a bit more health would work as they probably work on passive mode in zerg fight, as for soulbeast it has irs pet merged most of the time so pet itself isnt relevant, while untamed expands pet comands and its mecanic involve both the pj and the pet, thats why i focused there, it is the most, beast master ranger. as for the signet, ranger has traits that also give passive healing, so that signet pasive is kinda irrelevant, and its not like that signet is seen widespread, moreso a build would force you to choose, boons for pets, or maybe a skill to inmov enemies, or something else, think that pets arent as strong as mec and shift is also a tp, while rangers is a condi transfusion to the pet, it isnt as strong overall.
  9. For me pets should have several changes. 1 would be a reliable boon source, a trait in nature magic is far from ideal out of a healing build, moving the trait to beastmastery or as kodama said, to a signet(signet of rejuvenation was the name? not sure) , the one that gives passive healing, instead of that passive boons to pets would be better. 2 would be the nerf in pet health in wvw, im not saying that some pets should have 50k health like in pve but a pet with 10k is just the same as a rabbit out there, make it so the minimun is around 23k or so and the max is around 40k thatd help. 3 were basicaly talking about untamed here, as druid doesnt realy need the pet that much and soulbeast fuses with it and is more of an assasin tipe, so untamed is the one that would make use of pet being better in zerg fights, thus untamed would need to hive something new to the pet, my take would be just adding it the unleashed buff, unleashed on the player gives a %dmg increase and while leashed you get a %dmg reduction, just give pet a similar effect but reduced, itd be somethink like youre unleashed and hit a 10% more while the pet receives 5% less dmg, and if youre leashed you receive 10% less dmg and pet hits a 5% harder. This are all just pet changes, for untamed to be truly viable in a zerg fight, in my opinion, ambush skills should dissapear, instead make those skills replace the 2 skill on each weapon(except hammer, to make it unique), with this you get rid of all the problems linked to the ambush, limited time, slotted in the AA wich is bad, need to keep leashing and unleashing with an icd added. With those skills being fixed untamed would get, more area dmg, as all ambushes are area skills, it would be smoother and more organic to just swap in and out of unleash as you only care about modifiers and skills, not caring about ICD and other stuff, and untamed would get access to boon strip, a more reliable boon strip than the actual one, not overpowered as necro, mesmer and spellbreaker still exist. With that and pets changes untamed would be viable, 2 bubbles (unleashed pet and turtle), lots of roots and cages, pets surviving longer means more dmg being tanked by them and more probability of them being usefull on unleash state, good area dmg, hammer is great with cc and has good area. dmg itself, added to, say lb, sb or axes for long-medium ranges would be good, frost trap and spores also could add to the dmg in melee, and a decent boon strip, unleashed pet, and the new unleashed skills, sb would probably be good, lb could work, gs would be decent too. Probably not a meta build but a viable one for sure id say. and its just changing a couple numbers and swaping a couple traits/skills, so id say its doable
  10. The thing about warr and ranger is that both banners and spirits are core class skills, and both have worked on suport purposes since the start, so reworking the core classes, removing the skills and all traits involved, replace them with new things and then do a similar thing to either one or more of the elite specs is the only way it could work, thats a huge amount of work, would involve a monstrous change to the clases themselves, and you cant make sure everyone, or even half of the players, would agree or want the change, meaning it is too problematic to even think about realy doing it, to compare, think about ranger, imagine removing the nature magic trait that gives boons to pet, and adding that effect to a trait in beastmastery or a skill passive like mec has, it is a fairly simple, small change, a couple of traits/skills, but it could mean a substantial change to how the ranger plays as it is a core mecanic, it might be more beneficial and id like that change, but now imagine doing that to nature magic traits, as most are involved in boons/suport/healing, plus all 5 spirits skills, now to add them to druid as hes the healer elite replace druid traits, and then modify glyphs so either they give the boons wich would mean creating whole new skills for core ranger, or changing them so glyphs are going to the core ranger while spirits go to druid, also modifiing glyph sinergy with avatar so spirits have a similar effect, and make glyphs unique enought that noone will misunderstand them for sigils, thatd be almost too much. yeah thief traps were changed too, and honestly it was a great change, but its traps were pretty... bland, and id say bad overall, just changing the skills for new ones, more of an upgrade than a whole change, while spirits have allwais had a huge impact on ranger overall.
  11. For banners it is most likely related to how they worked before, banners gave unique stat modifiers and that made a warrior almost essential to any pve group, thus creating the old bs, bannerslave, now the new banners are like this for that reason, to maintain the suport style they had, and as unique modifiers are no longer they neede to give warrior some special boon to make it usefull, in pve the 2 special boons are alac and quickness, thus making banners give quick. For scourge... its complicated, scourge itself is an extremely extrange elite, in the dps side not that much but once you enter in the suport side... well, firstly you dont realy have any great boon, even stab, power or similar arent realy well done in its build, i mean it has problems maintaining 25 might, its stab is... well not that reliable, and it doesnt realy have healing capacity, now thats the bad side, the good one? you have an inmortal ambulance that can revive, revive and keep reviving forever as long as the player is skilled enought, and it had great barriers, that makes it both the perfect class for teaching bosses to new players or a last resort in case things are going wrong, if you added alac to the elite.... it woiuld be better, but on normal or high level groups it wouldnt be needed, while new groups and groups in a pinch would just get more carried, wich might end in a bad habit, so kinda difficult. In the end having the elites as theyre now is mostly fine, some like rev, ranger, might need some core mecanic... renovation so to say, energy and pets are kinda wonkers and sometimes drag down the class, and other elites need some number changes, and adjustments, but i think scourge and berserk, mecanicaly and boon wise are decently covered as of now.
  12. well that being the case, i think maybe making the movement speed a base without the need to stack could be good, i mean it is in FS if im not wrong, that trait needs something in wvw to be good because there pets die pretty easily, in fact untamed doesnt have a great trait in that column if looked from a zerg point of view, out of that... signets do need some help too thats true, theyre pretty... id say plain and a couple are mostly useless now
  13. can someone recap wich is the problem? i mean i saw some things about signets and stuff, but i dont get it i think? I mean for me ranger has decen mobility, not the best but its decent, as for signets i do think we could use a rework, and use the oportunity for several things.
  14. Oh you remembered me of something, for pets it could be cool if we could change some of the comands, i mean instead of attack or come back it could be good to have a comand that worked on targeted areas, i mean, for example just have the mouse on a spot and order the pet to protect that spot(basicaly attack things on that area, pet cant leave the designated area radius, say it is 900 for example, and if it dies or smth it just comes back) and instead of come back a comand for stay close, i mean like the aggressive mode but it wont go farther than say 400 range or something, then passive mode and agrresive could mean just how it acts on start, i mean aggresive it attacks anything in range, comanded or not, and passive it wont attack unless provocked or comanded, i think this would be much more reliable and possibly a better option for everyone. Also i do like how hammer works, it is a bit like an attunement or a shrowd, and you just need to remember, leash for tank and cc, unleash for dmg, if FF dies then you wont need to worry that much about swapping as it will be much less important overall, in fact id like them to apply hammer idea to all weapons, ambushes are just horrible implementation and drag untamed down when they could be awesome. I mean skills that give ranger more area viability and the posibility to strip boons too, but theyre locked behind 3 things, the leash unleash mecanic with an icd to their use, the timer they have, wich means use them or you need to leash and unleash again, and then them being in the autoattack slot, meaning sometimes you dont want them but they activate and its horrible. Make them permanent skill 2 variants for unleashed weapons, just that, the other skills can stay the same, even hammer can still have the ambush as is it doesnt realy care, but for others make them permanent and just make the strip boon trait have an icd of say 5 seconds, 2 boons from 5 targets each 5 seconds, or maybe each 8 seconds would be better, but with that wed have a great boon strip, with entangles and good area dmg, with bubble for project, and if pets were good imagine.
  15. I say we spam so anet only lowers the cdr to 3 seconds instead of 4 in pve, or just make it 3 secs cdr in every game mode, it could be interesting, i mean it would be just enought of a nerf probably and even if its a bit much they could finaly buff pets, they need it.
  16. Hey scrappers cried oceans about gyros and anet didnt transform them into wells, and the latest changes have been... reasonable, maybe if we also spam theyll hear us XD
  17. that makes no sense at all, like, it is true FF is a strong trait, and it is true that it would be difficult to nerf, but it is a trait that works differently in pve and wvw, in wvw it only reduces 2 seconds instead of 4, and that difference is pretty visible, but if instead of 2 or 4, it was 3 seconds... well it is a nerf, but not one overly big, if untamed is now 43k or so it would probably go to 40 or 39k at most in pve, while in wvw if you made it 3 secs itd be the meta trait, its not that difficult to land cc on hammer on a zerg fight, moreso if you entangle first for example, while FS in wvw zergs is a no go and the last is just life steal, wich isnt that good either on zergs. Now once FF is a bit nerfed (its not even that big of a nerf) you could work on other things, kodama idea on signet of renewal is probably the best idea for pet boons, not only dmg in pve but also regen, protect and other defensive boons would make pets more viable for zerg fights (at least so we can use more the unleashed pet skills). Also we can all agree that unleashed ambush skills are a bother, they have cd, you need to keep leashing and unleashing, they have a time gap and if you dont use them they dissapear, and they stay on the AA skill slot, make them permanent like hammer, a leashed version and an unleashed version, preferably skill 2 id say, more area dmg, a reliable boon strip(just put icd on the trait, like once every 10 seconds, or maybe each 6 seconds dunno) and untamed would be much better for wvw zerg fights, more reliable area dmg on all weapons, reliable boon strip, better pets, just enought to be viable, and no i dont think pve dmg would suffer that much with this change, i mean hammer could maintain its ambush as is to be more "unique" and thats all.
  18. FS has a huge problem, it depends on the pet completely, unless you and the pet are attacking an enemy it doesnt stack at all, it would be fine if pets were a bit better but as of now its just a hindrance, pets need a rework, at least in traits, stats and skills related to them. As for the role on untamed, i think it is suposed to be a heavy cc bruiser, more focused on wvw zerg fights, at least that seems to be the desired idea, now... it doesnt work, i hope that with FF changes (i still think just nerfing it in pve so it reduces 3s instead of 4 it could be fine), it also modifies a couple things on untamed, you know already wich changes id like, as for others... i made a post, you can look there XD
  19. Scrapper invis in wvw were overpowered, they got nerfed a bit too much but it was the right decision, fb tomes got nerfed because it was overpowered too, again the right decision, as for the mec, the change was made more for pve encounter where mec was doing half your dmg while you were dping mecanics, when other classes just had to stop doing dmg or suport completely, again a fair nerf. Now the dps is more spread in pve, or at least the disparities arent soooo broad. WvW now isnt completely dominated by fb and scrapper, i mean they still are more or less but fb ist a stab bunker and needs to do other things out of spamming stab and scrapper now isnt the only single healer that heals cleanses and invis for forever alone. Its not like you cant play them either, mec is still good in pve, fb and scrapper also work fine in wvw, so stop criing about your toys not being op, if they couldnt be used ok but they can be used still
  20. I made a post with changes id do to untamed, but as noone responds ill just post it here too XD Make ambushes become the 2 skill of each weapon when unleashed, i mean it would mean more reliable area dmg and boon strip can allwais be timed with an icd of 10 secs or so, also that would help with ranged attacks using maybe sb, lb or even axes. Make pets have boons with another source that is not nature magic, maybe putting the trait in beastmastery, or a passive in a sigil or something, theres a skill that gives passive healing amd the active transfers condis to the pet, make the passive share boons and the active transfer condis (kodama proposed this and it sounds pretty good and reasonable), also pet healt pool is nerfed in wvw, lower the nerf so they have a bit more health. Lastly unleashed status, while unleashed you hit harder, while leashed you tank better, make pet share this buffs, a reduced version but make it both ways, and if it needs a trade off... well hit harder and tank worse while unleashed, tank better and hit less when leashed, it would be pretty interesting. Just this, maybe a bit bigger areas on a couple skills, and untamed cpuld be a great dps boon strip, it also has entangle and so on.
  21. I think it might be better to have a wish list of changes and things we want for untamed, id do the same for other elites/classes but im too lazy XD, feel free to add things about druid/soulbeast. Ok lets start with a favourite, FF, in pve it is too strong, in wvw it isnt that used and for pvp... i dont play pvp sry, id say that FF just needs a number change in pve, instead of 4 seconds make it 3 or 2.5 seconds, just that would mean you end up reducing mich much less cd on your skills at the end of a fight, so the dmg wouldnt be that high, but wont fall to hell either, in wvw its more of a problem landing the cc than the reduction itself, maybe 3 seconds would be more rewarding for a more difficult to land trait. As for the other 2 traits, FS isnt bad, but isnt reliable either because pets are just not reliable in wvw, in pve its better but again pets drag it down a bit, and the last is a survival trait, maybe giving regen too would be good. Now for the ambush skills, i understand they wanted to make hammer unique, but hammer having 5-6 ambush skills plus other 5 leashed skills is more than unique, the problem i have with other weapons ambush are the following: you need to rotate between leashed and unleashed to activate them, i understand it is that kind of mecanic, but out of hammer it is not rewarding enought mainly because of the following points. it has icd i mean that not only you need leash unleash rotations but also to wait for the icd to go off so you have the skill again. it is on the AA slot and also it has a timer, if you dont use it for whatever reason you have to rotate again to get it back It is not rewarding enought, moat of this skills are pretty good, area dmg, with the posibility of traiting to strip boons and getting more dmg, theyre plenty good but the downsides make it so they arent realy that good nor used. Now how would i change it, id make all ambushes become the 2 skill of every weapon by default when unleashing, meaning you will allwais have them when you unleash, no icd no timer, it would be a cuality of live thing for them, and it is just one skill, hammer still would have the 5 normal plus the ambush tornado, so enought diferences, and hammer is pretty good itself, now the trait about boon strip would stay as is, i mean those skills would still be able to strip boons and get more dmg if traited, just add hammer 2 to the list and it would be good to go, remember that FF is nerfed so some buffs would be good, and you can allwais lower a bit the %dmg increase if needed. So now untamed would have a reliable source of strips and area dmg on ambush skills, wich is good for wvw zergs, but as those skills are more centered about aoe one on one fights wont suffer that much. Now pets, for me untamed is the elite that makes pets more relevant, or should be, at first i thoight unleashed status affected both ranger and pet, but it didnt, the dmg increase when unleashed, and dmg reduction while leashed should be something both the ranger and the pet have, make it so the unleashed side is more vulnerable and hits harder while the leased one is more tanky and hits less, a 20% increase on ranger and 10% on pet, with the downsides being 10% or 5% on both. To finish with pets, pets have their related traits spread between beastmastery and nature magic, please, just one trait, the trait that makes ranger share boons with the pet, move it to beast mastery, or make like mecanist and put it as passive in a skill, id say "we heal as one", with that as a passive instead of an active it would be heaven for ranger, pets arent even as strong as mecs so please just this one thing, id also ask for a reduction in the health pool nerf pets have in wvw but if i get the other changes im more than happy. For me this is what untamed needs most, at least for wvw, on pve this changes would help too but it wouldnt be something huge, just some help for when FF is nerfed, but in wvw it could make a zerg untamed viable, could, but hey its worth triing.
  22. For me untamed has enought speed when going alone and it also has a teleport, id prefer if they gave it better access to unleashed skills out of hammer, something so it is more reliable as a dps in zergs because right now there isnt even a zerg build for it i think.
  23. quickness and alac are the 2 core boons on pve, while in wvw you require more stability power and maybe swiftness, whyle theyre not oblygatory per se these boons have a huge impact in this game modes, of course a healer is a better slot as a boon, because of stat combinations possible, harrier for example, and because they loose the least, a boon dps usually has around 4-5k less in a boon version than a pure dps, while healers still have more than enought healing power with concentration. Now with that said, heal vindi needs alacrity or something, the whole vindi elite has tons of rought corners and things to balance and smooth out, vicktor is a pure pure healer with literaly no other boon, only green numbers and condi cleanse, if it at least gave resistance (i think it was resistance? the boon that reduces condi dmg, and then maybe alac, or something) it would be more usefull, arche is also kinda.... meh, i mean it was buffed but it still lacks in my opinion, using it is usually kinda rought, it still has the endurance traits wich need some hard rework, etc etc. If you want to play a heal vindi id advise you to go wvw, there it is a pretty good healer and jalis can help with stabs while ventary bubble is usefull on its own right. REWORK VINDI ANET, it needs some hard fine tunning (and both legends have literaly no sinergy at all, either sinergize them right, or in my opinion the best option, separate them completely, noone has a healdps vindi)
  24. the best way to fight against pvp/roaming condis would bw giving more access to the buffs that decrease condi dmg, while on zerg fights condis can be used if your whole scuad uses them and you make sure to make a long battle to wear off the oponent, as for mesmers and thiefs a more reliable way to balance the invis would be making skills that make them visible a bit better, a bit more range, some more duration to the spotted status when your invis are cancelled by the skill, and maybe even making those skills have an extra effect, like self protect, resistance or some similar buff. Basicaly a fight in skill, a thief would have to be carefull with the invis and how to aproach while you need to be carefull with the range to use the skill and make them visible and vulnerable, also it could help stop the invi stalling where they just hit, invi, run away, hit invi, run away and so on and so forth, if you have the posibility to use a skill to make them visible, gain some buff to retaliate and land a good cc or something you could win, it would be a matter of skill and not just going invi, apliing tons of dmg or condis and kill like nothing
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