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Newholiday.8103

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Everything posted by Newholiday.8103

  1. Seriously, this. The UI for condition and buff indications are so kitten terrible. Would make things so much better if I could actually tell what conditions were on me and what buffs other people have at a glance. What makes this even more infuriating is that you can't use custom UIs to replace the super clunky GW2 UI.
  2. Buff it. Not gonna bother with suggestions, I doubt they'll be listened to. Just buff it in some way.
  3. Uncommon as in a class that few people play. Mesmer seems pretty uncommon, so maybe that? And using any spec/ build should get you the bonus. I mean it sucks if a player needs to give up rewards for 1 round, but it's not the end of the world. If they are playing the uncommon class consistently, it's not going to be a big dent in the amount of bonuses they're getting overall. As for how to implement, I'd imagine it'd be the same as that bonus you get for switching maps. Game message tells you something along the lines of 'You`re playing a common class. Try switching to one of theses classes for a bonus to w/e!' Balancing isn't gonna solve the issue. It never does, just creates a new FOTM class that everyone wants nerfed. And necro isn't even OP, just easy to play, currently meta, and played by a lot of people. Need something other than balance to solve the problem, and an incentive to play something else could help a bit.
  4. Title says it all. Provide a bonus (gold, rewards, exp buff, etc) for playing uncommon classes in spvp. Take bonus away if player switches to another class before match starts. I feel like this could help reduce the amount of necros in each match without having to nerf them into oblivion, and encourage class diversity in matches.
  5. Ele still pretty good, both tempest and weaver. Core still sucks, but it's always sucked.
  6. If you want to cheese the fight, a really easy way to beat thief, and especially DE, is to run the pet glyph. Then just run in circles around some obstacle and watch as your pets slowly kill the thief. Then burst them once their health gets low. Granted, you probably still won't be able to kill any decent thief, since they'll still be able to run away from you pretty easily. But you won't lose.
  7. Staff support: http://gw2skills.net/editor/?PGQAYlRw8YWsOGJmuXaNNA-z5AXGZmA9WA2NA Pretty good build for pure healing output.
  8. Does anyone even like rez glyphs? I always slot it on my ele, since it's op, but I'd rather slot something else if the option went away.
  9. Don't see why that would have to be the case. Though admittedly, I only play spvp. Maybe meteor shower is significatly better in wvw where it can hit a lot of targets at once. In spvp, its rare to even have 5 people in the meteor shower radius. And even then, it doesn't do much since most of the meteors only hit any particular player two to three times.
  10. Dps buff to staff skills are definately needed, especially in spvp where we never hit the maximum possible number of targets. Baby steps though.
  11. The 'buffs' to staff are almost insulting. Windborne speed: Reduced cooldown from 25 to 20. ...why? In what way is this supposed to be useful? Shock wave: Reduced cooldown from 30 second to 25 seconds: How about increasing projectile speed so we can actually hit someone with this? How about making it so the projectile doesn't travel on the ground so it's impossible to hit someone at a different elevation, or with a gap, or with a small obstacle in the way? Instead we get slightly more opportunities to see this spell fail to hit anything. Lightning surge: Reduced cooldown from 10 seconds to 6 seconds: How about reducing the 1 second cast time so the blind actually has a chance of interrupting the enemies current attack rather than interrupting whatever random attack they decide to use after. Mist form, obsidian flesh, and hardy conduit nerfs: Really? As someone else mentioned, problems with ele were shock aura share and res glyph. These were the things people were actually complaining about. Instead you nerfed ele survivability across the board, and you'll probably end up nerfing shock aura and res glyph some time in the future since you failed to address the things people were actually complaining about. Reduced cooldown for healing rain and ice spike: Slight buff for staff support eles. Made bitter by the nerf to survivability, and the other crap 'buffs'. For the love of god, if you actually want to help staff eles, do some of the things the player base has been asking for, for years. Increase projectile speed so we can actually hit something, reduce cast times so not every single one of our attacks is super telegraphed, and get rid of the root when casting meteor shower. In general, a dps buff is needed for staff eles in spvp since we almost never cap out on the maximum number of targets for any of our spells since we aren't fighting in zergs.
  12. Yeah this is actually what I meant. Having to stand still for 4 seconds is guaranteed to leave me out of position in a match.
  13. Title. At minimum, remove the channeling requirement from pvp. Having to channel a 4 second spell that does less damage than most insta cast spells on other classes is ridiculous.
  14. I did the "calculation" 1) Geyser resurrection is going from 7% to 1%. That's over 90% reduction with max Healing mods and Healing Power. At most with a double geyser rez, you will now be ticking 1200 Health on a downed ally... Essentially rendering it useless. Geyser resurrection is one of the only reasons right now to take Arcane right now. Agreed with you here, they may as well just remove this skill altogether. I'm hoping they rework this skill to something else. Didn't consider the number of targets being reduced. Luckily, for spvp at least, the reduction to number of targets won't change anything. I'll also say that, ignoring the number of targets healed, the heal per pulse is going from 637 (displayed) to 515 (displayed) using mender's amulet, monk rune, and water line traited. Note that water overload has a pretty high base heal pulse of 392 which isn't changing. Not sure how you were getting 1500 per auto. I only get 848 with mender's amulet, monk rune, and water line traited (678 is the displayed value, which doesn't take into account the multipliers from aquamancer and monk rune). Maybe some WvW thing? After patch (assuming monk rune goes to 5% bonus healing), it will go to 488 (407 displayed). For soothing mist, it will go from 4050 (displayed value) to 2825 (displayed value). Agreed. Hopefully, they will rework all the passives into new traits, because this patch might as well delete them. So yeah, the only skills to take a truly 50% hit from this patch are the water overload (but only in WvW, and only if you managed to heal 10 targets at once) and geyser. The geyser hit is particularly harsh since the heal isn't instant and the radius is only big enough for 1 target (that moves out of radius in any real situation). So overall, changes are not great, but not absolutely terrible. My biggest issue with this patch is that it mostly went after healing coefficients and not base healing. IMO, it should have been a more even split, so that people can actually get some value from speccing in healing power. I'm with you in that I'm not sure whether speccing in healing power is going to give much value anymore.
  15. I think you're over exaggerating here. I admit I only play spvp, but to give some perspective, the healing nerfs are approximately equivalent to losing about 500 healing power if you have 1000 currently. Not great admittedly, but still worth taking when you consider the heal nerfs are across the board, and everyone's self sustain took a hit. You'll probably just need to put more focus on using cc in some of your other lines.
  16. To be fair, 5 seconds of fury in air and 4 seconds of protection in earth are probably the two most useful buffs. Especially considering the global nerfs to protection. Plus, maintaining fury will be a lot easier, especially since you typically start with a disable if you are bursting in air. If they also make these buffs aoe, I'd even consider it an overall improvement. Here's to hoping that happens.
  17. Merging will almost certainly be what happens before the patch goes live or soon after. As others have mentioned, at 5 minute cooldown you will see it proc 2 times at most, and probably not when you actually need it. Personally I'm hoping they take a closer look at the master tier for the arcane line. Arcane resurrection, final shielding, and the new elemental lockdown are all pretty bad after the nerfs.
  18. Also no nerfs to FGS which means it will finally be impactful.
  19. Well, I gotta say, as far as fixing ele elite skills go, this patch delivered. Reduction in damage makes tornado safer to use, ele summons finally had their durations buffed, and melee summons can finally use their abilities out of combat. Summon abilities are now considered elite skill uses too, which means they work extremely well with runes that have 'procs after using elite'. I imagine that summons will become the new go to elite skill for eles.
  20. You may already be aware of this, but eles already have aoe stab application (rock solid). It's in the earth line though, so I'd understand why it 'wouldn't count'. It also only lasts for 2 seconds, so...
  21. I just hope they don't nerf core ele and tempest while they nerf all the other over-performing classes. Unfortunately, I don't think nerfs to tempest (or at least support tempest) will be avoidable since they already stated that they want to tone down sustain. They will probably nerf all base heals or the heal stat multiplier.
  22. Doesn't have to be an 'i-win' button. But I would prefer something that doesn't require me to sacrifice all my defenses, especially on an ele, in order to use it. If it was just an unblockable aoe skill that knocks people back within a 240 radius around me, I would prefer that over what it currently is. Cause that way, I don't have to wait another 1.25 seconds to use the unblockable 'Dust Charge' ability after activating it, and I don't have the associated delay with having to cancel it after using it.
  23. My issue with tornado on a glass class like ele is that I can't use any of my defensive skills while using it. So if a ranged dps decides to focus me, I'm pretty much dead. You can use it in small doses, like preventing a rez or disrupting a closely packed group and then immediately canceling it. But its a pretty underwhelming elite on a 90 sec cooldown just for those specific purposes.
  24. This should be a thing. Letting toughness dictate cc duration would incentivize people to put more toughness in their build, which would drive down DPS while helping people survive longer in fights, due to lower cc duration and taking less damage. It could also help by introducing more build diversity. Fully support introducing something like this into the game.
  25. With the upcoming balance patch in mind, could Anet finally take a look at ele elites? Aside from the weaver elite, they all suck. FGS needs to be on a shorter counter. Ele summons should be permanent. Also, let the melee summons (i.e. earth and water summons) use their abilities out of combat. Make rebound skill last longer than 5 seconds (at least 10-15 seconds), or increase the heal it gives upon killing blow, or give the aura automatically when the skill is activated rather than only if the killing blow is not received. No clue how tornado could be fixed, but its a shitty elite as well. Maybe replace it with something new and actually useful? Any of these things would help core and tempest while avoiding buffing weaver, which is already in a good spot.
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