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Newholiday.8103

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Everything posted by Newholiday.8103

  1. Lol, as a power staff tempest, seems weird that I'm the one getting the nerf. Especially since fire and bunker weavers were the only ele builds that were occasionally complained about, yet those got buffed. Then again, maybe its only in pvp that power staff tempest underperforms. Haven't done much wvw....
  2. Main problem with balance is that one side is never satisfied and the other side is always pissed off. I think that adding a new feature would make more people happy while potentially bringing in some new faces. I also don't think it would require much brainpower since there's no need to 'balance' the arena in any way.
  3. Eh, the current arena is still pretty barren. My main point is that if a new arena were to be made, I would like to see more obstacles/objects I can jump onto put in.
  4. As the title states, it would be nice to get a new FFA arena like the one that already exists in the mists that you can just walk into and start fighting. It would be in the same area (i.e. Heart of the Mists), maybe on a new island. Personally, I would like to see a new FFA arena that has more objects in it that I can jump onto or use for cover. The current FFA arena is heavily biased towards tank builds since there's nothing I can use for kiting (aside from that one rock). Don't think this would be too difficult to implement since there wouldn't need to be any 'balancing' done for a new FFA arena (since there's no rewards). Might also be nice for noobs looking to get their feet wet. Thoughts?
  5. No its cus we match manipulate the hardest thats the conspiracy theorys LUL I'm seriously getting tired of all these threads about match manipulation. You'd think that every other game had someone doing match manipulation based on the number of threads this topic gets. Yet out of the hundreds of matches I've played, I could probably count the number of times I've seen obvious match manipulation on one hand. What I see a lot of is people thinking every bad player must be a bot. Or that every player going dc is a bot or doing match manipulation. Or that a player with a high rating occasionally doing poorly in a match must be win trading. The people that make these threads need to realize that even if all the match manipulation was removed from the game (what little exists anyway), their rating wouldn't change at all. Because the biggest factor in their shitty rating is their shitty skills.
  6. Then the bunkers should be nerfed along with the damage and healing.
  7. Agreed with everything aside from the out of combat healing. I especially agree with the stun immunity bullet. I think that's probably the best suggestion I've seen toward some good balancing. I'd also suggest extending that to all cc. Short immunity on chilled, dazed, stunned, blinded, knock back, everything not associated with damage. It completely ruins my play experience when I just get continuously cced to death, not being able to use any of my skills to try and counter (especially when its the same form of cc over and over). I'd even go as far as to suggest grouping certain forms of cc together (stun and daze, for example). Imo, it would also go a long way towards making this game more noob friendly.
  8. Anything that makes the earth trait line actually potentially useful gets an upvote from me. Right now, there's nothing in it worth traiting for.
  9. Don't get the chance to? Like any pvp game you need to learn, you're not expected to just go into a match and automatically win and get a pat on the back. It takes 1000's of duels per class to even garner a mastering of the mechanics , and that's against decent to good players let alone learning conquest mechanics on top of it. We are in an age where there are so many videos deeply explaining class mechanics, matchup mechancs, what to do / what not to do in a conquest match , metabattle to get an overview of those very meta builds... It's an overflow of information nowadays on every aspect of the game mode itself. It's up to you though if you want to take the time to actually put the work in to learn them, that's with any game's PvP environment though. Casuals expect everything to be handed to them. Rewards, should be easy to play and force a 50% winratio! I mean, you're not wrong, but your line of thinking is basically why there's a low population. When you're new and get absolutely destroyed in 2 seconds, it's not fun. No casual player is going to be watching videos and getting destroyed in hundreds of matches in the hopes of improving. That's hardcore pvper type stuff. If you want population to improve, even a new player needs to have some chance of winning against an experienced player. It may only be a 1 in 10 chance, but there needs to at least be a chance. Imo, best way of getting there is to start by getting rid of all these bunker and insta-kill builds. Hmm that's just PvP in general in every single game though. If you want progression you need to practice and get better.... It's not rocket science it's a very straight forward process. You might lose 50 times but it's about what you take from losing those 50 games and adjust based on that and I understand some games are just beyond saving due to matchmaking at times. The problem though is a lot of people just give up hope and stop trying to learn because they think the game mode is kitten based on 50-100 matches when this should be looked at differently.. I'm not going to deny the matchmaking is bad at times and that the game mode doesn't have faults , it does but I think in this respect it's not one of them. When you're a baby and you learn to walk, you fall down what, 100+ times? Through that failure you eventually learn it through understanding mechanics and knowledge of using your legs and feet and build up a neurological connection to them until it becomes automated. What you're asking the community for is to essentially be picked up and carried over to the destination so they feel good about themselves without learning initial PvP mechanics. How do they learn from that? If we play PvE , we progress by leveling, farming and building up gold or whatever your goal is and improving your gear do you not? You get noticeable rewards for exploring and learning that content. It's the same with PvP except most of that progression in our equalized PvP combat is through mechanics, knowledge of other classes, conquest mechanics, IQ of the game in general. PvP is essentially the same as PvE you just learn strategies instead of get gear and as such it should be looked at the very same when approaching each game mode respectively. The problem is most people don't, they look at PvE as it should, but they feel PvP should be simple and straight forward like it's PvE counterpart without looking at it from a different mentality. That PvP is comprised of roles, rotations, matchups, class IQ Maybe , just maybe you're getting it mixed up like a lot of people in that if you don't have the mentality to want to get better, that is not a fault on the game mode and giving up on the game mode is generally not the answer because you most likely will do that in every PvP game and complain about every PvP game in general equally for that very reason. It's the people who understand PvP and know the stages of learning it that stick with it. I don't know what to tell you dude. Again, I don't disagree with what you're saying. But if you want population to improve, you need to make it more casual friendly. Yes, that means some hand-holding. If you think population is fine with where it's at, then there's nothing to argue. If you want it to improve, making it more casual friendly is the best way to do that.
  10. Don't get the chance to? Like any pvp game you need to learn, you're not expected to just go into a match and automatically win and get a pat on the back. It takes 1000's of duels per class to even garner a mastering of the mechanics , and that's against decent to good players let alone learning conquest mechanics on top of it. We are in an age where there are so many videos deeply explaining class mechanics, matchup mechancs, what to do / what not to do in a conquest match , metabattle to get an overview of those very meta builds... It's an overflow of information nowadays on every aspect of the game mode itself. It's up to you though if you want to take the time to actually put the work in to learn them, that's with any game's PvP environment though. Casuals expect everything to be handed to them. Rewards, should be easy to play and force a 50% winratio!I mean, you're not wrong, but your line of thinking is basically why there's a low population. When you're new and get absolutely destroyed in 2 seconds, it's not fun. No casual player is going to be watching videos and getting destroyed in hundreds of matches in the hopes of improving. That's hardcore pvper type stuff. If you want population to improve, even a new player needs to have some chance of winning against an experienced player. It may only be a 1 in 10 chance, but there needs to at least be a chance. Imo, best way of getting there is to start by getting rid of all these bunker and insta-kill builds.
  11. Increase range of our teleport skill (Lightning Flash) from 900 to 1200 - I'd say remove the damage portion of this skill to compensate (since I only ever use it for positioning/running/chasing), but I'd probably piss off some weavers. As a staff ele that can correctly guess 1200 range with my eyes closed, it's annoying having a skill that is 900 range since I usually guess the range incorrectly and I end up dying for it in pvp. Or I end up overcompensating for my bad guessing and end up only teleporting ~600 range. This change would also have no effect on pve. Allow all skills to be cast while moving - This change would have next to no effect on pve, and would slightly improve survivability for the ele in pvp. I don't understand why this hasn't already been implemented, since all the ele skills that require the ele to stand still already have very long cast times and don't provide much burst damage. I'm also not aware of any other classes that have this handicap without access to stealth (though I admit, I haven't played very many other classes). Improve elemental pet elite (Glyph of Elementals) - There are so many ways to improve this skill. Literally any of these options would help: Increase pet speed - Melee pets are worthless since enemy players can literally walk away from them. It also takes forever for the melee pet to actually reach the target once you start attacking. Giving pets permanent haste or giving them a short haste burst upon entering combat would go a long way to making the melee version of these pets not completely worthless.Decrease the cast speed of the castable pet skills - The castable earth and ice pet skills take way too long for the pet to cast. Any time I try, the enemy (and ally for ice) have moved out of the range of my pet, and the skills end up doing nothing. This, together with the horrible pet speed, make earth/ice pets worthless.Increase pet duration - Just let us keep the pet permanently or put it on a 60 second cooldown (so I can recast it as soon as it expires). The pet is already pretty shitty in pvp, I don't expect anyone would care if the ele ended up with a permanent pet. However, I expect this is the least likely option to actually happen, since it would increase pve damage for the ele.Let me control the pet directly - This would be useful in situations where I'm attacking one player but want to use an earth/ice pet skill on an enemy nearby. Make it so casting a pet skill doesn't interrupt me casting my other skills - Particularly, if I'm casting meteor shower (or any other skill requiring me to stand still while casting) and I try to order my pet to use it's pet skill, my meteor shower cast gets interrupted. Why? I feel like this is actually a bug, and I would appreciate it if it got fixed.Reduce cooldown on fiery greatsword - A 3 minute cooldown? Really? For a conjured weapon that locks me out of all my other skills? And reduces my range down to 600? Just why? It's a small boost to my dps that I can only use when my enemy isn't paying attention to me or when I'm attacking a bunker. If it was on a lower cooldown, I could potentially use it as a means of escaping fights with the two movement skills it provides. But on a 3 minute cooldown, that's a complete waste. The cooldown on this skill should be greatly reduced (down to 1 minute imo). Improve Rebound - I've made a post about this skill before, but I'll repeat it here. Unless I'm playing a support spec, the 2800 heal on rebound does nothing for me. I usually wait for the aura this skill provides after 5 seconds, but it's too hard to predict how the fight will change after 5 seconds. Given that tempest is already a shitty pvp class, it would be great if this skill immediately procced the aura as soon as it's cast. I feel like making this change would also move support tempest from a 2nd tier support spec to being on par with (and uniquely different than) the firebrand, which is what the developers said they were hoping to do with the ele anyway.
  12. Seriously, for an 'elite skill', rebound is complete trash. The only useful part of the skill is the aura that you get if the heal doesn't proc, but the 5 second delay to getting that aura makes it worthless. If I'm getting sniped or meleed down, 5 seconds is all it takes for my health to go from 100 to 0. And a 2800 heal is going to do nothing to change that. Imo, rebound should be changed to immediately apply an aura so I have a chance to escape my opponents with shocking/frost aura or reflect projectiles with magnetic aura. Get rid of the heal and the fury for all I care to make it more 'balanced'. Alternatively, give us an elite skill that isn't trash on one of the weakest pvp classes in the game.
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