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apharma.3741

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Posts posted by apharma.3741

  1. 1 hour ago, agrippastrilemma.8741 said:

    I do not understand why you are so unreasonably insistent that the issue of two offhand skills having 90% the same animation and thus being difficult to distinguish from each other would be impossible to fix. There is no justification for this.

    No, this is simply not true. Most utilities on Mesmer were the same or weaker before Chronomancer was even added to the game. That includes things like Mirror Images, Null Field, Arcane Thievery, Mantras, Illusion of Life, ...

    That would be a very stupid decision by the balance team.

    I don't care about PvE.

    This is irrelevant because Wells are only available on Chrono so of course they should be balanced with regards to CS, it doesn't mean anything. You might have had a point if lots of core utilities had been nerfed because of CS but this is not the case. Besides, we recently got a massive well buff with the new Stretched Time trait (Alacrity on Wells). Yes, this was a stupid change because it makes all wells about equal instead of being more unique and good in different situations. But this is a problem of Anet being lazy with their trait/skill design and not with CS - not in any way.

    Double Gravity Well is silly to complain about because it is exclusive to Chronomancer, thus it is trivial to balance it with regards to CS.

    You don't understand probably because you don't think about animations, they have to be fluid and make sense within the timing of the skill. I'm not saying they should have the same animation, I'm saying that it's borderline impossible to make an offhand animation as clearly readable as magic bullet should be at a 2s stun due to being an offhand and being far smaller than a massive greatsword being held up in the air. 

    Mesmer utilities haven't changed that much over the years and have always been kinda meh (hence why blink and decoy have been mainstays for so long), the ones that have changed have either been elite specs, redesigns and/or often been abused by elite specs like see list below.

    You can say it would be a stupid decision but you can see the argument for it even if you're unwilling to acknowledge or want to believe it has merit. You can see it in that Short's clip plain as day in round 3, tries to one shot the berserker with split second, doesn't manage it (looks like he fat fingered Rewinder) and goes at it again. 

    I did have a point, core utilities that were nerfed because of continuum split:
    Signet of Inspiration - Literally used to prestack boons and infinitely copy or refresh.
    Timewarp - Quickness changes due to CS in PvE and put into PvP/WvW. CD kept high due to CS. You can choose not to care or dismiss is but that doesn't mean my point doesn't hold true.
    Signet of Humility - was nerfed because of chrono using it in CS and balanced around a CS cool down until recently.
    This video by Feint Fate really shows how abusive CS was at it's height and why aftercasts were removed randomly.
    There's a few other traits like phantasmal force that were also nerfed due to chrono stacking boons that don't get reset. I've stayed away from phantasms because you will just claim it's chronophantasma without realising CS is the chronophantasma to every skill once every ~90s.

    Wells - The point is they were always being balanced around continuum split and often not around their use or strength, so often were pretty poor. You can choose to ignore that or claim it's a non issue but that doesn't change that the presence of CS is always a limiting factor to the skills strength, something you're clearly ignoring.

    • Confused 1
  2. 9 hours ago, agrippastrilemma.8741 said:

    "leads to what happened with phantasm utilities"
    "PvP phantasm spam chrono"
    That was fueled by Chronophantasma specifically. A trait that I've long advocated for removing/reworking. A trait that has been both more problematic and less fun than CS.

    It's not hard, for example imagine you make Phantasmal Duelist have an animation where you put your hand up in the air (remember how the old Phantasmal Berserker animation used to look like) that would already mean Magic Bullet would be more easy to discern. Or just add some kind of flash or glow as Terrorhuz said. There are a ton of options.

    Old berserker animation worked because it was a massive 2H weapon, putting one hand up in the air not be as obvious as you think due to pistols being small and that's without mentioning how silly it would look for shooting. Adding more flash to the game really isn't the answer, it's already a visual eyesore with all the "particle" effects and flashes.

    Chronophantasm was part of the problem but also double casting it all was the other part of the problem. CS is why most utilities on mesmer are kinda poo, because chrono can double cast them, and it's yet another reason to keep mesmer in a state of not as strong as other classes. Won't be long till they start nerfing the CS shatter burst combo which not only lets you unload massive spike damage but teleports you back to safety where you can try again if you failed.
    Conveniently forgetting the signet of inspiration multiple nerfs due to CS, the multiple well nerfs till they're now pretty much zone control spam. We have double moa, double gravity well and both of those are not fun at all, many people here would have less of an issue with moa if chrono couldn't use it straight after if they messed up.

    • Confused 2
  3. 6 hours ago, agrippastrilemma.8741 said:

    It's actually fine. This isn't really the thread for this discussion but back when Chrono didn't have Distortion it was fairly on par with core (still a bit better but not hugely). Which is why I was against adding Distortion again (if they removed it again now they would obviously have to massively buff core Mesmer, which I am in favor of). Not to mention it is a very fun mechanic and this game is supposed to be fun.

    I didn't say that the cast time is too quick, I was talking about the animation itself - specifically, how subtle it is combined with looking very similar to pistol #4 (one solution to this would be to change the pistol 4 animation). If this were changed it would instantly be much more easier to dodge consistently. What Terrorhuz said would also probably be fine "some bright flash on the mesmer or something of the sorts". Your nerf idea would make pistol strictly inferior to focus in every scenario.

    Chrono without distortion is just too easy to focus down, especially as they were trying to move it away from burst damage to more consistent damage like the shatter reworks seemed to start...before being nerfed with the IP update because mesmer. Continuum split has been one of the banes of mesmer since chrono came out, doubling up on any strong utility or elite inherently has to mean they are kept weaker otherwise using them twice leads to what happened with phantasm utilities, half the wells in PvE and an assortment of other changes related to PvE tank chrono and PvP phantasm spam chrono.
    It's very difficult to make an offhand animation clearer as the character is only using one hand, especially if it has to be quick too, you could go completely over the top but it would look very weird and this game really does put a heavy emphasis on it's animations and style.

    • Confused 2
  4. 6 hours ago, Terrorhuz.4695 said:

    I accept that. I have advocated many times to give a bigger tell to pistol 5, since I'm the first abusing this thing so much; not just straight up removing the functionality for YET ANOTHER DAZE tho. I want to get a kill here and there.

    Then the solution to keeping the stun would be to increase the cast and animation and change the trait to be a strait CDR....oh wait they're removing them aren't they? I dunno I can't keep up with ANet devs balance philosophy as it only seems to apply when they want to make their favourite classes stronger and their least favourite weaker.

  5. 6 hours ago, voltaicbore.8012 said:

    Yeah I re-checked, I must not have pulled off all the traits on my thief (probably the dagger +power one) when I tried to check all those years ago. I was wrong about that.

    The coefficient picture is not quite as clear as "they're all very similar." Ranger GS autos 1 & 2 are markedly lower than the rest (I think warrior's first auto is the only other 0.8 in the list). All the other auto chains either apply boons or vuln somewhere in there, and rangers get a partial dodge refill (which, unlike the old evade at the end of the chain, only has defensive value).

    But on the other hand, while Vindi's auto 1 & 2 have a full 0.2 higher coefficient, there's no trait Vindi can use to buff GS attacks specifically (which ranger has, as well as warr and guard). 

    This isn't a complaint about ranger GS - it's frankly one of the best weapons in the entire game. It's just that the number comparison of "very similar" doesn't cut it.

    Depends if you're comparing PvP or PvE figures. In PvP/WvW the coefficients are very similar and this is the PvP forums so....
    There's also other aspects to consider like ranger's greatsword is a very stacked weapon in utility, sword lacks the damage of other classes but had 2 evades and good condition access through poison to reduce healing. All in all classes are different and ranger does achieve success through slightly different means.
    The pet since HoT largely compliments the ranger through utility, often CC or in the case of fanged ebola cover conditions that ranger rarely has access to. Yes there's a lot of pets that are largely not used but that would always be the case with a pet selection this large, there is good variety of use though.

  6. 33 minutes ago, Terrorhuz.4695 said:

    I would accept this ngl  

    Please no, I have enough of dazes. Everyone and their mothers can decide at any point to start kiting and the mesmer will have 0 kittening ways to do anything unless by chance said guy eats sword 3 (other gap closers may not reach the target but will cover some distance, whereas sword3 will not be casted AT ALL) or a gravity well. You can't do anything because the ranged options are terrible, illusions will never reach any target and mesmer has no leaps and ONE single port on 35s cd; people can literally start walking in the opposite direction and you won't be able to do a kitten thing about it.

    I want a button which I can press and get a combo; rangers have that with kick\hilt bash\winter's bite, warriors have that with bull charge, for mesmer that's pistol5. I understand giving it a bigger telegraph -maybe it doesn't even need a higher cast time, just some proper particle effects on cast start, some bright flash on the mesmer or something of the sorts- but PLEASE give mesmer a tool to just get a kittening kill without relying on someone committing suicide with 25 stacks of confusion.

    I'd rather they give mesmer the mobility to chase and keep up with classes or apply more cripple/chill than pack a 2s stun on a skill that's so fast casting and difficult to see coming, even with a windup animation like the put on PBS.
    In general I think longer duration CC, especially on hard CC that locks you out of both skills and movement should have longer casts and longer tells, it's not just a mesmer thing.

  7. On 5/8/2023 at 7:42 PM, voltaicbore.8012 said:

    It's been years, but I'm fairly certain that I ran a test where I put a level 80 thief and 80 ranger into their core specs, made sure to remove all traits and utilities that buff stats directly (so no signets), and put them in identical sets of ascended zerker gear (sw/dagger + shortbow, no runes or sigils to be precise). I think my ranger had 210 less power at the end of it all.

    I could be wrong though. If I find time today, I'll run it again (should be easier with the legendary armory).

    There's no could be, you are wrong about the stat difference.
    In the original state of the game ranger damage coefficients were lower due to the pet but it's really not the case anymore. Don't just take what I say as gospel check the coefficients on the wiki:
    https://wiki.guildwars2.com/wiki/Greatsword
    They're all very similar between classes.

    • Like 2
  8. 2 minutes ago, Terrorhuz.4695 said:

    War's primary weapon is a rock when downed, so... rock burst? Doesn't sound very fun, but throw boulder used to be some 3s stun 9k damage heatseeking rocket, it can do something.

     

    Running some quick math, downed HP pool twice your normal HP pool; necro can go up to 30k HP, so downed has some 45k HP (60k, actually, but you have 75% of that when you're downed).  Add some 31k shroud, that's 76k HP, with the damage reduction from shroud. It's the uncleavable class!

    Also for some reason downstate shroud makes the number 1 skill do twice as much damage while being uncleavable! 😄

  9. On 5/13/2023 at 2:13 AM, agrippastrilemma.8741 said:

    CS is fine.

    Magic Bullet animation is stupid yes.

    CS is a balancing nightmare, ANet can't even balance around a 20% CDR trait, you think they can handle a double cast anything mechanic? Also killing the mote 9/10 times isn't done because you're usually forced to play defensively during CS.
    Magic bullet animation is fine, pistol trait is for interrupts so the cast and animation have to be fast. What is stupid is the 2s stun on something designed to interrupt. 0.5-1s daze but applies to each foe.

    • Like 1
    • Confused 1
  10. 5 hours ago, Terrorhuz.4695 said:

    Yes please let me shatter during downstate. Let me show you what happens when I distort your stomp 😄

    Mesmer: Distort/Diversion/bladesong return the stomp
    Guardian: Aegis the stomp
    Revenant: Legend swap effects...probably a dud though Kalla skills might down a player.
    Warrior: Burst skill won't work so I guess Full counter? Could be troll.
    Necromancer: Full shroud but no way to use it though scourge might get value.
    Elementalist: Yeah no use.
    Engineer: Battering ram, toss elixir X, big ole bomb, grenade barrage :classic_unsure:
    Thief: Steal? Maybe the bundle might be of use but yeah another dud.

    • Like 1
  11. Condi rev had insane WvW sustain with tormenting runes.
    Imagine the old rune effect on harbinger...
    While I agree the change to regeneration was a massive healing hit, it was a much needed nerf because of how much torment rev and (in PvE where it's largely not nerfed) mirage.

    • Like 3
  12. 14 hours ago, Salt Mode.3780 said:

    I mean like I said even with 2 dodge mesmers failed to catch some of these specs. With warclaw added they can simply get OOC and use their own warclaw. Condi Mirage even with 2 dodge was only good in fights if the enemy decides to stick around to fight. If they choose to run there is no way a CMirage can ever catch up. In SPvP sure because you are forced to fight on a node which is why SPvP is so kitten boring, but in WvW there is no way a CMirage can finish anyone if they decide not to fight and just run.

    Yeah...I know. I've played just about every mesmer build there is to make in WvW and honestly I've just stopped playing it because it's so much easier and more enjoyable playing something else especially ranger. Ranger is so completely broken in WvW, has more mobility than anything but possibly thief and maybe full mobility warrior and has all the combat potential or better than 90% of classes. I'm still new to it so need to practise smokescale stealth on demand combos but once that's down I can stealth on demand, take 50% less damage for a fairly long time, perma prot, 15-25 stacks of might, perma fury, vigor, swiftness and plenty of stability while passively applying poison on every attack. Depending on build I can immobilise and daze spam you to the point where it's just flat out worse than being moa'd because you can't move or use skills unless you have a teleport and cleanse like warriors sprint or mech shift signet.
    Can I play decent on mesmer, yes but it's not fun to play from such a disadvantage and never be able to chase someone down to get the kill while they can disengage from you, heal up and range pressure you while some other potato keeps you in combat.

    • Like 4
    • Thanks 1
  13. 4 minutes ago, Gaiawolf.8261 said:

    Sorry, I disagree with almost everything here. It looks like we view and play the game much differently.

    Scourge also does very respectable damage AND can hybrid. The latest necro espec, harbinger, can do all 3 roles. Reaper.... needs some work. They are getting there. The June preview indicates druid and deadeye are getting more versatile options, so it seems the game is correcting for previous overspecialization of older especs, not the other way around.

    Have you ever thought it's actually because you are wrong?
    Great example of scourge though, like firebrand it did most things and was a balancing problem immediately when it came out. Had tons of self sustain, cleansed allies, made the game awful to play for enemies, corrupted everything it was a mess. It had to be nerfed into the floor so that it won't be played in PvP/WvW because the mechanical design of doing almost everything is busted.
    STOP FORCING YOUR WILL ON OTHER GAME MODES AND PEOPLE!

  14. 5 hours ago, Gaiawolf.8261 said:

    Many players in an RPG pick their character based on concept/color/lore/whatever you want to call it as much as playstyle or role. Giving them concepts with diverse playstyles only enforces their ability to play what they want, both in gameplay and story. There's still great variety in the playstyles of the elite specs' unique profession mechanics, extra weapons, and utility skills to offer different playstyles while also overlapping roles. 

    But even disregarding that, classes, specs, and even builds themselves that aren't forced into singular roles is not my will, it's Anet's for their game they developed. I'm just embracing the intended game design, which sets it apart from other games that slot classes/specs into roles.

    Source, again (bolded key phrases for emphasis):

     

    Yes and ANet has stuck to that completely.
    You pick a CLASS and it can fill any role you want through TRAITS and now ELITE SPECIALISATIONS.
    Do you not remember core? You filled any role but most trait lines were specialised to either bring direct damage, conditions, healing/support, defence/support and then you had the class line usually that affected your class mechanic.
    Elite specialisation is NOT your class, it is freely swappable at all times and you should be swapping it like you would normal trait lines. This is why they added build templates, equipment templates and all that other stuff. 
    If you're after D&D role play and making the game fit around your role playing here: https://store.steampowered.com/app/1086940/Baldurs_Gate_3/

    • Like 1
  15. 6 hours ago, Salt Mode.3780 said:

    Have you tried chasing a warrior? or a ranger...it isn't that Mesmer has tons of mobility its the combination of stealth that makes it seem like it has tons of mobility. A mirage with 2 dodges + sword ambush + blink and 3 jaunts will fail to catch a warrior down if the warrior or ranger chooses to run.

    That is what I said: "mesmers and thieves (back then) were a lot more mobile than many other classes or they had the stealth to disengage more reliably from a bad situation that other classes didn't have."

    I know that mesmers can't catch anything now because of biased balancing around making everything faster, while giving mesmer with one hand (mirage thrust) and then taking with the other (2 dodges -> 1 dodge) while adding more mobility to elite specs and the final insult warclaw.

    • Like 3
  16. 2v2 and 3v3 TDM the way it is now promotes 2 things:
    1. Alpha strike is king. Anything on any class that will let you eliminate 1 person from the other team should give you the win.

    2. It eliminates the entire concept of balancing around cool down due to cool downs being reset between rounds.


    The mode is flawed, ANet doesn't balance around it for good reason and you shouldn't either. It was designed to be a fun little thing between seasons but over they years we've seen just how broken stuff can be in each case. Do not look at 2v2 and 3v3 TDM as something good, look at it as a cautionary tale of how broken the game can be without the checks and balances in sPvP.

  17. Ranger downstate is strong but the general rule is you always either cleave out or stomp a ranger. The only thing that imo needs doing is to fix the invulnerable pet during lick wounds bug that sometimes happens, it's too strong a rez skill for you to not be able to do anything to stop it.

    • Like 2
  18. 16 hours ago, draxynnic.3719 said:

    Except that the specs that you want to turn into support specs have clearly been designed to be able to work with offensive builds as well. 3/4 tempest overloads are damage-oriented. Firebrand has Tome of Justice and a couple of offensive mantras. Herald and scrapper were never really viable as support specs until they received quickness relatively recently, so they've spent most of their existence as DPS specs that had a support option added on long after the fact. So yeah, you're definitely the one who's trying to impose your will onto the game by trying to force these specs into your narrow little box.

    They're primarily intended to offer new ways to play. They're a 'specialisation' in that they specialise on a focused aspect of the core profession, not because they specialise into a specific role. This often makes them better at some roles, but they're not locked into them.

    Druid is the odd one out here. The traitline is nearly all support, the CA mechanic is basically useless if you're playing solo and/or have low healing power. This has probably contributed to it being a generally unpopular spec, which makes it harder to get into for the content where it IS useful because people who aren't playing it in open world aren't getting the opportunity to learn how it all works. All of the other... they're not support specs, they're specs with competitive support builds available... can be realistically played and practiced in the open world.

    ArenaNet saying they're looking at giving it an opportunity to do more damage indicates that they've recognised this. In the meantime, your proposal of 'just load DPS and play it anyway'... been there, done that in HoT where it was the only ranger elite available and where for every other profession the elite spec was clearly the best option. And the experience was... where was that line again...

    This ain't FF14, or whatever other 'your theme determines your role' MMO you may be comparing to. This is GW2, where one of the pillars is 'bring the player, not the profession'.

    3/4 of Tempest overloads are damage orientated? You're not right there.
    Fire - Might giving and some burns, I can give you at most a half and half here but it's offensive buffing.
    Air - Yes this is the only damage focused part but it's main power comes from the buff it applies to allies to do more damage, the overload isn't great damage.
    Water - Self explanatory, completely support.
    Earth - Is about protection to allies and immobilising enemies, it's debuff/boon support if anything and the damage is pathetic.
    The damage on all overloads for the time cast is not good at all. So no I'm not making tempest into support, it is support unless you're blind and have never looked at the traits. Even Snow Crows recommends playing tempest as hybrid support because it lends itself so completely to the role and that's even after people tried to make it into damage support.
    Firebrand has 2/3rds of it's mechanics as support, conveniently forgetting that as well as that out of it's 6 mantras 4 are support...that's 2.3rds so no you're wrong here too. Even looking at traits out of the 9 selectable traits only 2 are damage focused and I'm being generous with quickfire.
    Scrapper has always been in a weird spot where it has 4 support gyros/wells and 2 non support....wait I've heard this before. It's weapon and traits are more bruiser but it's always had ally support, this is the closest to not being a support, which I said.
    Druid isn't the odd one out unless you're ignoring that 2/3rds of the classes above are support focused to, you know, push your own agenda instead of actually looking at the whole spec instead of cherry picking F1 or that damage is present on overloads.

    The whole thing is you talking from what seems to be almost an exclusive solo PvE/open world view, druid was ALWAYS very popular in raids, it was literally meta for years. Even when spirits were nerfed to remove unique damage buffs it was still popular because it provided great support, the only difference is that others started being able to compete once ANet started simplifying the support/dps system. Tempest was always considered one of the hardest carry supports, it's just that it didn't give as much as druid so wasn't meta unless you needed the massive healing.
    Stop talking from your one small fantasy niche and start considering the wider game please. "bring the player not the profession" yes and good players wouldn't bring support thief in core just as they wouldn't bring support untamed because that just isn't their forté. A good player doesn't push square pegs through round holes, simples.

  19. 9 hours ago, Gaiawolf.8261 said:

    Yeah..... I just wanted to make sure that you knew most elite specs are really so much more than just specializations, despite the name. It's best not to think of them as being limited to certain roles. So, yeah.... if you can just go head and make sure that you do that from now on, that would be great. /Bill Lumbergh voice

    Yes, they're whole new directions for the (meant to be) well rounded base class, however if they do not specialise you just end up with different colours of homogenised elite specs.
    Funny how the guy I quoted said about imposing my will on others when you quite literally have done the same while I've always maintained you can play what you want, just that it shouldn't be the optimal way to play the elite spec in a certain way.

  20. 9 hours ago, Moradorin.6217 said:

    Mirage and thief always had hard counters in other classes. Therefore, to call them the best is bias. What I mean is, if the best can be taken out quickly and reliably with another class than its not the best its as good maybe, but has counters. The forums called Thief and Mesmer the best because they mess with players heads by design and many players have a hard time dealing with how that makes them feel when they lose. So then they decide the thing they dont understand that keeps killing them must be the best. 

    That said, I would argue many other classes have always been better at some things and Mesmer/Thief are better at some things (used to be not now, maybe) and that should be ok cause who wants a homogynous pile of options that are all the same package with a different class name.

     

    Mesmer and Thief gave the game flavor just like ranger, engi, necro, etc. Imagine how boring the game would have been otherwise.

     

    Bottom line: Mesmer and Thief was never the best because they always had hard counters. Even when Thief and Mesmer hard countered one another a good Warrior could still outsustain a Mirage and take them out with all the mobility, cc + full Counter as could others back when Mirage had 2 dodges. People are just bias.

    In terms of WvW I think it's more of a case of mesmers and thieves (back then) were a lot more mobile than many other classes or they had the stealth to disengage more reliably from a bad situation that other classes didn't have. Then we got more homogenisation via elite specs which made every class have a spec that was super mobile except a lot of the time they didn't have to be glass cannons to do it too as it was built on that more battle capable base compared to mesmer/thief.
    Everything changed when the fire nation warclaw attacked and even the slowest and most battle capable builds were as mobile out of combat as mesmer/thief. Were mesmer and thief compensated for this? Thief was....I guess mesmer has Virtuoso meme block and invuln spam but it's nowhere near the levels of engineer and ranger in WvW where they have 3 mobile very capable damage specs.

  21. WSR was just an example, there's tons of 15-30 man guild groups who are just as good it's just guilds change every other month as people take breaks, swap guilds and drama. You don't crack them, they move on because they get bored of farming the same few people and don't want to PPT.
    Though it's nice to know enkidu is a PPTer, that explains his viewpoint. 

    • Haha 2
  22. 8 minutes ago, GeneralBM.5781 said:

     

    So we're arguing the same point.

     

    I really don't care about moa in this equation, frankly it's the least important variable. As I've said before, the combination of stealth + CS + quickness is what makes this interaction extremely in the mesmer's favor, to the point that (again) memorizing 3 buttons makes any mesmer feel godlike.

    A simple continuum split letting them have 2 bites at the cherry with almost no downside would have perhaps gone down a bit easier for all of us.
    That magic bullet probably shouldn't be 2s stun for such a quick casting skill designed to interrupt (the pistol trait reinforces this) a key ability.

  23. 2 minutes ago, Dawdler.8521 said:

    And that's why I said I intentionally skipped the guild rep part. I was responding to: Forcing guild/*ALLIANCE REP* in WvW would be a wild and questionable direction. 

    Hence why my post only talked about alliances rep, not guild rep. I had no problems with what you wrote earlier.

    If you got hung up on the "again" part in my other response, it wasnt "again a misconception in this specific discussion chain going back to earlier response" it was an "again, people in general say something wrong about the world restructure system (that changing your WvW guild would change your matchup)". Sorry for the confusion.

    No that's fine then. I think there's not really a lot of good ways for it to work outside of saying alliance is almost the same as server now and who you're guild is allied with or not will determine who you play with.

  24. 20 hours ago, JusticeRetroHunter.7684 said:

    Snipples: 

     

     

    Homogenising to the extent where everything is the same is obviously too far but I do think getting rid of unique stacking buffs per class was a step in the right direction. Warrior wasn't called banner b***h for no reason and we certainly don't want people only wanting you for 1 buff.
    I think they're getting to a decent middle ground by saying every class should have a quickness or alacrity providing build and a dps build for PvE and the simplification has a lot of benefits for LFG while being more welcoming for people who play 1 or 2 specific classes. Simplification isn't always a bad thing but yes we don't want to get to a homogenised state like we see with PvP amulets.

    • Confused 1
  25. Just now, GeneralBM.5781 said:

     

    And against mesmers with an actual brain to just wait for your dodge? or what about against the 2nd round of pistol 5 + moa?

      

    18 hours ago, apharma.3741 said:

    I've still yet to see someone make a valid point as to it being nerfed in the way the OP and some really spite filled players are saying  in actual modes that are supported, where it's simply not used because it's not good.
    For the 4th (?) time, 2v2 and 3v3 are not supported game modes.

    That's without mentioning the elephant in the room that I've been saying is busted since it first came out, continuum split. This skill should never have been in the game, there is simply too much potential for abuse.

     

    • Confused 5
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