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So I can't speak to the damage because I'm still learning the skills. It feels a bit weaker than GS. I will say from a flow perspective, there feels like a super small delay in the flipover skills so even if you're trying to immediately use a follow up skill the auto chain seems to start up again, forcing you to either complete an auto or interrupt it. Doesn't feel great either way. The built-in sustain, at least in PvE, is quite strong. The health sacrifice also feels on the low side, I wasn't really thinking about it when using them. My suggestions - up the health sac costs and damage across the board on the flipover skills. If you really want to synergize this with harbinger which it feels like they might be trying to do, add some bonus damage for using health sac skills when your hp is below a certain % threshold, and make the penalty from blight count toward this.
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Not a bug per se, but a huge oversight - on the bridge fight above the little waterfall in Chapter 16 with Spoiler Boss, there's a cutscene that plays that locks your character and camera, the camera pans around, plays the cutscene, and then gives you control. Well, I was autorunning as the cutscene started, so I immediately ran off the bridge. There's a no mount zone there and the mission area doesn't have any spot you can use to jump back up since it just teleports back in the narrow chasm beneath the bridge. No way out except to restart. Please expand the mission area in this part
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Strike are pretty bugged on this last patch
Mourningstar.7309 replied to Theroi.9536's topic in Bugs: Game, Forum, Website
Speaking anecdotally, I can say the CO thing happens on CM as well -
Hoping tiger fury gets a duration increase to go along with the cd increase, but the rest looks reasonable
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Most classes have this as an option. Warrior's been talking about leaning into Might Makes Right, Healing Signet, etc. Revenant has the battle scars traits in devastation which makes it tough to kill. Engineer gets heals off of explosions. In conjunction with the barrier from scrapper, or the passive heals from holoforge, they have reasonable healing without needing to press their heal. Thief has the critcal damage to heal conversion trait. Ranger has built-in options in each elite spec. Druid for obvious reasons, the heal on poison application for soulbeast, and the lifesteal from ambushes that untamed gives. Untamed lets you lean into that even more by giving you a litany of wrath style heal after unleashing with a GM trait. Necro has blood magic and parasitic contagion. And as mention above, condi virt has a % of your condi damage converted to healing as part of the meta damage build. All in all, a lot of options!
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New dailies/weeklies [Merged]
Mourningstar.7309 replied to Manasa Devi.7958's topic in Guild Wars 2 Discussion
It's been like two weeks and Spirit Vestibule's back? C'mon, throw some new ones at us -
Reward track potions gone?
Mourningstar.7309 replied to senna.9563's topic in Secrets of the Obscure Discussion (Archived)
Strangely enough I have not read the patch notes in their entirety. I retract my statement. Doesn't address OP's concerns, which are still valid -
Reward track potions gone?
Mourningstar.7309 replied to senna.9563's topic in Secrets of the Obscure Discussion (Archived)
They're also used in a guild hall upgrade. Appears to be a massive oversight -
Warrior - dull thematically, limited ranged options Guardian - seems to oscillate rapidly from way too good to terrible, this class has historically been balanced weirdly Revenant - every legend has at least one skill that's just not that useful. Ranged options options are not great. energy costs made sense when utils had basically no cooldown, but as longer cooldowns the energy mechanic just makes no sense now Engineer - lack of weapon swap sucks, but only 2 offhands means any future mainhand weapon they give engy has to contend with the fact that there's no offhand power option Ranger - Pets in general kinda suck, but core utilities across the board are super underwhelming. Soulbeast utilities are boring too Thief - I double tap skills too often and blowing initiative because you double casted a skill on accident basically makes this class unplayable for me Necro - "Shroud is a 2nd hp bar" has held this class back for so long that it's basically impossible to balance. core weapons outside of scepter are awful Mesmer - Don't care for the theming. illusions dying on target death makes this class tough to work in open world, and power virt struggle to make blades quickly IMO Elementalist - super squishy and complicated for what you get out of it. Good luck guessing which classes I actually like