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Everything posted by Mourningstar.7309
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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
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I have mixed feelings on this. A number of the events that result in the ultimate push to take a temple wait around until a player actually initiates it. Since there's no pass/fail mechanic until the event kicks off, I'm skeptical that a timer would make sense. I understand that this could change so the events just start on their own, but I suspect you'll find these events will more often without people around to make sure they succeed with the relatively small number of players on these maps. They're also old content, and the likelihood of something else breaking strikes me as high risk for not a ton of payoff. At the end of the day though, I have no stakes in the matter. I just wouldn't expect it to happen.
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What confuses me is that this goes against the stated design goal of spamming otherwise unrelated-but-traited utilities for the sake of providing a boon. Why does Firebrand and Renegade get skills (or in renegades' case, literally a single skill) dedicated to maintaining their key boon, while others have to do random nonsense? This patch merely shuffled around the random nonsense that needs to be done to maintain boon upkeep for druid and scrapper, but at the end of the day it's still blowing cooldowns for a secondary effect rather than the main purpose of the skill.
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Somehow I'd missed the harbinger nerf to septic corruption since it wasn't in this preview, but all I need to say is...why? While C Virt damage gets buffed?
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FIX THE AXE ANIMATION! PLEASE ITS BEEN 7 YEARS!
Mourningstar.7309 replied to Lily.1935's topic in Necromancer
The ranged auto used to use the same animation as the second attack in the warrior axe auto chain. The aggressive double chop has been replaced by the animation we have now. Some folks prefer the old one. -
February 14 Balance Update Preview
Mourningstar.7309 replied to Rubi Bayer.8493's topic in Professions
I'm super glad to see necro mainhand dagger acknowledged, but is there any chance the aftercast can be updated to match the change made to thief dagger years ago? The delay between AA chains feels super awkward. -
November 29 Balance Update Preview
Mourningstar.7309 replied to Double Tap.3940's topic in Professions
Do we know how Renewed Justice (Radiance trait that refreshes f1 or f1 pages on kill) will interact with the proposed FB changes? -
August 23 Balance Update Preview
Mourningstar.7309 replied to Rubi Bayer.8493's topic in Professions
Currently, hundred blades is barely worth casting. With the updates to the GS AA, I'm pretty sure it'll be a dps loss. For a self-rooting skill, that's kinda silly. Consider looking at that skill. -
I would be okay with this only if Arc was still usable. This game does a poor job of showing how well people perform and people tend to think they're better than they actually are. Joined a Harvest Temple run yesterday with a "DPS" soulbeast who did less damage than the heal scourge. The thing is, if the run succeeds, the only feedback that player has received is that they did well when if they weren't there at all there would have hardly been a difference. I know people get worried about being excluded from groups if DPS meters become a thing, but ask yourself - do you even know what you're doing to contribute? If your answer is something about some non-meta build that is really good at removing condis or something along those lines, I hate to say that isn't as helpful as you think it is. DPS matters.