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Oahkahmewolf.6210

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Everything posted by Oahkahmewolf.6210

  1. technically, if you stow the pet and then get into combat, you'd get stab when it pop out from being stowed and when you swap after being stowed you can start with 2 seconds of stab or have 1 stab last for 6s. you can try it out for yourself but thats what maded Shared anguished good because of the ability to stow the pet and then pop it out of combat to proc it.
  2. This what makes me roam more or do small scale fights. Zerg to me are just a way to get content, let me just heal people and hope they kill someone or provide boons to people so I can get content. Untill they make a system where Small scale fights reward more than being in a zerg thats when Wvw would change, that a map redesign and an actual reason to balancing things rather basing stuff on a whim. (cough cough, benchmarks)
  3. This needs a buff or redesign rather than a nerf. If you plan to modify or toy around the trait, may I suggest this. Evasive purity - Dodging removes a damaging condition and a non-damaging condition from you. *New Evasive Purity* - Successfully Evading an attack removes a condition & Non Damaging-condition. or *New Evasive Purity* - Dodging gives you resolution and Successfully Evading an attack gives you resistance Alternatively *New Evasive Purity* - Dodging convert's a condition to a boon; evading converts an additions condition to a boon (its nature's magic, this should make sense magically speaking) The suggestion I proposed, add a rewarding feeling that you successfully evaded an attack which better than spamming dodge rolls to remove condis. This also nerfs the condi clear while giving something else that doesn't inherently buff the condi clearing aspect that you so dearly worry about or rather invest it risk vs reward aspect of it. Risking to evading a single attack for a single clear or timing it correct to cleave a good amount of condi.
  4. like example, Wilderness survival is a defensive spec while having Condition amplification to some degree, while its nice to have some added healing and sustain while cleaving more condi... I would just rather had a better way of gaining stability then having to rely on specs like Soulbeast for reliable stability. I still pretty mixed bagged about this upcoming patch notes and I really hope whoever in charge in ranger's balance should just ask us stuff.
  5. Dude, I can't wait to see how busted my Daze druid build is with hammer. But this isn't a ideal change overall, there's so many underlying issues with ranger that I pefer getting fix then just aimlessly changing things on a whim. I'd really kitten wish that the Anet employee would litterally take a 10min-maybe an hour. Disccuss with good group of ranger mains and ask "what do you think is needs to get buffed, nerfed, fixed and looked over" or "these are the underlying problems of X y and Z trait/ability/utility, how can we come to a compromise between the player perspective and the balancer perspective" Give em a list, tell them how we feel about A ability, B utility. What ranger lack in certain spec and elite spec. I feel like Spec are suppose to have a specific purpose or have a certain goal of design. At the moment I still am baffled with the stab loss and the fact they're adding Damage to Wilderness Survival seems very... odd for a defensive specific spec. Not only that but, now you have the ability to cleave not just 2 condi from wilderness survival but 2 if you spec into beastmaster. 4 condi per pet swap switch, and then you have cleansing sigil which clears 3? You can cleave total of 7 condi in one go if you really wanted to. I personally don't like the heal spring nerf and glyph nerf, but I beleive they're doing this because of Zerg vs Zerg senario, due to when you stack enough of these... it pretty much always cleaves all the condi in one go. Now that they nerf that, I have a feeling Zergs are just gonna bring more of that in to deal with condi pressure. Alas I'm still new for Gvg and Zerg fight, but even playing a bit of support druid I can sorta see why they nerfed it. Just they should of add something in place of that like resolution or Resistance pulsing or something like that imo.
  6. I feel that nerfing the condi clense on healing spring and Glyph of the stars uncalled for considering how some classes can consistently apply conditions. Though I guess this is the best for Zerg vs Zerg matchups. Really annoying, Atleast give us Resolution boon on pulse or something to make up that condi cleansing loss. Now changes for wilderness surivial trait I have a mix back about, we now have the ability to sustain as a Strike user although I really despise the loss of our stability generation, thats going to suck.
  7. A simple wish-list hoping that Anet would glanced at and take to consideration of the changes rangers should get in the future. This is taken to consideration for all game modes including open world. Simple rule is be respectful and analytic we don't need a kitten show between people arguing what should and shouldn't be. So I'll be the first to add one to the wish-list. Whirling Defense Please allow us to move Whirling Defense (Axe 5) and give us something else other than Resolution. Even though 33% condition damage reduction is nice an all we have other ways to get it more reliably. Path of Scars Please can you make this not a skill-shot and have it home back to us so it can actually act like a boomerang rather then it going off to the oblivion never returning. This skill really needs the rework love. Throw Torch please make this more than just an ability to throw a torch to do damage. Give us some form of utility like the ability to add Fire damage to our autos or have old Sun-Spirit buff where you can add fire damage to autos :c (I really miss Old Sun Spirit)
  8. I was merely refering to Rangers weapon kit but yeah I should of stated Ranger's weapons. I wouldn't really want rifle to be condi or Support weapon ether. We have enough range weapons imo.
  9. I'm still pretty against having rifle, but I want it to be completely different from Longbow. Longbow should be the Multi-hitting strike damage build with Aoe. Rifle should have their abilities be, One big hit - Concept wise. This gives Rifle an identify that no other ranger weapons have.
  10. its alright by itself, but great if you pair it up with energy sigils. I'm waiting for the day they make it on Dodge & Evade, Then it would be more great alternative to wilderness survivals condition cleansing. If they include the evade part, well then you can clear a condi on sword 3, Dagger 4, Greatsword 3, Griffon stance, Lightning reflex and devourer merge retreat. One could only dream 😄
  11. I honestly make Heavy use of combo fields and honestly I'd like to see new ways to get aura applications. I mean we have gotten additions aura added back in the past so I wouldn't why not rework a few combo fields to implement them. 🤷‍♂️
  12. Just food for thought, How do you think a Soulbeast with a support mace work with healing since it gets 25% healing to others player + all the other % healing to other players.
  13. Well its only something I recalled, I don't know how you'd get a useful measurement in a more PVE sense of things.
  14. I just want my fury back that they took away.
  15. Didn't someone do a raid with nothing but scourges doing Celestial gear, I don't raid frequently but I swear I remember people were laughing and gawking at its succession.
  16. Some classes can push that harder and thats taking account if the enemy does not have toughness.
  17. Although I will agree that longbow is a meta weapon. Its powerful within reason, however. How fast can deal its damage compared to other weapons? Longbow has a good balance of distance and damage, I wouldn't say its super bursty compared to other but its it has its damage that you need to respect it.
  18. This but the other problem I also address little bit is stat sticks or stat steroid on utilities and traits. You know how I feel about it and it can get pretty ridiculous when you math everything up. Which you said cele stat isn't the core problem but it does go in tangent with ladder I mentioned. Again, I don't have experiences in GvG and have a little for 10v10 but 3v3 to 5v5 I have an okay knowledge in it.
  19. Well I'm slowly getting my self into GvG, but I've always enjoyed small scale fights over big scale. I have no bias again to Celestial I just want to merely point out that alot classes that do have "stat stick/Stat Steroid". Like I remember the release of Soulbeast, I instantly went to Half-Celestial Soulbeast on the start of path of fire since beast-mastery was essentially almost 1000 or more worth of stats given to you just by having your pet merge + 200 to 400 depending on which pet you had merged with at the time. THis is pre nerfed stuff and I even agreed it was most op kitten I've played back in the day. So when you look into something like Necromancer which Correct me if I'm wrong A Necromancer alone can gain a huge toughness stats stick from Carapace let alone if traited for deadly strength you can get another boost in power and condition damage. From what the wiki says max stacks of deadly strength can maximize 300 power and 300 condition damage.... for toughness it states 20 per stack in pve/wvw so? 600? thats a total of 1200 free stats to work with as a Necromancer. 1200 is a huge stat stick, but slap that onto celestial....well you got something that can be scary strong and front-line... but wait I haven't even considered much of the other trait that can heavily push necro further beyond its stat sticks of shenanigans. Like Harb has a ton of crazy stat stick to pick up which I don't even want to begin diving this rabbit hole. But you see what I mean when you take a celestial stat that has all round equivalency of minor stat of four stat armor that just amplifies those stats? Like sure I could go harb with dragon.... but why would I do that when I can take something like Celestial pump my ferocity stat, pump my vitality stat, pump condition stat and pump my power stat to be as equivalent if not better than majority of other stat pieced armor? Like I'd even pick up Harb to do something like a Half grieving and half Cele just to push the damage numbers further and still be really frontline. I wouldn't know much about will benders or other classes like ele abusing but I bet you they too have some strong "stat steroid" or "stat stick" traits or abilities that make them go nuts. again, don't have a problem with celestial gear, I have problem with the original philosophy of its design and it should be properly corrected. Stat sticks/stat steriod are another problem I have but its another discussion for another thread
  20. Has nothing to do with roaming in the slightest, this also goes into other forms of engagement from 3v3 to 5v5 to possibly GvG, but I wouldn't know much about GvG section as I don't have serious experience in that sort of expertise .
  21. Well your using a constant percentage to up and down the stats. I think a better way to slope the stats is look how they do it in the trinkets with Quaternary stat, They are similarly a 4 stated item but their percentages between each other stats are way different slope harder. (example I stated are combined stats such as rabid & dire or Berserker & Valkyrie) Example stat alignment is 126-85-67-18 So take a ring that has 57 in 9 different stat they should try and do this to make the fall off harder. This would be equal to 513 in a total stat point in a ring If you ignore the Primary stat of a Quaternary stated item it would be 85-67-18 so if you take that concept and apply it to a 9 stat item it would have better fall off or slope it would look like this 85 85 85 67 67 67 19 19 19 it would still yield 513, yet the third or tertiary stat would heavily fall off. So Whatever the Tertiary stat would be will not have a intense impact let alone a decent impact into the equipment. it would also help round out other 4 stats to 3 stat items if people desired specific stat. - again this just an example not something to go right away but something to consider or to try and improve on the idea. I have no problem something hitting hard, but it does eliminate master of all stat syndrome.
  22. Hey, nice to meet you all. My name on this site doesn't really matter, but those who have met me know me by the name of Nix or Kyvan. I would like to discuss the ever-lying problem of Celestial stat gear and its underlying issues with traits/abilities and utilities that provide bonus stats. As of right now, we all know that a lot of classes, if not all, are abusing celestial for not only its versatile access to every stat but also because it provides almost around 2000 stats more than the standard 4-stat item. It generally seems like a no-brainer to someone who just wants results. My issue with celestial stats is not because of how much it gives, but how much it stacks with other stat-related traits and utilities and how it can compete with focus-driven stat pieces. Celestial intentions seem to originally be a jack of all trades, master of none, and to give some access to certain classes that had hybrid weapons or gimmicks that used both damage sides (condi and power). However, it's being used as an all-purpose mega machine. The fact that it gives enough stats to wreak havoc on other stat-based armor is what seems to amplify celestial so much. The added stats from traits/utilities/Sigil/abilities allow a person to output just as much damage as a regular power or condi build, or be a super tank or super heal. It may not be the best at its job, but it's up there doing that role while being able to handle the other side with decent impact. My proposal for how to balance celestial is not gutting it or nerfing it to the ground, but to have it set up similarly to other armor types. Just like 3 & 4-stat items, there should be a primary and a secondary stat... however, for celestial, there should be a primary/secondary/tertiary stat. We do have some examples of stats where they even go to Quaternary stats; these examples are Berserker & Valkyrie and Dire & Rabid, to name a few. The best way to balance celestial is to make the offensive stats the primary stat, while the things that augment said stat are secondary, and then finally make the tank stats its tertiary. Now you design stats for hybrid damage and give it a role rather than making it a jack of all trades. The other question is, what if people want all the stats but want to be more tanky? Well, make another 9-stat item & reverse, and call it something else. Vice versa for supportive-like stats. This is just an idea of a way to balance the stat rather than "delete x" or "get rid of y," and allows people to use the stat to try and round out their build more than defaulting to a full set of celestial. I know this may not be a perfect solution, but it's an idea to start, and personally, I don't oppose keeping the stat line around, but at the same time, I'm not okay with simply killing it. There are uses even outside of WvW where it can still be balanced or useful. It's honestly up to Anet how they would want to rebalance celestial stats.
  23. I only found that good with Storm spirit, if you seen the video you can see it slamming twice.
  24. So, Theres a neat trait that can give you regen over time for soulbeast. Natural Regen allows you to benefit the pets regen which is nice for survivblity, However. When you merge with your pet you don't have a pet to tank for you, if this is mainly for pve you can still play SB with the pet its just dependent on the situation. Turtle is a very interesting option, if you are opting for hybrid you can benefit from its protection before merging, taking WS heals you per second of protection. Ontop of that if you take boon enhancement and Heal as One. You can buff the hell of your pet, then gain its boons and then heal as one to gain double the boon stacks and duration. With Quickness you can extend all boons by 2 seconds, managing this you can indefinitely keep boons up as long as you have ways to gain quickness from something.... anything really. I honestly recommend toying around with it and trying it out before fully commit to that.
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