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law.9410

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Everything posted by law.9410

  1. Perhaps I am being too blunt with my feedback, but every year or so I check up on this game all I can say is... good lord. Classes have become so ridiculously explosive. It's actually comical how the devs have taken steps to reduce burst and yet every time I come back, the game is more and more ridiculous. It's amusing to see them balance spec A, while spec B gets away with murder. This game used to feel strategic and compelling and now it's more about: "look what I can do", or "look how good I am at exploiting atrocious balance". There was a time where timing was important, now, meta specs can play uber aggressively and get away with it because they have: get out of jail cards, a million boons, layered burst, or all of the above. The chess-like nature of pvp has been reduced and dumbed down into a series of trump cards. Perhaps, the best players can find the depth and cerebral qualities of the game, but as an average player, the game which I used to love, the game that I used to spent hours in dueling rooms, has steadily crawled into oblivion. Furthermore, every time I come back, there's some stupid, who give a kitten, "update" to pvp: "hey, don't worry about balanced, we're putting more trash bags into your inventory!" "hey look, reward tracks!" "hey look, gizmos!" good lord... The pomp and circumstance buildup of each map is pretty ironic considering the fact that each game has become a circus.
  2. Your comment was fueled by a lack of understanding. I don't blame you, as I too, saw the necromancer in a bad light before I started playing it. Passive shroud generation comes from traits that quite a few people didn't take pre-patch. Please don't let the current meta necromancer taint your view of the class. Staff skills regenerate shroud when coupled with a trait that many take, but hey, we need some regeneration eh? All of the staff skills have a different animation and have a 3/4 second cast time! If you dodge staff 4 after they use staff 3, you can avoid the weakness and staff 5 has a very clear animation. When it comes to scepter, shroud regeneration is coming from scepter 3, it has a 3/4 second cast time. As for the shroud itself, look out for dark path, and try to break the chains to avoid the immobilization (600 range). When it comes to the current meta necromancer, you're preaching to the choir. The core class design however, is one of the most honest specs in the game, don't get it twisted. sorry to break it out to you but I play necro. And if you knew about the class you would understand that most of their shroud gain is PASSIVE and cant be stopped.marks triggering gives 3%. you dodge the mark? cool, doesnt kitten matter, they get 3% anyways. In one staff swap they will place 5 marks + 1 from dodge for 6 total, thats 18% LF. They will get 7% from fear? is it passive? kind off, you need to land a fear, but its easy as kitten when you have aoe fear with no telegraph and another with 0,25s cast time... + corrupting stab. You will ALWAYS land fear, so that cant be stopped. Hmm whats next? ah yes ofc. Spectral walk! eats 5 condis gives 20% LF, cant be stopped.... Im seeing a pattern here.Ah yes, Unholy Martyr, leaving shroud consumes 3 conditions. Gives 3% per condi... nothing you can do to stop that, unlucky another 9%.Flash worm -> 10%, this one has SOME counterplay, you can kill it. But its not that you just do during a fight, you fight necro and one of your allies just might happen to find their worm and kill it, not very realistic. Lets add it up9% from unholy martyr20% from spectral walk18% from marks7% from fear trait10% from worm9%+20%+18%+7%+10%=73%Multiply all that by 1,1 due to extra lf gain from traits for juicy 80% shroud that has almost no counterplay.Necro is strong, boring, binary and a stat check. There is a reason why it has 1/5 difficulty in gods of pvp.btw god bless reaper, its fun to fight against and good for the game, while still some of not most of those apply to it I can respect reaper since it takes much more effort to pilot properly and doesnt rely on brainless shroud tanking.Leo Please!I'm gonna put on my Sherlock Holmes cap and deduce that you don't play necromancer. Staff 5 isn't telegraphed you say? Nope, actually yes it is telegraphed with a swirly staff animation. Doom has a .25s cast time? Nope, it's actually 3/4 of a second (technically 0.64 seconds according to the wiki). Spectral Walk! Okay now I'm convinced you don't play necromancer. Walk only gives life force IF it consumes conditions. The 5 marks on a single swap gave me a chuckle. I'm so glad all of the staff skills have a 10 second cool down. Furthermore, what mathematical conclusion are you reaching by adding all of these percentages together? Hey, I heard Anet is releasing a new trait that gives 100% life force every 600 seconds. Wow 80 + 100 = 180! That's so broken! Reading comprehension isn't your strong suit aye? I specifically mentioned passive generation coming from traits that many people didn't take pre-patch. It's ironic that I'm even writing this, when you're probably not even going to read all of this, instead glancing at it for 5 seconds before yelling at me. I don't even think you understood the intent of my post. I don't like the tank direction the necromancer is being pushed into. Hugs.
  3. Your comment was fueled by a lack of understanding. I don't blame you, as I too, saw the necromancer in a bad light before I started playing it. Passive shroud generation comes from traits that quite a few people didn't take pre-patch. Please don't let the current meta necromancer taint your view of the class. Staff skills regenerate shroud when coupled with a trait that many take, but hey, we need some regeneration eh? All of the staff skills have a different animation and have a 3/4 second cast time! If you dodge staff 4 after they use staff 3, you can avoid the weakness and staff 5 has a very clear animation. When it comes to scepter, shroud regeneration is coming from scepter 3, it has a 3/4 second cast time. As for the shroud itself, look out for dark path, and try to break the chains to avoid the immobilization (600 range). When it comes to the current meta necromancer, you're preaching to the choir. The core class design however, is one of the most honest specs in the game, don't get it twisted.
  4. I really like the play style of core condi necro but I have some issues with it which I hope to share with you today: Seemingly, developers are pushing core necro into being a tank which I feel is a mistake. The evidence of this is in the last few balance changes which buffed defensive traits but laid down heavy handed nerfs to corruptions and doom of course. Core necro is more fun as a high risk/high reward class that relies on clever, strategic use of spectral walk and wurm to stay alive. Of all classes, playing necro should test your inter-class knowledge the most, so that you know when to corrupt, and when to burst them with condis. You active defense is pretty much solely comprised of two dodges so you have to use those dodges with great care. Tank necro doesn't do any of these things, and pretty much just... exists. To make a long story short, playing a tank core necro is not fun to play and probably not fun to play against! Core necro should be the most strategic class, not a walking punching bag for Pete's sake! This is kinda similar to point 1 but here goes: the tankier necro gets, the more it relies on passive, trait based sustain instead of dodges, and mobility. This is a big no no. Once again, this is not fun to play and not fun to play against! If I had to choose between doom with cast time + fear damage and instant doom + NO fear damage, I'd pick instant doom plus NO fear damage! Necro needs instant doom to interrupt heals, it' s major part of the game plan! Is instant CC balanced? NO! of course not! but every class has MULTIPLE unfair mechanics (hello steal). The only heal you can interrupt with the new doom is the NECRO heal, oh the irony! Nerf our sustain all you want, but make us scary, I don't wanna be a walking sandbag!
  5. It' not as common, but I think random blinds are bad for the game as well, I used to run arcane precision plus blinding ashes on my fresh air ele, it's just not fun to play against.
  6. You forgot what made this game so much fun. Reacting to animations. That's it. That was the core of this game. An engineer tries to pull you with magnet, you dodge it, and it felt good! A warrior tries to eviscerate you but you block it! Your target wastes his dodges so you go ham offensively. Maybe a Mesmer uses stealth but you know he's going for the mirror blade so you still dodge it! This kind of gameplay was so rewarding, and it's the reason why countless people played pvp, despite the complete lack of in-game rewards. Dueling rooms were full and a 1v1 king of the hill server was always hopping. The simple act of getting better at the game was enough of a reward for people. But you forgot about this. You started a sustain/damage arms race. When sustain was too high, you buffed damage, reduced cast times, or introduced new mechanics like quickness that made the game more lopsided. When damage was too high, you introduced boon spam, passive sustain, and get out of jail for free cards. You were so scared of nerfing sustain or damage that you just introduced new mechanics that actually removed depth from the game. When you when from 70 trait points to 3 trait lines, sustain got so high that you forced people to play degenerate builds, so that they could actually down people. You've done nothing to address the ambiguity of combat. You made cooldowns longer which makes no sense because a BS skill is BS whether it has a 10 second or 90 second cooldown. Heck, you could give 'pin down' a 10 second cooldown, give all classes an extra dodge and it would be fine because the animation is so STRONG. Animations have become so WEAK and confusing that people don't know what the kitten is going on unless they study the wiki or play the class which is ironic because we have limited character slots. Combat for new players is literally guesswork because of this gross smoothie blend of ambiguity, quickness, and bad animations. Stop thinking you can get people to like PVP by bribing them. You've created an awful situation where you have pve players who don't really wanna be there mixed with pvp players who don't want them to be there. holy kitten. New people don't like pvp because it's an ambiguous mud pit of depravity. When someone gets deleted and they don't have a foggiest idea what happened you have a serious problem with clarity. A problem, which didn't exist in core GW2.
  7. Low cooldowns don't make this game feel too fast; It's the overpowered multi-functional abilities. It's the abundant quickness and superspeed. It's the absurd level of defensive boons and skills that allow some specs to go HAM and NOT worry about playing defensively because they can't be punished. Anet should balance based on making dueling as FUN as possible, which would probably entail an abundance of balanced LOW cooldown abilities, each with an almost singular utility.
  8. The most fun I had roaming was back in core when we got matched AGAINST a good roaming server (Mag), being on a good roaming server doesn't guarantee fun fights.
  9. What's with all the bags? It's almost insulting. Are we supposed to get giddy each time we open a bunch of crap filled bags? Are we supposed to jump for joy when we open a bag to find it contains... drumroll... five more bags? You should color them polyethylene black and call them trashbags because that's what they are. And why so much variety in the naming of the bags. Oh wow, a krait trashbag! Thank baby jesus I got a krait trashbag instead of a risen trashbag, OH MY GOD, is that a Skritt trashbag!? Good lord how the heavens smile upon me. How bout just a couple bags per track with decent rewards instead of 50 trashbags?
  10. -Promote power creep and poor class balance for years.-Ignore the plight of lower tier servers and allow them to waste away for years.-Discourage people from taking initiative by rewarding players for doing nothing.-Give GARBAGE rewards to players who actually do objectives.-Create massive worlds but promote 99% of the population to gather in 1% of the space.-Promote a SINGLE style of gameplay for the entire population, don't like zergin? gtfo.
  11. My idea is to add an NPC to the mists that gives you optional challenges to complete. The goal of these challenges would be to help newer players move past that WTF is happening phase (which probably drives a lot of people away), and also teach more veteran players things like efficiency, matchups, and hand eye coordination. There could also be a reward for finishing "tiers" of the challenges to encourage new players to do them. The NPC would have a long list of challenges to complete (divided into subcategories) and upon choosing an option, the player would be teleported to an arena instance with only themselves and a enemy NPC. For training purposes, the enemy's attacks would do only 1 damage. Challenges could include things like: -Dodge X infil strikes / Hunter's shot/ bull's charge / dark path / shockwave / vault etc... in a row (enemy AI would use entire moveset of course)-interupt X heals in a row (valid for most classes)The spacing would have to be tailored in a way that you can't dodge everything but you have enough to dodge the required abilities. Long term, there could also be an advanced section where the AI would use longer combos like:-fresh air ele knocks you down and does a random mixup-Rev shadows steps to you and does a random mixup-AI spews profanity and you must sucessfully block them within X millisecondsJK but you get the idea... inb4 that's what duel rooms are for....ya fighting games should just remove training mode amirite?
  12. Bump! Conjure Kits is one of the coolest ideas I've heard yet! Also, please compare deflecting show to gust...and true shot to lightning surge...I know that class differences can alter the effectiveness of skills, but even when analyzed in the right context, the differences are just crazy!
  13. Naru streams necro, he's 100% pvp though. Here's some advice from a core condi necro who is still learning: aggression = life force = sustain!be preemptive. Spectral walk for example is just okay if you use it as a 'oh kitten' button, but godly if you use it preemptively. I would say as a whole, necro requires the most game knowledge. You also need this knowledge so that you know when to leave shroud!Be very frugal with dodges. Necro is very honest defensively as you've realized.CC chains. It is possible to corrupt a warriors rampage reactively before he can use a single skill! The stability continues to pulse so you can corrupt it multiple times: aka something like: corrupt boon -> scepter 3 -> go into shroud for another corrupt! Against all classes you can also do something like shroud corrupt stab -> shroud 3 -> staff 5 -> spectral ring. Man fear necro is the most fun!Understand your matchups, I hate to say this but necro isn't a versatile class, or at least at my current skill level it's not! As Justice said, warriors are rough, though I still beat a lot of warriors with agression!imho if you're going the condi route go Spite, Curses, Soul Reaping.
  14. Hey all, here are my ideas, thanks for reading: reduce invul time of camp supervisors to 1 minute and tower lords to 2 minutes, lets make the maps more chaotic.New buildable: siege ladder. These are crude, Skritt designed ladders that can only support one person before breaking, furthermore, they can only be build by one person at a time. NPC's will also send off some kind of mini map alert when they see the construction of one. These apparatuses allow one person to scale certain kinds of fortifications.Junior Mounts: these take up the mount slot, although they can't actually be mounted. Instead, using one grants the ability to use a couple skills. The junior mount doesn't fight and flee's temporarily during combat (becomes invisible).-Baby warclaw: can be ordered to stand watch over a certain area, (within a maximum range from yourself) when a foe comes within range, the warclaw will alert it's owner and flee.-Baby skyscale: can be ordered to scout a certain area on the minimap, when it returns, it will notify you the number of foes it saw in that area (nps and pcs).-Baby raptor: can be ordered to retrieve supply for you! select a (friendly) camp and the raptor will attempt to retrieve supply for you.please nerf (or get rid of) food and all that jazz. I look at it as a tax for playing wvw despite wvw not being monetarily rewarding in the first place lol!Instead of OS, how about a map where server alliances are temporarily forgotten. When you or your party joins this map, you are assigned to a team based on team sizes, the algorithm would try to keep teams around the same size.
  15. excuse me? 1v1 rooms are not that active good sir, at least in NA. So I've been learning matchups by doing conquest which is really frustrating because it's hard to learn in XvX situations with all kinds of crazy shit flying around. A 1v1 arena with maybe some amulet restrictions and rewards to draw people in would be nice.
  16. In fighting games they have a practice mode where you can program the enemy bot to do certain things: do a specific combos, take specific defensive actions, etc... It's super useful because it allows you to learn how to counter and react to animations in a low stakes calm environment. The repetition is endless and you don't have to bother a friend to do the same thing over and over again while you practice. The enemy npcs in the mist are kind of similar except they're completely useless because no one plays the build they play or acts like them. Programming each npc to have an arsenal of combos and using them randomly (with zero lag in between skills) would be huge and much more useful then them just using whatever. You could even have some kind of tutorial popup explaining what the enemy npc is doing. finally, they should probably use the default models for each class, or, make them respect the 'use default models' option.
  17. This has been happening for a while, I just haven't reported it: When using a ranged skill that can be ground targeted, the target location is finalized when the skill is cast, not when it is initiated. This doesn't seem like a big deal, but it is quite annoying when using slow skills while moving, or, when using skills in conjunction with teleports. I think I should add that I have the option set where targeted skills fire with a single press. example 1: using 'symbol of energy' (dragonhunter longbow skill 4) while strafing will often cause the player to fire the skill at a unintended location. The only workaround seems to be keeping your cursor trained on the target until the skill finishes. example 2: When using elementalist, it can mess up the phoenix lighting flash combo that is commonly used by scepter elementalists. A typical burst combo is to cast phoenix at the target, then, before the phoenix actually launches, lighting flash to the target, swap to air and hit air skill 2. The problem is, after teleporting, your mouse cursor will no longer be on the target, so the phoenix will actually fly your new cursor location instead of the original one. This significantly reduces the potency of this combo. thanks
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