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appelflap.8310

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Everything posted by appelflap.8310

  1. So why do you come here flaming when you don't know what OP meant? 😄 These forums would be a much better place without this kind of ignorant self righteousness right?
  2. If you ppl are complaining abou this, all I can say is learn to mesmer...
  3. Anet just should give mesmers easy access to swiftness like literally every other class and it would solve so much problems. Been telling that for years.. OR like 15+ different +25% movement speed runes pls? Let us have some variety.
  4. Anet specifically said mesmers are not allowed to be good in wvw/spvp. A few more months and the next AAA mmo is on the way, gw2 will be dead or a pve simulator. Potential no new elite specs with upcoming expansions, meaning they will focus on pve content.
  5. How is losing insta unblockable daze and just getting more range a buff? Gl vs virtuoso, yes mesmer
  6. Let's get this up again, I actually want to play this game again...
  7. Chaos Vortex: Clones using this skill will now grant the same boons in an area of effect around the mesmer instead of around the clones themselves. Reduced alacrity duration from 2.5 seconds to 1 second. Reduced might stacks from 8 to 2. Good job anet, you still found a way to nerf my power mirage build. Atleast make this change to PVE only where they still have 2 dodges, it makes sense there...I guess we are not allowed to have fun on mesmer. Just remove mirage cloak on the player , let infinite horizon trigger on a regular dodge and moving through a mirror, give mirage their 2 dodges back, let the ambush window start after a regular dodge and make the window longer than it is atm so we can still make use of the ambush like ~2 secs after a dodge. I rather have this then more nerfs to the viable builds I can make make with 1 dodge mirage. Even nerf clones if you to... (go from 3 clones to 2 clones uptime for mirage) I just need my ambushes, but now you are nerfing that (a buff for pve) while mirage has 1 dodge in spvp/wvw. You guys wanted every build to work even the non-meta builds (your own words), then do something about it because power mes has a long way to go before getting viable. The problem always was condi builds on mesmer, hard nerf that to the ground and see what you have left over. If you think power chrono is viable/fixed, then you have no clue (you guys just reverted nerfs that didn't had to be nerfed in the first place). Do not focus on mAT's, these teams adjusted pretty quickly and can deal with chrono fairly easy.
  8. After playing virtuoso in wvw/ spvp for some time now I can safely say this spec is garbage (no surprise). I would give suggestions but I already did that in the past like other ppl and you've done nothing with it when eod launched so I won't give any suggestions since you don't listen anyways. After seeing that bleeding trait got buffed for blade crits in pve I noticed you guys have 0 clue what you want from this spec (again, no surprise), like are you telling me you want to make dagger a condi weapon without condi applications on the weapon itself but only through traits?? Is this your plan on how to buff it in spvp/wvw too? So no new weapon to use in spvp/wvw since it's just kitten there, no clones and worse shatters? Is this what we get?
  9. Anet or should i say cmc doesnt know what they are doing. Ty for bringing this patch tho, made me realize this game will die very fast. Gl competing with the other games, if you guys still have to figure out how to balance SA after all this time. I cant imagine that a company like this still exist blows my mind. Everything i predicted that would happen, did happen. Within 2 years guild wars 2 will be no more, mark my words.
  10. the skills and traits that didnt work first beta works now so ty but with some virtuoso trait buffs the heal is on another level. My point is ANET, you guys are gonna nerf core traits again right? i can just feel it
  11. very late post but whatever, i didn't/don't have time to write my full thoughts. First of all ty for a spec without clones, less qq hopefully. I liked how we keep the blades stocked when out of combat. Badesongs cast time should see some love, it reminded me of a worse sevenshot so make it 1/2 sec for all bladesongs also let it track ppl like sevenshot does. so ppl can't just you know... sidestep it. You guys better not nerf retargeting with bladesongs i still want to be able to cast it behind me, it requires some skill and should not be nerfed if that's the case. bladesongs also go on cd sometimes when not directly facing targets, i know this is how it works but make the LoS like a cone shape instead of a line. Dagger damage is just way too low and not good, no synergy whatsoever with virtuoso traits. Half the clone generation traits does not work with blade traits, i could play half the builds i wanted to play. NO MOBILILTY, WHERE IS OUR EASY ACCESS TO SWIFTNESS LIKE LITERALLY ALL OTHER CLASSES. Dagger weapon skills: flying cutter: dmg is way too low, skill is fine. bladecall: dmg is too low. it is only good when you're close and when you have no target, if you have a target when you're close it doesn't do the short return for max dmg. just make it ground target to fix it. lacks conditions like criplle for example. unstable bladestorm: dmg is too low. dagger skills needs some synergy with virtuoso traits. Sword 3: great! Healing skill: trash, if ppl didn't notice this then idk. yet anet didn't. Utilities: i don't see the point in taking these utilities when we have no mobility with virtuoso so it's trash. Elite skill: trash, like do i have to explain... Traits: psychic blades: does not work with all clone traits, minor trait is good if all traits would work. bladeturn refrain: i guess this is good enough if cast time of bladesongs gets faster. mental focus: another dmg multiplier, traits was decent but i rather have something else. jagged wind: anet wants this line to be condi so whatever. deadly blades: good enough for me for a minor, i'm not forced to go domi now for many vuln stacks (some other ways now) duelist's reversal: i liked this trait phantasmal blades: blade dmg way too low, trait also bad if dmg of blade was good. sharpening sorrow: anet wants this line to be condi so whatever. quiet intensity: i like this minor trait. psychic riposte: blade dmg too low, trait didn't work with psychic blades, deceptive evasion, illusionary inspiration, signet of the ether if i remember correctly. Infinite forge: i guess it's fine but it is not infinite, let it go to max blade count. bloodsong: anet wants this line to be condi so whatever. Bladesongs: bladesong harmony: skill is fine, los needs to be in a cone, should track and have a cast time just like sevenshot. bladesong sorrow: skill is fine for me bladesong dissonance: skill is fine for me bladeturn requiem: skill is fine for me tho dmg is low and annoying we're forced into attacking instead of just blocking when vs shocking aura for example. my feedback in 5 mins, ill maybe make an extended one later. I'm pretty sure other ppl got some better suggestions. playing virtuoso was alot of fun but it lacks so much, honestly if virtuoso doesn't get easy access to swiftness i won't even bother playing this trash.
  12. I'm disappointed with the virtuoso traits. No mobility traits so that means yet again 25% movement speed runes, i like that the blades wont disappear like clones do. Perma quickness virtuoso seems fun but it will get nerfed 100% so rework this trait right now so we don't end up getting this trait nerfed so hard it's unplayable leaving power mesmers with 1 option in that line wich will be phantasmal blades (why make traits that are going to get nerfed 100%. I've only read that trait (duelist's reversal) and it's already op, imagine playing with it) , also devs doubt themselves on stream about trait choices (makes me wonder). I'm curious about the burst potential it got, the tracking of the bladesongs/dagger skills (let's hope it tracks stealthed players), synergy with other shatter traits. Beta is going to be fun, let's hope i can say the same about virtuoso
  13. exactly, and some other triple A games are coming too with devs that care and with anet's history of not caring about their ppl playing this game this can go downhill very fast. But hey, i really want anet to prove me wrong.
  14. All i want for this spec is easy access to swiftness for rune diversity but i guess that's too much to ask, will have to wait and see for virtuoso's traitline but im sure it'll be disappointing. Good luck competing with the other games that are coming out at eod release... literally the worst time to release it but yh... who am i
  15. Ofcourse wvw roaming is full with toxic thiefs, what do you expect in a gamemode where thiefs are the superior roaming class. There is a reason why thiefs gets toxic since the class is designed to not die and when they die they get salty and make it their mission to "hunt" or "try to hunt ;)" ppl that killed them. You gotta remember that thief players in wvw roaming feel the need to bm when they kill someone because they think their class is garbage, but that's wvw. The only problem here is that the thiefs that were toxic to you make roaming vids even for MRGA so you would think they want to make the wvw (roaming) community better when in reality they are the ones that destroys it for many ppl (not for me).
  16. It's one use, then waiting for initiative, then using it a second time. Your pool is 15, so you need to wait a second for the initiative and then you can cast it a second time. You might also use a combo with IA + SA/Signet but that might not be 100% reliable. You misunderstand with the idea that this is an 8 second cool down. That is a shared resource pool with all other weapon skills. So when you reduce that pool by 8 points you can more accurately say you add a cooldown equal to every skills individual point value equal to or below its point value. Of course, that's an oversimplification too because initiative is not a traditional cooldown. But, let's get into the weeds as it were. A player has 15 initiative traited. Every time you use a skill you should think about this calculation: (15 - Initiative Currently Expended + Available Raw Initiative) - Cost of Weapon Skill If the above number is negative you need to wait for initiative. This means, effectively, your weapon skill is on cooldown. Now, because all your skills have different costs some skills will be on cooldown, while others won't. The disadvantage is that, while you can use other less optimal weapon skills, using those skills will serve to increase the cooldown of more optimal skills also. The larger the "Cost of Weapon Skill" is the more likely you will be to find subsequent uses of higher cost skills locked out. Thief doesn't have cool downs so much as thief sometimes has cool downs when initiative is lower than skills require. So when you add 2 initiative to a 6 point skill it isn't the same as adding 2 to a 4 point skill. That's because the higher the cost the greater chance of it locking out a greater number of skills. Not all use cases involve full initiative with lots of available initiative regeneration. If you have 10 initiative and use an 8 initiative skill you are now limited to a 2 initiative skill (meaning practically all skills are on cooldown). Which brings me to the "Effective Universal Cooldown" balancing test. That is: (Cost of Desired Skill - (Available Initiative + Initiative Boosts) < or > (Opportunity Cost of Waiting) In plain language, the time to regenerate initiative to use the skill that is optimal for the situation NOW is weighed against the choice between waiting and spending initiative on another skill. However, that choice is difficult because it means the skill you can't cast NOW also won't be available for both the original time period AND the time period of whatever substitute skill. So the choice is really the question of "how badly do I need to use this skill in the immediate future?" The more you need to use a skill (which for a teleport may be critical because you need to decap or +1 ASAP) the more you effectively can't use other skills because you can't afford to cut into your pool. So "wait for initiative" unlike waiting for cool downs on other professions means auto attacking while you wait. Which is all to say that you can't speak of this as an 8 second cool down unless you ignore the unique initiative system on a fundamental level. My point still is that IA was overperforming and the nerf on it was deserved. Thieves can still stealth on the fly(to disengage, engage or regen initiave safely), they still have the best mobility, they still have the most evades of any class so yeah they shouldn't spam IA 3 times in 4 secs like before patch traveling 2700 range without any utilities, only weapon. After the patch thieves still have sb and shadowstep to travel around the map, the only difference now is that you have to use utilities too like other classes instead of weapon only to travel that fast and that's how it should be. As long as people can't understand how broken this was, they will never be satisfied when something gets nerfed.
  17. Thief (daredevil) is still a +1/decap after patch, you just need a bit more skill now
  18. So basically what you're saying is that infiltrator's arrow is underwhelming now after the patch? A 900 range teleport on a weapon that can be spammed 2 times in a row when full ini, even when no ini you regen 8 ini in 8 secs without the use of other initiative sources. So that's a 900 range teleport with an 8 sec cd in the worst scenario, how is that underwhelming? If this is a problem for thieves then it is a l2p issue, it means you relied on overperforming mechanics in the past.
  19. I would like to see a nerf on daredevil dodges from 3 to 2 or SA traitline needs to be nerfed. I'd rather see daredevil dodge nerf so core and deadeye can still make use of SA traitline. Daredevils still have access to endurance thief, channeled vigor, bountiful theft and signet of agility that boost your endurance gain wich basically all daredevils use. It's just the combination of SA traitline and 3 dodges with all the endurance gaining traits/utilities that makes this spec unkillable.
  20. Good changes overall, plasma nerf finally came after 8 years. Sadly thief SA traitline hasnt got touched yet again wich means they are still unkillable, just remove a dodge from daredevil since they dont need 3 dodges when they still have so many access to stealth because of SA traitline. A daredevil can literally choose if he dies or not because of this even if they have no cooldowns left.
  21. Can mirage atleast get swiftness on dodge? (for 10 secs on dodge, i mean look at daredevil dash it gets 10 secs each dodge and has 3 dodges lol?)With the changes to mirage only having 1 dodge i feel like we need swiftness (nobody wants to take focus), atm mesmers in general has to take runes with 25% movement speed (unless you're chrono, but ye why would a mesmer play chrono). Let mirages go for other runes then 25% movement speed ones with easy access to swiftness like so many other classes on this game and maybe the 1 dodge wont feel so bad anymore.
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