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Aktium.9506

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Posts posted by Aktium.9506

  1. @Drennon.7190 said:I just can’t understand the fun in fighting scripts.As someone who enjoys both raids and PvP. Think of it as kinda like back when you were a kid and in PE class and you did laps around obstacle courses. It's basically the same thing. It's the indirect competition and satisfaction of mastering the obstacles that are enjoyable. And in the case of specifically a game like FFXIV, it has ultimate raids that are actually challenging on a mechanical level unlike GW2, which has at best, CMs that are super easy and simplistic in comparison.

  2. @Crab Fear.1624 said:What is it?

    If you're talking core necro as a whole, its builds with good ranged dps that can keep them from getting close. That's the secret counter to all Necro builds and specs actually. Necro is slow and has bad access to gap closers as well as limited life force generation at range. Even meme builds like Rifle Warr will trump most Necro builds on that basis. So Deadeye and Soulbeast are the most efficient counters. Thankfully Deadeyes are rare. I hope it stays this way. That entire spec needs to stay dead alongside Scourge and Chrono.

    If you mean Core Signet Nec specifically then the counter is to not be gold ranked.

  3. @"Crab Fear.1624" said:Half the list is power, part of the bit is boons corruption.Yeah all skills had power reduced by 33% or so. But every one of those things listed are condi based. Except maybe the dagger mainhand corrupt.

    And a few traits for scourge were hit.Yes. Scurg is indeed a part of Necro.

    Some of the changes went from less stacks to higher duration.Necro didn't have a single duration increase on literally anything aside from arguably Doom getting streamlined to not have different durations depending on range.

    If we go by what the majority is using then power is what needs to be balanced since it constitutes an oppressive majority of all builds :^)

    ! wDCz8IY.png

  4. @Crab Fear.1624 said:All I see is 1 trait shaved, and some conversions shaved.

    Personally wouldn't call that loads.

    Their power damage was nerfed though, same as everyone else. (90% of the shaves were power)Nah there were a few

    Manifest Sand Shade: Reduced power coefficient from 0.666 to 0.1. Reduced torment duration from 2 seconds to 1 second.

    Grasping Dead: Adjusted bleeding from 3 stacks for 10 seconds to 2 stacks for 12 seconds. Reduced cripple duration from 7 seconds to 5 seconds. Reduced power coefficient from 0.8 to 0.6

    Feast of Corruption: Reduced power coefficient from 1.0 to 0.75. Reduced number of boons corrupted from 2 to 1

    Dark Pact: Reduced number of boons corrupted from 2 to 1

    Corrupt Boon: Reduced number of boons corrupted from 3 to 2. Increased ammo recharge from 18 seconds to 24 seconds

    Spiteful Spirit: Reduced power coefficient from 0.4 to 0.1. Reduced number of boons corrupted from 2 to 1. Reduced additional boons corrupted against foes under 50% health from 2 to 1

    Weakening Shroud: Reduced weakness duration from 5 seconds to 2.5 secondsBarbed Precision: Reduced bleeding duration from 2 seconds to 1 second

    Enfeebling Blood: Reduced weakness duration from 6 seconds to 4 seconds

    Lesser Mark of Blood (from Mark of Evasion): Reduced power coefficient from 0.33 to 0.1. Reduced number of bleeding stacks from 2 to 1

    Fear of Death: Reduced bonus fear duration from 100% to 50%

    Dhuumfire (with the Scourge specialization equipped only): Reduced burning duration from 3 seconds to 1 second

    Sadistic Searing: Reduced burning duration from 4 seconds to 2 seconds

    Demonic Lore: Reduced burning duration from 3 seconds to 1 second

    It adds up, man.

  5. @"mrauls.6519" said:

    @"Scoobaniec.9561" said:No, seems more balanced to me than spvpYes truly. Lets add Trailblazer and Dire to PvP. Minstrel too for good measure. We need food to be usable in PvP too of course.

    ?

    I want infusion effects visible in PvP!This but unironically.

    Everyone deserves to experience my main Necro in his full glory.DK3Nk4n.jpg

  6. My only real grievance is that pet damage is too high. Which in and of itself isn't a problem, the solution was always to just kill the pet. But as it is now, actually going LoS from the Ranger and killing the pet before you engage costs way too much health and cooldowns. Because you're going to get Barrage'd through LoS and take at least a good 3-4 hits for 2-4k each minimum from the pet before you can burn through the pet healthbar.

  7. @Bridget Morrigan.1752 said:I wouldn't mind a system replacing the one we have largely because I hate having this junk clutter my inventoryMore or less the same. So much could be solved with an Inspect function with some basic functions like being able to check Build, Gear and the number of boss kills that player has. It feels really backward that GW2 doesn't have an Inspect function and always kinda has.

  8. @Exedore.6320 said:Turret engineer from core is a great example.Even higher tier players could get exasperated by the build at times to be fair. It was kinda like core signet nec bunker is now, except capable of getting kills. I remember getting together with 5 friends and we queued as 5 turret engis while also abusing the bug that let you place turrets in the air so it was impossible to melee them.

    There was a lot of salt. Good times.

  9. Having builds that completely wreck lower tiers but are balanced or even somewhat weak in the highest tiers is pretty unhealthy for the playerbase tho

    The vast majority of players won't power through it until they get good and they learn to counter it. They'll just think the balance is super bad and not PvP instead.

  10. I personally would like them to do this just because pinging KP/LI is a hassle even tho I can ping like 1.5k + armor etc.

    I'm also really curious as to what would happen. Whether groups would resort to using a 3rd party website or addon to pull the same things from the Wallet API, revert to gating with AP, or if it would just be too much trouble for most groups and they'd just take anyone and kick if they play like trash instead.

  11. I'm pretty sure people aren't complaining about LR on Ele in 1v1 situations. I think it's more the part where they bring copious amounts of CC to teamfights to the point where people get stuck in perma CC where stunbreaks and single stack stability aren't gonna help while the enemy team piles up on them and uses them as DPS golems. Ele is basically the guy that holds some nerd's arms while you beat him now.

    I have no say in this tho. Since I play core condi nec and I live for the rare moments where the stars line up and I get to fear someone from 100 to 0.

  12. @Arheundel.6451 said:No burning classThe heck is a Burning class? Pretty much every class except Thief has at some point had a condi or hybrid build where Burning was used to a greater extent. From the top of my head it was the old Spirit Ranger's Sun Spirit alongside old Dhuumfire Necro and then it was Condi Engi for a while before the Cele Meta kicked into full shift and we had Shoutbow Warrs getting most of their pressure from Burning same with Cele D/D. The latter only got more stupid after Burning became stackable in the later pre-HoT times. And then we had that one condi Skullcrack Berserker that ran rampant in HoT for a time.

    Burn Guard has on and off always been a thing and we always had that one guy in Plat~Leggy on EU that has basically been running Burn Guard as long as I can remember. Also, I don't think the build and it's variation is in any way a problem in the current meta.

    In PoF we had Scourge cancering it up for real with map covering amounts of Burn and Torment and Mirage had a decent amount of Burning from Torch phantasm and staff as well mixed in with every other condi in the game prior to the nerfs. Although to be fair it was never the main problem about Mirage back then. But you'd definitely see Burning somewhere between 2nd and 4th spots of damage sources in the death recaps against Mirages.

    All I'm saying is Burning should definitely have its multipliers and base damage lowered and skills can better be adjusted by simply increasing stacks since that gives Anet more freedom in adjusting stack to better fine-tune it. As it is right now just 2-3 stacks of maintained burning from a condi build are going to hurt and it's going to be a problem with any future build as well. It would alleviate the problem at least to some extent if individual Burning stacks did less damage.

    And just so you know, just because I mentioned Thief being the only class that hasn't had a build that abused Burning I can absolutely guarantee you that it's now going to be a thing in the Cantha xpac. I'm calling it.

    @Arheundel.6451 said:I'd say @Aktium.9506 was taking a nap inside purging flame, never tried to dodge/interrupt/blind spear of justice and generally just facetanking everything on his core necro build having lost the urge to actually dodge something...necro players are not used to dodging, at least a good 80% of them.

    Nobody in this game can take that much burning dmg unless they're facetanking everything without dodging anything ...this draws a clear picture of the skill level involvedNow now, that's just not true. I use my dodge sometimes to spawn Lesser Mark of Blood =)

  13. @"Sigmoid.7082" said:This means before you finally died you managed to survive 180k damage from burning. Does that really sound super effective ? You'll never see power damage numbers in the death log this high due to the nature of the damage type, being instant.

    I'd be more interested if this had much lower amount of burning but you still died which means you really got bursted.

    My other issue with the death breakdown is all you know is burning is what killed you but it doesn't break down top skills that applied the burning.

    It's very misleading.Well, a Burn Guard "burst" is maybe tops 4-5k burning ticks with 1.5-3k sustained burn ticks. To most classes just say a 1.7k constant condi tick probably constitutes a burst because they don't have all that Necro HP to soak it with. As a condition burning definitely does need a nerf.

  14. @"pninak.1069" said:I want to know where players think 11k burns come from. tbh I think it is a blatant lie, because you forgot to count in the dmg part of skills which can do quite more than condis on top. condis are just the stuff added on the side. so for condis your dmg is far lower but it stacks together with condis leading to such myths.

    for example if I have 2k condi dmg burn does 443 dmg per second. so to reach 11k burn I need 11k:443= 25 stacks burning. this number is unlikely to get reached, because even with my 100% burn guard I can't get past 12 in pve.I don't know man.

    3vUygH1.png

  15. @Broady.2358 said:But, they aren't very frequent and can be very difficult to do well in. I'd hope in ranked I could play teams of equal skill.They're sets of 4 rounds you have to play in though. Its usually going to take somewhere between 45-75 minutes to complete a set of ATs. It's currently 3 hours between them. If you had instead 1h 45m or 2h between AT's you could almost do them back to back.

  16. @Black Storm.6974 said:

    @Tharan.9085 said:DM and BM are fine and balanced PepeLaughDeath Magic is.

    Blood Magic should have been shaved alongside the damage nerfs though.

    Blood Magic got some nerf alongside the damage nerf and some other nerf few days later.Only Unholy Martyr got nerfed after. The minors could all do with a 20% shave or so.

    Transfusion got nerfed too.Yeah but that's mostly because Anet wanted to make sure Scourge was properly deleted from PvP
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