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Ghost.5637

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Posts posted by Ghost.5637

  1. On 7/8/2022 at 11:26 AM, Nyel.1843 said:

    And what is this Pulmonary Impact I'm reading about?

     

    It's a trait within the daredevil line that will hit your enemy with unblockable damage whenever you interrupt one of their skills with a stun, daze, or knock down. Most notably used with offhand pistol 4 skill since it is a spammable daze. Works really well if you can read your opponent and stop them from using skills. 

    • Thanks 1
  2. On 7/6/2022 at 10:34 PM, SlitheSlivier.1908 said:

    I didn't realize that happens; that's really annoying lol. He doesn't have an empty guild slot? You can also go to the open pvp area in PvP lobby or Armistice Bastion, tho obviously they are less ideal. 

     

    Well those are all work arounds that would probably work, but we weren't driven enough to try any and everything to get around it.
     

    My post stemmed from the fact I felt it should be a basic functionality, or wasn't sure if it was already coded and was broken. ( Two entities in a combat arena that are on different teams should be treated as complete enemies, even if partied)

  3. On 7/2/2022 at 7:57 PM, SlitheSlivier.1908 said:

    You need to not be in a party with your enemy for stealth to work. It's coded such that if you are in a party, it still acts as friendly/ same team so they can see you.  


    But if my friend leaves the party, they will be kicked from the guild hall since they are not a member of the guild.  The arena should count different teams as enemies even if we're partied. 

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  4. Agree with title.

    Bit of a salt post but I was a shadow arts deadeye main since it came out. Every major patch something gets hit.

    Backstab damage nerf, increased cd on withdraw and roll for ini, lower stealth duration on meld and the dodge with rifle, increase ini costs for death's retreat. Sure, "warranted". Whatever.  But by removing that increase stealth duration in the trait line was the last straw. Superspeed is cool and all but this playstyle of "entering and leaving stealth rapidly" is wack.

    Also no, blinding powder and shadow refuge are not worth slotting. Utilities made for those not using a dedicated trait line to stealth, which now isn't dedicated to stealth anymore.

    What the hek man. 

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  5. I would like scepter or focus for more shadow magic theme(not really support but it may have an opportunity for it). I use to want greatsword but I agree with Deceiverthat it doesn't really fit the style, plus the last two expansions have already given us two 2handed weapons. Most likely to get sword offhand I think.

  6. @SWI.4127 said:As much as I hate Scourge, I think making the shades killable is going too far. The Kalla legend is borderline useless in WvW because of this. Plus you can CC them and they do absolutely nothing.

    Which is why i suggested having them spawn with a sizeable barrier that decays, but should not be affected by cc as they just mirror the attacks of the caster. It will give them enough time to do relevant damage before being destroyed, but also give determined melee players an opportunity to clear them to get to the enemy scourge. Right now melee build have no way to counter scourges, as they just barrier up and stand in their pools of death while you melt.

    No class should counter an entire playstyle.(quote taken from another post).

  7. @DemonSeed.3528 said:

    @CreedOfGod.9764 said:I think they should make sand shades destroyable. Kind of like stationary minions.

    Maybe like the Kalla legends?

    Haven't played much renegade, so i'm not sure. General idea is that since necro is all about minions/summons, make the shades have a semi small health pool but have them spawn with a good size barrier to prevent instant destruction, but still manageable in large scale and when fighting a scourge up close.

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