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Mukluk.9082

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Everything posted by Mukluk.9082

  1. I'll stick to commenting on the classes I'm most proficient with. The 20% cd trait removals. So far I keep seeing these traits getting removed, but NOT getting entirely baked into their classes. Examples: When the ranger 20% reduced cd on survival skills trait was removed you did not reduce the cd on sharpening stone. In regards to the upcoming removal of the 20% reduced cd to traps trait, you said you would be changing the cd's of healing spring and spike trap, but NOT the other THREE TRAPS? (flame, snake, frost) Engineer: Mechanical Genius: I fear this new limitation on the mechanist where they have to stand ultra close to their mech or the mech will get very long cd's on their skills is going to be implemented the same way ranger signet of renewal is. That signet punishes you HEAVILY if you are not in range of the pet when you use it, BUT it has NO INDICATOR when you are not in range of the pet. So you use it and it fails and goes on cooldown and nothing happens. Mechanists should not feel like they are in a 3 legged race with their mech. They should be allowed to step away from time to time. Druid: You said you wanted to not make us spam spirits to provide alacrity (awesome!) however, with these changes we will have to spam astral form skills to provide alacrity (and other boons), meaning we will not be able to save astral form for clutch revives (glyph of the stars) or huge healing on demand. "Sorry I couldn't save you, I gave you alac recently". Sad to see ancient seeds go, I feel like that was a class defining feature, but I understand it may have been not fun to play against. Natural stride being replaced with a 10% buff for 5 seconds is extremely underwhelming, and would rather not lose stride in trade for that. Without full information on how the new spirits slam/shake interactions work I'm not sure what is going on there, but with the possible removal of the way stone spirit worked before you may unintentionally remove druids ability to provide protection to their party. If you don't intend to do that, please keep this in mind. Necro: I have pulled over countless players from other MMO's to play GW2 by simply describing support scourge. It is a playstyle that simply does NOT EXIST in most mmo's and is one of the many things that makes gw2 unique. If you feel you have to destroy that playstyle in order to give the necros alacrity, then please just dont give them alacrity. I really like the way you implemented quickness on berserker (attached to the burst skill they spam anyway) and alacrity on bladesworn (attached to the dragonslash they spam anyway). This isn't much more difficult than mechanist or harbinger boon uptime which is extremely simple. By contrast the necro having to give up SO MUCH to get alacrity, and druid having to burn their big heal form to give it is starkly different. Similarly, boon corruption on necros was a class defining feature, you don't need to take so much of that away. It was fine.
  2. Hey Roy! The main thing I'd like to see added is a fix to Rangers Signet of Renewal while you are doing a pass at it. The condition cleanse portion of the skill does not work if your pet is not within 600 units of you, but the skill does NOT show if you are within range of your pet (it doesn't have the red bar underneath if your pet is out of range). This results in frequent uses of the skill in pvp where you thought pet was in range -> use skill -> doesnt cure conditions -> die -> respawn with skill still on cooldown. Ideally I'd love to see that range requirement just removed. I don't know of any other skill with a similar restriction. Seperate from that issue, you mentioned firebrands respawning from death with full pages. Can druids respawn with full astral power?
  3. First off, I think it is fantastic druids and tempests are getting a source of stability for their groups. However, I see two problems with this implementation. 1. Having it on a utility glyph, means we cannot take 3 utility spirits. Currently we have to take 3 spirits in order to give our groups alacrity consistently (with 2 it falls off even with 100% boon duration). This means we would HAVE to take water spirit, 2 utility spirits, and this glyph to bring the occasional stability. On top of that, the glyph itself (without the utility) is useless for MOST encounters with some exceptions. Proposed solution: increase the base alacrity generation per spirit, so that we can do our jobs with 2 spirits instead of 3 OR move the stability somewhere else. 2. The celestial part. Glyphs requiring astral power to do the "useful" mechanic is not fun. Tempests don't have to deal with that. Mechs dont. Firebrands dont. They just hit the button when they need it. Having to deal with the cooldown (like everyone else) AND deal with the astral bar on top of that, which we use for healing or might generation, for stability ALSO is not fun at all. "oh you need heals? sorry I can't cause I gave you stab/might recently" Proposed solution: if it is going to be on a glyph, then please let it function even when not in astral form. Again, I think this change is a fantastic step in the right direction. But I think with this implementation any good druid player will just have someone else in the group handle stability because of these hurdles.
  4. Hey, Mukluk here. The first video was mine. "the mech can easily tank strike bosses" The strike bosses do not use tanks, they hit whoever they wish. "Support mech is as good as firebrand" And that is reason for a nerf to mech? Cause it caught up to the golden child? "DPS mech is doing extremely high DPS" Yeah, its ok, but not top right now, don't know why that is a bad thing. You can check snowcrows benchmarks if you wish. "The skill floor on this class is extremely low, probably the lowest in the entire game. You can do ~26k DPS while literally AFK only auto-attacking.." Because in my video it did 20k autos? You'll love to know I have a mirage vid coming out soon that does 35k dps with 2 buttons! The POINT of that video was to create a low intensity build that people could play while relaxing, or if they had any conditions (such as shaky hands) that affected their gameplay. It is NOT an example of the top dps that class can achieve.
  5. Thank you for these changes! I had one concern reading this I wanted to bring up. If you choose to nerf rune of the trapper, please remember that guardian is not the only class that uses it. Back when sic'em sniper was running rampant, a change was made that converted ranger shouts into "commands" so that they couldn't interact with the rune of the soldier anymore. Although this helped with sic'em sniper in a small way, it also killed many other ranger builds that were no where near as busted. I hope that if you choose to nerf rune of the trapper because of the recent guardian epidemic that there won't be collateral damage.
  6. When using channeled abilities such as glyph of the stars it periodically interupts a moment after beginning and goes on full cooldown. This happens multiple times per day. Here are 5 clips of it in action: https://www.twitch.tv/videos/929381722 https://www.twitch.tv/videos/933053269 https://www.twitch.tv/videos/933053268 https://www.twitch.tv/videos/934189245 https://www.twitch.tv/videos/934189249 This is happening enough that some skills are extremely unreliable. I've tried moving some traits around, tried waiting a few seconds after the last auto attack, and many other ideas and I cannot find the cause. I've had other reports from people at the stream of similar behavior from warrior axe 5, such as in this clip:
  7. Search & Rescue + Allies’ Aid Interaction problem When playing Ranger and using the search & Rescue skill and then Allie’s Aid Trait, the following happens.Ally goes down, you use search and rescue to pull them to you, begin reviving them, this proc’s allie’s aid, which procs search and rescue, which does nothing because it is already in effect, and wastes the entire cooldown.This leads to the following behavior:1) Use allies aid first, only use search and rescue when allie’s aid is on cooldown OR2) After using search and rescue, NOT helping the pet rez the ally so you don’t waste the other cooldowns, so you can speed-rez another person in the near future.Suggestion:Can we make it so that after using the search and rescue skill, the allie’s aid Trait will not proc for 2-3 seconds so that we don’t feel encouraged to NOT help revive sometimes, because it could lead to problems later?
  8. NICE!Replay-ability is a major thing. I enjoy the story but I usually just play it on one character and thats it. Seeing a new fractal, raid, or change to pvp which affects the repeatable content thrills me so much more. Please keep up this open communication, it is great for the community!
  9. I play my Ranger 90% of the time in PvP so I'll speak on thatReflects: Whether it be axe, shortbow, or longbow, rangers are one of the only classes that HEAVILY use projectiles. Scrappers reflect projectiles without trying, weavers reflect as part of their rotation, guardians have many different bubbles they can project (5?) that stop projectiels, and 1 which reflects them all, elementalists can make the large wind field that stops all projectiles. It feels as though more and more classes are getting “reflect” baked into their skills that they are pressing without even thinking about it, and there is nothing more frustrating then having my stun arrow that I fired at someone who didn’t know I was there bounce back and hit me in the forehead. I would take a damage hit to use the druid staff (the only ranged ranger weapon that is not projectile) but the staff does 25% of the damage of a longbow autoattack, so it is incapable of killing anyone. Condition Cleanse: Nearly every ranger has to run wilderness survival for condition cleanse. If you are a soulbeast you can use bearstance as an alternative…. That’s it. They are both fully functioning but very limiting to build diversity, feeling that you always have to have wilderness survival or soulbeast as one of your 3 specializations, no matter what. Druid: I love my druid but he just doesn’t work well in conquest anymore. If you compare how many druids you see in the top 50% with how many firebrands or even tempests (the other two “support” roles) it doesn’t even compare, because it doesn’t work. Because of the astral power system it is either a worse healer, or a worse dps depending on how you build the character. Meanwhile a firebrand can be bunker/healer with respectable damage, or a terrifying damage dealer with a mountain of utility. On general topic: I would love to hear about balancing based on skill usage. As an example: “Oh, only 0.01% of the top 50% of rangers are using Frost Trap in Conquest, can we do something there?” or “100% of warriors are using rampage, is it too strong? Are the other elites too weak? Both” etc
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