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Zephyrus.9680

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Everything posted by Zephyrus.9680

  1. Suggestion to improve stat customization: Make different Rune combinations viable. Currently the stats see increasing returns as you add more runes. This works against combinations and customization and should not work that way. The stats should be roughly linear from 1-6 runes and some of the big bonuses should happen at 2, 3 and 4 rather than 6. This would allow a lot more and interesting rune combos and stat customization.
  2. I'm occasionally seeing (non-thief) players that teleport after being downed in WvW. They seem to be teleporting several times in downstate and do the teleports at approximately normal run speed while downed. For example, I just saw a downed warrior teleport all the way back to their zerg through 3-4 jumps over about 10 seconds to get revived. Is this a real exploit or maybe a known server lag issue?
  3. Nerfing stability, healing (coefficients) and damage sounds great for big zerg fights. But in my experience 2/3s of WvW is small scale. From the looks of it, these changes may cause small scale fights to suffer with more instances where players just cannot kill each other. If we're seeing ~25-30% nerfs to damage, we need slightly higher nerfs to base healing in order to compensate. I get that the goal is to greatly cut down spike damage, but attrition damage over time arguably needs to be slightly higher than the damage nerf for combat to work. ~50% nerfs on healing coefficients are huge but this ONLY affects dedicated healing power sets which means the majority of players will self-heal just as well as before. I didn't math out the cooldown and base healing changes to be able to call this but it's something needs to be balanced right so that sustain isn't infinite and small scale fights never resolve. Next, the universal nerf on hybrid cc/utility skill effects isn't well thought out. It's just lazy. To take a random example:"Gale Strike: Reduced power coefficient per strike from 0.275 to 0.01. Reduced bleeding duration from 5 seconds to 1 second"It continues to do no damage but the small amount of bleeding is reduced by 500%. This is a directional melee range skill with a 3/4s cast time. That means it almost never hits. The reward? 1.25s float (and no damage). The pre-nerf skill is already rarely worth using so what is the purpose of removing the already small hybrid damage component? It makes the skill pointless. And this isn't an on-demand CC either. It's a duel attunement skill that takes two specific attunement swaps to access (4-8 seconds). Just because a skill has a weak CC effect doesn't mean it should only CC. Particularly if the CC itself isn't buffed. There are more meaningful ways to nerf than making all CC skills only do CC which is boring, lazy and in many cases makes the skill pointless. Nerf cooldown, make it cast longer, etc... Another case:Tornado: Reduced power coefficient of the base launch attack from 1.1 to 0.01. Reduced cooldown from 90 seconds to 60 secondsDebris Tornado: Reduced power coefficient from 0.5 to 0.01Dust Charge: Reduced power coefficient from 0.33 to 0.01Whirlpool: Reduced power coefficient from 2.2 to 0.01 Why though? I haven't seen an elementalist using tornado in years so this must be a meme. Universal nerfs for the sake of some kind of top-down abstract design principle is stupid and lazy. This isn't even a testing or balance issue. You can see right away it's just a lazy application of someone's top-down design decision they want to apply to everything equally. Just, no to this idea of universally making all CC skills do only that. It's possible for a skill to have a minor CC as a secondary/hybrid effect that is much too weak to be the entire purpose of the skill. If we're talking about a real CC like Static Field, okay that CC effect actually pulls weight so sure nerf it to 0.01. Also not a fan of the big duration increases on some utility skills, but yes, the counterplay point is taken. Will 70 second cooldowns on minor utility skills make things more fun? It might change some fight dynamics but in general less skills to use = less fun. We'll see I guess. The last concern is with the overall nerf of burst damage for burst classes. Thief (which I don't play myself) is already not a strong class in WvW and it's only purpose is burst. Take away the burst from thief and what is the point? Not all classes are affected equally by a seemingly universal damage nerf. TLDR: damage/stability/healing nerf = good. The way it's being done may cause problems and in some cases is just blatantly wrong and lazy.
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