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Eskadier.5914

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  1. Well since feedback is important somehow because I don't think that every game mode is fully covered with personal year-long experience in the balancing teams: I think some changes are useful and others that are more or less bad and ridiculous. (I mostly focus on wvw/PVP feedback)For example:* Engineer *stability nerf on the elixir from 6 to 1 second. is quite a big nerf since not getting stripped of the stability is very important especially during the rifle 4 rotation for a good dmg output. I would rather nerf holo mode skills dmg or buff vise instead of killing a very important overall engineer utility. I am an engineer main even tho I prefer playing scrapper (actually like the scrapper changes. felt very weak in solo fights now it's totally fine) Even tho I preferred the old function gyro a lot over the current toolbelt 5 skill since you lose a good elite skill and it barely happens that you need the f-gyro skill for more than 1 target making the toolbelt 5 a big nerf for utility even tho the superspeed can be quite nice but scrapper applied it with every leap/explosion anyways so it does not matter at allRanger I have to admit it is not my favorite class in general but I do not understand how especially soul beasts that focus on power have more dmg on a higher effective range than a class like deadeye which entirely focuses on on on high single-shot dmg and has to build up for it. Ranger longbow 2 deals mostly between 16-20k, can be made unblockable and with quickness and quite some cc's that are offered by the soul beast/ranger profession, it feels like a single shot that just kills you instantly. It has a high range, can be used during movement and low cooldown. On top of that the ranger offers very good sustain as well as mobility due to superspeed, gap closer beast, and weapon skills and a lot of stability, protection, heals, Condi cleanse and more which makes the class if played this way (and mostly done currently) way too strong since it offers everything you need on top of high burst and auto-hit dmg .Revenant well what should I say about this one... I very much love the revenant class and that is why it pains me how bugged and useless it is sometimes. In wvw most of the times played with SW/SW - staff for roaming or just 1v1 enthusiasts (is rather okay-ish balanced) and for zerg fights people prefer the good old hammer/staff combination. Hammer is completely bugged at the moment, the 1200 range feels less than it actually is, hammer 2 deals maybe 1/3rd of what it used to when it was too strong, also the dmg field builds of way too slow and does not focus the target properly for example: you use hammer 2 on uneven grounds - > skill does not apply any dmg and fields don't build their way to the enemy. It ignores gates in wvw -> you hit the hammer 2 on gates and you can hit people on full skill range behind the gate as well. It does not focus the target properly -> if you use hammer 2 while moving (even if its just very slow) the skill does not build-up to the target but always in a direct line of the direction your character looks, even if the target is in the possible attacking line of sight the skill does build-up wrong and misses even non-moving targets or monsters if you move while using the skill.Aside from that, the hammer 2 skill feels very weak in terms of skill build-up time which should be increased again IMO even if you need to nerf the dmg a bit but the way it is at the moment you are better of not using the weapon at all.Thief well just a little bit on this class as well: For this my feedback focuses the all-around hated Condi thief: The daredevil condition dodge applies too many conditions as well as having an awfully good synergy with the caltrops trait. endurance regeneration is easy as pie with this build if you don't waste everything instantly and you don't even need to attack to hit very hard with dodge rolls only. the small hit windows make it quite difficult to hit this target and if you try cleansing the conditions you just get stunned and eat a 4-6k hit from pulmonary impact since swipe+trickery trait line boon rip your stability anyways. Aside from that it offers high mobility and sustains as well as easy target hitting options that barely miss and are harder to dodge than other class attacks due to bad visibility and high usage speed. That is it so far with my feedback. I have a lot more to say about this but I want to keep it rather short.Oh and by the way: I would love if racial skills are reworked/improved by a big chunk because they are trash the way they are right now and just useless which I find quite sad since I would love if a race has special benefits and unique usable skills
  2. @"BadHealer.3608" what do you exactly mean with broken? broken like too good or broken in terms of weak or something cause why should a skin be broken?. Well anyways my feedback to templates is quite easy: Templates are in my opinion a useless rip-off. The old system used to be much better, you had 1 build per char per gamemode and now u have 1 build per char for all gamemodes and you have to use templates to save other builds for quick changes so basically 3 template slots are needed if u use 1 build per gamemode now on every char. having 8+ chars that i use in every single gamemode means i have to spend quite some money to get to the old "free" level again making the new system more than unnecessary in my opinion.
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