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Sindust.7059

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  1. Both mortar and grenade kits do have fundamental problems. It's the lack of auto-attack. Grenade kit already has autos when used under water, so I don't see why they couldn't make it work on land too, and give mortar kit the same treatment. Also mortar kit is weak. It's basically used for its skill 5 on supports, and that skill would be barely worth using a regular utility slot on. Everyone else uses it only if they have to go ranged, because it's a huge DPS loss compared to even just auto attacks on most weapons.
  2. You start finding things alright. Just not the things that you need at that moment. A hole that you found with your eyes can take you to the other side of the map instead of the HP/PoI/MP that you are apparently standing right next to. What you need the most in Tangled Depths is memory. Your eyes will more often deceive you than take you where you need to go.
  3. Verdant Brink is a masterpiece. Tangled Depths on the other hand is pure torture unless you have a mount with which you can skip the mobs as you try to figure out the maze. One of the reasons why Verdant Brink was so fun even before mounts was because getting around was a puzzle the pieces of which you could all easily see, you just had to put them together. There was more than one way to do it, and while it was not trivial to avoid combat as you travel, you still could with some creative jumps and glides. And it wasn't just some hidden hole in the ground that you had to guess where it would take you to (like in Tangled Depths). In Verdant Brink you can see where you are going, and if you can't quite get there, you can figure out what you're missing (i.e. a certain mastery).
  4. Coconut milk that you can buy in Sandswept Isles should go into material storage too. And none of the reasons listed here apply to why it shouldn't go there.
  5. If that was implemented AND action camera would allow targeting at 0 distance, I'd be fine with that solution. In fact the way targeting works with action cam is another gripe of mine that causes headaches on Cairn CM. But without the fix for the action camera it would be of no help whatsoever, because ground targeting would still move the character.
  6. So if the skill said "drains your bank account and kills your dog, but you also get to give 5s of quick to your group", you would also be ok with it if it did exactly that? Why does anybody ever complain about anything in the game if ANet can never make bad design decisions? And if everything they do is always perfect, why do they even make changes at all? You can't improve perfection after all...
  7. So according to you 2+2=5, because if you say that it's 4, that's not your own opinion, and you didn't do the math yourself, but just copied it from someone else. I'm not reading past that point, since you obviously didn't read my reply either.
  8. Mukluk recently talked about chrono suicide by continuum split. And do you play daredevil? Willbender? Any rev using swords? Weaver? While quick scrapper is the worst example with its 3s animation lock and the skill being mandatory, it really affects a lot of builds. And no, it's not one game mode, it's all instanced end game content. Forced movement can kill you in both fractals and strikes too.
  9. I don't remember the last time that happened to me. Probably never. I always avoid those skills in those situations, because they usually have an atrocious animation that roots you in place for like a second before they go off, and it is usually faster to just run or dodge out of the AoE, especially on scrapper who has permanent super speed. Also most of the skills that we're talking about here would bring one into AoEs rather than out of them, because they are enemy targeted. Besides, if they are on cooldown because I just had to use them for something else, I don't have access to them when I need the movement. Perfect design with no flaws whatsoever...
  10. People have managed to live without modern amenities for millenia too. Does it mean you want to go back to taking a dump in the woods while you fight off wolves with a stick? Managing and being enjoyable are different things, and the current design is unnecessarily creating problems where there don't have to be any, because the solution is very easy.
  11. Suggestion 4 is not about moving anything to dodge, it's about moving non-movement effects of leap/charge/teleport skills anywhere else in the class kit. The dodge part was an additional thing for builds for which it would be insufficient because they have to use dodge as part of their rotation which is also a form of forced movement, and hence would need to be addressed in addition to the skills (i.e. daredevil and deadeye). If that was the case, I wouldn't have to explain things multiple times, because all 4 of my suggestions are written very clearly. And yet I have to explain them again, because you didn't get past the rant that isn't there to be analyzed, but to remind you in a funny way of all the situations when you died to this type of skills. And if you see a humorous rant as "incoherent", then that's definitely not on me, but your sense of humor (or lack thereof). These 2 things have literally nothing in common. Stealth is used intentionally by players to counter other players in PvP. Leap skills in the mean time are self-sabotage and only lead to frustration for you and your own team that now has to /gg and start over or continue with 1+ fewer people. And 3 of the 4 suggestions I made would result in people not needing any adjustment whatsoever if they like the functionality of the skills the way they are now, they would just add options for those who don't. Ironically the suggestion you seem to be the least opposed to is the one that actually would affect them. The only analogy that I see with stealth would be how Specter healers have to use Blinding Powder to be able to properly heal which at the same time puts other group members in stealth which interrupts their auto attacks and messes up the Deadeye rotations entirely. But it's a singular skill that is specific to this one very rare build and is not a systemic problem with at least one build of every single profession. So people can't look at the same problem and get to the same conclusion independently? So if I say that 2+2=4, it means that unless you say that 2+2=5 you didn't do the math yourself, and just copied my result? Talk about being incoherent...
  12. None of the suggestions I made would take away the leaps from you. Looks like you need to read one more time. According to whom? Because not according to how they are used in the game in reality. This is why they are poorly designed, and that's why the person who came up with that design should be fired. Go to snowcrows, you know, the site where everyone takes their builds from, and look at the pros and cons columns for the affected builds (for example condi willbender), and never is the "forced movement" put in the "pros" column. Literally everyone who actually plays the game hates these skills and just finds a way to cope with this anti-feature instead of enjoying using it when they actually need the movement, since 99.9% of the time when you use the skill, you're doing it for something other than its supposed "primary aspect". Then you should support suggestion 4, since that would deliver on this design intent that you imagine. As it stands, this is only true for things like Shift Signet or Blink, since those will only be used when movement is needed, or the movement synergizes with the secondary effect (i.e. stun break, since usually it's used to get out of AoE in the first place). But Rocket Charge and Energizing Slam are rarely if ever used for their movement, and their other effects have 0 synergy with the movement. The movement on those skills is a hindrance to their de-facto (rather than de-jure that you talk about) primary purpose. Good luck playing quick scrapper without the skill that does half your quickness application. As for minding my surroundings... Kinda hard to do when the boss is there when I press the skill, then teleports away, and my char starts hopping towards the edge of the arena, or into a hole. No amount of "minding my surroundings" would help, since there is only a few seconds time window before quickness starts falling off. Damned if you do, damned if you don't.
  13. TL;DR: title. Whoever thought that in a game where in every other boss arena you can die by falling off the edge it would be a good idea to have movement be a part of a DPS/support rotation should be fired and blacklisted from the industry for mind boggling incompetence. You want to give quickness to your group while playing scrapper in fractals? Too bad, use hammer 3 and just die. You want to do the same on CA in W6? Funny guy. Just fly past the arm, because the targeting is atrocious or when you're hitting the boss himself, get pushed to the side because of the invisible wall and die in the trash laser outside of where your group put the shields. You're healing on mech? Too bad, mace 2 will do all the same things, and you can't skip it or you won't be giving out boons. Wanna try Willbender or mirage? You better have nerves of steel. Daredevil? Make sure to call the ambulance before logging in, because by the time they arrive you will need it. Here are my suggestions on how to fix it, and while some of these are better than others, either one of them would be a massive improvement: 1. Add a modifier keybind for "suppress movement skills" that if held down or toggled (whichever way you want to implement it) would disable the movement of the skills that do it while triggering all the other effects. 2. Allow us to animation cancel the skills mid flight. So that when I do hammer 3 on scrapper and the boss ports away, I can abort instead of watching my character spend half an hour jumping towards an edge and then just die while I helplessly watch. 3. Add a 2nd version of the leap/teleport skills that don't have the movement but trigger all the other effects of the skill, like you did with the hammer skills for non-untamed rangers. 4. My least favorite option, because it would again lead to a balancing nightmare, but would in the long run still be preferable to the current situation, would be to just remove the non-movement related effects from the movement skills and put those somewhere else, and give all the builds that require dodging for their rotation (like deadeye and daredevil) an effect similar to vindicator or mirage, where you don't actually move if you don't want to.
  14. Uhm... Condi mech does 40k with a single kit, and quick scrapper is at 32k according to snowcrows. Are you maybe talking about power mech? Because condi mech is pretty average in terms of performance for the effort needed to play it. It's rifle power mech that is a joke now, and with hammer you give up all of the advantages but none of the problems to still be the worst greed DPS spec in the game.
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