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Dahkeus.8243

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  1. With the focus on a simple objective, I can't see how this will turn out any differently than the same snowballing we saw take place with death match. Once a team wins a decisive victory in a relatively evenly matched team fight, the remainder of team fights for that match tend to be the same outcome or at least seem to be likely to end up that way to the point where most players stop caring and prefer to wait out the timer of the game instead of throwing themselves at what seems to be a losing situation. Currently conquest doesn't suffer from this to the same extent since you can hope to out-rotate an enemy when you are out-matched in fights. However, when you just have a single objective, such as death matches and "push", losing the initial fight both demoralizes one team and puts them at a disadvantage by staggering their forces because of the respawn from players who died. I hope I am wrong about this...but I just don't see how any single objective PvP design in this game could turn out any differently when we have seen this extensively in the past.
  2. Ok...quick update. The discrepancy for **some** of these may be from recipes sold by the heart quest vendor Vast Caldera. I didn't think I had bought any of the recipes from them...but maybe I had since that seems to cover most of the different recipes that were different between us. For example, I found that I had already learned the recipes from the items "Homestead Recipe Book: Trees", "Homestead Recipe Book: Benches, Chairs, Stools" and "Homestead Recipe Book: Balloons" However, I can confirm that I am still able to craft Snow Pile, while my husband cannot. After we both went back and purchased all recipes from heart quest vendors, I have 122 Journeyman recipes unlocked, while they only have 119.
  3. Sharing a screenshot for comparison: Here is what my husband sees for handiwork recipes (all four masteries are trained): https://imgur.com/a/97XdlM1 This can be compared to the screenshot I shared earlier of my handiwork with all the same masteries trained. Their account name is Jevati.4328 https://imgur.com/Mzi2PJahttps://imgur.com/Mzi2PJa
  4. Makes sense. Thanks for the heads up. Fortunately I don't need to craft it, but just wanted to pass along my observations. Speaking of which, my husband has also tried the following to get access to the other recipes that are showing for me, but not for them: They have learned scribing on the character that they have been playing primarily since the expansion. They have logged on their max level scribe to see what handiwork recipes show up. Still, they cannot see anything other than the same recipes, which do not include all the ones I have. It does look like these recipes (that they do not have) may have been scribing recipes imported over since they are things like drizzlewood trees and snow piles, while they have new recipes to the expansion such as Kodan Bone Bookshelf.
  5. There's definitely some strange issues at play. Personally, I also only show 300/400 handiwork after training all four levels of Homestead mastery. However, I have significantly more recipes available for me to craft than my husband who sits right next to me. For example, I have 35 Journeyman recipes available to me compared to 11 available to them. Neither of us are on characters that have the Scribing profession and even if that was playing a role, we both have max level scribing on another character. Also, we have both visited each others homesteads before and after fully leveling our masteries. Screenshot of my handiwork recipes (well at least as many as I could fit in one screenshot): https://imgur.com/a/xd5Wrl8 Edit: Also to note, I have the Wayfinder's Versatile Table unlocked and it is displaying as red. If I try to craft it (the button allows me to try), it displays a message saying "That content has been temporarily disabled. Please try again later." and nothing is crafted.
  6. +1 for something like this. GS/axe+shield core war is a solid build. It’s also a really solid build for getting into PvP. It’s a very straight forward build with a good mix of damage, mobility, and tankiness to allow you to handle just about any situation decently well, even if not optimally. One option to consider with a build like this is Rampage as the elite for the CC and mobility.
  7. Hmm...this looks very...light. Kind of a shame because there seem to be a lot of outstanding issues that are unaddressed here. Also surprised to see Relic of the Flock buffed. It's already a good relic and this seems to just make it more efficient at keeping allies alive.
  8. Yea, I feel like damage is what warrior is really missing. I'm fine with Full Counter needing to hit for it to proc effects, but the lack of damage makes it really disappointing when you counter play everything another class has over and over and still struggling to get their health low.
  9. Your standard GS spellbreaker build can disengage and chase just fine and better than most out there. It's pretty mediocre for actual fighting and sub par for flipping camps. Resistance on dodge is incredibly valuable because of the prevalence in blinds, but it's a shame that hammer builds rely on a different trait in the same line. Overall, roaming on Spellbreaker is...fine. Fights you win will feel earned because of all the counterplay involved in the build, but it's had slight nerf after slight nerf in the past year or so while power creep has edged up some other builds in the roaming meta.
  10. Gonna disagree with this, but I don't mean it in a way that's a hit at you or any of your gameplay. Your gameplay was solid and the completion of the CM is testament to that, but because you were focusing primarily on using CA when it was needed for healing primarily and keeping up other boons, there was a lot of downtime on the alac and I say that purely from watching how much Alac *you* had, so it's not even counting how much your group may have missed out on alac because of being out of range and such. Compare this to something like an alac renegade and you'll see much, much better alac time, even with the player focusing more on mechanics than their rotation. Why? Because it's just easier to provide the alac without consequences to gameplay. You just hit the alac button on cooldown and the only other consideration that gets in the way is you're camping another legend like Jalis because you're the primary provider of stability, which is a bit of an edge case. Druid is a solid class as a healer and can do great with groups, but I think your gameplay clip is really good proof of why the design of alac on CA is bad.
  11. I still don't believe CMC has really heard feedback. You're giving druid a minor increase to alac duration, but it's still going to require druids to constantly go into CA and spam heal skills, **even if no healing is needed** just to keep up alacrity. Meanwhile, a Bladesworn just keeps up alacrity by doing exactly what it did before: focus on its DPS rotation. Devs: If you take away nothing else from our feedback, please hear this: Keeping up alacrity/quickness should not prevent you from performing your main role of DPS/Healing. It should be something that comes easily by a single trait swap with a minimal tax on output. And if you can't balance it right, just get rid of it or make it overly abundant so that we don't need to nit pick at group comp just to be able to kill some kitten.
  12. Spellbreaker is bugged (breaching strike misses a lot for some reason), but DPS Bladesworn is unchanged. Condi berserker also benches at 42k, which is higher than any warrior build per-patch.
  13. Looking forward to Staff on warrior (I know, not this weekend), but for the current weapons, I don't think there's much to test. I just don't see any reason to use a torch offhand on a Bladesworn or Spellbreaker, nor do I see a reason to use Pistol offhand without cartridges from Bladesworn and I'm still not sold on dagger offhand in any situation. Should be fun to test stuff on other classes though.
  14. True and agreed. However, if I play devil's advocate, I'd say that you'd still need to do this for a pure DPS build, but that's probably one of my beefs with so many builds in GW2. I personally think every build should be afforded at least 1 utility skill that's not required for keeping up DPS to handle actual encounter mechanics. I mean, utility skills to bring utility may seem a bit wild...so hot take here, but that's where my head is.
  15. Pure Condi Zerk is benching 42k, so even with a decent hit to DPS, I doubt DPS will be much of a concern for a quick variant. That being said, I haven't seen any benches, so I don't have any facts to back that up. Personally, I am far from SC level at benching, but I did find that I was able to put out some pretty decent DPS for a DPS quick build using a decent mix of ritualist gear. I do agree that it isn't very fun though. Feeling forced to use big skills just to keep up a boon isn't fun and that seems like what we ended up with Berserker. It's not as bad as healers needing to spam heals when they don't need to, but I really wish devs would just handle it like they handle it on other classes with generous base boon durations on alac/quick. That's probably why Alac sworn is actually pretty fun to play for an alac DPS role.
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