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Syronus.7605

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  1. From what I can make out you're asking for an "Endless mode" type of content that gets more difficult as you progress through it while unlocking aspects of your character as if you started from level 1 again? I'm familiar with this in the Dynasty Warriors series of games but I don't think i'd be interested in it for Guild Wars 2.
  2. Yes, this needs to be fixed. The ammo count needs to sync to the turtles ammo when boarding a turtle. As it stands boarding a turtle with five (maximum) ammo will lock your cannons on zero ammo when using siege enhancer 3 because the skill ammo count is only updating when the turtle gains ammo unfortunately. But I guess this is still a bug a year on because no one really uses this module because scavenger and recycler exists. Personally if this gets fixed as a bonus I would like to see this module affect the turtle cannons regardless of whether a person is driver or in the backseat. The module could use a buff or two.
  3. I fully agree with the above. I would vastly prefer normalised movement in and out of combat like in GW1 and other mmos. I can't help but feel it is a bit jarring when my movement slows to almost a crawl when forced into combat mode by a stray projectile. We do have mounts now so character movement should be normalised. When I played some Black Desert Online, the combat was pretty fast and movement (especially sprinting) felt faster than superspeed here, and that game has no fast-travel waypoints so I had plenty of experience running around. Not as much of a real MMO but Warframe I don't even think that needs to be discussed on how motion-sickness inducingly fast movement is there. City of Heroes/Champions Online/DC Universe Online movement is obviously alot faster. Out of the top MMOs (WoW, FF14) though sure, the movement when out of combat in GW2 is slightly faster I guess.
  4. I agree on the animation looking silly. I'd also want all of the airborne 'tuck and roll' jump animations to be changed too such as the jump platforms at Dragonstorm or Bouncing mushrooms. Our characters should be readying themselves to land on their feet, like other leaping skills. They should have just sped up the landing or/and reduced the jump height of the previous animation.
  5. Definitely this. The 3 second blade restock just can't compete with Bloodsong's blade generation. Personally I'd want to see it a bit overbuffed to make sure it is the 'strike' build pick. The way I'd like them to do this is to make it a might focused trait and convert +15 condition damage to +10 ferocity (+15% critical damage at 25 stacks) on might stacks for the Virtuoso in addition to auto stocking blades. It needs to be worth taking over Bloodsong. Also make it also grant 1 stack of might (8s) per blade stocked so the Virtuoso can use the trait more effectively while solo.
  6. Race: Sylvari Gender: Female Armor type: light Item: Masquerade Leggings Issue: There are two holes on the sylvari character mesh just above and to the sides of the large brooch on the rear of the armor.
  7. I like the general energy of these changes, I want to see more elementalists in-game and able to play well but many of these sound incredibly strong and certainly would make traits like Blinding Ashes an incredible pick for PvE condition builds. We already have seen though Amplified Wrath for guardians was nerfed recently from 15% to 10%. Before Raging Storm existed I always took the inscriptions trait, it would be sad to see our only glyph trait be removed. I'd want to see it buffed a little. It baffles me that it got extra might in PvP but didn't in PvE when they now want damage dealers to start providing their own might and the trait currently offers it so little. I feel like there is something missing here. Signet of Air? Does that even get taken anywhere when swiftness is so common? Maybe that should get the precision bonus instead of the movement speed increase. I don't agree that Perfect Weave should be removed, it has a neat looking effect and needed for tailored victory to flip but I do agree the process of how Weave Self achieves it's buff durations needs to be streamlined by the fact for optimal useage you need to delay achieving perfect weave to get the most out of it. The duration of perfect weave needs to reflect the duration of the whole process not just an additional ten seconds. So when you achieve all four elements the duration remaining on your weave self needs to be added to the duration of your perfect weave. Additionally Tailored Victory shouldn't consume your weaved elements, it isn't worth it. Tailored Victory should also extend the duration of your perfect weave for a short time when used and the animation should be changed to something not so... clowny? The changes to meteor shower and multi-hit skills were done to prevent too much damage to large bosses like Keep Construct or Chak Garent? It's a poor solution I agree (feels like they engineered the fun out of the skills) but taking the damage reduction per hit off puts them in the situation we had before. One way I would want them to do this is this is instead change them to be pulsing and be consistant with the rest of the games AoE skills. Meteor shower is unique though as the number of meteors scales with channel time so it would need overhauling, the skill and skills like it are just a balance nightmare for 'static' large boss content it seems from Arena Net's point of view. The short answer though: Yes! I want this band-aid gone too. Tempest buffs are nice to see but I would want to keep the protection effectiveness increase on Hardy Conduit personally I would want the stability and swiftness on the major minor and gathered focus incorperated into a boon giving trait. The extra concentration when above a health threshhold should really change to if you have a warhorn equipped. Move the granting of an aura after an overload to Elemental Bastion, it gains the most benefit from it.
  8. Why wasn't this also applied to Alacrity on Tempest overloads? Even before these changes the scrapper at least doesn't lose it if they have to dodge. More QoL for Elementalists please.
  9. These will not have 100% uptime and modified ammunition will inflate engineer damage due to this. This would bring it down by about 1k. Not much but worth noting. The mech abilities Core Reactor Shot and Jade Mortar are actually quite powerful. These would be what I'd consider the obvious choices to tune down a little if we consider a jade mechs auto attacks critical about 2k and CRS and JM critical about 15k each when under no boons and in berserker gear with appropriate runes and sigils. A 10%-15% damage nerf to these two abilities would be a good start in my opinion. Edit: After thinking about this Shift signet is quite strong and probably should be changed to work like "We heal as One!" and copy boons on activation. This would hit two birds with one stone allowing for less automation and also a damage nerf. The only people who are complaining are the ones who want to complain about it. That is hardly the 'whole forum'. But I will say the majority of people will gravitate to the profession deemed easiest to play and/or most effective. The elementalist is pretty much proof of that considering how low their numbers are and how high mechanist is now. The mechanist is just flavor of the month now like Elementalist was post HoT when the tempest was in it's prime.
  10. Race: Sylvari Sex: Female Item: Nightmare Court Robes Shaders: High 2 low-poly 'glow' squares visible on neck from side and behind. Affected by dye channel 1. Please remove these squares.
  11. It isn't in PvE, it is near useless and so is mistform. Personally don't care for the stun break on lightning flash but a range increase as well as a target increase to 3 would go someway in PvE but there are much better alternatives to using it for what little damage it offers. Again useless in a PvE setting, I can't even push the Exalted Bomb at Tarir with it because the knockback is random. Agreed, but still will never be a pick in PvE when there are better condition removal skills like "Wash the Pain Away!" which won't take a damage skill utility slot. "Stand Your Ground!" has a 60 second cooldown in PvP and is also pretty overloaded I'm thinking the OP's intention was to have parity with that skill. I'm also not a fan of Transformational skills, in PvE they do too little damage and are an easy way to a quick death in harder content. I'd love to see this change and bonus if we can move it like Ventari's tablet on rev (flip over skill while it is active).
  12. I've eaten my fair share of Jade mortars too at Sparcus. This does make me think though, why is there almost no reflects in harder PvE content but I do realise that would make Scourge (and professions that don't rely on projectiles) become more dominant in that kind of content.
  13. I don't see the point of why double duration would be a benefit. From what I can see conjured weapons at the moment are 'use best skills and drop' type utlities and rarely see extended use beyond brief moments of lightning hammer and firey greatsword because their sustained dps can't match up to the dps of a multi attunement rotation. This suggestion feels like a dead on arrival trait and is no-where near grandmaster level.
  14. Sorry if this has already been brought up in the thread already but Elementalists, Mesmers, Theives and Necromancers might like a word about their Elementals, Illusions (Including phantasms), Theives and Minions being cc'd in PvE too?
  15. If they were to change Mirage shatters they should lean into allowing more ambushing. Draxynnic.3719 has it right that shatters need to follow a pattern so mesmer traits work with them. I wouldn't be against Stravos.8249's suggestions on possibly allowing clones to attack at full power instead of shatter but it would probably involve a lot of work with how traits interact with it. Personally I would suggest keep it simple and add some Mirage-like stuff to the shatter in the same way Chronomancer has their shatters set-up. Also I don't spvp because I don't want to learn two games (too many skill/mechanic splits). These changes are made with a PvE mindset. F1: Destroy all your clones, for each clone shattered deal damage and gain Endurance. Gain 1 clone if returned to maximum Endurance in this way (Can only happen once per shatter). F2: Destroy all your clones, for each clone shattered confuse nearby foes and gain vigor. This vigor would be in addition to Nomad's Endurance. F3: Destroy all your clones, for each clone shattered daze your target, if three clones are shattered in this way create a Mirage Mirror. For the last one I rarely use it in PvE but as with Chronomancer and Virtuoso both f4's work much differently than core, seeing Soulguardian.6203's suggestion for F3 it should be the F4 for a Elite spec designed around deception it makes sense distortion on Mirage should change to stealth for it's last shatter allowing them to set up their perfect ambush. F4: Destroy all your clones, for each clone shattered gain stealth and aegis. Master of fragmentation might add blind to negate an extra hit. This will also mean changing the Desert Distortion trait to grant ambush when gaining stealth instead of distortion. Alternative F4 for those who dislike collecting mirrors. Mirrors would be stored as a resource above clones (3 mirrors). This is a solution I believe many have already came up with and could be made into a shatter skill. F4: Shatter your Mirage Mirrors: You gain aegis and mirage cloak. Damage and weaken foes around you. Summon a clone for each mirror shattered. Master of Fragmentation could make this cause an additional condition to foes such as blind like above or possibly a short daze. On second thought I regret writing the above as in pvp the main issue is counter play and mirrors being collectable is part of it due to downstates.
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