Jump to content
  • Sign Up

Tom Trinity.1804

Members
  • Posts

    7
  • Joined

  • Last visited

Tom Trinity.1804's Achievements

  1. Yes yes yes!!! Excellent suggestions that would drastically improve gameplay, especially in competitive modes. Anet PLEASE PLEASE PLEASE implement some of these extremely practical suggestions. Especially regarding stealth and stunbreak stability and reduction of aoe size in competitive play. As another suggestion, I would also suggest that evade skills should be limited somehow (duration of evades from skills or number of skills that can apply evade or cooldowns on those) per class so that the max achievable overall uptime of evades in sustained fights would be less. Evades from skills should be made to be like half as rare as invulnerability skills are. In PvP, an evade skill is often as strong and effective as an invulnerability skill (with the intended difference of condition dmg), without the built-in negative consequences like preventing point capture or having super long cooldowns. Perhaps another thing that could be done would be to prevent activation of an evade skill during immobilize (except for the few that remove immobilize) and/or from stun/daze if it is instant cast.
  2. Probably the root issue is that it is a stunbreak with a cast time of 1/4 second (is there any other stunbreak in any class with a cast time)? So most likely the stunbreak occurs at the beginning of the cast time, and the effect occurs at the end of the cast time, but if anything interrupts the skill within that 1/4 second cast duration, the stunbreak still happened, so the CD still happens. PLEASE REMOVE THE CAST TIME ON THIS SKILL! I've had it happen to me in pvp (during 2v2 season) where I was stunned, used well of power to break the stun, but then another daze (I think from mesmer clones shattering, each causing daze) happened during the 1/4 second cast time, and the well placement didn't occur (even though it went on full CD). This cast time is even more dramatic when you have the slow condition. It is a horrendous gameplay experience to have a stunbreak able to be interrupted. It's bad enough that necros have no defense against a stun immediately after using a stunbreak; there should never also be an opportunity to stun the necro during a cast time of a stunbreak. The whole point of a stunbreak is to immediately gain access to your skills again; if it costs cast time to break a stun (and even more when slowed), it drastically reduces the primary purpose of a stunbreak (reducing the duration in which you can't use your skills). While on this topic of one skill cancelling another, core necro shroud 3 should be counted as a high priority skill (it should cancel casting of any other core necro shroud skill). The timing of a cc skill is much more critical than a long-cast skill completing. It is especially frustrating when I try to activate shroud 3 while casting shroud 4 and shroud 3 doesn't even execute at all because shroud 4 takes so long to complete that the queued skill gets cancelled for being in queue for too long. It used to work fine because as a no-cast-time skill you could use it during activation of another skill, but now it needs to gain that priority since it recently was given a cast time.
  3. I agree with almost all of these observations and profession-based observations for pvp. Please anet take a look at this and know that many pvp'ers would love for some of these difficulties to be remedied.
  4. This has happened to me several times in 2v2, and definitely needs to be fixed to account for the max amount of time a player could possibly be dead (including the ready-up time between fights). Thanks for discovering and sharing the salvage workaround @Khisanth.2948 .
  5. I am a necro main, and I COMPLETELY AGREE that the 1 skill for lich elite skill form needs to have its damage output drastically reduced for pvp, along the same lines as the other power skills in the game (33% or more damage coefficient reduction). It is completely overpowered damage output in pvp, and now that people are realizing this, it is being vastly abused even on builds that normally would choose a different elite skill. The duration only seems to be a problem due to the now improperly scaled damage for the 1 skill in lich form.
  6. I think it would be a greatly utilized (and FUN!) feature throughout all GW2 to allow players who are in places where they are normally allies to all other players (possibly in PvP Lobby, or just waiting around in a town, bored, for example, or waiting for a meta event to occur on a living story map, etc) to select another friendly player, and type "/duel" or "/challenge", and if the other player responds by doing the same back (selecting the challenger and typing "/duel") within 20s or so, then those two players would become foes of each other temporarily (still remaining allies to all others in the map), and could duel until one gets downed or possibly a set time elapses. It could automatically end when one of the two gets downed so that it stays friendly and the winner can even res the loser.Waypointing and leaving the instance would be disabled while in combat, but doesn't necessarily need to be disabled outside of combat (would end the duel early)."/gg" could be used by either player to end the duel early (forfeit).It could start out only in PvP Lobby as a beta of sorts (if it is too much dev effort to allow in lots of other maps at first, or if skills need to be PvP versions for that combat).It could increase interest in the PvP community game-wide and allow way more fun to be introduced into the game for a large portion of players that love a challenge and a contest.It could eventually be expanded to more than 1v1 if it is a successful feature.Please add a thumbs up or post a comment or suggestion if you think this would be a desirable/successful feature for the game.
  7. I'm really hoping builds that can burst out of invisibility and from a long distance, or with low cd get reduced so that pvp has less of the "oh, I didn't (or couldn't) dodge or use LOS in the 2s it took you to reduce my health to 0 from an ambush, so I'm down now" gameplay. In my opinion, that happens far too often with mirages and deadeyes and holos and soulbeasts and tempests (in that order). I want most fights to last at least 10 seconds from engage to a downed player; right now there are too many bursts (on almost every class) that take a player from full to down within 4 seconds or less, and when they can be done from range or from stealth, that makes it even worse for the overall pvp experience. On a somewhat separate note, the necro class, although strong in corruptions and in health pool, has 0 evade skills, 0 invulnerability skills, 0 block skills, 0 invisibility skills (and 0 smoke fields to blast), only 3 skills that provide stability outside of shroud or a transformation (Chilled to the Bone (90s CD and must hit an enemy - reaper only), Trail of Anguish (1 stack - scourge only), and Well of Power (1 stack for 1s total... really???)), and only 3 skills in all class variations combined (besides reaper shroud 2 skill) that even have the ability to maneuver any sort of blink/kiting/teleport (Summon Flesh Wurm (1.5s cast) then Necrotic Traversal to an enemy-known location that doesn't even work when you're too far away or a wall blocks your path to it, Spectral Walk to an enemy-known location of where you activated it (which doesn't let you escape without significant forethought and setup time), Sand Swell (1s cast and only moves 900)). If you look at Mirage for example, their evade can be done while channeling or immobilized!, they have multiple evade skills, multiple blink skills, blink skills are mostly instantaneous, invuln on low CD, invis skills, block skills, and still have great damage and/or condi output. In pvp, evade and blink and invuln and invis skills are some of the most highly used skills because of their effectiveness in kiting and in mobility and in disengaging from and/or pursuing opponents. I would love to see some of the less-used necro skills (Serpent Siphon, Well of Darkness, Well of Power, Summon Bone Minions, Signet of Spite) changed to skills that have at least some of these crucial capabilities that other classes seem to all have in more abundance.
×
×
  • Create New...