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CroTiger.7819

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Everything posted by CroTiger.7819

  1. 1: You don t need to build up FULL astral force to enter celestial mode. As long as you have astral force you can enter which is how necro shroud works with even less cd, so why not have it on 20s recharge avatar. WHY: because it is fair and logical from gameplay/balance wise and it wouldn t change much if any in pve. 2: When you INSIDE celestial form your glyphs are 1200 RANGE ground target. This opens up heal spikes from glyph of alingment and heal glyph when you don t want to facetank as druid which is pretty much always. WHY: because it is quality of life since you can t type to ppl in chat i gonna burst heal while trying to catch them and in same time hope you won t eat some random cc which is pretty much everywhere. This is also unique to druids to be able to heal from range which fits the style of ranger class. If temptest got auras and guard has boons druid can have some handy pure heal burst which this game lacks. Druid can t play in close combat teamfight and this change would be simplest and most elegant way of making it unique and worth picking in certain comps (potentially for wvw aswell). 3: Lingering light now makes short aoe blind and reveal(600 radius) on entering and exiting Celestial avatar. WHY: because there is no reason for blind on your next attack when you have 1 attack on whole set. This is just quality of life once again and shouldn t make class op. This trait is what druid should have been always and that is teamfight support and not another side node prisoner. I didn t talked about staff because that is another topic of how to make staff viable and i wanted to keep it simple.
  2. You forgot to say it is still unsplited from pve and lasts for 8 seconds. That alone is crazy since necro have biggest amount of area denial skills already and even the 5 sec passive pulses are too much and are big part of passive gameplay. Also this skill visibility is another thing making it even more annoying like it wasn t already bad enough. I don t understand how this skill is still untouched, it should be nerfed first for very obvious reasons and balance philosophy but i guess necro is just special class. This skill is definition of disgusting like pre nerf smoke screen (btw still usable and played on coordinated teams even with doubled cd). It needs 5 second duration with weaknes pullsing on first, third and fifth pulse for 1 second duration weaknes if you have no expertise and yes clear visuals. This way it would open up and reward good timing malee plays but still do job of making it less frequent and projectile hate would still be strong but won t uptime 1/3 time with just one skill which also serves as close combat defense. Please don t try to convince me that self weaknes is tradeoff for this skill because it is just another buff on necro class.
  3. From pvp perspective. PROS: Great design after you get into. Unblockable and not being able to miss is great trait for dragontrigger utility. Bladesworn opens up alot of least used core weapons to work after some things are fixed which is best design way to go. Those ppl trying to build up max charges should stop asking for huge berserker like dmg because it is clearly utility kit with solid dmg right now in pvp (if you don t know how huge unblockable aoe stun is go play pve). Since building 10 charges is same dmg like 4 from what i saw i would like it to stay that way but reduce max charges to 5 (maybe integrated into unblockable trait since it will be mostly used in pvp). Even doing the 1/4 sec build up instead current 1/2 sec, and than cutting the dmg by half could do the work. Pls don t let those ppl which want to stay in place for 5 seconds be able to do that in pvp because 2,5 sec is already long enough for most of pvp scenarios. CONS: Dragontrigger should not put weapon swap on cd. This is what many ppl say and it is pretty obvious that it kills the flow of spec and kills potential combos with core weapons. Skill 4 should be more consistent in dmg because it seems bugged and sometimes hits hard in with followup but feels weird rng so far. Dragon trigger skills have weird ways to be avoid even by jumping but thats bug section and clearly needs to be done. Utility with stability should give 2 stacks or add some condi cleanse on it because it looks like it could open up some plays with less used weapon sets. Pistol offhand is not bringing much to the table should have some evade or blind integrated. The gunsaber 2 should do short 1 second aoe blind aswell because that would make it a perfect set. Teleport on dragontrigger should potentially also blind around radius and be quite bigger range but i can see it used for vertical terrain combos already but bit more range like jaunt would make qol much better (it has pretty long cd anyway). Overall great proffesion opening theorycraft for few weaponsets which wasn t case before. Best thing is it needs time to grow in terms of playstyle and i apreaciate that. It rewards good plays and punish bad plays which is again great design. Problem is if most of this cons don t get fixed it will not work in more serious pvp scenarios which would be shame. I think dragon trigger being locked behind gunsaber is fine but dragontrigger puting weapon swap on cooldown is definitly clunky and feels bad for this spec.
  4. I know and was very weird to remove expertise instead condi dmg while condi spikes were the problem back than mostly. Leaving huge uptime of condis on basement for power and condis shows they want keep condis in check and in same time giving power builds all the utility on demand which clearly leads to indentity crisis of condion builds existance. You are right probly won t ever happen and scourge has other issues aswell but i think it still can t be fixed until first this expertise change is made because he is bigest offender of condi utility while being power and just puts light on this case atleast for me. When scourge goes sage it will be obvious that corrosive poison cloud still use pve durations and have 8 sec lasting projectile denial with weaknes and poison while its only counter was ranged spikes. Another thing is anet should rly just shorten those pulse fields to 3 seconds overall on scourge and even on guardian and make it stronger but last less so you can have reasonable kites and good timed aoe fields instead never ending spam circles meta.
  5. Ofc power builds still use condition dmg vice verse but problem is utility should not last same on those builds because whats the point of condition builds than if they have no identity? So you think its fine condition builds are just scrapped dmg over time which can be cleansed obviously making them very bad in teamfights where cleanses are stacked and just counter wars on sides. I think 5 out of 14 condis working different on condi build while 9 is same is not good design at all and shouldn t be case at all. You can add new power amulets with expertise for builds that need snares stack vuln or poison but you can t have it on demand. If condi builds are too tanky you can still take for example some of their vitality or toughness from amulet and split it for expertise or condition dmg but this design is very bad for condition builds and since february patch it came to light even more. Scourge is screaming at you look at me i have condis, boons, corupts, support, rezz and my dmg is power and can t be cleansed and ppl still say nerf condition dmg just lolz.
  6. With the removal of expertise in pvp 5 out of 14 condis existing are same effect on power and condition builds. That is what none talks about and is huge issue and makes condition builds just like scrapped power dmg which can be cleansed while you can have same debuffs from condis like weaknes, vuln, chill same on any power build (scourge is best example). Those debuffs is what makes conditions different from power and reason you play condis at all. Now even one of 5 dmg condis which is poison have same debuff on power or condi which is huge and ppl still think condis are op... no they are not its just that game is full of non dmg condis because their utility works and lasts same on power and condition builds which shouldn t be the case. Change to bring back EXPERTISE and reduce base duration of such condis like weaknes, chill would do the work. Result is: 1: no potential condi spikes from 1 player (its not case anymore anyway) 2: taunts, fears lasts less on power and less cc ingame 3: less chill, cripple imob etc because base duration is reduced if no expertise is taken 4: less weakness, blind, vulnerbility, poison debuffs because power builds with no expertise can t upkeep them 5: condition builds won t be that bad because those debuffs would be possible to upkeep only on condition builds so it would lead to more defined roles and actual diversity because you can t have all in one Currently condition dmg builds are just downgrade in teamfights and even on duels they are counter wars. EXPERTISE is what makes condition build different but since it is gone and all the base condi duration is huge on both condi and power builds we have this situation where everyone poisons for ages and even worse spam pulsing weaknes imob chill etc. I don t see much point in playing conditions if main thing like their debuffs are same on power and condi builds. If some power builds rally on snares etc just makes power amulet and add 360 expertise to it but don t make few power builds have all in their kit. Boons, conditions and cc is still in beta state in 2021 gw2 pvp design wise.
  7. Yes i can agree its too much work and is indeed never gonna happen because of anet investment in pvp. What you said could still do the work and for example split 1200 condi dmg rabid into 300 condi dmg and 900 expertise and do same on all but i think it still won t be enough to make that different feel of power vs condi. Since damage condis already have stacks while rest of non dmg ones stack duration i think it would be better to go from scratch and do the math but yes probly never gonna happen.
  8. Finally someone got it right but would like some opinions and potential issues i may forgot.
  9. I am sry if i didn t made it clear, english is not my native and this is hard topic. I wanted to make all conditions low value on power builds by cutting their duration when not played on condition amulet (curently 9 out of 14 condis works same on condi or power build). That condition amulet is no longer defined by condition damage which gets deleted from pvp atleast (can t talk about other gamemodes) and is replaced with expertise. This expertise change damage condis to even longer period of dealing same amount of dmg but in exchange makes other non damage condis (which are 9 out of 14 total) very short on power builds. Scourge is best example of current design issue because it abuses majority of conditions without being condi. The thing i wanted to point out is conditions have no identity being this way because they are just like power dps being scrapped into pieces while main reason you play condis are for debuffs they bring like poison,invuln cripple... and they are same on power and condition builds currently. Yet everyone just says condi op low skill gg and even mostly because scourge right now which is not even true condi build but is the reason i can see design issue being bigger than just delete scourge bla bla bla.
  10. Hello for ppl that don t know me I am mostly playing condition builds and am responsible for condition ranger builds like poison bird and skirmishing trapper with wolf which may result in bad comments but anyways. Over the years of developing condition ranger and making d/d and shortbow viable option for most circumstances i developed deep insight on whats wrong with core deisgn of condition based builds so let me start. Out of all conditions in game only 5 of them do dmg and are affected by condition damage while rest of 9 conditions remaining are either hard cc, movement impairing or debuffs like vunlerbility, weaknes and blind. So playing condition damage brings no value at all on 9 out of 14 conditions and it leads us to the identity crisis of condition builds aswell as unhealthy metas. Best example is scourge the build that makes most value out of conditions while running the power amulet. Why ? Because it abuses pulsing weaknes and blind and bring corupts (this one one is identity of necro and is needed for overall balance of boons vs condis) while dealing power dmg which can t be cleansed and in same time constantly trashing your bar with condis while bringing might which makes him hybrid aswell. Pulsing huge amount of weaknes and blind on power build ( higher durations and also pulse makes them stronger than true condition builds) is bad design. Right now bleed, burning, torment and confusion are only reason you pick condition amulet while even poison works great with power builds for example core ranger but why? Because it is not dmg ticks that are problematic about conditions it is the debuffs they bring. I can understand that alot of condition builds were broken over the years and made it to meta but there is no way you can play condition build in meta otherwise because design is flawed. Now when burn guardian is not common nobody is saying that burn is op and guess what those builds got deleted, so it is clear that ppl don t like being constantly overhelmed with condition debuffs aswell as condition spikes. So this is my take on how you fix this core issues even thought condi spikes are not very common. My solution to this problem would be to remove condition dmg and replace them with expertise and BALANCE around that so result you get is this: 1: DAMAGE CONDITIONS: deal same dmg but with longer period which will result in removal of condi spikes like condi thiefs. Example poison and bleed will now do the same dmg on 14 seconds instead of 7 seconds. The reason condition damage are only ones which STACKS and in same time are only conditions which are affected by condition damage stats is reason alone to remove condition dmg design and balance around expertise 2: NON DAMAGE CONDITIONS: this conditions stays same and still functions like debuffs/cc but now they can achieve long durations we have right now only if expertise is being played so duration stays same for condition builds and way less abusive on power builds. Result is less weakness, blind, chill overall in game and condition builds are now only able to use those tools effective as debuffs which brings identity to condition based builds rather than just being played like counter wars which potentially could open some place for less known ones in teamfights because utility (debuffs) they bring. FINAL CONCLUSION: This change would be very positive for identity of condition builds and would setup for further balance needed and i am mostly reffering to condition tanks being too tanky which is only thing which could be problematic but it is same thing which is problematic right now (it can t make it worse read number 2). While this change would leave condition builds at even higher pain of geting dmg done to get the decap it will in same time make them differ from classic power build in terms of survability and being wanted in teamfights for their debuffs because power ones can t upkeep them. Things like poison will have value to be spreaded around rather than being spamed on 1 target for spike. I am not saying this would solve everything alone by replacing expertise and condition dmg but it will definitly put good start point of balancing conditions and easier time for devs.
  11. Edit: 1: replace current f4 for blade renewal so it still stays cast time and invuln instead some low dmg counterable block 2: shatter f1 and f2 can be casted while stunned/without los but attack is delayed as much as current cast times are 3: Grandmaster trait which alows shatter f1-2-3 to have unblockable effect like if 5 blades are used 3 attacks are unblockable 4: Shatter 3 needs reveal and perform like instant hit above target for reliable ranged cc interupt That is from pvp perspective because class is fun but rest of broken things make it rly imposible to work with current design. Dagger mainhand autos are slow, utilities should also get some reveal effects probly on top of f3 shatter to differ it in positive way from last shatter designs. Nothing toxic about having counters to stealth just sayin... After all this years i guess mesmer should have good counterplay into thief instead this new shaters which will just make it worse than it was before.
  12. From pvp perspective it needs more defensive utilities and even offensive ones are kinda easy to dodge and suffer from projectile hate which is huge in gw2 (btw scourge have 8sec projectile denial skill and weaknes on top of it in pvp still yes). Shatters f1 and f2 are fine to have cast time but being projectiles adds too much counterplays and it is kinda weird that this class have no unblockable traits with such a design (and i am ranger main). Dagger is good dmg but it needs to offer some kind of utility which is problem of this spec a whole mostly. So what i mean about utility is that this spec needs better mobility, active dmg mitigation f3 shatter needs to be instant to have any value and not be a projectile while new f4 makes mesmer even more bad into daredevil which was already bad enough so i guess this spec made mesmer problems just bigger. The class is overall fun design and it is fun to fight against which is great step for future direction but some old specs and designs make it unusable in pvp. Forgot to mention that bleed dmg is rly bad even if you trait it full and it is again deeper problem because scourge gets more value of playing power build with bunch of condis than virtuoso will ever get from taking condition amulet and again it not just virtuoso problem but it is huge design issue (only 5 condis do dmg while the rest have same duration and grants same utility on power builds especially after expertise amulet removed from pvp).
  13. http://gw2skills.net/editor/?POgAYFlVwCZYMGWJOeXrt7S+xcA-zZIDBvB This builds is very good in 3 vs 3 to counter scourge kitten spam. What you need to know is that you need to build whole team not just single build and this is where this build shines. To make best of potential from this build i played it with scourge friend because its perfect synergy. It is much better to take this druid than stack 2 scourges because you have strong cc allowing your scourge to cast while in same time disabling enemies and dealing massive dmg. Staff doesn t get projectile hated and is nice cc with primal echoes which can procs while cced and also on entering ca or exit. You can just land one daze on enter cele avatar than instant skill 5 natural convergance which can delete ppl alone and not to mention ancient seeds proc+drake+jacaranda. You also have glyph of stars which can t be corrupted and punish scourge stacking and also provides nice rezz without entering those circles spam. For berskerker amulet and not having wildernes you provide insane utility while being main spike dmg in team aswell as cleave but you need coordinated team. I know im late to write this but anyway wanted to share it for next seasons. I got top 250 title just buy doing minimal games rq and i felt i could push this build to legendary of 3 vs 3 if i had full commited team but i mostly solo/duo. For making it top build you need to build team like taking scourge and temptest with you which pretty much can play meta builds and you will dominate as offmeta build and surprise factor in team. I usually hate this gamemode because ranger rly felt like impossible mission there but this build made me enjoy this gamemode and rly found everything on it strong and even meta breaking especially in terms of scourge stacking.
  14. Condis are most broken on power builds at moment like scourge because without any investment they bring weaknes blind and corupt boons into condis which is much more broken than any real condi dmg build. Problem is half of condis which are not damage have same value on power builds and condi build without any investment which atm make power builds broken while condi dmg builds are rly bad because current meta with teamfight make them uselles and thats another problem with condis. There was alot of broken condi dmg builds before because of bad design across specs but right now condi dmg builds are underperforming because core design of condis is not working and is very outdated. I would say its better to have condi build have expertise in amulet rather than condi dmg because this way power builds take most use of them because non dmg condis are huge value while having power dmg is just straight up better because your dmg can t be cleansed. Please stop complain about condis until u play them above plat lvl and see how hard it is to make it work. Condi dmg and condis in general are 2 different things and right now power scourge is just example that you don t need condi dmg to be opressive with condis meanwhile playing condi dmg puts you in risk of being 0 dmg or even get them transfered back which is rly bad design in its core.
  15. Healers are fine the passive aoe non sense have to go. We have only heal amulets nerfed and ppl cry because healing while scourge smiles. Like some ppl here said we need to look some things from gw and what i see is this game needs more d shots power block like things but mostly interupt to punish this braindead spam fiesta. Than we maybe see some skillfull meta. I hope anet don t listen to this forums because some ppl have no idea what they talk about. Gw2 has almost only hard cc and only interupt gameplay is thief and pb mes making 5% of total cc instead opposite which brings to conclussion that cc is just another thing being spamed mostly. I guess ppl like traffic jams and red circles.
  16. Plenty of cc ? Idk if you can count it on one hand the cc of 1/4 duration for interupt only. Spam of cc is indeed topic of this post but i guess you didn t understood it. Hard cc is just another way to spam while interupt cc is uselles if nothing is interupted since its 1/4 daze only and doesn t lock you. I agree thought that there is too much aoe spam which just never ends and counterplay to it is wait till it ends. But yea those blinds and other things never rly ends. I would even ecourage more and stronger dmg/or effect if its not blind or cc in particular but less duration instead this perma covered points.
  17. I agree for overall understanding you presented. I said mesmer is instant cast pistol 5 now having in mind its projectile so it would open more plays but anyway i definitly agree not all profession should get interupt traits etc. I am sure ranger since it lacks boon removal for its whole condi side to work definitly need shortbow as utility interupt weapon especially cus shortbow 5 have bad tell since its instant cast hard cc which doesn t do much in the long run if you get countered by just condi cleanse. Whole this passive design could stay for scourge, guard idk but its still problem that you can t just wait for scourge and guard aoes to end and come back because they never end. If there is no interupt control build inside game it is going to be only worse in future because only meanigfull interupt style could keep spam in check. Warior could keep hard cc from rampage pull is short anyway and dagger cc is fine already. Warior strugle against blind spam and perma covered nodes so having more interupt classes would open more field for war plays aswell.
  18. Yet. People still cry about power block even with stability and all the other things while condi conversion to boons or boons to condi is considered fine. Even with all the counterplay for interupts existing like line of sight, ability to fake cast mostly without energy cost, blind, block... we still want to lead this game into more spam fest. It is good to know what society we live in.
  19. First of all i am going to explain why this game turned into spam than i gonna start talk about better design guild wars 1 had and why it worked and it goes much deeper than what we have now in the current state of the game. There is the 95% of hard cc inside game right now while 5% is left for interupt gameplay. Loosing dmg on cc was good way to start but in same time wasn t even close to finishing where it should lead. What you get with having most cc being a hard cc is leading to hard cc being spamed instead reducing spam. Why? Because interupts are meant to do intentional effort to be effective while hard cc is mostly always effective. Now let me write what is hard cc and what is interupt cc tool meant to be in current vision of the game. HARD CC: 1. every taunt, pull, stun, daze which lasts more than 1 second. 2. This skills should have abvious tells and longer cast times to able able to reactivly dodge. 3. This skills aren t there to do insane dmg and are setup for burst aswell as control effects on movement of enemies. 4.This skills job is punishing bad cooldown menagment of enemies or simply to bait cooldowns if done right INTERUPT SKILLS: 1: This skills are only a 1/4 DAZE which bring value only at interupting actual key skills at key times otherwise they are uselles as such short daze 2: This skills can do the dmg of something around an normal autoattack and mostly have 1/4 cast time because they are meant to interupt of course 3: This skills needs traits like power block to be efficient otherwise they won t have much utility (Power block is also questionable since its only interupt skilfull trait left in game) Reason for this is interupting skills doesn t put it on full cooldown so interupt skills need autoattack dmg back or need trait like power block and it is obvious why What i want to say is that it what we have now is totally opposite thx to still bloated boon spam aswell as well as hard cc spam and passive playstyles still being rewarded for spam as core design of teamfights. This game have already very strong counterplay to interupts with stability existing in addition to blocks and blinds. SOLUTION: we need to revert number of hard cc skills and open up interupt cc playstyle so the 80% of cc is meant to just interupt and not stop ppl from playing the game like being stucked in traffic jam. To do this all cc skills need to be looked at and put in line of that and i know its hell lot of work but it also needs to be done to ever make pvp great and also set good start for future designs. What needs to be looked aswell is more traits like power block for other proffesions. EXAMPLE 1: Ranger shortbow 5 now only dazes for 1/4 sec but have 3 counts. Light on your feet now make shortbow 5 steal 20% endurance from target on sucesfull interupt and puts exhaustion if target has no endurance. EXAMPLE 2: Mesmer pistol skill 5 is now shortdaze 1/4 sec (only interupt) but keeps same effect if skill is interupted (cast time is instant). Mantra of disctraction now have 2 counts on 10 second cooldown Thing is that this 2 skills like mesmer pistol 5 and especially ranger shortbow 5 are both hard cc and have bad tells so making them strong interupt tool with traits encourage that playstyle is best solution. Ranger could be good example of condi build with interupt playstyle integrated with shortbow and skirmishing. This idea comes back from guild wars 1 i know but in same time i can t escape the fact that after 8 years pvp feels so stale and mostly flawed by new broken things like decaps, condi spikes, no counterplays, passive gameplay rewarded etc. FINAL CONCLUSION: Guild wars 1 had 50+ teambuilds in pvp and like 2 competitive teamplay modes with one for solo play with random que which reminds of what we call Ranked now. Back in the day of guild wars you had endless possibility to build craft and in same time it was more balanced than guild wars 2 will ever be. So we have game where idea was quality over quantity and it exists in terms of design still aswell as different skill animations etc but not in terms of balance. After reduce of build possibilities and theorycraft due to small choice of traits fixed weapon skills and mostly bad weapon traits. We are stacked in mostly same weapons and traits being used so after all this years it is clear that neither quantity or quality is reached inside guild wars 2 which is big of an issue. So why guild wars 1 succeed to have both quantity and quality of balance ? Because game was centered around skillfull combat of interupt playstyle and its mechanics was balanced around pvp. To prove this fact there was a team composition called BALANCED WAY and it survived all this years of different team comps while some of them was broken at certain times which is normal to happen but still balanced way survived all those metas and never was considered broken . So why was balanced way able to survive all those years without being considered broken ? Mostly because balance way had midline made from mesmer and ranger which was both interupt playstyle specs so if they was good they was able to interupt and keep broken skills in check during the broken metas and in same time perform good vs any comp if played good. Best thing is it wasn t ever considered overpowered and only few guilds was able to play it correctly. There was always a choice of playing totally different playstyles and define meta while balanced way was always there waiting for pro plays. So reason why balance way have its name is because it was build around interupt playstyle which was able to keep in line with any meta shift and still keep everything in check. So my final thought is that without interupt playstyle being integrated we will always be left to removal of things and never reach balance and instead just play counterwars at its best or even worst have more builds with litlle to no counterplays.
  20. So thats why druid is still same design which can t ever work in pvp to be competitive. Why most classes offer same + better mobility with ports and while some others are strong in teamfights and dueling while some proffesions are tied to dueling only still with 2 elite spec and core doing the same after 8 years. Also there is so many traits not used in any game modes especially not in pvp while idea for skill/trait balance was quality over quantity. So if after 2 years some things are still left in dust while it could be said that some things are left in dust back from pof release. Whole idea of cc is also very badly designed which only leads to spaming things which cc should punish. In this game you have 99% skills being hard cc and them being spamed and you have 1% skills for meaningfull interupts which should be all way opposite to ever be considered competitive. Not to mention minion builds and other passive designs being strong and even meta for long time. Most other more skill based classes which are always meta mostly are same for like 4 years without no tweaks. WHY? Because game was designed for pve and some classes design after pof is just straight better than others still because mechanics works better and have more utility to bring integrated in their core. Back in the days of guild wars 1 you had better balance more quantity and more quality. Inside pve mobs used skills like players with still some additional skills for that mob which is great design and they was also being in big parties like your group so counterplay was big part of the game. This made gw1 be balanced around pvp because basement was pure skills and mechanics which was given to as choice of first or secondary proffesion pick. Inside pvp you had bunch of team builds and guess what was most old school and skill based team comp ? It was called balance way and the reason was that it had midline built from ranger and mesmer making it balanced but why ? Because mesmer and ranger was punishing skill spam and had job to interupt key skills at key times. But than it had no counterplay right ? No you was able to fake cast take block+blind against ranger and some skills was imposible to interupt because no human reflexes was able to do that and you also had proc for faster cast time 20% on weps being used. This balanced way was complete trash if being played badly while was able to deal vs any team comp in same time if played good but why? Because it was based and made foundation on skillfull plays centered around interupt playstyle which if spamed reduced in bad result and in same time if interupts played well it was very rewarded. This was main basement of the core of the game and that build survived all the game with name Balanced way and none ever decided to nerf it and not everyone picked it to play because it was overperforming. This build was never and always the meta in same time because it was depended on individual skill and coordination of whole team to work. Beside old school balance which also had variations there was also like 50+ other totaly different team comps with still lot of space for theorycraft. Balance in guild wars 1 was better and in same time had endless potential of build theorycraft. If you didn t played pvp inside gw2 and played gw1 overall than you can t understand what the game designed around pvp really means.
  21. In regards to Core Engineer, I made a suggestion last year back in June about ways to buff Core Engi to be on par with Scrapper and Holosmith. You can find that thread HERE. Anyway, the main mechanic that Core Engi has over Scrapper and Holosmith is the Elite Toolbelt skill. The problem is that Scrapper and Holosmith F5 are straight up buffs compared to the elite toolbelt skills. Med Kit Drop on supply crate can be useful, Moa can turn a fight around, but those effects and bonuses are felt few and far between. With that said, I think the best way to bring Core Engi up to the level of the Elite Specs is to give it a free slotted Uility Kit in the F5 ability. This has multiple benefits if this were changed: Core Engi would have their F5 ability/kit available for use as much as the Elite Specs Elite Specs cannot have a free kit as they have their own unique F5 ability. This is the tradeoff that ANet is pushing on Elite Specs Gives Core Engi more types of weapon use as they are severely lacking in weapon diversity (one of the worst, if not the worst, in the game) Selecting a kit to put in the F5 slot has a tradeoff in the fact you cannot use the Toolbelt skill (ex. Healing Mist on Elixir Gun) Anet already has the tech for a drop down menu in the class mechanic skills already coded for Revenant. You can select your legends on the fly, so should work on kits for Engineer I would love to see this. Make it happen Anet! I like your idea aswell and don t think it is hard to implement but knowing anet choosing the easisest way even this small change to bring stunbreak in addition to elite tollbelt skills would open up more agressive utility pick.
  22. Thx for reply but you missed one thing i said because maybe i didn t explained it well. Core engi has acces to toolbelt from elite skills which is unique for core only. Thats the toolbelt skill i suggested to have stunbreak value on top. List of elite toolbelt skills are moa, med pack drop and orbital strike which is lowest cd but also worst skill between those.
  23. Core engi only have ability to use toolbelt from elite skill so it doesn t buff scrapper or holo. I can agree that may be too much for berserker in terms of numbers but idea is to have good flow of going in and out and having risk tied to it which already exist. Problem with current design is that it is just too much to build full adrenalin bar aswell as idea of making berserker mode longer with certain skills is opposite of intended risk design of going inside mode. Idea is to make berserker easier to acces berserker mode aswell as leave it because entering it is risk/reward move. Having skills which lenghten your berserker mode is not good design becase you have less toughness already and in same time building adrenalin is too long to waste it imidietly and leave. What i suggested for hammer is that fierce blow current skill 2 is now second part of auto attack chain (autoattack chain now only have 2 skills). Skill 2 is now leap which takes place of previous fierce blow. The idea is this : you build up adrenalin and use earthshaker - use 2 autoattacks because second one in chain deals increased dmg to cc-ed foes (fierce blow) and that you proceed with hammer 5 knockdown and do 2 autoattacks again. Inside game it is not that easy for sure because enemies will break stun have stab and mess your rotation aswell as dodge but it would still be good to bait cooldowns and after they are gone it will be good to take off kills. Idea is from gw1 quarter knock hammer war. Core ele needs help from trait synergy which is much harder and im not that much into problematics to speak about it.
  24. First of all it is 600 range leap instead Fierce blow (skill 2 on hammer), while fierce blow is moved to third part of auto attack. Second, berserker gets perma quicknes+20% more dmg but TAKES 20% more dmg aswell while inside it so it is good counterplay Note: Reaper gets perma quicknes from trait and it was supposed to be slow but big dmg dealer btw.
  25. CORE ENGINEER : Elite toolbelt skills are now all stunbreaks Reason: Core engi lacks either stunbreak or lacks dmg (thematically class name engineer makes sense to have special f5 skill removing stun) DRUID: 1. Celestial Avatar now functions like core necro or reaper shroud without need to build up full astral force and have 10 sec internal cd 2. Druidic clarity now removes 2 conditions from nearby allies 600 radius 3. Celestial shadow now gives lunar impact 2 second stealth to druid when casted (cooldown increased to 15 seconds) 4. Ancients seeds are now rooting the enemy when they cc druid for 2 second aswell as rooting enemy when druid cc on 20 sec splited cooldown 5: Glyphs inside Celestial avatar are now 1200 range aoe ground target with same current radius. 6: Verdant etching now procs seeds which remove 2 condis instead of 1 7: Cosmic ray now can t self heal but it gives 2 second of regeneration and 1 second of protection to allies in the radius 8: Lingering light now doesn t make your next attack inflict blind when you enter Ca because there is only 1 attack you have inside it but instead now gives you regeneration while in Avatar Reason:This is most important to make druid viable support because it doesn t have tools to go malee and be effective as healer since it lacks self sustain and is easy target if forced to go malee. In same time being ranger spec it makes sense for it to be ranged healer which would feel much more connected to weapon design and special (compared to other supports) in same time. WARIOR: 1: Fierce blow is now second part of autoattack chain ( third part does no longer exist) 2: Fierce blow is replaced with 600 range leap skill which deals more dmg to moving targets 3: Staggering blow is now evade and reflects projectiles instead knockback (reduced cd to 12 sec and gets dmg back) Reason: Hammer needs movement and dmg so replacing autoattack with skill 2 would open up utility for weapon BERSERKER: 1: Removed build up from 3 to 1 bar of adrenalin 2: Entering Berserker mode now gives you perma quickness and 20% more dmg but you take 20% more dmg aswell 3: Leaving berserker mode gives you 2 second of superspeed and can leave it as soon as you enter Reason: Berskerker should function like frenzy skill from gw1 which would bring it as strong option to keep bunkers in check and make more flow into its gameplay
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