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Mormegil.2345

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Everything posted by Mormegil.2345

  1. i could like a samurai with a gs but samurai wont wear plate armor so it is more likely to be a thief spec since they match with the armor class. although, i could love both of them to use greatswords:D
  2. about giving tp to thieves, i agree that was an insult indeed. mesmer just keep losing its uniqueness. dont get it wrong, my thief is happy to have it lol
  3. i like your madnass bro:Dwhat about wielding greatsword as main and offhand?a dual gs wielder!.. i would play that no matter the class <3or or orjust make it 3 gs fake roronoa zoro!orororororlets make it 4, thieves got an ass too you know >:Ojokes aside, simply how many gs, that much playtime for me(bucks incoming anet, yummy)at the very start, its a game that we call GREATsword to two-handed swords, right >x)
  4. yeh it fits a ranger but not a melee master thief? lol its about fantasy, since its a fantasy mmorpg
  5. made me think like: what if they transfer the rrecharge time reduction from reaper's onslaught as an addition to deathly chill? so it can mean something and also make us not to feel forced to take the onslaught lollately i was about to build around blighter's boon but at the end it felt like the onslaught is way too precious to give.despite blighter's boon also provide a precious life force income too, the onslaught it also provides the recharges beside the dps output.i mean if deathly chill was providing enormous condi output like burning instead of chill, i could understand like "it adds too much by a single thing so it doesn't have to provide anything else" but that is not the case lol poor deathly chill:d Why do you want to change the design? As a Damage E spec Reaper has 1 self sustain trait line, 1 condi damage trait line (through CC) and 1 power damage trait line. Condi Reaper might not be as effective as it once was but i see no reason to replace it. Nerfing this trait line was a deliberate choice to push reaper toward a more power or hybrid choice instead of entirely condi.Reaper's onslaught is too strong but Anet has made alternatives in spite for quickness (synergize well with blighter's boon) and in soul reaping for extra ferocity.This can be resolved through balance imo, no need to change traitsDont get me wrong, i like the onslaught and before it gets the quickness on it i was hoping for such buff. My aim is to make all gm elites viable and deathly chill is stated kinda underpowered. Im no fan for full-condi in the case, actually my builds are either power or hybrid almost on every prof. So i can assure you of that im not someone that wants to buff own possessions over and over^^To make it clear, on a full viper or tb the bleed dps is like 100 per second lol XD taking wvw or pvp into calculation where condi will be cleansed in 5-10 secs at max, it becomes trash. For open world, you can take it for fantasy ofc but i doubt that you can build anything dealing more dps on fractals or raids by building upon deathly chill. So yep, i do think it needs a touch to stand viable; not for those who wont use it, but for those who might have.
  6. made me think like: what if they transfer the rrecharge time reduction from reaper's onslaught as an addition to deathly chill? so it can mean something and also make us not to feel forced to take the onslaught lollately i was about to build around blighter's boon but at the end it felt like the onslaught is way too precious to give.despite blighter's boon also provide a precious life force income too, the onslaught it also provides the recharges beside the dps output.i mean if deathly chill was providing enormous condi output like burning instead of chill, i could understand like "it adds too much by a single thing so it doesn't have to provide anything else" but that is not the case lol poor deathly chill:d
  7. Looks like i've started a wrong lead. Although my aim does not differ, it needs another subjection.Was taken spite as the power-orientation line, instead of taking it as the self-sufficeiency line.Anyways thank you guys for your angry care hauashuahsdhave a neutral mind o/
  8. i also said that blood traitline doesnt offer enough and i take the line for just bloodbank, if it gets the other heal benefits into the same line just like the signet improve ive mentioned here, that can feel complete.if you are already love enough what you have, are you aiming to destroy incoming ideas that might open some others?or what is your very non-acceptive goal for being here?gw2 is still my favorite mmorpg, my goal is to open possibilites, not to destroy anything lol Nothing is being destroyed here because the idea isn't reality and frankly, pretty vague and lacking details to begin with. It's just an idea and we are discussing its validity. My two complaint is that you have somehow concluded that moving traits will open up some range of succeeding builds and that you can simply juggle traits around, disregarding theme of the traitlines. Builds that succeed are optimal solutions to ways to win encounters so simply moving traits doesn't open up more choice ... it just moves the choices around, possibly even ruining them because there are restrictions in making trait choices. Opening up more builds for success has nothing to do with moving traits. It depends on game design. The things that are in Spite are there because of theme to begin with ... so moving traits around ... Anet has done this a few times but what traits in Spite are inappropriate there and more appropriate somewhere else ... based on THEME? I don't see in your opening post any actual suggestions on what should move and where it should move to ... it's a little unfair to accuse someone of destroying something that has so little substance to begin with. I'm going to put out a counter to your idea. IMO, Spite is already 'perfect' ... the goal should be to make it more 'perfect' because of how pertinent it is in any 'successful' build. That doesn't mean moving things out ... it means enhancing whatever less-than-stellar things are in it. If Spite is a 'de-facto' choice ... then let's make ALL the choices in it amazing. okay mate you can keep using spite ahahaafter that you've accepted its perfection, which means the ultimate balance, which means that you accept the perspective of this very post but opposiing still because of your own benefits and not for the general improvements >;)spite around o/
  9. now i start to wonder if my ping is that horrible:d
  10. what my point is that when you aim for some particular thing you can perfectize it ifs the traits arent split between lines. my actual hope is to have all traits free of lines some day but that wont fit the marketing scenarios so its unlikely to get real. although ppl take the suggestion here is offensive in some way, i can generally tell that trait system improves since the very launch of the game. remember that when we had those lines giving stats and had to take one for a certain stats increase, anet saw it limits the customization too much so remade the system adaptively in order to keep the dynamic synergies active and effective. my idea isnt perfect, nor i get a reward for thinking about it. so you are very much allowed to take the idea and improve it in some way that i cant even imagine x)
  11. i also said that blood traitline doesnt offer enough and i take the line for just bloodbank, if it gets the other heal benefits into the same line just like the signet improve ive mentioned here, that can feel complete.if you are already love enough what you have, are you aiming to destroy incoming ideas that might open some others?or what is your very non-acceptive goal for being here?gw2 is still my favorite mmorpg, my goal is to open possibilites, not to destroy anything lol
  12. In general your whole argumentation is very weak. You are talking more about personal preferences than real issues. Spite almost exclusively focuses on improving damage - direct damage via multipliers and direct and condi damage via vulnerability. The signets are mostly defensive, which is a good reason why their trait should be placed in spite (a traitline that has no additional defense except that tiny condi cleanse on heal), because this prevents the player from creating some cancer bunker build that would be impossible to balance without overnerfing skills and traits in a way that they are useless, if not used in that specific bunker build. Mirage has seen that. While mirage cloak was balanced in most builds, if you focussed on endurance generation, the whole spec became broken. This lead to such an extreme nerf (removal of one endurance bar), that now you can play mirage only, if you focus on endurance generation. The whole build variety was killed. And this would happen to necro too, if anet followed your suggestions. Another example: the signets have seen huge general nerfs just because core necro can run more defensive traitlines than scourge and reaper. If you put the signet trait into a defensive traitine, then you instantly get another broken bunker core build, which would lead to further signet nerfs, that would make them useless for reaper and scourge. I am not arguing mate. nor i tend to give an arguement, which i point out is a customization method to increase the number of possible succeeding builds, my examples is only to describe it for those who likes to understand, not a numberic proof of rightfulness. making it an arguement or not is up to you who reads it. my aim was to post it to you all, not to make it done already^^ also most traitlines has like 51%+ focus on a spesific kind of improvements so my suggestion was always been staying on the basic idea since anet made the lines this way. what i do is bringing its roots to life.
  13. So it blocks duo-traitline combos when taking an elite spec, since Spite has its own perfection by itself.Yes there are Spite synergies with elite specs for spitebut it does not let you free from not choosing itso i offer a kind of solution which will not be a nerf to it, but essencialy will make different synergies:move utility and heal traits from spite to another traitline and move theirs offensive traits to Spite.Simple as that and that is coming weird since we are used to this trait line characteristicsbut it is also the same explaination to my perspective i am describing now.For you to understand, Spite made in order to mean necromancer!s spite; so there we see the point when we see the signet(passivest utility skill kind) on the major master slot de"spite"(haha) it opposes with the very essence of spiting, there we see the actual problem.Which the told is, enables us from choosing like:in the case i use one of my traitline slots for my elite so i have two slots left to take,i need raw def for one traitline and the other one slot for power power:but when i tend to take a line all along for only power gains, i am forced to take the other line to complete it.so it makes no choice of choosing both lines for only one aim.what generally will be different is: when you take a traitline for only one aim, it will make it good enough just by its own.For example when you decide to utilize your healing, you must not have to take Signets of Suffering from Spite traitline, you shouldn't have to. The signet's healing increasing passive effects shoult be put onto the side of some other minor or major trait's actual attribute. No it wont make that trait OP, because it won't be for all signet increases. For example, so the will the life force gain increasement for Signet of Undeath will be put to some place in Soul Reaping traitline. Simply, seperation of choices will give us the ability for choice independently.I think i dont have to explain the approach any further for you to understand mates, im sure you understood it on the half of the read already but i wanted to clarify it for all. Thank you for giving time
  14. Because of trying it for an hour at pvp golems... lol im pretty sure it does notthank you for responding anyways
  15. It does not deserve the elite gm slot, i am not comparing it with reaper's onslaught since thats the op choice.To be clear, reaper's onslaught covers the offensive part for both condi, hybrid, and power builds since it adds ferocity, quickens and also recharges your shroud so both builds can take the advantage.Blighter's boon gives the perfect survival, so it is for those who wants to stand long.The part that lies empty is the part where the build tends to focus on CC. So if we are to make it chill-dependant, it could make sense to cause hard CC in some way. my proffering is: Deathly ChillInflicting chill on a foe grants you a charge of the effect "Overchill" for 20 secondsCan stack up to 12 timesOn the 12th charge, your next attack inflict freeze to enemies for 0.25 second. It gets more useful where you face multiple enemies, which is the whole theme of reaper.If you think it can get overpowered on spvp or wvw this way: you can make it giving the "overchill" effect to enemies for 5 max stacks instead of 12. but as i mentioned, the first way it is really fitty for reaper's playstyle. Or you can make it activate on the 20th charge but add +10 toughness bonus for each stack, so it becomes a two-edged mechanic.Also the duration is so short it is only useful to interrupt enemies although it is hard to count the charge, making it a blind-shot, so the output rate is balanced by the lack of preciseness. Anyway, you've got the point, reaper has no need for dps nor survival, it needs hard CC.Dont waste the whole freezing cool theme.Love you
  16. it should work in the order as: inflict fear, cast epidemic, fear copied. epidemic's cast isnt so fast but with quickness or longer fear duration its enough. you are telling about deceiving it and it can work that way but for sake why do i need to deceive it while it should work in the right way at the start...some may say that its a crowd control and epidemic wont work on those effects, but as you can easily tell by looking at its icon, fear listed as a condition effect.so either it has to work or we need some descriptions to change.
  17. balance matters only as much as the oppurtunities are limited. when you make it all beyond, meta dies amongst chaos.it is simple as the term of expection is. when you know that you cant expect a certain way that your opponent shouldve been using(thanks to chaotic numbers of ways to build up without trait lines), you also cant be prepared particularly for it. anet acts with hesitation on balance matters, if we take only in game matters ofc. i know that its a tactic of marketing the incomings but anyways if people see that how enormous the range of customization is given, there will be incomers. for their current budget, im sure they already are spending much effort on the nerf oops i mean balance part:Pi think anyone(including you too ofc) can understand that its annoying to be forced to take a bunch of traits that you dont want in order to claim the one you want.
  18. No you don't ... because I already pointed out that's literally the ONLY place this trait has a use. That's one of the major issues with it ... your survivability SHOULDN'T be absurd in specific situations due to a single GM trait in the first place. why shouldnt it? gm traits offer the most dynamic approcah, they meant to be based on at the first place. i mean blood line is trash in my opinion but blood bank isnt. it doesnt have to be usefull for every kind of thing, just like most of the other gms.
  19. epidemic should be working with fear, at least while building with terror. dont tell "naa its gonna be too op" whether or not its gonna be op, thats another topic. in that case epidemic gets a cd nerf and all good. otherwise there is no rules on the descriptions against it, right?
  20. i have many complains about necro's synergetic limitations but its not included. I think what OP is seeking is having it superior to soul barbs in any aspect.
  21. no vulnerability, had just used the Natural healing skill. got hit by thishttps://wiki.guildwars2.com/wiki/Wastrel%27s_Ruin which has a coefficient of 1.5plus 100% more dmg. but no matter how much i use the armor formula. i can't understand just how he got enough attack power/strength to hit a 3.5k armor warrior for 9.5k dmg assuming they have 2700 power. 1030 dagger. the 1.5x2 coeficient. that would only do 3kand then a crit for say 225%...and its still only 6750 yo, i know its deat now but to make it clear, you seem like didnt calculate the %dmg buffs coming from traits, sigils and runes. they are applied after total dmg and before your def value so it can hit the 9.5k^^
  22. i think a stack of might for short duration per barrier% can be added, for example:every time you reach a cap of next 10th percent (%10, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90%, 100%) you gain might for 1 second(and 0.5 second increase for each higher cap, maybe apply 1 more stack for each 30% and 4stacks at 90%).might have a 0.5 sec internal cooldown or might have a 2 sec cooldown for the same percent-tier might apply.so that any kind of builds can have a use of it, as long as they has a use of bloodbank and if they build all around blood bank then they get more of its advantage.also aside with the buff, a slight nerf (like 80% of the heals instead of 100%) can be added to balance the mechanics.
  23. necro probably has the best self heal amongst all classes and if you mind it tactically, at the end you will call it one of your best grandmaster traits, if it isnt the one. do i have to mention how absurd your survival becomes when siding with a wvw zerg where you get insane amounts of extra heals? lol... im just being immortal with it:Dif theres anything to discuss, imo trait system should change to let you choose your every trait (minors and majors) individually out of lines, basing all upon a point system like you have a total point cap and each trait worth a certain amount of points based on their tier and majority so for example we can choose more than 3 grandmaster majors by sacrificing some minors, and go genius c:im sure there is people like me, hating to have a whole line just for one trait at all. it ignores customizing after certain standards and make no mistake that customizing means almost all the joy that gw2 offers, considering both mechs and style synergies.its actually another topic but im lazy enough to not to start it, i appreciate if anyone else open a discuss for it so anet can feel the pressure of creative players like us all >:)
  24. Partially both will result as the best: because of one will reduce the reduced damage by the other. So there is no best one; but the best way of it.
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