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Mochi.8936

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Everything posted by Mochi.8936

  1. I did happen upon someone under a fort while on Condi Mesmer. They did not take out any under weapon weapons or maybe lacked one, and we just humored each other for a few whole minutes while I tried to kill the guy with the trident. It just wasn't happening. :)) That's fun (yet very sad) to experience...once, and it was a stalling technique I happily let myself "fall" for to see exactly what would happen underwater.But yes, underwater is a joke, and a thief may usually turn that joke on whoever is foolish enough to get distracted, especially by the Red's lake/pond and Anza and just ping pongs between shores with swimmer teams on his/her tail trying their best to kill the one thief.
  2. Warnings: This whole thing is a wall of text. ;) This is meant as general "feedback", usually for both PvP and WvW. Will use your own titles for easy browsing. Do excuse possible errors, my eyes are dancing over the text now as it took a while to write this. I’m not an ancient or a decent player, I’m simply a player, someone who studied Psychology in university and lead or been part of Staff for many online projects for more than a decade, and I may very well be wrong about some aspects/everything I say but mayhaps, this is helpful. I leave number crunching or a zoomed-in analysis to those knowledgeable about such matters. I am all for balance, should said balance make sense. A game should be fun and challenging, with the smallest bit of frustration sprinkled in there and there as the cherry on top, to keep people coming back, not as the whole cake. Also, the “how humans work” part should be the foremost consideration, especially in those game modes, but not only there.The tone is intended to be along the lines of a conversation, observation, questions, and advice-giving (hopefully not coming across as cold, aggressive or anything remotely negative), but text has it’s limitations, especially if we don’t want it to break Guinness records of text length, so please bear with me if something comes across otherwise, as that wasn’t the intent. I do advise (and expect) multiple test phases before anything is implemented, with sufficiently sized samples of different statistical populations to be considered when making any radical changes. Example: varying knowledge levels of the class, of the game, of PvP, of WvW, of the opponent’s classes, varying levels of gear and of gear and co. combinations, varying levels of execution speed, varying levels of decision making and thought process and reaction to stress stimuli, etc).TL:DR: Consult with everyone on the spectrum, from newbies to pros, in a specific game mode and the game itself and test any changes in varied contexts before releasing anything onto the live servers. Better yet, hands-on tests and video showcases should come before any implementation talk is touched upon as all this would be quite the shift, indeed. New ParadigmWhile the point of the necessity of this balance after the game has been out for so long has been already raised (and I’ll admit finding it an extremely valid point), it seems that you are trying to change how both game modes and all 9*3 Professions and their builds (I’m including Core) actually function outside of PvE, which already has its own splits (the need for different gear and builds for Raids, Fractals, Dungeons), while also lumping PvP and WvW together initially, as a first pass.A word of caution: Spot fixes should be timely, but changing things every month or so wouldn't be advisable, as you would be messing periodically with the very nature of how a Spec is played. PvP and WvWThe idea is uniformity but still splitting the game modes “radically” different” directions? While “targeted adjustments on a per-mode basis” will be needed, as in one of them we are dealing with larger battles (unless you discount the roamers, scouts, and 1v1ners - yeah, those take shop in the middle of the map in WvW and hurl insults if you mistake them for a teammate in distress instead of mighty heroes-), why is there a need for a drastic “separation”? Are we not fighting vs. other players in both game modes? The issue: It sounds like the plan is to change the way every spec works, then to also do periodic changes, on top of that, then add separation between PvP and WvW… And yet, we are human. We cannot disregard the effects this has on some very important principles: muscle memory and habits, decision making patterns, conditional behaviors and cause, and effect expectations, class knowledge, gratification, and chemical reactions, and so on. Possible consequence: People won’t know what and where to “click” how their abilities will act, or if certain things are even going to work the same way tomorrow or in a month, etc.The barrier of entry and re-entry is put in place and it takes a while to jump over it as it currently stands, as not everyone goes in full gear and knowledgeable. I can only imagine it being even worse after the changes, as they would separate game modes and their players further, perhaps forcing them to only play one specific model or to be left in the dust along with the newbies, as all they learned about their class won’t be even 80% valid, and would never reach 100%, as the plan seems to be to make more radical changes every so often.So we are looking at smaller numbers of players interested in fighting other players, players separated by game modes, and with a possible high decline rate of participation, as it will be difficult to adjusting to and keeping up with the radical changes, even when sticking to one game mode.TL:DR: most will pick a game mode and stick with it for however long they can and very little new population would be introduced because expectations won’t even remotely meet their previous realities anymore. It’s the same spec, it’s not supposed to be so radically different just because we’re in another part of the same game now. There’s one thing to do spot adjustment to a specific, restricted number of things, another to require people to relearn a whole spec when switching between game modes. DamageThe 2.0 criteria.... While all weapons work differently, we also have to factor in additional quickness on top of base attack speed and damage. We also need to talk about the lack of satisfaction when landing a hit and not seeing the enemy’s HP bar move. The brain likes bigger damage numbers. We’re also dealing with big HP pools. Are they scaled properly between each other? I’d expect, say, on Mesmer G5 (which is very low as is) to still do less damage than G3, so skills feel familiar.Marauder amulet and no outside modifiers: There are players that play WvW in Berserker’s or Vipers, with no outside modifiers, not even runes, as most of them are new to the game(mode) and just want to have fun or to build their gear. There are also people out there in full Marauder or Trailblazer with or without runes, sigils, and food. Who has the standing chance? Arguably, skill factors in, but up to what point?I’d say allowing food and enrichments but using a PvP-like system for armor, runes, and sigils will help with the balance and possible issues and to ease the barrier of entry. Or, the option to pick between your own gear and the PvP system-clone, while in WvW.But then again, in time, all the necessary gear can still be acquired, so there wouldn’t be a heavy need for such a change, at the present moment -pre-balance anyway, but afterward...well, good luck to us ungeared folk, we’d be waving at opponents from the floor while they walk away with more than half their health. Condition damageSo you want to address power creep and add in a long time to kill but also nerf conditions? What about the condi specs? What about people actually using cleanses? Are they not available to them or there are other skills they absolutely need to take instead? Yes, conditions can get out of hand but, considering they are part of the gameplay, even on power specs, shouldn’t they be refined instead of rendered useless?Wouldn’t conditions and buffs help raise the skill level and introduce more variety into the builds? Been hit like a truck by them and hitting back with them like a wet noodle, won’t that push me to be better, get some condi to cleanse and learn how to use it? They are a challenging element (which is a very good thing), a skill level element, not something else to hungrily nerf. Nothing wrong with some balance, as raging frustration should be at a very low level (here I talk like the game didn’t frustrate me to no end even in PvE, the line between challenging and perhaps slightly frustrating content/mechanics/mob scripts, etc should be delicately walked, instead both me and my boyfriend have constantly asked ourselves “Why does this work like this? What was Anet thinking!? You also had an issue with A, B, C….Z element of the game, right?” Anyway, back to the topic at hand), but like DoTs and HoTs are valid things in other games, so should conditions and buffs remain valid in this game.Yes, they can be brutal and yes, they can do almost nothing, in their current state (It takes 1 newb Condi Mirage and 3-5 other newbs to kill a downed player sometimes).By reducing damage, stacks, and duration you are pushing out Condi specs out of the game, which separated GW2 from the generic DoTs and HoTs in other games and gave more variety to the game, even to the power specs, as they also have access to a part of them. Wasn’t variety and the ability to properly customize what you use as a weapon, gear, build-wise to suit your play style preferences and context one of the selling points of this game for so many people? Ah, let's not even start a conversation about marketing here.Question: How does Condi damage scale with the power nerfs (to the ground, I'd assume)? Some people run Viper and the like and that meager power damage helps at times. Would Condi specs still be viable? Cooldowns and durationsNo. They are already felt. They work a certain way in other game modes already. You are messing with the human element of the game here (all the muscle memory, habits, class knowledge, etc bit mentioned earlier). By greatly reducing damage and deleting Condi options (2 secs of vulnerability or 1 second of quickness or whatever, won’t help me in a fight that would take 2+ minutes, with or without that Condi), you would already be making people feel like their efforts aren’t rewarded or fruitful. I strongly oppose the extension of cooldowns in only certain game modes (and find some skills on too long of a cooldown already. but hey). There’s simply no reason to touch them, considering we will feel the cooldown anyway, as our attacks aren’t as powerful.I may be agreeable to a reasonable damage reduction, provided the cooldowns don’t increase across the board in such manner, and are kept in line across all game modes.What about trait separation? Should a change be considered necessary in one game mode only, cooldowns shouldn’t be the place to look for the game mode specific changes. In general, keeping skills and traits as aligned as possible, across different contexts, should be the main goal of a game and trait separation or whatever it’s called should only be used as a balancing factor only if there’s no other alternative. I know people cry for new elite specs but transforming the existing ones into new ones for PvP and WvW is not, in my opinion, a good idea, for reasons already detailed. SustainThe first statement makes sense, and longer cooldowns (again, I advise against the longer CDs) should make people less likely to need stronger heals as they would be unfair. In the current meta tho, that ~300-1.5k heal already does nothing for the ~15-20k + health people have tho, nor would lower damage help there either.Here’s where it gets confusing (and applies to PvE as well, especially in LW5 or similar situations, where the enemy ping pongs all over): pulsating heals? You mean stationary heals in a dynamic combat game? Things like pulsating Chrono Wells never really made sense outside of chokepoints (which one should obviously try to avoid)/PvP nodes/tight spaces. Instant skills and passive traitsI do not feel like I have enough understanding of them or the consequences of those changes to formulate a proper opinion until I see hands-on what those would or could be. Therefore, I will refrain from formulating a proper judgment, but will still say this: counterplay has the possibility to be a great introduction to those game modes, as long as the skills and traits still work in a very familiar way. The change of internal cooldowns on traits - no, leave as is, it will throw people off. I am not against the tweak of a handful of changes across the whole board of specs, but we’re again talking about changing the fundamental way professions work and play. Switching the focus on the secondary effects would be a good way to implement it, as long as they skill work similarly to what a player was conditioned to expect (Example: I still expect Shatters to do some damage, if that’s how their PvE counterparts work, even if it’s reduced in PvP/WvW - and for that meager damage to be compensated somewhere else, as to not hinder the class, but then again, while changing it then?).Should there actually be a need to modify “traits that provide automatic defensive triggers” I would again bypass the CD changes altogether and may agree to a properly executed reduced effectiveness, albeit that would still need careful testing before implementation. Duration (conditions and boons)In general, I’m worried about the reduction on the boon duration is quite much. There’s barely anything to do in a split second and the CD tradeoff for most skills won’t really make us want to even use something for “it’s secondary effect”, as you called it in the first post. I’m also not quite seeing the focus on them either, unless the focus is to nerf them, for which I would advise careful balancing instead, if necessary, but not taking them out of the game modes completely, either for the Power or the Condi specs. I’d argue boons and conditions are good to be felt, not at a condicreep level, but as a balance to power. Also, some CD increases in some classes are just too high! Time to KillHave any of you played any Shooters? :D People like them because they are fun, they offer instant rewards for their effort, they keep them engaged, they allow them to go beyond the physical limitations of an average person, etc. I can tell you I don’t even jump with my back problems, let alone dash and run around. But the ability to hop on, hop out, have a quick and, seldom, longer fight, and seeing progress or consequences for your actions (aka you land a hit - HP goes down or you defeat them) in a relatively short time span is what keeps people engaged, focused, playing, etc.It sounds like you want to really lengthen the fights and drop the numbers across the board and I would advise against it all, and to just go with spot balancing instead. We already sit there and sometimes fight a while in PvE, WvW and PvP are quick instead. They allow people to feel good, to strive to be better when they are impressed by someone's gameplay, to hone their reflexes and thought process, to learn not to panic in a critical moment, and so on.They provide people with the feeling that they succeeded in doing something, they get pushed further, etc. It also allows them to learn more about their class and other classes without feeling that they are playing a completely different game (even tho it may feel like that at times with the current “meta-builds or bust scenarios” we have now, it’s still not as bad as what it appears it would be like if those changes go through -(there’s skills and weapons or specs we don’t use in certain modes because they don’t work well enough, even tho they should still be viable in that context-).If someone sees that everything works so differently, would they stay around to learn it? Would they not press buttons out of habit and regret it a second later when they see the huge CDs? What if they want to switch between game modes, how would that affect them or newer players to the game or PvP and WvW? In graphic design, and in psychology, we talk about consistency, about Gestalt principles and other human-related things. If we are conditioned to press that skill after we pressed another and now we find out the rotation is different, the timing is different, what it does it differently...It’s the same game, game-modes should be twins (yes, twins are not 100% similar), not adopted siblings. Lower damage (not extreme nerfs to it, just appropriate tweaks to move things more towards a fair realm, but that's my opinion) should be enough to lengthen the time to kill by a bit and we could take it from there, albeit I personally don't prefer extremely long fights. Also, skills are already affected by lag, we don't really need artificial delay build in. By all means, try Blinking out of a blob (click all you want, the skill ain't triggering) or getting illusions to stick in their little dots, with some lag you may find it quite tricky or not durable at certain phases. But where’s the dynamic gameplay in all this? Am I supposed to look at my opponent and a movie at the same time and hope they misstep off a high ledge to have a chance to defeat them when everything is doing very little damage, has terribly low rewards and very long cooldowns? I’m not saying some fights shouldn’t last a while, and that skill shouldn’t show through (it should!), just not entire minutes or pressing 1 or making googly eyes at each other. More questions:How would such changes affect the damage dealt and received by mobs and NPCs (some guards also have condis btw, how will this affect those)?Same questions about siege. Here’s the best recommendation I could possibly give: show us the changes first against targets that don’t and that do hit back and with various complete and incomplete builds and gear, and varying skill levels on both sides, both single and with & against multiple group sizes (Youtube it, and not on PvP dummies as they don’t replicate real scenarios - actually, it would be great if the PvP dummies were adjusted to match reality, but that’s for another topic :D -), get the pulse of the community again, show us some more, let us have some testing phases then implement what the majority of the statistical populations agree upon and spot correct when needed. That is, if you really want to go forth with this.Showing us a few numbers do show some transparency but the change itself feels quite like an ice-cold water bucket to the whole community that may not be actually beneficial to anyone, and careful testing and showcasing will be the best way forward, to hit as close to the sweet spot as possible. “But doing all the showcasing will take too long” If the plan is to flip 2 game modes completely upside down, there’s no such thing as too long to tune that patch.I’m assuming not many people in-game know about this or maybe they feel like it’s a losing battle. But if your goal is to revitalize the game, proper marketing and fixing in-game problems may be a better start, but hey. Disconnecting PvP and WvW so much, considering they both deal with fighting against the opposing player(s) did always feel weird to me, even tho they both do have a few difference in regards to each other (similar gear selection for PvP and the possibility (roamers and scouts), but not the certainty of encountering a blob in WvW -it would trample you regardless of balance, let’s be real there- and free gear and co. selection, insert other differences here). For all reasons already stated, to allow a fluid motion for the players, between all modes, but PvP and WvW specifically, I would not try to push them apart more than absolutely necessary. Patch NotesI do not play every class, therefore feedback cannot be given on each change, nor do I claim to have a deep enough understanding of any particular class. But I’ll state this instead:Considering F2P players and B2P players may still prefer playing the core specs, balancing should be done to make every spec viable, especially for its niche, if applicable.I would expect every spec to have the ability to deal damage and defend themselves in some way. For example, Powerboon Crono or a Druid will not hit like a truck, but they should not be wet noodles if someone does as much as look their way. Obviously, damage specs will do the damage, healers will do the healing, etcetera.I would expect all professions to shine in the contexts they were designed for. A Thief would still be a stealthy assassin, an Ele will still have access to all her elements, a Mesmer will still be confusing (Chrono will spread alacrity and quickness, not rev), etc. Problem is, now profession-specific mechanics aren’t as individual and specific to said profession as they should be, while still having viable, less preferred but still good alternative options. For example: If Druid is to be the best healer, a Chrono or an Ele should still be able to be viable, yet less preferred choices, yet they aren’t able to do that right now. And that profession specificity with the alternative options should be valid across all game modes, if you want everyone to have a piece of the pie, or make sure they are highly individualized with their own pie each, instead of everyone getting confused over crumbs. A weapon’s power coefficient and speed should be taken into account while making changes, which you do say you will consider, and I’m bad at math so it remains to be seen how the changes affect each weapon. Ideally, we won’t be limited to using only X or Y weapon in a specific game mode, like we are now, and should all be viable, with some of them being better choices depending on the situation (Example: on a Mesmer while on top of a structure in WvW, as to not increase the risk off flinging myself off a structure’s wall...again, one would be using Sword or Scepter or Pistol or GS instead of Axe or Staff, or Shield - the buff will go nowhere -).Still, multiple choices, both in terms of gear, weapons, builds, and co. should be viable in all game modes. It’s the main appeal of the game and something that spices up gameplay and increases one’s skill level and challenge difficulty they are exposed to. The whole “switch to X class or build or spec instead, until next never to happen balance that addresses an issue” should never be a thing one recommends to another! The Elites seem to go on a 60 second(+) CD. I appreciate the small CD reduction on Gravity Wheel albeit it sounds like it will simply poke people at most, instead, and we are dealing with an Elite Skill here, not AAs...but why do you insist on raising CDs to over 1-2.5 minutes?It’s too long, especially for the classes that got hit with 300-500s CD. On my bar, they’d just collect dust. Mesmer*There’s nothing that says: On an X gear, Staff 1 will do 100 damage instead of 110 or anything like that so all that Point-something mumbo jumbo flies over my head for all classes. So all that math craziness remains to be seen about.I mostly see an alignment of weapons with their PvP variants in terms of summoned clones. Considering that, as a Mesmer, you don’t really have permanent helpers like a Ranger or a Necro, there’s the worry that our illusion generation will be negatively impacted, but I shall hope that’s not the case. We’re already seeing how badly Chrono behaves with the changes. Also, as a personal opinion, retargeting illusions should be an option for all Mesmer specs, which can be done just by implementing the Mirage utility skill into a guaranteed unlock for all specs, even on it’s on the bit too long CD it has at the present moment - Actually, nevermind, I don’t trust ya near my Mesmer, to quote Jack Sparrow: shoo shoo!). About some skill changes (the idea applies across the board):Signet of the Ether: Reduced illusion summon base heal from 350 to 297: It did absolutely nothing for Mesmers, and it’s doing even less now -not sure if it even matters that it got nerfed tho, considering everyone's HP pools aren’t 5K or less, but are, instead ~12k to ~30k. Some healing skills on some professions are too low anyway, ungeared anyway.Mantra of Concentration: Increased cooldown from 15 seconds to 60 seconds. Increased ammo recharge from 30 seconds to 45 seconds:.I’d say no unless your aim is to push it out of builds. The thing doesn’t do that much, there’s no point for such a leap in CD. (Most Mirage utilities don’t do that much in certain situations anyway, compared to what they could be, cough but that’s a discussion for another topic perhaps).Power Spike (from Mantra of Pain) - Is...is that a buff or you, sadly, mistyped something? :O Christmas is here! Don’t know how the change will affect things but something to help with the damage, and actually be worth taking into the utility slots, would be quite the welcomed change, even if this one doesn't make it. Mirage Cloak: This trait now reduces the mirage's endurance by 50 in competitive modesIf it is what I think it is, aka jumping from 48 (or whatever the value is currently) to 50 Endurance, per dodge? That won't be that hard to swallow.Questions: Or do you mean the additional -50 will hit us whenever we gain Mirage Cloak by dodging, utility skill or trait? Or that we only start with 50 endurance?That would be all be a no, as Mirage needs it’s dodge for both mitigating and delivering damage (BTW, a Mirage caught in a tunnel of Siege and Condi AOEs, between SM and the red tower opposite Anzalia, is a very dead Mirage, been there, done that, never again shudder).
  3. MESMER GreatswordAs someone who doesn't really enjoy melee or any sort of close combat situations in general, my hope is that the Greatsword won't become useless, as that's the only Power options Mesmers/Power Chronos/Power Mirages have for ranged play and has a tiny bit of AOE as well. Even currently, I don't really feel the effects of movement impairment on those skills, and didn't feel like too much until I got some runes and food (and it still doesn't in this specific situation or in general, in comparations with some other classes, even ungeared), so my worry is that it will become a bad weapon to use in general play or by people who aren't geared fully yet. Yes, this game has newer players. AOE and single targetShould we be concerned at those getting nerfed? There are classes that do AOE and single-target way better. even ungeared. Myself, I prefer long-range and, if possible, AOE (which isn't really the class's focus so I kinda let that bit slide some, even tho I'm getting my bum kicked at times). But it doesn't really feel like it's excellent single-target either. I may just be too new to it to really see it tho, so take it with a grain of salt, I'm just raising the possibility of a concern, considering we fight both one and clumps of enemies in any game mode. Delays + in a dynamic environmentA Mesmer will always struggle with delay, were seeing it on Chrono as a build-in already with the Shatters and the Wells, which make it extremely frustrating. It's even worse if we add some lag on top of that. Not sure how lag will affect that signet either.Chrono's wells don't do much, especially with the way the new mobs work, which is similar to bounties in core Tyria, as they ping pong all over. A modicum of damage or heal, even if somehow our target doesn't move.... myeah, I'd rather not really use wells in that case, as the game isn't made to be played stationary. Some ways to make them work better in a dynamic environment would be appreciated. The trait swapsLet us hope the changes help the class, not smack it. I lack the knowledge to provide an opinion on that. Nobody was picking Elusive Mind due to the drawback tho, so at least that's been changed. Profession specific abilitiesWhile we are still on the topic of Chrono, and Mesmers in general, what about what we bring to the table?Even if I switch all my build around for it, there's no point to trying to generate it, unless perhaps we get a certain set of gear, but why would I use that set outside of, say, raids?If I want alacrity, a rev does it better and permanently.Quickness? Meh.Portal? Oh hey, there's a thief as well.Stealth? Not on those cooldowns or at the cost of Jaunt for Mirage, which is the only thing we have near a true dodge out of pesky AOEs/+Siege (if WvW -actually, even with Dodge + Jaunt, we may not make it out of such a combo if Blink is on CD or if the red circles extend past its range -Red Tower opposite of Anzalia anyone?). A thief should and actually does stealth better, maybe being a bit too good at it with self de-targeting on top of it, in a PvP or WvW setting, but it's not like most of us would run around in stealth in most PvE situations anyway and there are much better utilities we'd have to take instead.Oher boon generation? I'm a new player, I am the least likely to know how all the tricks of the trade work, much less with only guides floating around are builds instead of updated "How to's" (Dulfy's guides were nice but there have been changes made since their guides and they don't cover everything) and other players simply directing you to said builds. So perhaps I'm missing something but I don't really feel like a boon machine, magical duelist or anything other than, usually, a purple poke-level damage midget. But anyway, shouldn't our innate, class-specific abilities still be viable and only enhanced by certain gear, and not be easily surpassed by other professions, geared or not? Abilities de-targetingOne of my "regrets" with my 1 main toon (because hey, I only really enjoy one class so far, tyvm) is that I unlocked and tried Chrono first. It's not enjoyable, it de-targets itself (!) so I end up wasting CDs if I am not looking everywhere at once -I can see you attempted a fix there, which is one step in the right direction, thank you, but there may be more skill-culprits. Tab targetting back to a target is not reliable since it might as well go off picking a dust mite or something unrelated with what we are fighting (mightier than 3 hydra some classes can solo naked, btw, Just hope a mite ain't close xD). Downed skillsNo downed skills were addressed even tho a Power spec has very little chance to get back up. There's one extra downed skill locked behind masteries so I'm not sure how good that one is yet, but shouldn't the power spec have a chance? For example, on a Rev, you can push back and torment. On an Ele, you can do down in flames, literally. The downed skills we have don't really scale with power or have a lower cooldown that would make touching the keyboard viable after we went down, in most situations. And there are plenty of those situations. I had more success getting back up on a Condi spec...then down again, but hey, progress. xD OTHER CLASSES/GENERALThe mouse pointerDue to effects, interface positions, player and enemy positions all we have to keep track of, the last thing we want is for that cursor to go MIA. And guess what? It goes MIA before we blink.The only option, which doesn't always behave how we expect, is Snap to Target, which, going back to the dynamic environment(/players), it's not always a good idea, even if it works properly.Let's fix that, please, either by changing the current one a bit, to make sure it's visible among clutter, or by giving us a few drop-down selections/colors/whatever. :) Range tooltipWhereas a Mesmer is hard-capped, there are some classes that CAN shoot beyond their tooltip range. Some examples I found out about would be Eles and Rangers (sorry guys). Oh, the skill is red on your bar but you can still deal damage outside of your written max range? Cool, cool...not. How is that fair to others? Obviously this has the biggest impact in PvP and WvW. Please put in a hard cap on the range for every class.
  4. No sorry, the reason I play this profession is that it doesn't have such gimmicks. Illusion generation and multi-decision based on that is quite enough to make it interesting and enjoyable without feeling like I'm playing a combo game like on a thief or rev. Leave that for other specs and playstyles, please.I only have to worry about a tiny corner of the screen and see 1-3 dots popping up to decide what my next action should be, depending on the spec. I enjoy the apparent simplicity of that. The ambushes already have cooldowns that make it so that they can't really be spammed, nor they may be that useful in certain situations, and the way they are trying to force us towards mirror-play and 1 dodge for certain modes is not a good direction to go towards either, in my opinion.
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