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These are my suggestions to improve the functionality of Spectre as a support in WvW. 1. I struggled with swiftness uptime in solo play and had to compensate by using runes of the pack on a heal build (not ideal). - This could be fixed by enabling Thrill of the Crime to activate when using Siphon on an ally, or with no target. It only triggers when used on an enemy. 2. Scepter 3 skills with pistol or dagger offhand should pierce 2 ally targets in a line in addition to your target the way that Endless Night does on enemies (providing the relevant boons and barrier to allies). 3. The boons which you apply to your ally with Scepter 2 and 3, should also be applied to you. What support only gives boons to allies and not themselves? Strange design decision. 4. The 4% shroud degeneration health should be transferred to your tethered ally instead of the one-time barrier. This is something like a 400-500 heal per second to your single tethered target for as long as you can keep shroud up. Entering shroud currently offers very little support utility because the skills grant barrier based on the number of enemy targets you hit. It feels as though entering shroud should be the largest spike in support utility, seeing as it is a limited resource. also wouldn't mind a stun break baked into shroud somewhere, whether its by entering shroud or when Mind Shock lands. but i can live without it lol.
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Math to back up why Maguuma should go it alone next relink.
Curt.7963 replied to exeggcuter.8394's topic in World vs. World
oh baloney this comment is cursed -
I've been trying Bladesworn for the first time in WvW over the last few days (about 10 hours) and the changes that need to be made to make it viable are very obvious to me. They're mostly simple number changes since the core functionality feels just fine to me. Firstly, here's my build: http://gw2skills.net/editor/?PKABc6d7llySYtMRmLO6W+RXA-zVRYiRD35RQYHSTigGVA9KFU8AA-w I worked the build to try to compensate as well as possible for the intrinsically weak aspects of Bladesworn. Problem 1: Dragon trigger's functionality. This is the bulk of your burst damage, and you can only use skill 3 (the ranged one) in zerg combat. If you're able to get away with using Force (1) or Boost (2) in a zerg, then your team has already won that fight. Suggestion: Add an evade to Boost. Add Stability in addition to Protection on the 2nd minor trait in WvW Only. Increase the teleport range on Flicker Step (300? really??). Problem 2: Dragon Trigger is too slow. You have to put yourself in combat, land hits/weapon swap/and use movement skills to increase your flow generation to set up a Dragon Trigger. This takes an agonizing amount of time where you are utterly useless to your team. When you finally gather enough flow, you HAVE to use the Tactical Reload elite to build charges at a reasonable rate to use Dragon Trigger, and that thing is a full minute CD. Suggestion: Increase the rate of flow generation, OR allow for some percentage of flow (maybe 50%) to remain passively outside of combat to be able to open with Dragon Trigger. Decrease the time it takes to gain Charges when activating Dragon Trigger. Problem 3: Dragon Trigger is too weak. There is very little pay off for the amount of effort you have to go to, to land a Dragon Trigger skill. Tell me why I can land 130k damage in PvE (https://imgur.com/a/0pAn4Fq), but I can barely squeeze out 7k under identical conditions against NPCs in WvW. I've slotted Dragonspike Mine to reset Dragon Trigger, because you HAVE to use it two or more times to have enough damage to down anyone. Suggestion: Either reduce the time it takes to build Dragon Trigger so it can be used more often, or increase the damage coefficient in WvW by at least 2x. Problem 4: There's no poke in a pirate ship. A lot of WvW engagements occur at maximum range (just beyond 1200) until one side has a clear advantage. Bladesworn can't even put themself into combat to build flow at 1200 range without using rifle or longbow. Rifle is hot garbage on Bladesworn for anything but ammo synergy (why would you ever use a rifle without Killshot/Gunflame?), and bow is just hot garbage in general. The answer is in Artillery Slash (Gunsaber 3). Suggestion: Give Artillery Slash a 360 explosion radius in addition to its 900 range, and cause it to explode if it does not hit a target. OR change Artillery Slash to 1200 range. You could also rework Bow with more un-reflectable AoEs and faster projectiles. I see some viability there with Bladesworn. For Bladesworn to be something people want to use in WvW, its burst damage needs to hit harder than a weaver Meteor Shower, or a DH Trueshot, or an Arc Divider, because rooting yourself for that long needs a bigger payoff. I feel like warriors in general are in a rough place in the current meta, but Bladesworn could be really fun to play if it weren't undertuned. If the damage on Dragon Trigger was higher, you could drop Strength for Defense and have a banger WvW build. And if flow generation was a non-issue you could drop Discipline for Defense and also have a banger WvW build. -With Love from Maguuma ❤️
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Ok going back to the second EB idea after what I've just experienced. We're playing around with YB's keep right, they spawn at spawn, we spawn at SMC, mutual destruction every single fight and quick respawns to get back into it. It's a blast and its very refreshing. Both groups are pugs so there is very minimal minstrel stacking, so people actually die and your damage and positioning matters big time. Its very enjoyable, and there's constant action. So i'm thinking a second EB-type map would be amazing, except with NO SMC, the whole map is squished down, and the inner towers are removed or changed to camps (because people rarely fight over them anyways). Additionally, reduce the player count on each side by 10 or 15, to reduce blobs, reduce collateral healing and projectile blocks, reduce lag in a smaller play space, and keep the population more consistently even. My understanding is that the large maps were designed so that smaller groups could split off and there would be many different things going around the map at the same time. But the meta in EB has always been to stack the entire map queue on one location, so the map size is really a detriment for player interaction and should be condensed.
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your math is flawed though. Sure the damage is mitigated by 99% plus some decimal percent, but the original power calculation before armor is still in the millions, so that decimal percent still has the potential to be massive, considering the health pool a player has. The difference between full berserker, and full minstrels is around 1200 armor or a 54% increase in armor, or a 54% increase in damage mitigated. That's default damage right? If you smack anything with a wet noodle the damage is going to be close no matter who you hit sure.Now imagine instead of doing 828 damage, you land a Churning Earth on a full zerk weaver with bloodlust stacks, and it crits.then the calculation is more like: Zerk -> (1,100 weapon damage 4001 power 3.5 skill coefficient) / 2211 armor = 4,473 damage x (2.52 crit) = 17,556 damageMinstrel-> (1,100 4001 3.5) / 2211 (1,100 4001 3.5) / 3443 = 4,473 x (2.52 crit) = 11,274 damage. The difference isn't 300 anymore. Its 6282 damage. To get these kinds of numbers, players have to use high damage skills, paired with THREE stat investments, power, precision, and ferocity plus the inevitable channeling time investment. Just to have it reduced by such a massive margin by a single passive armor stat. The lesson here is toughness has diminishing returns. Power has diminishing returns because toughness exists. Condition damage has no diminishing returns because it ignores armor so it became a broken stat the day they buffed burning/poison/torment stacking to make condi builds comparable in average dps. Therefore, toughness is overtuned in an environment where condition damage is negligible (when a class or group has near unlimited condition clearing, i.e. literally all of WvW).
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I'm confident in saying that the WvW playerbase is the most consistent and loyal playerbase since the launch of GW2 in 2012, despite the very limited updated to freshen up the gameplay experience. That's because the core gameplay is just so good, and the combat system is perfect for open world PvP combat. With that said, I will be very mad if my server blob that plays every day starts getting farmed because we lose our minstrels stat in WvW. I know we aren't the best players, but I think having something as simple as a stat that you can pre-plan to prevent you from dying indefinitely is a very good way on keeping the game fair for the less skilled players. It's better to favor the new people over the veterans who have proven they will stick around, so the new people are encouraged to continue playing.It also increases the fight times. We can have a slow benign buildup for up to 10 minutes, before it cumulates into one intense decisive moment! This wouldn't happen if we couldn't heal our friends endlessly like we can in the current meta. If we were all forced to have high damage we would be killing each other constantly and having to run back all the time! The only way we can capture objectives against better servers is by tanking the damage while standing in the lords room. If we were all squishy we would just get killed and have to spend too much time running back to ever win. Same goes with lower down state health. Our favorite map is not EBG, it's desert BL because there are a lot less players there, and its so big that you can move around without getting attacked often. Also, when you finally kill an enemy on wet-noodle builds they don't come back super fast like they do in EBG.*
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Please remove the stomp from the mount....
Curt.7963 replied to Vova.2640's topic in World vs. World
Hate to break it to ya bud, but you're playing the game wrong. You have to tell your pugs to get on mounts and follow your push to clean up the downs so you don't waste time cleaving and prevent the larger group from rezzing. Otherwise, you're gonna get a lot more value out of dropping 1 or 2 players in your squad to follow with mount stomps on the first push. You'll also get free rallies if your group explodes on contact but you can down a few in the process. If you're doing say a 5v5, get your holo/thief/mesmer/ele/warrior to dip out of combat and mount up to stomp, its a heck of a lot faster and safer. Just learn to exploit the new systems instead of protesting them.