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Yannir.4132

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Everything posted by Yannir.4132

  1. Don't be so serious. You did not need to respond in the first place, I was just poking fun at you. Anyway, the comment I was responding to completely ignored @ArthurDent.9538 's point, which was about a niche situation where you are coming out of respawn, and there's a downstate race on the mid node. As you can't get there on time for cleave or stomping, your only option to participate in that downrace AT ALL is to treb it once or twice. Like said, it's very rare. Rule 11. There are niche exceptions to almost every one of these rules.
  2. It can work through the sheer element of surprise, but once people are aware even in teamfights they will either dodge or move out of the circle. So I'd say in 99% of all imaginable situations it's a terrible idea. A good answer. Downed bodies are notorious for their dodging ability.
  3. How do you consider Essence Sap the second strongest stolen skill? At first I thought I must've misread that.It's pathetic, although very quick.IMO around 70% of the other skills are more useful. Ice Shard, Throw Gunk and Mace Crack being the only worse ones. Whirling Axe is the most useful in the most common situation you get it in, when stealing into a downed warrior. If there's no one else around, it does great damage and blocks both warriors down state skills so it's very good as a cleave skill.Skull Fear has a decent range so you don't need to hug your opponent. It's also Unblockable.Probably not particularly useful for S/D but Healing Seed is rather nice when you can Heartseeker into it as a D/P. Not super strong but it is nice.And Blinding Tuft is crucial if you want to succeed vs other thieves. Not the most common one but very useful when you do get it.None of these is as worth as Plasma obviously but they have their uses.
  4. Extra damage to Burning foes doesn't make a whole lot of sense here as it's the only skill in the kit that actually inflicts the needed burn. With a 10 second cd you'll never hit your own burn. Ofc in a raid scenario a boss would be permanently burning assuming there's atleast 1 Guardian in the squad, so in that sense sure. I would normalize the recharge to be the same as in Twist of Fate, 5 seconds. That 1 second window between this ending and getting access to the next ammo charge can be covered with a normal dodge, making this skill too strong with a 2 second recharge. I think the revive speed penalty is too severe. Depending on how this is implemented, your opponent could end up doing damage by trying to res if the ressee also has Poison on them, and that violates core design aspects of the game. You did forget about Poison, right?-25% or -33% would be my suggestion. Probably -33% so it's like a proto-Poison.Even with that this skill would be OP af. Ammo? 4 second duration? I'd put this on a 3 second duration with no ammo, and keep the current recharge. Should also rip Stab and Resi on placement, and the inflicted Chill could be 3 seconds. Maybe just 1 Boon though. Boon removal is a strong effect, and wading into melee with Stone Heart and a foe with Weakness is not a big deal even as an ele. You can make entire builds around an interaction this strong. Which is good but 2 is still too strong.Btw, is this a physical projectile and does it Pierce?
  5. I'd rather they establish Core Guardian as a bunker. Which it can do decently, it's just missing a few things.
  6. People have been saying WoW is dead for a decade now. Still the most played MMO.
  7. Ever tried Divinity: Original Sin 2? That might scratch your itch for longbows and flaming balls of fire.
  8. Skepticism is healthy, and you're welcome to it.Many of the previous categories, that benefit everyone, are also kind of over-saturated.A new "novelty" like this could be a new avenue for cashflow to them that actually effects what playing your class looks like. A new look for minions is more compelling to me personally than novelties, mount skins or gliders. I like the flavor.But overall it's a question of whether it's a good investment for them, and only ANet can really answer that.
  9. I agree. Bring back Portal. At the least, push the time between uses to 40-45 seconds. 30 seconds as a window for what Portal is supposed to do is just way too little.
  10. This could be baked into a larger collection. I also don't see this as unlikely as it used to be as they have been expanding the wardrobe lately with novelties, gathering tools, etc.Engineers want more skins for their kits. Mainly Flamethrower, Mortar and Elixir Gun.Spirit Weapons for Guardians could have alternative looks.Thief minions could have more varied looks, although they already change based on race.Just some examples I could think of right now.
  11. That sounds like a good idea.I think adding +25 to each tier chest would be neat. I'm also one of those people that doesn't get enough games played to even reach the last tier chest. Usually get to around 70-80 games per season.
  12. That Guardian scepter auto.People that spam Tomes of Knowledge next to the bank NPC.LA fountains. Those are the loudest fountains I've ever known.
  13. yes i am serious bright lights have the effect to make u stay awake. its a interesting phenomenon almost like the daylight if u heard about that before Seriously, you should turn off atleast the game if not your entire computer like 2 hours before you get to bed.Besides, you can set your screen to night mode which eliminates some of that brightness.
  14. Yeah, Spirit Watch feels very weird to play in.Feels like it has 3 side nodes instead of 2 side nodes and a mid node. The "mid" node, Raven, usually is the least contested node unlike in all other maps. The "team fight" in this map tends to happen around Wolf because it has the most flat ground, or around the Orb without anyone bothering to try and claim it. That's not really relevant to why it's disliked though. A different feel is exactly what we need. I think that the biggest issues on this map are the areas around the Orbs spawn point, and the Orb mechanic itself. A third issue is that teleports are far too good in this map.The area around the Orb needs more LoS IMO, it's far too easy to rain down AoEs from the ledges and gangways around it. On the other hand, there's way too much LoS between the points. The high ground advantage is real.The Orb needs to be available all the time(unless it's already being carried) but be worth less, maybe only 10 points. It also shouldn't reduce movement speed, shouldn't remove your skills and Swiftness and Superspeed shouldn't be disabled. Ports and Invulns should still drop the Orb. That way it would valuable to have a "flag runner" but mesmers couldn't Portal-cheese the Orb.The teleport issue could relieved by adding a direct way of walking from the Orb to Raven, and opening up the Raven ledge area a bit more. Currently if you port to the ledge in front of Raven, it'll give you a good 20 to 30 seconds of peace from the warrior that was chasing you because he has to go around. Unless he drops the chase entirely. A good thief will never ever die on this map. A personal issue I have with the map is that it has too many bottlenecks which makes it bad as a Conquest map but is mandatory for a CTF map. IMO you need to decide which one this map is, and enforce that decision with design. @Ben Phongluangtham.1065 I just had a thought I wanted to ask about. Why exactly is it that all Conquest maps have 3 nodes to capture? Is it just a fundamental constant of the mode or is that up for debate? Just feels like SW as a map might work better with only 2 nodes, which would increase the importance of the secondary mechanic.
  15. Please god no. I hate bards with a passion. Not even Dandelion escapes that feeling.Besides, you can't make a silent bard which would mean that the ESpec would include a lot of audio-based stuff, in other words, noise. We would need a "Silence Bards" option in the game settings xD My suggestion for the topic is some kind of Shadowdancer-like spec dual-wielding Axes. Give the OH a cheap, short range shadowstep that can replace shortbow.
  16. Pls don't. :lol: More customization options is always nice. Thumbs up!
  17. Took me about 15 tries but I finally did kill Liadri. On a celestial/viper druid. Not the most optimal build.. :lol: Enjoyed every moment of it. Once you learn the steps, and time your dodges right, it becomes more a coordinated dance maneuver rather than a struggle.
  18. If you are doing that in WvW, it might just be ping issues.
  19. These kids, complaining about graphics... Back in my day, characters were a blob of pixels, and I was still happy enough to play. I still do. I never understood why people bought Pokemon Fire Red over the regular red... (and I'm under 30...)
  20. Well this I can agree with. Sounds good. My main concern is that while it takes the 100 energy to gain access to Apotheosis, I'm wondering whether that's enough of a gate after you've used it the first time. It does potentially give back the 100 needed energy when it's traited with Grand Invoker. Simply firing an Elite skill like Jade Winds will already get you halfway to the next Apotheosis. Fire off a few weapon skills and it takes like 3 seconds to regain Apotheosis. On the other hand, the snowball will cease at this point as the global cooldown prevents moving on to the next Spirit Quest. Dunno, maybe it's fine as it is, would really have to try it out first, just wanted to raise this question.I also don't like the fact the gained boons are exactly the same as on Herald. Maybe you could give this trait more of a full defensive focus as it's already leaning that way? Defensive boons are beneficial even on offense oriented builds. Besides, if you are going for offense, your natural 2 traitline picks are Devastation and Invocation which already give you plenty of Might and Fury. I do have 1 more new thing to pick at which is this one. The cap prevention really isn't necessary. This trait would be pretty identical to Warrior's Defy Pain and Ranger's Lesser Signet of Stone, and neither of these traits prevents capping. It's only the full immunity ones that do this. This trait is also a passive. But it doesn't follow established rules for passives. Taking into account the smaller duration, it should have a 45 s ICD for PvE and WvW, and about a 70 s ICD for PvP. Or just make it last 2 seconds and give it the same ICD's as Defy Pain.
  21. In the end, these are only balance things. They can be toned down.I really do love the concept, and agree with everyone that this is a really cool idea.
  22. That makes a whole lot more sense. Still, that Elite skill is ridiculous. A 1-shot that can only be evaded and no other defense works... That will be either OP or useless. You have to give it a long casting time but at what point does the cast time become more trouble than it is worth? I can say for sure that 2 seconds is too little. You have to look at casted Res skills for comparison, as this is a complete turnaround of that and then some. A skill like this will provoke toxicity and anger from the PvP community regardless. Imagine getting targeted by 5 of these guys(or 4, and a Firebrand to give them Stability during the cast) in WvW, and they stagger their cast times so you have to dodge all 5 separately. Seems almost impossible. Some of the traits seem really OP as well. All of the Grandmasters really but especially the GM Minor as the skill that invokes it is on a 5 sec cd and takes no energy. Not sure whether the problem is within Apotheosis itself or the trait but bottom line is it's too much packed under 1 button that's not even an Elite skill. I'd say lose the boons(that's more Herald's thing anyway), and reduce the amount of condi it cleanses to let's say 3.
  23. @"TheSwede.9512" Can you explain Apotheosis with some more detail? Does it actually "replace" Legend Swapping or is it a flip skill? How do you swap legends if Apotheosis is flipped, or can you?
  24. Uhm, nevermind. I misunderstood the entire thing. I'll have to re-read it with thought.
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