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pninak.1069

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Everything posted by pninak.1069

  1. if you are around your target chance of being closer than 240 units is higher than when being flanked by a different zerg. ofc you can stack easily if the entire zerg is on one point. this is the point he was making. you don't need to be a genius to see that one is intented for offensive purposes while the other is mostly ment for defensive purposes.
  2. if it really true that a-net employees use this aswell you should able to provide video evidence of it. and ofc I am ot counting weapon stow as the effect of its own, but rather the glitching of skills. since it hasn't been proven yet that it is intentional yet. I mean everybody can write anything on the forum if the day is long. doesn't matter tho if you just write a claim for the claim's sake without any backing of your claim. I proposed several ways how a-net could address it, but noone seems to care. better let 1/4 of the community stay in the dark instead of ensuring you got a better competition.
  3. best way to get them easy is daily clovers in fractals and doing reward tracks. there are some that yield 7 or more, but can't be repeated. but that means you have to play a bit of wvw daily. It is one of the reasons I do some dailies in wvw. and ofc log-in rewards.
  4. but you get t6 mats if you fail to get one. so it can be worth it to fail the recipe multiple times to gain t6 mats easier. this is esspecially the case for the 10 clover recipe, where the chance to fail to get a clover is over 2/3. for 1 clover you normally get 1 clover in four tries on average.
  5. @JohnWater.5760 based on a poll I did about weapon stowing good 1/4 of the community doesn't know it exists. I for one don't consider it skillful to replace a dodge with a button. they should just remove weapon stow and add cancel to dodge, which they did to multiple skills already. or they could make way more skills stationary and cancel them by moving similiar to how they did it in gw1. and if they still have it ingame they could tell you from the start. I mean we got a stupid dodgeroll area so why not give a pop-up for weapon-stow.
  6. another option would be to create no-skill no-mount no-glide zones during the first playthrough of a jp. but this just means that newcomers still have the option to get ported by a mesmer. but are forced to do it normally if no mesmer is present. in consecutive playthroughs the zones no longer exist.
  7. you are agreeing with me that crev is a very good spot. dunno about power rev, but since rev seems more in line than dps of ther classes I think prev must be pretty good too. and no condi isn't better than earlier. it is pretty much at the same position as earlier, but ramp up time is doubled. I propably thought since battlescars counts as dmg and has no indicator that it doesn't crit it should be able to. Afterall there aren't really distinctions between dmg types as compared to guild wars where lifesteal was no dmg at all and you had armor ignoring and typeless dmg.
  8. wish the sigil was available outside of pvp. I mean you pretty much get all the other condi affecting sigils and confusion is the odd one out.
  9. no. rev got more control over spikes than earlier. earlier it had constant higher dmg. with battlescars you can crit and I heard from raid players that prev gets around 45k dps and condi are more aggressive than earlier.
  10. "Changes to the Devastation trait line are aimed at two major areas. The first is addressing niche-use traits such as Malicious Reprisal and Jade Echo. These traits are being removed and replaced with new traits that have broader uses. The second issue is the opposite: some traits are so general that they are too similar in functionality. Ferocious Strikes and Vicious Lacerations both add damage in ways such that there is no real choice between them. The siphoning traits are a part of this change, and we're unifying the siphoning effect into a single effect for the combat log and making it a bigger part of the overall line. The new siphon effect, named after Shiro's iconic Battle Scars skill, is a stacking effect that is expended when attacking. It's more restricted in its applications, but it's stronger than previous siphoning traits. The Devastation trait line has been reworked. The new traits are as follows: Minor: Expose Defenses: No changes. Destructive Impulses: With this new trait, outgoing damage is increased by 5% for each currently equipped weapon. Targeted Destruction: This trait has moved to the Grandmaster minor slot. Adept: Aggressive Agility: With this new trait, movement skills remove immobilize. Unsuspecting Strikes: This new trait increases outgoing damage when attacking a foe above 80% health. The damage increase is 25% in PvE and 10% in competitive modes. Battle Scarred: With this new trait, gain 5 stacks of Battle Scars after using your heal. Master: Assassin's Presence: Moved to the top slot of the Master tier. Notoriety: This trait no longer grants bonus might when using Legendary Assassin skills. Thrill of Combat: This new trait grants 1 stack of Battle Scars every second while in combat. Grandmaster: Brutality: This trait switched positions with Swift Termination. Swift Termination: This trait switched positions with Brutality. Dance of Death: Each stack of vulnerability applied to a foe grants a stack of Battle Scars. The Battle Scars healing amount is doubled when revenants are below 50% health.Similar to the Devastation rework, we are also recentering the Corruption trait line around a new mechanic. Invoke Torment occurs when switching legends, and it inflicts nearby foes with torment. This skill can be upgraded with Grandmaster traits based on your preferred playstyle. The boon-removal traits have also been removed as we felt that they had trigger conditions that offered little gameplay. In exchange, we've added a few new powerful traits with drawbacks as we feel this is in line with the spirit of Mallyx and skills like Pain Absorption. Corruption: The Corruption line has been reworked. The new traits are as follows: Minor: Invoking Torment: With this new trait, switching legends inflicts nearby foes with torment. This attack is called Invoke Torment and can be modified by other traits. Seething Malice: With this new trait, gain 120 additional condition damage. Yearning Empowerment: This trait has been reworked. It now increases the duration of all damaging conditions by 10%. Adept: Acolyte of Torment: With this new trait, torment deals 10% more damage. Demonic Defiance: No changes. Replenishing Despair: This trait has been reworked. While upkeeping a skill, revenants gain 1 energy regeneration. Additionally, they self-inflict 1 stack of torment for 5 seconds every second. Master: Abyssal Chill: This trait has moved to a new location in the same tier. Demonic Resistance: This trait has moved to a new location in the same tier. This trait no longer grants vitality based on condition damage. Increased damage resistance from 20% to 33% in PvE. PvP and WvW remain at a 20% reduction. Pact of Pain: With this new trait, conditions the revenant applies to foes last 15% longer. Conditions inflicted on the revenant last 10% longer. Grandmaster: Diabolic Inferno: This trait has been reworked. Invoke Torment inflicts burning and poison. Fiendish Tenacity: This new trait causes Invoke Torment to grant resistance. Resistance heals the revenant every second it is active. Permeating Pestilence: This trait has been renamed. Invoke Torment transfers conditions to struck foes."feburary 25 balance patch.
  11. in the second to last balance patch. they reworked a traitline. making rev the only class capabable of achieving 100% condi duration for all condis
  12. last few times rev got pretty much buffs only. dunno why you consider a rework a nerf.
  13. I think condi rev is fine. if at all it is too strong. right next to burn guard pretty much.
  14. I think 30 sec is pretty decent. but the skill on its own is hardly a competition to lich form. and I think that's why you complain. I think since the dmg on it isn't very high and cooldown is very high it is in a good place. and once the caster is dead the elite is pretty much useless. lower cd and shorter duration can lead to pve thiefs being able to constantly keep the elite compared to right now, where you are forced to get 5 kills, when playing DE. if you lower it to 90s it might just need 4 kills since enough time passes between kills to make the last kill unnecessary.
  15. in principle the plan to rebalance stunbreak on rev seems fine, but I doubt you really wanna lose them when most legend got atleast one stunbreak available. biggest nerf would hit mallyx. because you lose an no cd stunbreak even if the costs for it are pretty high. I think rev has biggest on demand stunbreak compared to other classes. and you are pretty good against condi too with a alacrigade being able to ignore 4/5 of all condi dmg if he uses mallyx skills frequently.
  16. you get so many levels via tomes I'd just keep the character and buy a new char slot later. when you got every class in the end you are able to experience all the different playstyles you like. now for engi I have to tell you that I deleted mine twice, before I kept one at the end. I think getting used to different kits is one of the problems players have. elite isn't really of big impact imo. so I'd stay short under the level where you get your first elite skill.
  17. I think ascended do increased dmg already it is just a very small difference. Now if the dmg was about to be increased elitist players would let people in their group that got ascended already, despite the fact that stuff like fractals and raids are designed to give you these armor as drops. so in the longterm players who wanted to do the content will avoid it completly and raids gonna have an even smaller playerbase. you can look at what to wow happened when they brought in the rng imba armor/weapon combos. raids are pretty much nonaccessible to the average user anymore, because people accept players with rng gear only.
  18. I don't see mesmer of any use other than portals for zergfights. all the other classes seem to have decent weapons in big scale, while mesmer is forced to play smallscale to exceed in an area. I mean its illusions literally got no purpose in big fights. think number of cmirages went down, because a lot of players seem to switch back to pchrono.
  19. yea mirage has to take out camp ncps one by one, while fb propably just sits in the middle and spams its tome skills.
  20. I don't care about numbers. it is so easy to say them and praying on other forum members not to check them. I mean most people are lazy enough not to do it. Including me. I don't really see worth in a discussion once you bring math into it. And since I play all classes myself I think that I can atleast understand what people are referring to. ofc there are also players complaining about traits etc. that don't work like they think they do. like IH, which is just a trigger for ambush attacks and doesn't do dmg on its own. For some reason people like complaining about stuff they don't understand. this is propably true for me too.
  21. I have been in wvw subforum recently where someone showed a deathrecap with 145k burn dmg taken. ofc the people advocating for condi dmg nerf overlook that death recaps show everything except heals. so the fight might have lasted 5 mins leading to such a high number. and still some people fall for that crap.
  22. so you would change condis to an effect like lifesteal. smth that can't be removed and scales with smth. else than condi dmg. you could argue that it lower builds diversity. but the game offers many more ways to play builds now. if it wasn't for condi cleanse power would rule supreme without condi even having a chance.
  23. I think hybrid builds are the winners in pvp. they profit from both. and yes condi cleanses are needed, but you don't really need as much. I ran necro bunker before they nerfed it and I pretty much used two condi cleanses only. one being staff skill 4 and other being a trait proc that send 3 condis back to the enemy. in wvw I am doing fine with just having 3 condi cleases and emergency invul on shatter 4. ranger got a good amount of cleanses and they can even combo them for bursts. scrapper got whirlfinishers for cleansing shots in water fields. I find it a good dynamic. everyone is forced to take condi cleanse and stunbreak. build variety would be severaly crippled if power would have an easy time without even carrying cleases. and don't forget that some players even got partywide cleanses on them. like ranger and their healing spring.
  24. depends on build really. the cthief works with burst only if thief guild and venoms are used. mirage works if you got enough clones and prepared mirrors in order to trigger ambush+ hit with shatter. if you cleanse at the right time 90% of the dmg is mitigated. for power you still gonna take the majority of dmg if they prepared their spikes well. like getting a long immobalize before a quick 100b. I think power hardly got any ramp up time. you just got spikes which will continue to get stronger depending how often you hit the enemy. for condi this isn't really the case. you rely on some condi skills to combo with others skills to add more stacks instead. and if you got specific traits that remove dmaging condis like burning most of the dmg will be negated.
  25. you are pretty much in a battle against the clock. you kill a cbuild quick enough they can't do as many conditions. I mean that's the whole idea of condibuilds. lower overall dmg but winning in the longterm. I think it is also one of the reasons why cbuilds use rabid gear or trailblazer stats. but trailblazer can no longer be used in pvp. so builds going for long condi duration aren't really an option at this point.
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