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jason.1083

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Everything posted by jason.1083

  1. More like they're continuing their mission to eradicate passive everything, last time it was Alchemy, this time it's Inventions. If there's one thing about the trait they won't be keeping, it's this, the reason, I explained on my reply above. Honestly though I think this is better, it covers more conditions overall, and if you alter your build to have Swiftness, you solve your speed issue, it's not like it's a difficult boon to come across. If you want to have a shot at keeping the speed, try asking for Swiftness to be added on top of the Resistance.
  2. When they nerf Stealth itself. Which is another way to say... never...
  3. They don't have them, and even if they did, no one buys a lounge pass for 1 feature alone. And the point is convenience, because with that logic you can always go to Arborstone/Guild hall, equip your thing and go back to where you were, rinse and repeat, but no one wants that.
  4. How about a portable jade bot workstation, so if you want the luxury of switching between your modules you need that and inventory space dedicated to them. Maybe it could have an ICD for balancing purposes.
  5. That's why I started with that it's not a big deal to nerf the converters to introduce what OP was suggesting, I know most people don't have this much of an issue, and even people like me who do wouldn't really cause problems if we could convert our materials. Certain routines in game will just get you in that spot where you're bottlenecked with these materials, especially the Empyreal shards. And honestly the adjustment wouldn't be that big, simply remove the daily limit to some (if not all) the converters. And I'm not against any other kind of converter for the other ascended materials, I would probably grab those too, I'm capped on Airship Oil/Auric Dust/Leyline Sparks as well, I just resorted to throwing them out as they come in instead. I also long for the day we get a solution for Essenes of Despair/Greed/Triumph, making them into materials did help a little but there's still too many of them.
  6. As I'm typing this, I use my converters daily, I have 2,5k Empyreal shards shards in the Storage, and I still have 5,000 sitting in my inventory that keep going up, at the moment I can kind of handle them by converting them into stars, but I already have 1,200 of those as well, so I'm 50% capacity on my Mat storage. The Oil/Dust/Sparks also have a similar issue, true.
  7. Just give us more Synergetic mount skins already, from my understanding they should sell like hot cakes.
  8. You'll only encounter that with birthday boosters, and they last for long enough where it won't be a big deal, unless you somehow wait in queue for multiple hours at a time, which is unlikely. Any other booster you can manage yourself.
  9. After some very scientific calculations and higher level math, I have an answer for you, maybe try using the boosters after you enter the map you want.
  10. I don't think nerfing the converters is necessary, the rewards are mostly junk items anyway. And most people don't exactly have such a tremendous amount of these materials that would threaten the markets stability, all the valuable stuff you can get out of them are so rare that even a player with 500 stacks of these mats wouldn't get much value outside of...Unidentified Gear maybe? Which we're low on supply in the TP rn anyway. After the first fluctuation things would return to normal.
  11. The point of this thread was to counter power creep, and this is one way, but as I said I think out of all that the best and simplest thing to do is make mobs always prioritize the player that does the most dps and they can get their hands on, thus forcing said player to cut down on dps and play defensively until someone else exceeds their output. The rest I mentioned was to drive the point that adding such mechanics to mobs would dramatically increase their potential against players and it would be interesting to see this kind of thing as a difficulty tier in instanced content, instead of just increasing stats we could have smarter enemies.
  12. Thing is, a mob has an important advantage over the player, and that's the knowledge of the skills you're pressing and your setup. When going up against a player they won't know your equipped skills nor what skills your casting unless they have an obvious animation. A mob has all that info if the devs allow it. It's like AI players in strategy games when they cheat and disregard the "fog of war" mechanic and look at your stuff. So it will definitely have some effect, especially when you're up against multiple enemies that can do everything a player can, like dodge, heal, apply/strip boons/conditions etc. And I believe that the best thing to add in this regard is to make all and every enemy target the player that's the biggest threat, and that includes raid/strike bosses. Thus the highest Dps will always be focused by all enemies. Makes sense Imo.
  13. It's been working just fine for me, never got a rune or sigil when salvaging with it
  14. And they could be even better if there was better communication and understanding of the mechanic, there is in some instances but it's far from being the norm. Which is probably the reason some people want them buffed.
  15. It would almost definitely affect all engi players, because it's most likely to cause a mass nerf to everything else, weapons, kits, toolbelt skills etc. Plus if I know one thing about Anet is that when they deliver player requests they do it in such a way to make those players regret their decision, Turtle is a great example of that. So if they do give engi weapon swap it will have something like 45 seconds CD or something ridiculous like that. Imo adding a second weapon slot all together was a mistake (Engi used to not have a second weapon slot at all in case you don't know). It's reinforcing players to keep asking for a swap... I don't even acknowledge its existence even if I have a legendary I could plug in there, I prefer to have it sitting in my armory. As it stands now even a kitless build is viable in most situations so a weaponswap will probably just add more buttons to press and the rest will be tuned down so the damage/healing/utility will end up being the same.
  16. It's not like they do much anyway, if said players want to finish with whatever they want to kill in this century Fireballing it doesn't help. Also to get back to your first point, with all the things Skyscales can do already we could easily have some kind of PvP Skyscale Arena, would love to see that.
  17. Combos have been left behind and the impact on some of them is quite negligible. It's not that they're pointless, but they're niche and difficult to use in a lot of situations. You can get condi cleaning, healing, Aura applications, life steal and a lot of other effects with combos, which can be really good if you can coordinate them. Now obviously some classes make use of them more than others, so buffing combos (at least to the level I've seen some people suggest)is another way to create overperforming builds, especially in competitive game modes, so if it's gonna get done they'd probably need to reduce combo field/finisher access as a whole. Well, there's already a lot of CC and projectile hate in the game, the devs have been actively trying to circumnavigate this, giving these Auras to everyone doesn't help. Plus Auras promote passive gameplay, whilst the devs are also clearly trying to get rid of with the Relic effects being on skill activation and the last couple balance patches.
  18. They do not. Their only purpose outside of the achievement is to provide golden Armors, but they are in no way required, some people just do them for fun, then drop the Armor, it's not that complicated. And the participation ofc, but you can get that by partly doing all 4 mordrem assault events, TM and a couple of Vinetooths, these will provide decent loot on top.
  19. Don't forget WvW. If someone catches you underwater as Mechanist you're done for.
  20. I think you know the answer to this. If they're already struggling to keep the skills/traits they do fiddle with to a stalemate of balance, imagine what would happen if they added more to the cycle. I hate to say this but the amount of freedom in build making in this game makes it a nightmare to balance. Don't get me wrong I'd love to see buffs to my favorite niche underused traits/skills, but if the balance team already struggles with the amount of balls they're juggling, adding more is just a way to make the whole thing collapse. Maybe another time...
  21. I don't think Anet even envisions Scrapper as a pure Power Dps, I was surprised to see that massive of a buff to be honest, especially considering they seemed to mostly focus on Support aspects in general, now they're cutting down on this and pushing even more for support Scrapper.
  22. The solution to all this is simple, buff underperforming kits/weapons. If you want to think a little bit out of the box you could potentially say to introduce some kind of buff to weapon skills when no kit is used or something along these lines. No weapon-swap is part of the identity of the profession, if it was that big of an issue it would have been a thing already.
  23. The way you're overexaggerating this makes me want to disagree with you. But truth be told it's not a bad idea.
  24. Plus it's still considerably better compared to before the buff.
  25. Well, even now the majority of Engineers running around are Mechanists, especially in PvE. I agree it's largely an issue of balancing but Engi was never exactly dominant or even close to it regarding population.
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