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RainbowTurtle.3542

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  1. They nerfed the output of the skills too. Mace 2 and mace 5 got damage nerfs in the March 19th patch.
  2. Maces weren't the sole weapon set for the builds, yet taking them was still always an increase over not- Power Soulbeast hit 46k DPS (up from 43k) using mace/mace axe/axe before maces got nerfed, Power Untamed hit 44k (up from 42k) using hammer mace/mace. Both of these builds made it justifiable to nerf mace, as they were already in the upper echelons of DPS builds, especially Power Soulbeast, which is generally considered the best power build in the game (high burst and strong sustain). Mainhand was intended to be support, and offhand was an offensive option with defensive utility as well (mainly the barrier and stability on mace 4). Nerfing offhand itself was unjustified imo, since FoN was already getting nerfed and it would be perfectly fine as an offensive tool in PvE, but overall I think a change to what applies the damage modifier from FoN would be justifiable in buffing the build that doesn't get too OP with the old values, Power Quickness Untamed.
  3. Maces got nerfed because across all variants of power DPS builds (mostly due to Force of Nature), they were a damage increase. I'd also argue that mace was easier to do well with when compared to other options. Nerfing maces was very much so justified. Power Soulbeast and Untamed both had unnecessary and likely unintended DPS increases from taking mace/mace, mostly due to Force of Nature. I just think this was a case of Anet taking a sledgehammer to something that could have better used a chisel. Power Quickness Untamed wasn't particularly OP damage wise with maces, the boon output was a nice buff to the build putting it more on par with herald which has recently been all but untouchable on the quickness build, and it was also quite fun to use, especially with the ambush, even if it didn't truly need the buff. I just think it'd be nice to have PQU reach that level again, if Herald isn't going to get nerfed any time soon.
  4. Hello! I just want to first come up front and say I fully understand where the balance team was coming from with the balance changes for Maces in PvE yesterday. Power Soulbeast and Untamed were very much so overperforming with dual maces due to Force of Nature's damage bonus. However, a build that was not super OP with maces (compared to the target build to try and match for this "category", Power Quickness Herald) was Power Quickness Untamed. With PQU getting access to a little bit of vigor, regeneration, and a solid amount of protection, it really felt like there was something you could justify taking over herald in high end content as a power Quickness provider. This isn't to say Untamed is in a bad spot, more of that Herald should have competition and for a moment PQU filled that niche. Ideally Herald gets it's boon output nerfed, but that's probably not happening any time soon... Now that maces have been nerfed, there currently is a 3k loss from pre-patch mace setups and a 2k loss from sword/axe for PQU- putting PQU right above Power quickness herald when trying to match it's (passive and easy, VS Untamed's more active rotation) boon output, which I don't think is the best spot for it. For Untamed to take some of it's utility outside of boon output to help compete with herald, it needs to drop Jungle Stalker (lessening your might output, which herald covers really well) or orange tiger/iboga (lessening your damage, which drops you to herald damage levels), and that's not counting replacing a utility skill used for damage for a utility skills with an effect. I think the Force of Nature changes for the damage modifier should be reverted- however, the Force of Nature damage modifier should only come into play when you have Bountiful Hunter selected, the first Minor trait in the Nature Magic traitline. Also, move Mace off of Ambidexterity in Wilderness Survival if it's going to also compete with the strike modifier trait for competitive modes. Condi builds could already be built to be more survivable than strike builds, maces do not need to be on Wilderness Survival. This basically locks off the 25% damage modifier from FoN to PQU (in terms of relatively competent builds), as Power Soulbeast does not want to give up Skirmishing or Beastmastery (Skirmishing is completely non-negotiable due to crit chance improvements with the traitline and Beastmastery provides too much in the way of raw stat improvements to want to drop that traitline either), and Power Untamed would prefer to keep Marksmanship for the raw damage modifiers from Farsighted and Remorseless as well as keep Skirmishing for the same reasons as Power Soulbeast does.
  5. You say this like the change isn't listed- 5 might for 10 seconds per ambush from Let Loose. 10 might per loop. People aren't going to use it if it's less optimal. I certainly wouldn't- I'd much rather just keep my damage up and not give any might, since healers generally are going to be the ones providing might for your subgroup, boon DPS might is just a bonus in most cases. However, player perception of a boon build (and in some compositions, it's actual effectiveness) is based around the boons it can provide on it's own. 10 might isn't a whole lot, but it's certainly welcome on power quickness untamed, and condition quick untamed will also benefit (despite already providing might from sun spirit, as the damage of sun spirit is more than acceptable for condition builds). In addition, the fringe Heal Untamed player base appreciates it as well. Looking at the build, you choose between better healing output (staff/staff) or better boon output (staff/axe/wh). With this change, you can provide more might without sacrificing the potential need for more healing (as you're a healer, and will be expected to provide the bulk of the boons a squad needs). The build (in my opinion) already isn't that great, but some people like it and helping enable playstyles without destroying other ones should be pretty welcome.
  6. You're telling me you're not excited for our newfound Arrow Cart Roleplay build?
  7. Why the Carrion devourer nerfs? Even if you think it's overtuned compared to other pets, it's only a good pick on untamed. I get not wanting pets to super outperform each other, but c. devourer was barely above Ilboga when used on Untamed. Leave it be, or only slightly nerf it. Not this. Pet diversity for (relatively good) DPS options is nonexistent without devourer, it's about to shift back to Ilboga or bust, which is a shame. The illusion of choice strikes again. Glad to see Let Loose give might, though. Might make Untamed a more compelling quickness option, since previously it just did quickness and damage (and maybe sun spirit might if on condi).
  8. In PvE, there are 2 major criticisms I have for maces as a whole, and one for Untamed specifically. 1. Force of Nature (or whatever the actual buff is called, there's so many of the same icon I do not remember lul) takes too long to recharge. This makes it a bit hard to use for burst builds (like power soulbeast) but also a bit awkward for sustained builds (like power untamed). I can understand to some degree (as the buff gives you a lot of benefits), but it feels a little hard to work with offensively. 2. Not so much with the damage or functionality itself, but mace 5 when moving's animation feels a little awkward or stiff (standing straight and swinging downwards), especially with the offhand weapon. Might be worth polishing up for the release, although it is a cool new animation. For Untamed specifically, the ambush does not blend well with main hand mace's more supportive aspect. Main hand mace should either have more power tuning for DPS builds (if that is what the ambush should be "mimicking" like on other weapons), or it should get some boons for quickness untamed (a bit of might and fury, which power quick untamed lacks group support for unlike most other quickness builds, and it would give some oomph for heal untamed. Maybe even group stability, although that might need mh mace to be relegated to heal builds only at that point, which I am not entirely keen on).
  9. I think some of these changes are, conceptually, good. However, some of these pets are just not worth using even with some of these changes- red moa (unmerged), fire wyvern, and to a lesser degree, phoenix. Devourers and spiders are also still so far off player's radars that I don't even know what to do with them without just making them broken OP. Fire wyvern needs a rework to the F2 as well as some more power in it's court. The F2 could just become a fireball burp like the adult minor fire wyverns have, for example. Red moa could use a shift from fury (ranger has plenty of self and group fury access), either to a different boon (Might?) or a damaging skill on it's F2. The moas overall would also benefit a huge amount from unlocking the cooldown based skills in the same way untamed does- a 6k healing skill, that non-untamed builds do not have access to, is now available, meaning red moa as well as blue and white moas will have more use on heal druid. All boon pets should be able to upkeep their boon (imo, in pve), with exceptions (white tiger, siege turtle). If the only thing their F2 does is a boon, give them the ability to maintain that- Jungle Stalker is a good example, the buffs seem like it'll be able to maintain it's might output quite easily. Blue moa? 4 seconds of protection. That is awful. I get not giving the siege turtle full prot uptime, but blue moa is already really underused, give it a niche, please. Phoenix might actually be a solid pick if the F2 changes increase it's DPS enough- however, I'd like to see Dash drop all the "wind bombs" at the target's feet, stopping the phoenix when it reaches it's target, similar to how elementalist fire/earth dagger 3s work. Drakes are still far too out there as well. River drake especially- give it more damage and a faster F2, currently the F2 is a DPS loss on an already weak pet. Overall they need to deal more damage- there's next to 0 utility to be had, give them some oomph. I could go on, but a lot of these pets will just always fall short, usually in damage if not utility. Most pets can easily get away with "just more damage", and maybe constant pve boon sharing (as opposed to temporary with We Heal as One or by only taking Nature Magic), but a lot of them need just more power.
  10. They were in a position where they realistically couldn't for a few reasons. 1. Sword was actually really annoying to use in most situations. Even in pvp, the rolling around wasn't inherently beneficial even if it did have multiple evade frames. 2. If they made the numbers better (across modes), in PvE it still wouldn't be taken unless it was so absurdly broken it pushed power soulbeast to 50k, and in PvP/Wvw roaming it'd be absurdly OP because you'd have a strong weapon with multiple evade frames on strong attacks. Now, sword is very hard hitting while still maintaining a more mobile playstyle, AND it finally sees use in PvE. It's a win across modes, unlike the niche pvp use it used to have.
  11. Scrapper's was mobile and enabled a ton of stealth. Ranger's is placed, is based around pet AI, and isn't used particularly often.
  12. Yes. Because poor performance to the point of minimal use means something should change.
  13. We have 4 mainhand or 2 handed melee weapons (sword, soulbeast dagger, greatsword, hammer) All of them are used in one area or another (sword everywhere, dagger on condi soulbeast in pve, greatsword everywhere, hammer untamed in pve) And the distinction of "melee" doesn't tell you anything else about the weapon. Like I mentioned above, plenty of maces have a supportive aspect that ranger does not have in the mainhand slot, if at all, on weapons. Boons, barrier, or blocks, all of which ranger could use in a 1 handed weapon, especially in the mainhand. I would not be surprised if their plan did involve rangers using Mace with warhorn to provide more boons, whether that be in PvE or otherwise.
  14. The DPS might not be competitive on dps alac druid, the boon duration to DPS gear ratio is neing worked out. We'll just have to wait and see.
  15. Yep, this is how it works. You hammer ambush, 4, 2, swap to sword/axe, and then you swap off CD for Let Loose procs. You keep an eye on your swap cooldown for the ambush (can swap out of unleash ranger in preparation). You should get 2 sword ambushes and 2 hammer ambushes per loop (1 on entry, 1 on exit for each set). As mentioned above the 30% BD MM/Skirm/Untamed build works perfectly fine.
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