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Mini.4806

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  1. I was so, so excited for Specter, and the beta disappointed me immensely. It simply didn't make sense: It didn't do anything that a Scourge or Guardian couldn't do better, but it was certainly clunkier to use! Single-target buffing in an MMO where *everything* else functions as an AOE is just... why. WHY. ESPECIALLY in a large event where you've got a snowball's chance in hell of clicking the right kittening target. The only way that could possibly make sense is if the Specter did that single-target buffing better than any other class, which they don't. And that's not even getting into how worthless they are running solo, with Rothollow venom not self-stacking. Thieves should always be a *selfish* class. Its only nod to group support should be making the enemies weaker, or, well, dead. This spec needs to go back to the drawing board, 'cause this ain't it.
  2. Meh...It's the current "trend" in IRL right now with the whole cancel culture. I see it as simply bleed-over from IRL. Whether that is intentional or unintentional is a different matter, one that I do not have an opinion one way or the other with respect to this thread. I mean, you could look at it as a microcosm of a larger social problem in that the hoarding of wealth and goods creates a false stability that could immediately devalue everyone's assets if just one wealthy person decided to flood a particular market, for example. Of course, these are merely non-essential assets in a fictional world with arbitrary values, but the real life consequences of a wealthy few hoarding untold billions and trillions of untaxed dollars actually does hurt an economy and makes it that much harder for anyone else to get ahead because we're forever competing for an ever-smaller "slice" of the economic pie.
  3. Please tell me I'm not the only one who runs DE with a bow. >_>
  4. Balance team: Spiteful, or incompetent? YOU decide.
  5. They can't even make hats with hair. Do you really think they're going to spend time on completely redesigning an entire race? /Really want fatter Asura, though//And Norn. Helps with the cold, dammit!
  6. Considering I used to get 14k Backbreakers without 25 stacks of might or 25 stacks of vulnerability on a target, yeah it was great in vanilla. Warrior hammer and Guardian hammer both kind of need to be reworked at this point. Both are slow AF high risk weapons. Warrior hammer at least used to de good damage to reward the risk of such slow telegraphed abilities, but since CmC decided that CC shouldn't ever do damage we're left with an incredibly slow weapon that cant really capitalize on its own CCs. If they brought the PvE Fierce Blow into the competitive mods then the weapon would be slightly better. If it lost the CC and kept the dmg would it still be good? Example:If it was possible to make one CC on weapon with a cd that is good but does little dmg but the to her ones with no CC did a lot of dmg. Also what makes warrior weapons diff from other class weapons? EG eles with lightning rod nec with their chill cripple? Is it possible to decouple stuns without a huge overhaul to make ccs separate tool for ANET to control while also keeping damage? Would huge overhauls be needed of the builds and skills be needed for this to work? Backbreaker is kind of iconic. It needs both the damage and the CC honestly. IF CC never gets its damage back though I'd change hammer 4 to remove the knockback and have it just be an AoE dps skill with a short cast time that deals more damage, or recharge more quickly, versus crippled foes for synergy with hammer 3. Ele Lightning Rod is Anet F*cking up. The trait allows Ele to continue to deal damage with CCs, not that you should ever get killed by it mind you, but is a perfect example of their 'balance' decisions. Chill and cripple are soft CCs, which Anet is okay with dealing damage, so Necro Chill/cripple just slows you down and doesn't stop you from responding. The whole stun vs stability thing is a huge clusterf*ck right now. Honestly, I'd like to see a return to non stacking Stability, where stab isn't removed per CC, then reduce the durations of all stab sources, like at launch. There was no reason to remove damage from CC while at the same time reducing damage across the board. Question how dependent on modifiers are you that involve stun? is there a modifier that says when mob is stunned you do 20% dmg more or something.? If so should they be touched if stun amounts are reduced for something else to make more useful in a less stun dependent environment for warriors? Merciless Hammer does 20% more for hammer versus cc'd foes. It also gives 10 Adrenaline per foe you CC. The question then is should merciless hammer be changed? or should CC dmg be incorporated in another way? if stuns and ccs are removed wouldn't it make this trait useless? and that adrenaline thingy that's like life force from nec and charges for guardians special move? how important is that adrenaline gain from that trait? I think before changing something removing a lot of considerations has to be made and I don't really know about warrior since I never played one so maybe clearing this all up will bring ANET here to change hammer somehow for the better. Are there any other considerations to be made in changes to traits alongside this to make warriors function better? how so? The hammer trait should simply add dmg back to CCs. Its in a GM slot and competes with 2 very strong GM traits. What trait is it competing with exactly that is competing? Berserker Power and Might makes right. 2 very good options. They were before mmr turned useless, 60 hp when u apply might may as well not exist when comparing to damage taken and nerfs to might. I actually find beserker power to be the only useful one now Have you tried Merciless Hammer lately? Aye. It's trash because hammer is trash. Slow, telegraph-heavy weapons should deal enormous damage to compensate. Like, game design 101: High risk for high reward. Instead of, like, infinite risk for limp noodle. But hey, they're the experts.
  7. I can count on one hand the number of Scourges I see in PvE in a given week. I don't imagine I'll see them more often going forward. Also, Deadeyes and core thieves are rarer than hen's teeth. I main a DD and see them fairly regularly.
  8. I just want to know why the devs think getting hit with a warhammer wouldn't hurt, especially if it's hitting hard enough to stun a person. WHO MAKES THESE DECISIONS AND WHY DO THEY STILL HAVE A JOB
  9. I suppose "literally unplayable" is a kind of balance. Kind of like "literally dead" is a part of living.
  10. I main Thief and really want a viable Daredevil condi build so I can make use of Impaling Lotus and some of the other fun traits associated with the class. But no matter how much min-maxing I do I can't make it even halfway effective as compared to power staff. It's so pathetic.
  11. I genuinely love all the NPCs in this game, Trahearne being no exception. Also, Braham and Taimi are adorable together and I miss their interactions in the latest season.
  12. I don't get why it takes so much fucking time for balance patches to come out. The stats are fixed! The math isn't fucking hard. How long does it take to drop a damage coefficient from .68 to .58? It doesn't make sense.
  13. I, for one, think it's a brilliant idea to combine two game modes that are balanced almost in opposition to each other and add a layer of annoyance to a game that's appealing primarily for the segregation of PVP to a separate mode.
  14. See, my conception of the classic warrior is a class that hits hard and is a steel juggernaut that can take hard hits without breaking stride, lacking only in long range capabilities and group buffing potential. Berserker speaks for itself: it's fast, it's bursty, and it sacrifices defense for massive offensive potential. Spellbreaker is meant to cover some basic weaknesses and add a layer of tactics to the vanilla warrior, giving it both a new, faster weapon and the ability to counter-strike almost at will. Cool! But in practice, the vanilla warrior doesn't hit any harder than any other melee class, let alone some of the ranged/spell-based ones, the berserker sacrifices defense for a bit of power that's rarely worth the trade-off, and the Spellbreaker is almost an apology for the horrific ranged options available to them. Like, you may not be able to hit back, but at least you can take one more pulse of condi from that fucking necromancer over there. I always play melee classes in rpgs and games in general when given the option, but this may well be the most confusingly designed class I've ever seen. What in the fuck happened?
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