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Inguz.6493

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  1. As opposed to all the other passive effects from trais in shroud? Not sure if I follow Yeah twisted medicine's affecting allies would be better off as baseline, I agree. At the same time I think it's mostly fine, since the elixirs feeds back to survivability and not requiring friendly or hostile to to stand still past the splash to get the full effect. A new elite spec, of which literally all of the five new utility abilities, consists of "throw a bottle on the ground" is creatively lazy, but I'm ok with the mechanics behind it. I've never been enthusiastic about the minions, signets, or wells. Sure Well of Power is more powerful if your team mates stay in it for 5s while Elixir of Bliss deletes 5 conditions on each ally instantly. With the cluster kitten of the area and condition damage in group fights, throwing in a well timed Elixir of Ambition sure can do a lot.
  2. I'm going to have to disagree! Both the shorter cd and being able to give it to allies on the same trait seem over the top though, and both are very strong in a support build. I think at least Doom Approaches is nice to dampen a bit of damage from the enemy team (and the +condi is always nice). Regarding the "don't promote good gameplay" I'm assuming you mean going in to melee range? If so I will counter with having to dance in closer to and back away from an enemy breaks up the monotony of playing either melee or ranged and is part of the Harbinger identity (like in the shroud skills). The stakes may be higher but I still think that's fine as an alternative playstyle that's just as much about knowing which fights to pick, how, and when (similar to my glass cannon berserker warrior).
  3. That's a fair point. People did that with arena very many years ago in WoW, playing during hours with as few online as possible (before all the servers got cross-play, before that they were part of one of a dozen different server clusters for instanced PvP). I just know that despite Overwatch having had such a huge playerbase some time ago and was able to create many matches with very similar rating, it often felt like the outcome was decided by a dice roll. One game my pug team steamrolled the enemy, next one the enemy steamrolled us. And the couple of close fights here and there felt less frequent than one side dominating the other. In my experience it's the same in conquest here too. I mainly want to play to have fun, and all the tilted and salty people in chat malding can be real buzzkillers. It's highly counterproductive if someone gets offended and can't play as well because of it, and that the offender risk being ridiculed themselves by others. Everyone gets irritated sometimes, but why even play in a pug if they already know that they despise having close to zero control over your team? It's a team game, and if trying to encourage cooperation and team spirit then starting with insults clearly isn't the way to go. Not at all saying that OP does any of this, but still wanted to point out that it's mainly peoples' own mindset that makes them tilt to that degree. Venting isn't always toxic. But, Alt + F4 > flame people in chat
  4. Hm. Not my experience playing Harbinger. But I suppose you're going full damage? I can see how that could be an issue. The only big two/three weak points that I've felt is susceptibility to stunlocks, limited mobility outside of the shroud charge or wurm teleport, and that at low health and life force at the same time with long CD on important utility skills it can be a struggle to be able to do much until I can catch up with team mates (but pistol 2 & 3 helps with this). Though I feel even sturdier as Harbinger than with the usual resilient builds
  5. At some point in the past I realized that because I so frequently see notably poor plays by "noobs" on my team in any competitive game, the system approximated my skill too and placed me in the same bracket as them for a reason.
  6. I will have to check out shout, never tried. I've never been a fan of Spellbreaker, so berserker glass cannon is more my style lol. Gunsaber I need to play more. Fun, but I don't feel I have a proper sense for how to play it yet. I'll just try shout hammer and see how it goes 😅 On the other hand, I found playing pistol+dagger/staff Harbinger as support to be very fun. Admittedly I'm mid tier scrub, but I still don't quite understand what people are complaining about. Twisted Medicine talent just feels so impactful if there's enough targets, and plenty to assist with (both offensive and defensive support). IDK, seems to have respectable damage for a support build to me, and like Elixir of Ambition feels really impactful when I give all boons to team mates for 6s (in addition to the condis of course)
  7. Time to go ham with my warrior I guess. Hopefully it can perform well enough that it's now underperforming in conquest. If nothing else, there's the meme factor
  8. I'm not sure if it at all would be possible at all the moment to buy anything from the West with Rubles directly (automatic conversion)? Perhaps you could contact your bank, and see if they have any solution. Or see if they made any statement regarding that already, I imagine it's a common question that Russians have at the moment. I saw that the two available options that isn't a card directly is PayPal (doesn't allow currency conversion), and that paysafecard (not operating in your country). Doing a translate of the Russian PayPal website I'm not sure if it's prohibited, if you could deposit US dollars somehow. I only saw PayPal prohibiting conversion, if the translation and my interpretation is correct? (There's also "Trusty" but seem to be an European Union thing.) 30 US dollars conversion is ~3600 Rubles at the moment. That the Ruble has tanked sounds terrible to buy anything in US dollar or Euro, considering it might be twice as expensive for you, and that the purchasing power already was considerably lower. I like both the Ukranians and the Russians I've met online (Swede myself), and here's to hoping that we all can be even better friends soon enough.
  9. I disagree. I started playing my necromancer alt before the latest nerfs, and going from warrior the contrast was stark. It was easy to pick up, I could survive 1v2's for way too long, and 1v1 was a joke, they really struggled to down me in between the conditions eating away at them while I was spamming crowd control. About as how I would expect it to feel, having struggled to kill necromancers as a warrior. The result was there, and no longer did I have to avoid all aoe crap on capture points to deal damage, and it also meant that I was less susceptible to getting hit by random stuns and other effects because I could stand at a distance. Then the nerfs hit, and I still feel that my sustain is great.
  10. I find it strange because you have to constantly move in and out of melee range, and if you don't do this dance you are very susceptible to area of effect, direct damage and stuns. One would think that a warrior would be all about trying to be glued to the face of your enemy, but not really. Plus, you have to be very cautious to charge into group fights or you'll get stuck in chains of stuns and just die. It's extremely punishing if you make a mistake, although spellbreaker is more forgiving than core or berserker. I also play necromancer, and the difference is night and day. With my necro, I don't have to break any and all stuns that come my way, and I can face tank anyone for a relatively long time (not saying that face tanking with necro is a good idea if you can avoid it, but it's possible).
  11. Yours is one build. Many other different builds can be played. These changes reduce “build diversity”, by a lot. Also, I feel like reducing the impact of traits in the build makes the game boring. Traits can give many different abilities and change how a class is played, what a class can do. Reducing their impact makes different builds more similar to each other. Which builds, though? Core power? Minion Master? Scourge won't be affected by the Shroud nerfs. (Not sure if Shroud nerfs affects Reaper or not?) Unfortunately Ritual of Life was a very big portion of the support capability of necromancer. Most of the support builds that are not tank builds got a heavy hit by this patch.Core power or condition dps/support (at least 4 viable builds), Reaper power dps/support (at least 3 viable builds), the tank variant of various builds, etc. While the tank variant of the builds could seem over performing with high resurrection capability, the dps variants were much more balanced. We had to ress fast otherwise “we” would die, we were loosing damage to take Blood Magic and other tools that allowed to offer some support without being immediately destroyed. We lost a lot of fun, enough effective, not very popular builds. I hope something else can be given to us, to help build variety. Usually, I don’t really enjoy playing “meta” (popular) builds and I'm not going to tank with my necromancers. I don’t enjoy having a lot of Health and suffer every “3 seconds” from CC skills I can’t counter. A lot of people also suggest to nerf life force generation, but... Don’t forget that necromancer is not only a tank. Life force is very important for every dps build, without it necromancer is extremely weak both offensively and defensively. I could also mention that right now an effective Scourge support build can not even exist both in PvP “and WvW”, and the nerf to Ritual of Life is another big hit to something that was already impossible to achieve. I wonder if and how ArenaNet will make supporting with Scourge “possible” again.While I see your concerns and agree that each profession having more than one or two viable (albeit, perhaps some more niche ones) builds would be a good thing, you also have to take into account Arena Net's position. They had to nerf core condition survivability. Perhaps they could have butchered Blood Magic, but that seems even worse than nerfing shroud.
  12. Yours is one build. Many other different builds can be played. These changes reduce “build diversity”, by a lot. Also, I feel like reducing the impact of traits in the build makes the game boring. Traits can give many different abilities and change how a class is played, what a class can do. Reducing their impact makes different builds more similar to each other. Which builds, though? Core power? Minion Master? Scourge won't be affected by the Shroud nerfs. (Not sure if Shroud nerfs affects Reaper or not?)
  13. I've been playing my necro (core condi) a lot lately, before and after the nerf. I feel that the nerfs are justified. Before the patch, I was too resilient in 1v1 situations, and in all fairness, I don't feel the effect of the nerfs that much. It's fine, really.
  14. It's no hyperbole to say that after some team fights where you last for a while but die, the top damage dealing condition could stack up to 50-60k. Likewise, chains of crowd control that makes you lose control of your character in situations where you cannot break out of it mean that you are helpless to any incoming damage. Both condition damage and crowd control does something unfun, they make you passive to their effects and remove player agency unless cleaned or broken. Comparatively, active damage does not remove player agency as it can be avoided. That's the core issue that I and many others have in the current state of PvP, both condition damage and crowd control are run because of their effectiveness in dealing damage or setting up damage, not necessarily because they are top tier. Dishing out condition damage and crowd control is usually low effort but high yield. More active playstyles are thus not quite as appealing as they demand more from the player and that they are in a constant struggle with downing the enemy despite their agency. Player agency is important because once you've run out of cleanses and stun breaks there's nothing that you can do about the situation that you are in. There's no possible clever outplay to dying to high condition damage or chains of crowd control. Once locked down, you're done for. Without agency, enjoyment is sapped out of the game mode. It would be interesting to see win rates for condition heavy professions or elite specializations, but that's not what's truly important. The conquest mode is partially in an unfun state because of passive damage dealing effects and effects that remove all control from your character. Neither feels good to lose to and neither it feels like you could have played differently in order to have been victorious. Player rating, skill, or what have you does not matter. This affects all aspects of player versus player at the moment, and we all feel its effect as it's a solid strategy right now. I'm not going to suggest any solutions, only state my issue with the current state of PvP. I think there should be room for condition damage and crowd control, too, just not be as rampant as it is now.
  15. Mine works like other popular warrior specs in a way, using greatsword for mobility to not take damage, stacking as many damage-dealing talents I could think of. I'm sure it would be OK (but still less efficient) for lower ranks if it dealt more damage. Hm, I'm not sure how to stack might with your spec outside of Signet of Rage. Adrenal Health and is possibly fun, then how your build could deal meaningful damage outside of Signet of Rage I don't know. Running warhorn you miss axe 4 and 5. How does this spec work, you stand and tank? I'll try this if you tell me intended playstyle, do you stand at range and then what when you have 1+ enemy on top of you? Warriors in general are very dead if they can't break out of CC as most of their defensive abilities and heals are active and not passive. Anyway, even if what you claim is true, that it's abusable, I don't think anyone would mind a tanky bow warrior spec that can't deal much damage or shield block. It's good at wasting people time, not ultra DPS but gets the job done more easily because of this oversight. I do all my combo fields together to get max Might with the fire field, I don't use Signet of Rage because the adrenaline helps getting Axe/Bow burst consistently and that's what allow you to survive because you clear a lot and get better healing. Cycle all the skills as needed with weapons with all the possible synergy, it'll rarely get super stuck in bad situation because of all the passives and Knight's is pretty tanky with the nerfs while burst axe can still hit up to 5k if you count the evades before doing it, can also chain auto since stuff tickles. Balanced Stance is good if you're afraid to get blasted with Power since it's crit immunity and if you need to kite, free casting is possible and as said the fire field can pretty much scare anyone off if you really insist on contesting, it's also beneficial to your synergy since it's on the objective and with 25 Might, that's 750 condition damage. I say it exceeds at 1v1 though, can annoy 1v2, if you 50% people, that's free weakness making it worst on people trying to damage you as well. Td;lr, Tanky, has enough damage but not going to do it quickly. Preferably used on owned objectives.I don't know, I've tried it a few games and once something like a ranger + mesmer is on top of you then you might as well just lie down to respawn faster. There was some healing in this build, I don't argue against that, but it's not much to hang in the Christmas tree when compared to something like holosmith that can be bulky and use ranged weapons at the same time. I don't see the issue, bow f1 is very slow to cast and requiring it to hit something on initial impact would mean that it's even less useful. Everything considered together, the sustain from healing is mediocre as sustain since once you have more than one person on top of you then you are dead. Axe f1 hits for maybe 3,5k crit at most, warhorn doesn't have much of an impact. I'll admit, I had fun trying power bow build and bunker bow build just to test it, but it can't compete with the viability of the meta specs (or heck, just dual axe core or berserker, at least those two are pain trains once they are allowed to hit things). Case closed for me, it's not the best build overall, and the "abusable" bow f1 with procs should be there to at least give bow some useful synergy with talents.
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