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Skyzo.1297

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  1. I cant find a suggestion section so I guess Ill post here and apologize and thx to the moderator that will move it to apropriate section I was talking with someone in wvw earlier and he brought the idea of bringing weapon attack 1-5 customization like gw1 for more build diversity. I dont know if this is doable without modifying the codes too much and requiring too much dev ressources but that made me think. what if a-net brought the old trait platelet system back (If I remember right u spent pts in traits line to unlock trait slot and could collect platelet for the lower,mid,master tier and if u spent enought pts in their respective line u could slot a trait of the tier unlocked or lower tier into the slot.) -even if most people just blindly follow meta, it was a great system for people who like customizing their own build to acomodate their play style the most -if u want a trait in 1 line, u dont have to take the whole line if it doesnt benefit u only enough to get the trait for that tier and get traits for another line with remaining pts or if some higher trait in the line don't interest u but u like 2 lower tier trait of the line slot a lower tier in the superior trait slot.(a good example would be everyone like to be able to self swift but sometime the sacrifice for the trait to allow self swift substenance is too big because thats the only trait in the line that benefit your build at all so u could just put enought pts for the mid tier trait and get minor from another line with remaining pts) -even if u had the option to buy them for gold; going side story events for trait platelet hunting with my brother instead of buying them was something I really enjoyed and lot of people I know liked it too -keep the limit of spending pts in only 1 elite spec line for balance purpose And now the outnumbered wvw suggestion: everyone know theres a server population balance problem and it doesn't fix itself overtime it just get worst and often lead to low population server player transfering to another higher population server just giving up on wvw increasing the gap between population number because u often get chased 5-10 vs 1, 20+ vs 2-3 everywhere in every map and often even if u manage to form a little squad of 10 the whole enemy blob come stampede u. so what I been thinking for a while now and tought no one would like that but people I was talking with said it was a great idea so I'm gonna submit it. -removal of outnumber buff wich anyway give u so little stat that it wont make up for the "your foes greatly outnumber you" as the tooltip say. -implement a you greatly outnumber your foes debuff instead that would be something that already exist as an event in game and most low population server player really enjoy: "no down state" -now the stacked population server would need to be more cautious and protect each other instead of going big group spamming brain dead dps not even bothering to dodge, rezing their downed so fast that u can forget stomping and even when u would have time to stomp u cant because they spam all cleave/aoe dps/stun like crazy on the downed while 2-3 revive it because "hey it doesn't matter if we exhaust all our utility ,attack, everything, we got 3 time their number we'll just rez each other if the enemy manage to down another guy " I think that people would be less inclined to stack on a server to go kill train that way, and outnumbered server would be more inclined to play as they could actually kill some enemies instead of leaving bored of getting farmed, its not rare to see 30 people standing in front of the border spawn to gank the few ennemies on that map
  2. I ran it everyday in wvw trying out different setup with sceptre/dagger and sceptre/pistol in other set, I didnt try it with the core weapons because I felt the init pool was gonna let me spam 1 and get bored too much and overall considering its a beta I expected bugs but I very much enjoyed it even if some bug sometime really pissed me off. I ain't really a forum active kind of person so Ill just go quick over the main points. (sorry for the bad english but that's not my main language) -the action cam bug on the dual wield skills I don't think I have to go on about this, it was probably reported by everyone already and it kinda screwed up the balance testing because often felt like lacking dps bad in a 1 vs 1 but the tooltip on scepter/dagger 3 made me think that's most likely what's lacking and often the scepter/pistol dual wield would only activate the first part and refuse to activate the beam on enemy. -the scepter/dagger dual wield skill when targeting an ally(would pretty much have same problem with an enemy running away if I managed to activate it) ; if u don't stop while moving forward before firing it and have swift on(didnt test at how much run speed treshold the problem start occuring) will only shoot the slow bolt and u'll run past it without shooting the second shot so it just slowly move toward nothing never reaching its intended target wich is a big flaw. I also think this skill should grant the thief shooting it swiftness not only the ally because without acrobatic trait line I often found myself slowly running trying to catch up to my friends. -the wells felt nice after adapting to the cast time and hopefully will get people to actually want a thief in their group with the alacrity nothing bad about them beside maybe the power dmg pulse one, really didn't feel like the low dmg was worth a utility slot and even if people complain a lot about being unable to stay off the ennemy while casting them I felt like the shadow step with shadow art and the spectre heal allies on shadow step/alac on well trait was really making them more interesting to use then just a normal well spam from range. -the venom u give when u grant barrier; that thing was nice u don't need to focus on tagging ennemies to get bag the more suport u give to teamate the more they tag ennemy for u, and when not in a big squad specializing for it could be a great alternative to the alacrity but a big down side to it is everyone u play with in small group want the condi removal(wich I found a great trait and agree its much more usefull then the venom as a support) but kitten that venom if u put lot of condi dmg/squishier condi gear/runes and sigil for torment duration really turn into something deadly almost as if it would need a nerf but considering what u need to give up to make it strong its ok, attacking the enemy isn't even worth. Spaming barrier at as many ally as u can was the greatest dps I could achieve on scepter it was much higher then attacking the enemy, I even felt sad that I didnt receive a stack of it when applying barrier to myself in 1vs1 situation. -the shroud was also nice even if some random squads I joined often went STACK!!! as I teleported behind enemies/activated it and land a few attacks before dashing through as many as I could on the way back for some emergency barrier generation on someone taking hits(this dash skill made me laugh a lot cause it often made me feel like people wondered why t f did he do that) -the power dmg on both the scepter and well really felt like my power and ferocity were completely useless and just a waste of stat like I said in my feeling about the visual, the power dmg was the lowest I ever seen I couldnt hit enemy with scepter/dagger 3 as action cam user so I cant really give my opinion about balancing it maybe the dual wield attack make up for it I don't know but I could rarely hit someone for more then 200 dmg with a slow attack speed with celestial, while the other spec I tried with inferior(exotic no legendary/ascended)celestial gear all felt like they benefit from power/ferocity (even the will bender wich everyone complained about its low dps was feeling nice with cele throwing some big burn burst here and there while maintaining a medium power dps moving around the battle field) Im probably forgetting some things so I hope more people tried it and give their feedback, I wont give my opinion on spvp and other spec because I havent done spvp in years and as a thief user I didn't take the time to master other classes previous specs and everytime I move to play on an alt they always feel completely op cough scrapper cough cough so its probably the same for the new specs Il leave their respective class main user/spvp player judge about it
  3. I was trying spectre spec out yesterday with some friend and we agreed that most skills visual and projectile sound were great (I had very small benefit to use the gravity well elite over core elite but still used it just for the visual) but there's 1 thing that I find really sad; it cannot use focus... It's like all the visual effect and concept of the spec are perfect to go with the binding of Ipos legendary focus, so much that it almost feel like the focus inspired the spec visual and I kinda feel sad that the dev didn't use this to make it more appealing. other then that I enjoyed it more then I tough gameplay wise, supporting teamate by attacking the enemy is a great concept even if the dmg output seems very small, but might be due to the bug preventing use of the scepter/dagger 3 on an enemy in action cam mode the tooltip seems to say this is your dmging ability but I ended up pressing 3 without anything happening non stop and once again destroy projectile/reflect fields are gonna lock the spec out of any big fight
  4. I have same problem ran it twice thinking redoing it would work but it didnt
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