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NoggDog.5486

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Everything posted by NoggDog.5486

  1. First, if this method of detonating every one of them and having bonuses based on all the detonates makes it to Live, it needs far more than what it has. First large problem, detonating the 2. First, why does detonating the one with the blast finisher not blast any of the fields? On top of that, it gives a terrible amount of barrier baseline and only in one bulk sum. I suggest making it pulse barrier instead, with the amount of barrier determined by how many essence arrows you have on the ground. Detonating the 3 is currently fine as a bulk heal. Second major issue that NEEDS to be addressed, detonating 4. While yes, it is INSANELY fast 25 might... Why is it just might? Why is the only boon this weapon provides Might when we have magic from multiple sources? IMO to fix it, instead of just focusing Might generation with the 4, add UNIQUE boons on each canister's detonations when you use 4's detonate. I.E. make the 2 give Vigor when the 4 is detonated, 3 Regen, and since the 5 has a higher cooldown, give it something unique to Shortbow. Since 5 is a lot of slow, why not give it Resistance? The 5's detonate is okay, though IMO it needs more than just the non-damaging condis, but I don't know what to add. Ideally, this just gets completely overhauled, but if you really want to keep this format of it, make it do more. As of right now the only thing it has going for it is 25 might in the blink of an eye, and it's a pain to set up anywhere that is not PvE.
  2. For the amount of these rift items we are getting (and how much we'll need if the wiki for the Obsidian armor is anything to go by), why are these not able to be deposited to the material storage bank? We can't do anything with them in their raw form anyways, so let us deposit them into material storage so we can use them on our crafting characters easier. While we're at it, add Case of Captured Lightning, Pouch of Stardust, Jade Runestones, and Antique Summoning Stones to material storage as well, for convenience's sake.
  3. "In fact, each of the seven legendary runes you create will unlock further progress toward these relics. We’ll be able to share more details when we are closer to the launch of legendary relics next year." It's still there.
  4. I'm disappointed by the legendary relic news. I was hoping that they'd compensate the rune situation and release legendary relics on launch, and now they're stripping functionality of legendary gear with no immediate access to the same level of QoL. The bonuses they are moving to relics are the very reason I made full runes, and now it feels like all that work I put into them no longer holds as much value. So far, this expansion is founded on promises. Between legendary open world armor (undetermined quarterly update), the expansion's weapon unlocks such as dual pistol guardian and rifle mesmer (also undetermined quarterly update), and now legendary relics (quarterly update sometime in 2024, so at least we know it's not going to be in the first quarterly update), all of the promises keep piling up, and at this point I need a spreadsheet to keep track of what's releasing on launch and what's later. Expansions should be hyped by what is available at launch, not something months down the line. Frankly, I've lost my excitement for the launch of this expansion. So many of the hyped features are going to be added post-launch at least 3 months after the fact. Imagine if EoD's elite specializations launched during the LWS1 rerun, if Jade Bot's secondary functions (loot radar, mount energy, trophy drops, etc.) were all from the Gyala Delve patch, and if Aurene legendary weapons weren't available on launch. That's what's happening here. Please, just fast track legendary relics and add them to launch, since this is a feature we already had access to via legendary runes, to gatekeep this is just wrong.
  5. That wasn't what the person I replied to was saying. They were asking why they were saying 7 runes, and their reply to my response was that they forgot water existed.
  6. I'm likely not the first to suggest this, but given the established QoL from Legendary Runes and the legendary armory as a whole, the optimal solution that would require the least damage control would be to launch legendary relics at the very start of the expansion as a crafting recipe similar to runes and sigils that you can acquire the parts for by salvaging relics, and to simply give players who have 6 or more runes a free legendary relic. A lot of people made legendary runes to be able to change set bonuses on the fly to fit the needs of their builds, and given relics are taking that very aspect of runes away, we'll lose the very thing we made runes for. If I had to guess, you'll be adding them in all the sources for the runes, so nightmare and monk relics would come from their respective dungeons, leadership from Dragon's Stand, etc., and I, for one, made legendary runes because I didn't have full legendary armor at that point and didn't want to do dungeons anymore (at the time, before the dungeon currency got unified) for every heal and condi spec. I want to make clear here, I am all for all the QoL improvements and massive changes coming in SotO, and I'm especially excited for the relic system. I think this is going to create some of the most insane build variety this game has seen, and it's so far out there for you to do this that I really can't stress enough that I love the change. However, the only precedent you've set for situations like this, where you change or remove the need or the reason we had a legendary item for, is when players got legendary selection boxes if they had a ridiculous amount of duplicates when legendary armory came out. Runes aren't as expensive as a full-on legendary in any way except for clovers.
  7. Back in chrono tank times, no one could push like Druid, SH wasn't released yet, and the only thing you had to push was orbs on VG/KC/Xera and the south bomb in Auric Basin. With SH, though, you're right that druid is the ideal choice for distance and the piercing is nice. Thing is, though, it's not the only role for the job, and Firebrand can do the job, especially if the inactive tank knows what they're doing since that's who the TD follows. Problem with healers taking on as much work as possible for Druid specifically, Druid used to be more free to be off group. Now, doing the things Druid used to do with ease away from the group can't be done nearly as well because you need to be on group for alacrity application, especially with this patch's changes, if the tooltip from the Twitch preview was anything to go by, they're going to have one second of alacrity per tick without concentration. That's abysmal, and will be forcing people to burn CA off cooldown and stay on group spamming abilities burn all their druid juice. At least the spirit alacrity could be done at a decent range in comparison. Truth. Covering the final sentence first here, I have no idea who you are at all, nor do I care, and I'm here now to have a discussion. I took that number from in-game at the training golem with alacrity using just my skills and mantra of potence, not taking into account Empowering Might. Besides these patch notes, which I am paying attention to to see if these two sentences from CMC at the top of the original post have any truth to them: "As always, the goal of previewing these changes is to gather your feedback before the live release. We'll be following the conversation and making further adjustments as needed." So far, I've been disappointed, but other than that, I haven't put much time into these forums at all, with now 12 posts in almost 11 years playing the game, five of which are now on this thread. Your comment caught my attention and I had time to kill, so I wrote. I'll also remind you that I opened and closed my post saying that I used to heal mainly with druid, and I'm speaking from my experience playing Firebrand after that. Yes, it's one sided, because again, it's not even a competition at this point, Firebrands have far better coverage and usage in group play. You used to see groups looking for Druid specifically in LFG, now you never do. Meanwhile, HQB is still searched for on many of them and is currently considered to be the best tanking spec as well. Moving on, actual DPS builds having looping might, a few examples, almost all Scourge and Harbinger raiding setups take Blood is Power. Engineer has an absolute ton of might generation and is extremely common nowadays, Mechanists pop tons out for the group on rifle 2 and the mech, Scrappers and use combo field flame and blasts, which will be enforced with the new quick application method, and elementalists can do the same, with an emphasis on power quick Catalyst, whose spheres will provide plenty of might between the combo field + blasts and pulsing might. That's a few examples, and while many classes have traits to generate group might, there's quite a few that are in spots that they're the best option of their selection for a raid build. I'm talking 100% fury uptime between FMW and the axe/sword symbols. When I say padding regen, I'm talking F2 tome's third skill, which I placed an excess of emphasis on in my original post, not Mantra of Lore. You can definitely equip both SYG and Advance and have 100% regen uptime even without mace by going to your F2 tome to cast your 3 and going back, but what I mean by regen padding is that you're more free to use other things with your tome charges more often. These are all skills you should be using as part of a rotation anyways. Mechanist has it far too easy here still though, definitely agree. Even on the telegraphed ones, if the pet is already attacking via its auto cast cycle, it will wait to cast until after it is finished with the first one. Sometimes, it'll even simply not cast it afterwards. My entire issue with Aegis on Druid is that it didn't have it nor did it need it for so long, and they when they did decide to add it, it was to the most unreliable skill slot on the kit. Also, you cannot tell me you've never been playing Ranger or Mech and just looked off in the distance to see your pet far away from you for no apparent reason. That's been a thing since core, the pathfinding and targeting of the pet AI is exceedingly dumb at times, and in raids it's especially common on fights with many adds, to the point people tell you to stow pets on Keep Construct because they can randomly start pushing the core if one of your attacks hit it. 600 range is nothing when it's off being dumb. Out of habit, I recall my pet before I cast it every time, but I've seen a Deimos CM I was handkiting for fail because a druid's white tiger was on a Pride. That is why I brought up pathing and targeting, and the entire reason I consider the skill unreliable, no matter how useful Aegis is. If your intent here is to prove something to me rather than to anyone skimming through, don't bother. I'm not coming back to this thread until there's either news on the patch or on Monday in hopes that ANet actually posts something that proves they're actually listening to the community feedback saying this is a terrible idea, and by then I'll probably forget about this.
  8. As a former druid heal, I can assure you, the grass is most certainly greener. 3 points on this can be completely negated by simply swapping your mainhand weapon on your off-set and use of Shield: 1) Pushing. This can be done with Shield 5 and F1 tome skill 3 by pulling them further after the shield push. A healing druid sacrifices far more to provide this by completely invalidating their off-weapon, limiting them to only be useful in Astral after you use the knockback on longbow, when mechanists can simply do it without even swapping gear and are far more common in modern comps. 2) single target immob. Scepter can provide 5 seconds if the Firebrand needs to be the one using immob, and you don't need more than 5 seconds in a majority of cases where that happens. Frankly, this should be on the DPS and boonDPS anyways. 3) 25 might. Okay, first, it's about to become much more difficult to provide 25 might with the change to Grace of the Land from might to alacrity. Second, why are you even bringing this up anymore? It hasn't been important for one person to provide 25 might since they rebalanced might distribution, DPS basically dump might all over the party as part of their rotations now, making it so one person in a group setup putting out 25 might is simply not needed. To humor you, though, Firebrand can consistently get 19 stacks with their main rotation, and with scepter you hit cap with an extra 7 with the only drawback being it doesn't have sword's nor axe's fury to cover downtime from Feel My Wrath (also, funny note, axe's fury is target cap of 3 according to the tooltip, but its applied to all 5 party members), or mace's regen padding and block/aegis, which better suits their job as a healer. these days, parties also get dunked in might/fury by the DPS/boonDPS anyways since they spread out the might application to come from more sources. While these next two aren't attached to weapons, they're still worth mentioning. 4) Vigor. One of the best skills from F2, the 3, provides vigor. It's not on pet swap like Druid's, but it's there, on a skill you should use as a healer anyways as your main source of regeneration. 5) Druid vs. Firebrand Aegis/Stability. You only get Aegis from a pet, where the skill is applied in an area, and this is important here, around the pet and not the druid, with an effective 19.75-second cooldown and a half-second cast time that acts on the pet's power queue system. On top of that, if Vigor is really a concern for you, the tiger might not even be the active pet when swap is on cooldown. While it is nice to have it available, having Aegis on a pet makes it in no way reliable enough to cover mechanics when it can be: A) late because the pet was doing something else first, B) completely useless simply due to bad pet pathing AI putting it out of range and you forgot to hit recall pet, and C) Not even possible because of a completely different cooldown with pet swapping. Moving to Stability, Glyph of the Stars is a terrible skill to put Stability on, given it can only do one of two things: a big revive or a single stack of 3-second stability, on every cast on what is essentially a 36-second cooldown. The other source, Astral 5, is going to become far less accessible when you need it with the alacrity changes, more on that next. At this point, Druid has been aged out of the meta and needs a serious overhaul, not these aimless changes. It lost mainstream appeal starting in EoD, and the nail in the coffin last year when they took away spirit buffs and banners. Now, there are only precious few niches that aren't covered by others that are nearly a guarantee in every modern squad, static or pug. Meanwhile, Firebrand still has veritable loads of unique tools to bring to the table, even after its changes in February. Sure, Druids have Entangle to hold Gorseval's spirits, but other classes are making that strategy invalid by swapping a utility or simply existing, like power Mechanist or scrapper with net turret. You bring up movement, but for roles Druid used to be prized for with its staff 3, other classes can now do better. A druid cannot beat a Mechanist kiting Sabetha's flak and greens when Mech can use Shift Signet to completely ignore the flame wall and get to where they need to go to throw the special action key, and you don't even need a Druid to do the skip in Twisted Castle anymore. Druid's largest advantage over Firebrand has always been its insane burst healing, but now they're tying alacrity to it so it's now going to have the chance to be on cooldown when it's needed. That makes druid's largest advantage unreliable, as Mukluk has been describing it, "Sorry, I can't do insane support or glyph revives right now, I just gave everyone alacrity and CA is on cooldown." This begs the question, why would you take a healing Druid after this patch when almost every single shoe it used to fit can now be filled by a Mechanist with more reliability and less sacrifice? Back to Firebrand, however, Firebrand can apply everything except Alacrity that Druid can and more, both readily and reliably. Firebrand has good burst healing, access to almost every boon, with the exception of alacrity, which are all either permanent or reliably accessed, far more freedom to swap weapons between sword, axe, mace, and scepter which all can fill all sorts of situational roles, stun break from tome f3's 4, which you can both swap to and use while stunned, and tons of cleanse with its insane access to combo field light and the f2 tome and utilities. There is simply no other class that can bring everything to bear like Firebrand can. Its largest weakness is its lack of movement, only having Swiftness on their staff's symbol and, once again, their F2 tome's 3rd skill. Generally speaking, movement isn't even an issue in fractals and raids, as for the most part you're standing still, and when fast movement is required it is provided to you like in Shattered Observatory, W7's Sabir, or W4's Cairn, otherwise normal run speed is enough. Their movement is only really an issue in WvW, where they can simply take Merciful Intervention to stick with or escape to their group if they fall behind or are caught out. It's unfortunate, but Druid versus Firebrand isn't even close to a competition currently, and it will be even less of one after this update forces people to burn Astral form as often as possible for alacrity, not to mention they still haven't revealed how the spirits rework is actually going to function so we still don't know if they're keeping permanent protection uptime. As I said, I used to heal mainly as a druid and loved it, but it's now simply nowhere near as good as Firebrand or Mechanist, and without a serious redesign, even after this update, it never will be.
  9. Don't change sand shade duration, just put alacrity on Sand Savant and be done with it. Why are you nuking sand shade uptime under the guise of it being for target caps when you already have a trait that limits target cap to 5? You can completely avoid moving Desert Empowerment altogether, avoid a disastrous nerf to sand shrouds, the core mechanic of Scourge, just by putting the alac on barrier on the thing that already reduces target cap in the GM traits!
  10. I wanted it. I don't want it this way. I was hoping they'd just put it on Sand Savant since it limits their target cap to 5 anyways. This is not what it should be.
  11. Looking at the Catalyst quickness, I think 2 seconds of quick is too small. Now, even with a concentration setup in mind, you're swapping between each element to throw down spheres, using 1 or 2 abilities, and swapping element to use sphere. That's not better than what it was with air, that's more micromanagement especially since catalyst has a class energy meter on the sphere. Not appreciating that.
  12. Why put the alac on Desert Empowerment and reduce the shroud lifespan to 8 seconds with the justification of a target cap, and not simply put alac on Sand Savant? Sand Savant already had a target cap of 5 and is an underused trait... I don't understand this.
  13. I'm not contesting that, to do full alac in Vipers you had to near-exclusively press dodge->ambush->swap weapon on a loop, and Ritualist was the only way to have other buttons in the rotation. That's no way to play any class in this game, and now you can't even do that without Ritualist.
  14. The Stone Heart change isn't bad, just means don't camp Earth and swap elements like the class is supposed to. You now have crit immunity when swapping off earth as well for a few seconds. This is a much needed rebalance to a broken trait and while keeping it an actually viable choice. The alac Mirage, however, is a completely viable complaint. This has been an established means of getting Alacrity that has been unique to Mirage for many years, required a strict style of play that already nerfed the Mirage's damage output to perform. there's no reason to nerf the amount of alac coming out of Mirage.
  15. Since you're looking at giving Deadeye a Quickness build, have you considered putting Alacrity on Scourge GM1 for some alac on Necro? It'd fit so well on that trait choice given it's already a target cap of 5, you can limit it to casts from the shade itself like you do with the ranger spirits. It's also a massive damage tradeoff over GM2, fitting your design philosophies for specializing damage OR quick/alac. With this, you can also make support Scourges known for something more than just being a revive bot carry. EDIT: I also just realized that putting alac on the GM1 for Scourge will also nerf a Support Scourge's capabilities for 10-man barrier. This would be a fair tradeoff on all accounts.
  16. I started having this same issue while playing today, and I can say without a doubt that this is not the normal way the camera functions. I have tried everything from changing the camera settings, zoning, going to character select, restarting my game, -repair, restarting my computer, and have submitted an in-game bug report. As far as I can tell, how far the camera rolls is determined by your framerate, but keep in mind that limiting your frame rate does not actually resolve the issue. As far as I can tell, there is something that triggered a change in a value in some file somewhere that causes an overcompensation in the camera smoothing. I was working my way through Nevermore Part 4 when it started, noticed it at Owl's Abattoir waypoint in Snowden Drifts after waypointing from unlocking the Friend of the Pups step. That said, it could have started before then and I didn't notice. I play this game quite a lot, it is very obvious that there is something wrong compared to normal behavior. Going to dig more into it to see if there's something I can feasibly do to fix it.
  17. If you're going to bring Specter's Shadow Shroud in line with Necro shroud, remember that one of the main reasons it works so well for Necro is the damage reduction. Please look into adding even 33% damage reduction to Specter Shroud so that this nerf has a bit of a cushion.
  18. The light ball on the Mystery of Drakkar's Lair light puzzle is breaking for no reason after the second turning mirror. It lets one through and then everything else will break, even if you reset and start over. I've tried hopping maps to see if it would help, it does not.
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