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Einar.1482

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  1. I appreciate your feedback. Respectfully though I think you're wrong. 1. Thief has greater access to weapon skills than any other class in gw2. - With no weapon skill cds the only thing limiting accessibility is resource cost which is one of the few concepts that can be replenished by way of not time. Ofc there is the time based recharge that occurs but simultaneously there are a variety of ways in which the player can regenerate it: entering and exiting stealth, steal, roll for imitative and ofc just setting a higher base amount (which technically doesn't apply to regen but applies to general pool of resource from which to pull from). I do really like how revenant plays. It has a good balance of low accessible skill cds and balances a resource management well. 2. Thief is the only class in t he game that sits in 1 weapon set when the game doesnt force them to. - note engineer, ele are examples of classes that have access to 1 weapon set while in combat and use that as such but thief h as access to 2 weapon sets in combat but gets nearly 100% of its dmg, sustain, and control from one. the secondary set is simply to disengage or maybe add a bit of cleave (primarily SB).
  2. In short, there should be weapon skill cds applied to theif weapons. I would think that thief would be more appropriately balanced if it were implemented similarly to revenants energy low cd balance. an example would be adding cd to say heart seeker to the tune of like 4-5 sec. reduce the initiative cost of the skill this means it can be used to create stealth access but it wouldn't be as spammable. this would provide counter play opportunities that exist outside of reveal (which not every class has access to). This would also promote weapon rotations and combos beyond what has effectively become (in DP Daredevil for the last 9years) 5 (black powder)- heart seeker/bound/ (occasional blast) - steal into BS or just BS. I think that herald balance has a good concept of low weapon skill cds that allow it to be pretty good but also, there is some counterplay in terms of energy management
  3. So to clarify, because I play Mesmer I'm not allowed to have an opinion about balance? I'm very much aware of the counter that it present. Regardless of that, it doesn't negate my argument. But see this is one of the few arguments that ppl make to disregard. I've got 10k hours in gw2 And am quite the experienced player which is why I can identify a variety of things that need reworking; thief weapon skill cds being added would be one of those.
  4. I'm no noob. But I am right
  5. Its time radical changes come to thief. I understand those who play it will say " it isn't overpowered", "it isn't meta" " its not meta for zerging" ":it doesn't do much dmg" etc. etc. etc. i" it has hard counters like sic em, like engineer revel, like Dh chain etc.: Thief needs to have Cool downs added to its weapon skills. - It's time thief plays more like revenant. a combination of lower weapon skill CDs alongside a resource management system (in this scenario Initiative). I am fully aware that some will say that it "ruins thief" or "makes it unplayable" or whatever they may cry but its just this simple: A CLASS WITH NO WEAPON CDS CANNOT EXIST IN A GAME WITH WEAPON SKILL CDS FOR THE OTHER PROFESSIONS AND B AEDEQUATELY AND OR APPROPRIATELY BALANCED. Arena Net has systematically been removing CD reduction traits because even they acknowledge that they are best in slot and limited build diversity. - with this same principle in mind its time that thief have weapon skill cooldowns added to their respective weapon skills. -Note: I do acknowledge that some tinkering regarding the thief dmg need to be addressed and I completely agree.
  6. Do not take the only mobility mesmer has aside from mirage thrust off Master of Manipulation. That superspeed is the only thing that allows mobility in large scale environments like wvw. Being without mobility is the single most detrimental thing to a class in wvw... with the hypermobility of will bender, ranger, thief etc... it puts any form of mesmer at a massive disadvantage and relegates it to one playstyle several classes have access to their own personal superspeed such as holo leap, thief stealth entrance and I dont think mesmer should be relegated to team based superspeed. Its really important for mesmer mobility that it remain as is presently to provide options for personal mobillity in a game where there is so much of it that being even comparatively immobile is amongst the most disadvantage you can have. I implore you not to make that change
  7. I think the change to master of manipulation is a poor idea. Master of Manipulation is the only trait that allows for increased personal mobility on mesmer aside from running leaps on mirage. With the removal of Superspeed any kind of small scale or individual play especially in WvW large landscape with all the hyper mobility of thieves, rangers, & will benders... its going to be impossible to compete with that without this... you've already capped the amount of superspeed a player can have simultaneously at 10 seconds.. i dont understand why you need to remove the superspeed from manipulation skills and take away the reduced icds from the trait to give superspeed elsewhere... both can exist... not many small scale players are going to run glamours bc those are primarily dedicated for supports. I think its a bad change and I would recommend not doing so... dont remove the only mobility available to mesmer.
  8. Look its time Anet removed downstate in competitive game modes. IE: wvw/spvp.There is no reason why a player or players should have to continue using cooldowns on players who have been beaten. If they want to implement a rez mechanic implement hard rez utility skills such as Sig of undeath and Sig of Mercy.These skills are fantastic and certainly serve a place in the game as a rez mechanic but we have got to get away from players in downstate continuing to cause issues for players who are not downed.Furthermore, this eliminates some of the BM that can occur with downed bodies such as siege, jumping. bleeding out etc.There will be some that argue bleeding out is an important mechanic in gw2 Spvp. While this may have some merit I still find it to be largely unhealthy for a player vs player mode or anything even resembling a competitive game mode. Im sure there are some examples that are eluding me at the moment but the majority of semi competitive games to the higher tier competitive games do NOT have a downstate mechanic and certainly not one where the downed player can still interact with the players who are not downed in a way that is meaningful Perhaps this would lead to more bursty gameplay or perhaps more sustaining gameplay but it would allow players who are skilled to win outnumbered fights while furthermore incentivize team play and cooperation because death is a much more realistic and looming threat.
  9. @Mini Crinny.6190 i will concede you make a fair point about the hybrid nature and having to retool the traits which becomse considerably more complex very quickly. That being said, your latter two points I think are incorrect. 1. Twist of Fate having it total cd increased to 75 sec is perhaps a bit much. I likely would have gone 60 but regardless the charges themselves need longer cds between uses. This skill provides provides a breakstun and evade frame + superspeed on a 5 second interval... This of course doesnt include any other breakstun that may be on the utility bar. 2. regarding lightning strike nerf... almost any skill that doesnt crit does poor dmg. That isnt elusive to Ele.
  10. Ok then if thats the case, I would like to see other counterblock type skills get similar treatment. Riposte, Illusionary Counter, illusionary Riposte etc. these skills are blocks that pop on hits and lose the block effect ending them shorter than the duration indicates. This would make sword sword warrior more viable which would be nice.2.Putting a tell on a skill that modifies dmg by 25% in spvp and 40% in wvw and pve would not kill the skill xD lol. It would introduce counterplay. no more 6 sec reveal from 2000 range without a cast animation that can be evaded and countered... that doesn't mean that the dmg multiplier cant still take affect. Core ranger and druid you can kill the pets sure but Soulbeast has been able to merge and restore its health without consequence. Furthermore, having that pet as you mentioned makes it more like a having a +1 in most scenarios bc somehow pets in gw2 arent completely useless. especially when paired with Sic Em. SO yes, you can kill the pet... situationally .
  11. @Miellyn.6847 double checked, i was right about Counter blocks cd. it changed just recently at the end of February. So the swap to 25 sec has only been a recent change.
  12. @Miellyn.6847 ah yeah i see i wrote down the wrong cd for GS. Regardless, it is still a 3 sec block + evade frame + KD which if on a 25 sec or 20 sec icd is still considerable more use than most blocks in the game. Futhermore, i see no issue with the way the sword block was. it blocked ranged attacks without breaking to the counter and only melee was able to force the counter attack animation. Given the amount of dmg reduction modifiers Ranger has it stands to reason that reverting it back to its past uses wouldnt be an issue. to your point about sic em. The visual que of Eyes above ones head is an indicator of having been revealed... not The Skill Sic Em itself, as it stands there isnt a visual que that allows a player to see the cast animation and evade the reveal. a good example of something similar that im referencing is something like Spear of Justice for DH. a visual animation in the cast time and throwing of the spear. obviously that wouldnt work for a ranger as they have no spear but there could easily be a 3/4 sec cast time with a visual indicator above rangers head indicating that its being cast. *of course this 3/4 sec could be augmented by quickness which ranger has plenty of access to but it would provide counter play to the 6 sec reveal, of course let them keep the strongest single skill dmg modifier in the game xD. but I would still reduce it to the aforementioned 15%. side note: hitting like a wet noodle is every class in the game at the moment since the dmg reduction patch. Yet ironically, Ranger still scales well and still outputs more dmg than most other similarly built power specs. So nerfs... not really, realignment to match much of the other classes, yes.
  13. @LucianTheAngelic.7054 sorry, mistyped. 60sec grav well
  14. @"LucianTheAngelic.7054" so in reference you're right there are a few other cc's like grav well mentioned that chain hard cc and can be continuum split to boot but the cd discrepancy can't be ignored. Grav well is an elite skill specific to 1 elite spec. and has a cd of 90sec. Where as Staff 5 is a weapon skill able to be used by any specialization of revenant and on a 20sec icd. exactly, why having “more cc” makes it an overloaded skill? WHY is that overloaded? " this skill has 9 consecutively hitting knockbacks. if hit without some form of stability specifically or breakstun that relocates the players character model it chains them together whilst evading for the duration. furthermore this cc is not reliant on landing a single hit to cc rather it has 9 separate opportunites to cause a knockback affect making its cc more overloaded for a skill. minding its on a 20sec icd. comparable hard cc's might be something like bulls charge which is an evade 900 range kd for 3 seconds. but can be evaded since it has one contact point. follow up opportunities vary: in wvw swap to S/S hydro proc, shackles, sword 2 into a sword 5 or a variation of that. in Spvp that may be slightly different but a similar high burst dmg rotation is a solid follow up. another variation includes continuing the kb chain with Glint elite then into the previously mentioned rotations.. does it provide an unfair advantage no. is it a better CC than almost any other? yes. arguably it offers the most. Now that the dmg has been made nearly 0 it isnt as bad of course. but i could serve as a good skill with less of the evade frame or without all the consecutive cc's
  15. @knite.1542 yes the dmg reduction on staff 5 is fine. it still shouldnt be a 9x knockback consecutively mind you while evading. and fantastic about the stability on holo. Obviously there are other factors accounting for such as heat accumulation and what not to be considered but generally speaking the cd increase on forge mode and on forge mode skills would reduce spam.Engineer if im not mistaken can run a utility sKILL though that acts as a second weapon. and holosmith is effectively a weapon swap which is why i stated that it should have increased cds. similarly reaper/necro shroud skills have cds that are similar to weapon skills. even though they do have access to a secondary weapon
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