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Linnael.1069

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  1. The reason every spec uses sword now is because sword is the only ele weapon with good auto-attacks. We should be long past the 2012 design philosophy, every other class gets to have good auto-attack DPS these days. Make lightning whip less of a waste of time and maybe we will have other options than sword/warhorn.
  2. I dunno what's worse, the thought that they know the reaction is going to be bad and are just sticking their heads in the sand, or the thought that they can't preview it because they're still cobbling together last minute changes in a crunch.
  3. Yeah that obviously won't happen since its been pitched a million times already. Maybe a new suggestion might actually see the light of day.
  4. In all game modes??? It's not like that in raids or hardest strikes, so endgame PvE, not in PvP, not in WvW small-scale. Literally only easy-moderate PvE or zerg WvW is "zerg ball". People who say this really expose what kind of content they play.
  5. You are dropping a giant sword from the sky on them. It's the perfect flavor for a finisher skill. And it would help with ele being the least suited to standing still and channeling the finisher animation. And the game needs more finishers anyway. It's perfect all around. Might even make it worth the 180s cd (lol).
  6. We already know what it looks like when range is objectively superior to melee lol, so put away your hypothetical fantasy. There is no reason to play melee anywhere right now yet people still play it because its close enough. If range is nerfed but close enough it will still get played for all content, and still be superior in some content anyway. Much healthier than ranged being equal for brainless no movement content and way OP for the rest.
  7. You're still not grasping it. Nobody is saying "melee should get a bigger power budget". The suggestion is that "range should be factored into the power budget". Currently you could think of ranged weapons having the same power budget as melee weapons, except as it is now they also have MORE free power on top of that because they have long range, not paid for in the budget. The big advantage of long range should be accounted for in the power budget, not this extra thing stacked on top for no reason.
  8. Few people remember this but the game used to have smarter AI. It would walk out of aoes and avoid stuff like hundred blades. Then everyone complained in the first beta weekend that it was too hard and the entire game was dumbed down before release. Smarter AI is possible but they don’t do it because they don’t think players want it.
  9. People in this thread are honestly arguing that we should balance for open world blobs so I don’t think they have any idea how much you lose by going melee in real fights. I think a -15% range tax is fair overall but even -20% wouldn’t be out of line.
  10. It’s objectively true that balance matters more where the margins for success are tighter. As anyone with arc can see, most players in the open world do not get fed up even when other players are doing 20x more dps than them, why would they be fed up by a 2x dps difference between specs? As you said yourself, people in easy content care more about what they want to play than what is objectively most effective. In that content, the efficacy doesn’t really matter. Also, like I said, many contexts in this game are mutually exclusive. You cannot just say balance matters everywhere, inherent contradictions exist between different types of content.
  11. This is a good idea but too ambitious for ANET. IMO the balance should be focused on actually interesting content where you actually have to move and do things. Clearly there can’t be an even playing field for both the content that matters and the content that is just standing still in a stack with no thought. Ask yourself why you don’t see everyone in open world playing scourge? It is highest DPS, most comfortable, most easy by a long shot. It’s because that content doesn’t care at all about balance lol. People talking about the “blob”: let’s be real you would not notice or care if melee was a solid 20-30 percent better DPS than the ranged weapons you use for tagging. We should keep balance discussions focused on the situations where it is actually relevant. If you keep the mindless stacking DPS equivalent between melee and range, you are just saying you prefer to balance that at the sacrifice of balance for actually interesting gameplay.
  12. Anet, why are you balancing 1200+ range options to have the same DPS as melee options? It's painfully obvious that there will ALWAYS be an issue with scourge/virt/etc. when they can just do constant DPS from anywhere, while melee has to stop and run around for mechanics. Can we please remind ANET that range is a big advantage which should come with a trade-off? They seem to have forgotten that.
  13. The point is that they could theoretically read good suggestions from the forum, but the current devs have clearly demonstrated they are not competent enough to even recognize good advice when they read it. I just want people to recognize that suggesting specific fixes is going to go nowhere fast. Maybe you’ll get one lucky step forwards at the cost of five random steps backwards. There is a fundamental problem with the Anet workflow. They are simply not competent enough to make good balance, and they won’t be until that changes.
  14. In light of the “design notes” I feel this point is even more important to remember. The balance patches will not improve. The laughable design philosophy will not improve. Nothing will improve until the source of the problem is changed.
  15. I tried a dagger build and ultimately dropped it because the forced movement is tough to manage in some fights. I will say with around 80% boon duration you can do a 2 element overload rotation instead of 3, so you could drop the air overload part of that. It may be worth looking to see whether that is better or worse, considering the loss of condi runes/sigils on a condi build.
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