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Hollow.5382

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Posts posted by Hollow.5382

  1. @darren.1064 said:

    @Leonidrex.5649 said:thief is taking its sweet kitten time dying, at this rate it might take a year, give or take 15 years.
    The class has gone from high-risk, high-reward to high-risk no reward.
    excuse me what ? thief is NO risk medicore reward, thief was never in my time ( little over a year ) had ANY risk built into it.

    Thief is zero risk, insanely high reward. It's why you consistently see thieves trying to 1v1 and staying in the fight until either you, or they die. A thief should learn by 5 games into PvP they absolutely do not and cannot 1v1 anything, but the class is so absurdly overpowered that it can actually WIN 1v1's against side noders, it's hilarious.

    So... they can't 1v1 anything and and can 1v1 everything at the same time? Schrodinger's Class

    and then the class is overpowered if they manage to win 1v1s??? that's some new kind of logic there buddy

    I thought I was going crazy for a second, considering that post is heavily thumbs up XD. I personally think thief is OP but its hard to take their arguments seriously when they can't even remain logically consistent within the same paragraph.

  2. @Fueki.4753 said:

    @Fueki.4753 said:Neither one of those two choices.In my opinion, humans (due to their worship of Melandru) and Sylvari (for the nature magic aspect) are best for rangers.

    What about the Norns connection to the Spirits of the Wild? Norns can also literally shapeshift into animals; you can have a snow leopard pet while being shapeshifted into one. You can also twin with Eir and Garm for great story integration. And in the personal story, Norns can choose to research the Ogres, who also tame pets.

    Norns, EZ.

    While Norn have those connections to spirits, the spirits aren't tied to Rangers.Raven, for example, is closer to Mesmers than anything else.Snow Leopard is more connected to sneaking around, which would be closer to Thieves than Rangers.

    I'm sorry, I don't really follow what you are getting at?

    While the nature magic aspect of Rangers is important, I believe the animal companion aspect is what distinguishes Rangers the most.

    The Spirits are tied to all animals.; there is a Spirit for each one, and the Norn revere them all. The Norns' connection with the Spirits/animals is so great that they can literally transform into them. What is more Ranger-ly than that?

    .

  3. The Shadow Thief is a support elite specialization that uses shadow magic and its own Living Shadow to heal, buff, and mitigate damage for allies.

    The main feature of the Shadow Thief specialization is the Living Shadow. The Living Shadow is a permanent/semi-permanent minion-type creature that follows the Shadow Thief wherever they go. The Living Shadow looks like the Shadow Thief, cloaked in darkness. The Living Shadow functions as an extension of the Shadow Thief, allowing the Shadow Thief to safely support from range. The Living Shadow is sturdy, but it can be destroyed, at which point it will dissipate for a period until it can reform itself; this is when the Shadow Thief is the most vulnerable.

    The Living Shadow itself does minor/average damage. It can Shadowstep to enemies on a fairly low cooldown. Otherwise, it auto-attacks unless augmented with Steal Shadow (more below) or directed with utility abilities.

    The price for breathing life into their Living Shadow is the Shadow Thief must sacrifice a portion of their own vitality. (-xxx vitality to the Shadow Thief)

    Steal:Steal is replaced with Steal Shadow. Steal Shadow generates a set of stolen skills unique to the Shadow Thief that augments the Living Shadow and buffs allies in the Living Shadow's radius. When a stolen skill is used, the Living Shadow will temporarily be granted stats and a few abilities—abilities similar to the creature the skill was stolen from—that the Living Shadow can use autonomously. Allies near the Living Shadow periodically receive buffs while the Living Shadow is augmented in this way.

    Weapon:Scepter or Shield(staff would have been ideal but daredevil)This weapon would be tailored towards supporting allies and preserving the life of the fragile Shadow Thief.

    Utilities Ideas:

    • An ability that traps enemies near the Living Shadow in a dome that they cannot leave (think Bandit Executioner dome); reflects projectiles.
    • An ability that allows the Shadow Thief and the Living Shadow to switch positions; uses charges.
    • An ability that pulses healing around the Shadow Thief and the Living Shadow.
    • An ability that prevents conditions from being applied to allies near the Living Shadow.

    Trait Ideas:

    • A percentage of all damage taken by the Shadow Thief is transferred to the Living Shadow.
    • The Living Shadow aids in the resurrection of downed allies.
    • Allies around the Living Shadow periodically receive buffs.
    • When a Shadow Thief would be downed, instead destroy the Living Shadow and heal the Shadow Thief for a percentage of their hp.
    • The Shadow Thief sacrifices a portion of their offensive power to empower the Living Shadow and allies around the Living Shadow. (-xxx power/precision/ferocity/condition damage to the Shadow Thief)(+ x% damage to allies near the Living Shadow)

    ================================================================

    Thoughts?

  4. @Fueki.4753 said:Neither one of those two choices.In my opinion, humans (due to their worship of Melandru) and Sylvari (for the nature magic aspect) are best for rangers.

    What about the Norns connection to the Spirits of the Wild? Norns can also literally shapeshift into animals; you can have a snow leopard pet while being shapeshifted into one. You can also twin with Eir and Garm for great story integration. And in the personal story, Norns can choose to research the Ogres, who also tame pets.

    Norns, EZ.

  5. While I feel the Druid pet stat nerf was a bad one, in the same vein as the Mesmer self-shatter nerf, it's something we've learned to live with.

    One thing that's harder to live with is the effect the nerf has had on Druid pet constitution. Pets have never been the most sturdy things, especially in PVP environments, and the nerf to vitality and toughness been felt acutely.

    Pet diversity for Druids, which was already limited, has become even more so with Druids being forced to choose pets with high base HP (bears) or self-sustaining pets (jacaranda). Most everything else is immediately killed.

    Somes pet archetypes, for example, Canines, are unusable in PVP with their 13k base HP; they are usually dead within the first few seconds of combat.

    This is why I propose giving Druid pets their defensive stats back. This will allow pets to function better as the supports they are supposed to be and increase pet diversity without swinging the pendulum for Druid too far in any direction.

  6. I'd also like to add that the CC balance patch hit some pets disproportionately hard.

    For example, the Juvenile Electric Wyvern—where its hardest hitting abilities also had CC components—got nerfed into uselessness. Now half its abilities deal no damage, with incredibly long animations/telegraphs, that rarely hit anything.

    It would be ideal if pets like lost damage from the CC balance patch had that damage shifted to their non-cc abilities.

  7. Some quick thoughts. I've been fighting Holosmiths in the arena and the reason I've found that they are so oppressive to fight against is that they almost never need to go on the defensive.

    • Blind spam lets them go on the offensive without fear the opponent will hit them back
    • Extreme damage output keeps their opponent on the defensive.
    • Attempts to slow them down with soft CC just falls off them with Crystal Configuration: Zephyr-traited Leap ( 2-second cooldown, which also gives them superspeed)
    • Copius amounts of CC—which combos into the aforementioned damage—that makes escaping the perpetually superspeeded Holosmith almost impossible
    • Passive might generation AND passive condition clear/conversion AND passive healing from the Holosmith and Elixir specializations, passive barrier generation from the Elixir and Explosion specializations.

    Holosmiths never need to stop pressuring their opponents because many of their defensive utilities (buffing, condition clear, healing, barrier) are activated passively while they are attacking. Mind you this doesn't even account for their activated defensive utilities (should they even need to use them), like Elixir S, which can be used to escape, stall the fight long enough for the healing ability or passive utilities to come off cooldown or stomp a downed enemy without the risk of interruption.

    The specialization, or rather the meta build, is in a league of its own right now and you feel it with every encounter of a Holosmith where even the middling ones are hard to overcome and the great ones feel almost impossible to beat.

  8. I'm back from a long absence. Been solo queueing in ranked, currently Gold 1. I'm frequently placed in matches against players who are Plat +.

    I'm not sure how I'm supposed to climb when I'm already being matched against some of the best players. I'd honestly prefer longer queues if it meant I got to play against people at my skill level.

  9. During my short experience playing Scourge in sPVP, I found that I would often miss my own F2 condi cleanse or F3 barrier because I was pushed/moved out of my shade, which isn't acceptable as those comprise some of the very few defense utilities for the specialization. The shade revert is a good one in my opinion.

    I've never played WvW, so I can't comment on that, but if the shade change is so problematic in WvW, perhaps a target limit is the compromise everyone could be satisfied with.

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