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Coeruleum.9164

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  1. If you add a smoke field instead of dark, it'd be strong in PvE and competitive. Well of Blood needs to be improved too though so it should be changed from light to ethereal.
  2. Why exactly would these be an issue? Please explain how this would just ruin the game instead of giving necros more options while still maintaining game balance. I think options are fun. As long as it's balanced, no one will make you use stealth on reaper (which isn't actually all the smoke field would be able to do.)
  3. Corruptions aren't weak, but most of them only work on condi builds while wells are utility.
  4. Focus and warhorn are still meta for basically every reaper build and some scourge builds.
  5. I think Well of Darkness should be a smoke field instead of dark field because as of now it's a completely useless skill. If you to use a well for life siphon, literally any of the other wells would be better both for damage and healing, and blasting Well of Darkness for a blind effect is completely redundant. I also think Well of Blood (and Lesser Well of Blood) make more sense as an ethereal field than a light field because most necro builds don't benefit from condi cleanses and as a result I don't generally take that skill ever. Additionally, Well of Corruption, Well of Power, and Well of Suffering might make more sense with their elements as ice, fire, and lightning, but the dark fields also make sense and are workable, so I think I'd replace the major adept trait Chilling Darkness in Curses with a trait that changes these three wells to have different elements and reduces the cooldown of all wells by 10-20% or something so if someone wants to use a wellmancer build it will actually be viable and balanced. Thanks for your consideration!
  6. Proposed way to balance sPvP: Get rid of the idea of having separate sPvP gear entirely, and just adjust the stats of the gear people are using to the max level (ascended for gear, superior for sigils/runes) for whatever they happen to be using. Allow people to use specific consumables like food and sharpening stones since a lot of those come with effects like life siphon or burning, but maybe have special mists food and items e are free (though if food and consumables are also stat-adjusted paying for them would be trivial since sPvP does pay gold and no one would use ascended food in sPvP.) If anything is unbalanced, change how effective it is, but don't remove it. Why? Because "balance" means balancing the class fantasy of RPGs, not just having fair fights, because everyone could have a fair fight by playing the top most powerful classes anyways. On the other hand PvE and WvW are already balanced because everyone can use everything, not despite the fact that everyone can use everything. A lot of the "meta" sPvP builds are actually not miles better than other builds, but people just think they are because they associate those builds with good players that can beat them. There are tons of top-tier builds out there that don't see much use, and as popular builds get nerfed, these builds will get discovered, become overwhelmingly popular, and the cycle will repeat indefinitely.
  7. Please stop nerfing everything by removing mechanics entirely. I understand reducing duration or effectiveness (or occasionally increasing them,) but removing amulets, sigils, runes, etc. is just removing mechanics and limiting the types of builds people can play which only makes the game even less balanced. This is an RPG and people want to play their main in sPvP. If someone is attracted to a specific concept like throwing fireballs, but throwing fireballs ends up OP in sPvP (or WvW,) the answer is to balance fireball-throwing, not make people switch to dual swords (which will become the new unbalanced mechanic) and drive them away from sPvP. The fact is, the complaints about balance have nothing to do with balance because people can always just play whichever class or classes are OP at the moment and be "balanced," and the real problem is that takes away the RPG aspect. Balance mechanically has everything to do with aligning sPvP mechanics with open world mechanics, to which I say: just allow everything and let people sort it out.
  8. I already have a permastealth ranger with just rune of the trapper and class mechanics and it's only as strong as my thief. Plus, the ranger can't remove reveal like a deadeye can. If for whatever reason there were a class mechanic or upgrade that added that and I used it, it would be another tradeoff for damage/healing/defense/utility. I would really like this game to move towards "your class comes with mechanic X but you can get mechanics Y and Z through upgrades." It wouldn't be power creep because you're already trading off other mechanics by not using other upgrades. PvP in general has this problem because for example people are afraid of putting healing on thief, but thief already has a ton of healing and using something like Sigil of Water breaks stealth anyways. The sPvP and WvW community is not just this toxic thing, and balanced customization through upgrades to fill the role of multiclassing will not hurt anyone.
  9. I support this thread. I like conjures and this would make them more efficient.
  10. GW2 is pay to play. Pay to win means you have to pay money to win the game. In GW2 you just have to buy most of the game but once you buy it you don't have to pay anything else. I know people who have all the popular content (skyscales, good cosmetics, etc.) and haven't paid for anything except the expansions. Buying the expansions is necessary for lots of things so I don't count PvP. It's not like once you buy the expansions like virtually everyone who plays this game, you can buy any upgrades that make you better at PvP.
  11. Sigil of the Phantom: Grants stealth upon dodge (Duration: 3 seconds)Rune of the Phantom: Grants stealth upon using an elite skill (Cooldown: 10 seconds)Rune of the Wraith: Grants stealth upon using a shout skill (Duration: 3 seconds)Sigil of the Wraith: Grants stealth upon swap to this weapon (Duration: 3 seconds)Rune of the Mists: Create a blinding smoke cloud upon using a healing skill (Cooldown: 30 seconds) Sigil of the Seer: Reveal nearby enemies on swap to this weapon (Cooldown: 9 seconds)Rune of the Seer: Reveal nearby enemies upon using a mantra skillRune of Ecolocation: Reveal nearby enemies upon using a shout skillSigil of Ecolocation: Reveal nearby enemies upon critical hit (Cooldown: 5 seconds)Rune of Prophecies: Reveal enemies upon triggering a well skill Literally every class has access to everything except stealth and reveal even if some classes don't do it as well as other classes. For full customization, I think we should have some balanced upgrades that add stealth and reveal, since we're not getting multiclassing. This is especially for PvP, considering there are mostly consumables that give access to stealth and reveal as well as mastery items and skills in PvE and even WvW. Thank you very much!
  12. I know some other mount skins have mount sets. I would like an entire Darkmists Mount set with every kind of mount. Thanks!
  13. I would like a Ravensoul Scythe skin. Thanks!
  14. Do we have any idea what world it's from?
  15. Yes, a priority system could work, but I think ideally you should just be able to use every kind of field you step on. Having up ten light fields from all the guardians in a zerg might be a bit much, but at the very least, if you have five light fields, two fire fields, and a darkness field under you, you should get one light effect, one fire effect, and one darkness effect, kind of like how vulnerability maxxes out at 25 stacks but getting 25 stacks of vulnerability on a boss won't stop you from applying stacks of burning or torment.
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