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Coeruleum.9164

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Everything posted by Coeruleum.9164

  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.
  16. No, I want to use a dark field to heal myself but instead I get a light field that removes conditions when I don't have any conditions and this causes my reaper to die to world bosses like Tequatl.
  17. A picture that's too cool to display on this site because it's in the Shiverpeaks, but if it did display, it would please you deeply. Mmmmm.
  18. When we make a combo attack, could we have it use all the fields that are up, or at the very least use one of each type of field that's up? I don't like guardians killing my reaper by putting up light fields when I don't have any conditions. Thanks!
  19. Dagger doesn't need defense though if it also has crowd control which it does. Focus doesn't really need crowd control because focus is a defensive weapon on multiple professions. Necromancer focus has a self-heal and a debuff, Guardian focus has a block and ranged attack, Mesmer focus has an illusion that blocks and a swiftness field. I can understand Elementalist focus having crowd control on air or earth, but water doesn't generally have a lot of crowd control so putting crowd control on elementalist focus for water just feels like shoehorning it in. In addition, it's not necessary because elementalist focus already actually does have crowd control on air. Also, Firewall and Fire Aura/Transmute are GREAT skills. Firewall would probably be better if they did the same with with it as they did with Spectral Wall and make it into a ring, but it doesn't really need to be changed besides that. Have you used Firewall and Fire Aura on sword weaver? You can leap over the firewall and just keep making fire auras and transmuting them. I think ice aura would be better for that kind of playstyle. Focus largely isn't a good ranged weapon on ele at all. It mostly gives you blocks and projectile reflects which mostly help you when playing melee. It can totally also work with scepter like intended if you want more defense with your scepter, but scepter already has a lot of ranged crowd control on air and earth and you don't need it shoehorned in to water focus. If you want more defense with your dagger and to be a bruiser, you should either go dagger/focus anyways which would be really nice for making and transmuting auras and blocking projectiles and attacks, or you can go dagger/dagger to have high amounts of mobility and crowd control and take more defensive traits and skills. Combos are actually great even though it's not 2012 anymore. Auras are really great too and I like making auras. However, most of your combos are probably going to be with yourself. Rangers can make rings of fire and pew pew over them all by themselves and it adds a lot of damage, or make other fields and add other effects like poison and chill. If your friend puts up a field that's also useful, and random noobs putting up fields is usually harmless at best although I think there should be a better mechanism for determining which field you want so people don't replace my whirls and projectiles on dark fields with whirls and projectiles on light fields so much and reduce my damage and self-healing, or change my lunge on a fire field into a lunge on a poison field and it's useless against a big boss instead of turning me into the Human Torch.
  20. I want to be able to get multiple of my guildies or friends together and do ranked. Could the cap be increased to more than two? Thanks!
  21. The Order of Nags is not (currently) an in-game guild, but I've joked we need a guild to nag the devs for all the things we want so they get done. The Order of Nags is an ancient Elonian order like the Order of Whispers and the Order of Shadows, except instead of whispering, we nag. The Order of Nags was founded because they were skeptical that the human gods were the highest powers that existed and they wanted to appeal to yet higher powers. However, the higher powers seemed to never answer their prayers, so they gained a reputation for nagging. Like many movements, what started as an epithet became the actual name, and the Order of Nags was born. Sign this thread to join the Order of Nags and help begin the journey of badgering the devs.
  22. That is not true.In certain fractals it's decent maybe. But in general (T1 - T3 fractals) it's quite viable. Please be more precise. I am working off the assumption that it's an optimized group (HB, Alac and good dps) and in T4s. I said it's not good for fracs, didn't mean it's not viable. As others have said, Scourge shines better with a bad group.I don't think making scourge worthwhile means you need a bad group. I think most groups just don't know how to adapt to off-healers because it's like Henry Ford's assembly line. People said Henry Ford made the assembly line to be more efficient, but he actually just made it because he thought most people were stupid and he wanted to give them jobs they could handle. "Elitist" builds that only do one thing are like that. Everyone knows polymaths are smarter than people who can only do one field and can't even make eye contact or bathe themselves without help. Generalist builds are the real elite builds like generalist people are the real elite people. However, specialist builds are perfectly viable and are lower effort because they don't require any communication between team members and everyone knows what everyone's going to do just by knowing "the rotation." This doesn't mean scourge is better than reaper though. Reaper can be an intelligent and versatile class too even if it's possible to make really lazy reaper builds for open world content. It mostly just depends on whether you prefer reaping or scourging. I love the technical aspects of this game as much as anyone else but the technical aspects exist to help you realize your concepts, and if you can dream it, you can do it, after you get a lot of exotic/ascended/legendary gear, sigils, runes, levels, hero points, and all the prerequisite materials that you pragmatically need to realize your fantasy RPG dreams.
  23. I think WvW just needs a complete overhaul. Honestly, the story reason for WvW makes no sense. I don't think people in any of the alternate Tyrias call their world stuff like "Blackgate" and "Dragonbrand" in-world. The WvW map should still be used, but the rationale for using it should change. It should be guilds fighting over resources or something that actually makes sense. Also, it would probably make sense to make Tyria maps useable too. How it should work is guilds decide to be enemies. The battles are NOT arranged all like "let's fight because we all know wars in real life are like a friendly football game," rather you can drop in and drop out any time once your guild decides to be enemies and the battle ends once your guilds stop deciding to be enemies (maybe the battles will need to be terminated, but I doubt it, because the only reason Dragonbrand, Blackgate, Maguuma, and Tarnished Coast aren't perpetual enemies is that servers have to be shuffled automatically.) You can link up a ton of guilds in the alliance so your tiny guild with 10 people can join a large guild, kind of like server linking now. You can also be ganked in open world maps, but only if you're repping the guild that's fighting in that map, so if you're trying to do something and you don't want to be ganked, rep a different guild. Some guilds will probably just be neutral like Switzerland or something so people will always have a gank-free option (probably mostly raiding guilds and sPvP guilds.) Your guild can end up allying with the centaurs, Sons of Svanir or the Nightmare Court if you're on a map where you're fighting those enemies... you can already ally with Palawa Joko and Mad King Thorn, so allying with a bad guy expediently in GW2 is not weird. I think this is a way better open-world PvP option than the lore-unfriendly WvW option, though as long a we have WvW and not this I'm going to play it, because open-world PvP is fun. Denmark and Canada still fight for territory despite both being part of NATO. We might as well hint that there are groups of players fighting for each other and not just evil dragons vs. good players. Not everyone who fights is exemplary good vs. exemplary evil even where good vs. evil exists. It's supposed to be "Guild Wars," not "Dragon Wars" anyways even though I love fighting the Elder Dragons and harvesting their magic and that's very cool. I think the main issue with this probably is that it'd lead to a huge overhaul to the "feel" of the game even if it involves virtually no new mechanics or removing anything that already exists. The game has been too implicitly United Federation of Planets kumbaya between all the playable races' strongest forces, even though this isn't actually Star Trek and there's no good explanation for that. However, if there were open-world guild alliance wars in designated territories that are NOT SCHEDULED but still chosen by declaring war on different guilds and agreeing to be enemies (not to fight specific battles, that's stupid and lame) and to dispute territories for resources, services, spreading freedom and democracy, the true faith, or whatever ideals (this should probably be a mechanic, but it wouldn't be a hard mechanic to implement and I know this from developing small games myself) absolutely nothing about the lore would change. There are already rogue bands running around and fighting each other. You even fight your long-term friends and allies in dungeons when they simply get mad at you. End the kumbaya and give us open-world PvP alliance wars! All the WvW maps should still be used as territories you can choose to dispute and they should be the Mists territories which have valuable synthesizer nodes that can make rare materials as well as the Obsidian Sanctum jumping puzzle. You shouldn't even have to have all of them packaged together, but if you choose the borderlands, you can get Borderlands Bloodlust and then use the buff to fight for territory, resources, people, services, etc. in Tyria and not only the Mists so people might always want to choose to have their guilds dispute those anyways.
  24. Yes, this would be great. You can pretty much buy all the Festival of the Four Winds items year-round anyways because most of them are available for laurels and gold. Making many of the Halloween items available would not be ruining anything at all, especially since the Halloween pail is only a reasonable deal on a 20-slot bag if you've never played WvW at all and the Bloody Prince Thorn mini is just one mini. Even if there's at least one person who's obsessed with Prince Thorn, they want a Prince Thorn mini and no other minis and they want it to follow them around on all their characters, they're probably still going to want other Halloween stuff besides that mini because guess what, some of it's based on Prince Thorn.
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