Jump to content
  • Sign Up

Ragebru.1397

Members
  • Posts

    153
  • Joined

  • Last visited

Everything posted by Ragebru.1397

  1. @oscuro.9720It would still lack utility needed for a commander unfortunately. The current abilities, which are nice for their burst, don't really offer decent AoE, or any kind of group benefit.
  2. I really enjoy the dynamic of the bladesworn, but it doesn't do anything that berserker can't already do. I think there is a legit ground to make Bladesworn a legitimate commander for both openworld and WvW. While I think warrior should have gotten both main and offhand pistol to begin with, I realize (if at any chance) that switching it from OH to MH is far more likely. Bladesworn lacks in tagging potential as well, pretty terribly in fact, which makes it hard to take along to effectively participate in metas. With the exception of shouts (which are in no-way limited to Bladesworn), which I personally love and run, bladesworn doesn't really bring anything to the table that sets it apart from other potential commander specs. If pistol were to be given to MH, it could look something along the lines of this: Skill 1: Inspiring shot: Fire a round at your target, breaking apart into shrapnel as it hits. Grant might to allies. Range: 900 Radius of shrapnel: 160 Radius of might: 360 Duration: 5 seconds. Skill 2: Repelling Burst: Shoot an explosive round into the ground, damaging and crippling nearby foes in a cone. Grant nearby allies with protection. Foes within the threshold are pushed back, and immobilized. Range: 600 Range of cone: 360 Explosion Cripple: 5s Immobilize/knockback radius: 160 Immobilize duration: 1 sec Skill 3: Forward Momentum: Unload your pistol into the air, raining down pellets on foes- inflicts vulnerability, and grants swiftness to allies. Damage intensifies with duration. 6 barrages; 1 sec interval Range: 900 Radius: 360 vulnerability is compounded for each additional hit. 5 second duration. ie. First wave hit applies 1 stack. Hit by two waves, applies 2 additional stacks. Caps out at 3 stacks per hit. Swiftness is compounded for each additional hit. Initial swiftness is 5 seconds. I'm not nearly as design intuitive as some of the other players who share their thoughts and concepts, but I think there are quite a few of us warrior mains who were really looking for a true "leadership" spec to roll out of EoD. I was really disappointed in the fact that we still just have another "all in" spec.
  3. Ah, my bad. Haven't touched it in a long time. However, the same applies in the sense that they are still able to perform attacks during their immunity (something you cannot achieve during a roll). With the vindicators prolonged animation, there needs to be either total immunity, or make it to where abilities can be used while midair.
  4. While I will say I'm enjoying the new especs (even though harbinger is WAY overtuned) I still find this to pretty much be the exact same feeling as HoT release and PoF release, nice for a short time- but ultimately the same as every other release. ANET should post statistics for how often maps are chosen, because at least for me- the same 3 maps get voted for almost every game I play (already nearing 200 ranked matches this season alone). Djinn, Coliseum, Skyhammer... rinse, repeat. When one of those three aren't available, it seems like 1 or 2 people vote out of the 10. You'd think they'd get the hint at this point.
  5. Preach. 10 years, and people are just only starting to agree with that pov.
  6. I think the vindicator jump should hardly be considered a "regular dodge". You disappear from the screen because your character jumps. Similar to mirage having a prolonged invulnerability, vindicator should have a prolonged and wider range (in terms of what abilities it can avoid) of immunity. edit: and I realize some people might like to point out the dodge being unique in the sense that it has a high heal or damage option, but in the sense of dps AND healing- it's a sacrifice, because during that duration we are unable to unload other sources of damage/healing (which ultimately lowers our dps/hps).
  7. They could make it similar to Overwatch, where your team enters a "training ground" until you have 5 teammates. Give each team 1minute to select their roles (the other team CANNOT see what you've selected). It would also be more reliable if they removed rerolling classes and made it to where you had to have 3 pvp loadouts pre-built prior to queue. That way, players can't switch classes, but can adjust their builds to fit what role is required.
  8. That's what I love about Strongholds, there are so many different ways to win. I think the variety it would bring would be huge for sPvP. Strongholds promote a more fluid kind of PvP in my opinion. It forces teams to take risks, and really allows for individuals to perform to the best of their ability. It peels away from the grueling bunker meta and promotes playstyle and build diversity.
  9. With GW2 combat system revolving so much around visual queue's- it's pretty insane that they wouldn't allow immunity for the entirety of the ability's animation sequence.
  10. so many botting issues would have been fixed if they just made it to where normals gave the same monetary rewards as ranked.
  11. You act as though we don't see teams oriented around bunkers and 1 roamer already. How about the AT with 5 scourge? Realistcally we'd probably see 2 supports, 2 dps, and 1 roamer to run supply. It's also a lot harder for a support and their team to stay grouped when there isn't a big glowing circle telling everyone where to stand. Sure, I'm basing this off the idea of people solo queueing, but that's another discussion. edit: they could also just cut healing ability for NPC's, and limit supporting NPC's to stunbreaks/swiftness
  12. For nearly 10 years now, we have been doing the same thing in ranked PvP, and I for one would love to see an evolution in PvP much like League of Legends (with frequent updates), World of Warcraft (with new game modes), and many other competitive PvP scenes do these days. I want change, I want a mix up. No more fighting for the same 3 nodes over and over again. No more falling to the mercy of bunker metas and hunkering down on a point for 10 minutes over and over again. What I'd like to see, is an addition of strongholds to the ranked scene. Branching away from the monotonous conquest grind. Ultimately this could restore some interest in the sPvP scene, while also allowing other classes/metas/playstyles to flourish. The foundation for the stronghold game mode was set in place a long time ago, the content is there, the design is there. Even if it's just a mini-season (like 2v2/3v3), which I hope it would gain more traction, it would still be a great way for the devs to test the community's response. Call it nostalgia, but the mist champions remind me of henchmen from GW1- and I feel as though their design and concepts are being wasted.
  13. 35 ping, highest spike of 70's.. so don't see that being an issue
  14. As title suggests, I've been CC'd or have died to spike damage while in midair numerous times. I have also realized that the Saint of zu Heltzer often does not heal (notably if you use an ability shortly after landing). Is this intended, or are these just early release bugs? These seem to drastically affect the ability to perform well with consistency with this class...
  15. only 100k? Shoot, I've had a burn guard deal 250k dmg in a single duel on my revenant. Burn guard is just silly. There's no reason burns should be pushing that kind of damage. Especially considering that no other class can pump condi's anywhere near that. However, to stay on topic, MM does have a really insane counter against burn guard. Probably one of the biggest reasons it's being spammed so much.
  16. Just cant see that happening. If anything it would probably just be a modified toolbelt, similar to how virtuoso's shatters were altered, or how a firebrand's tomes just increase the access. Might just be that we get an altered pet window, or a separate window altogether just for basic pet managements- while leaving the toolbelts intact. They would have to do some pretty serious trait reworks to eradicate the toolbelt skills to serve an Espec, and considering that they seem to be stretched thin enough to not work out other kinks such as turrets and gadgets (or even our core weapons), I doubt we'd see a full overhaul. I'd say it would lean more towards a minion mechanic, rather than a full fledged pet.
  17. Minions deal quite a bit of damage on their own. Pets add a significant increase in baseline damage. Sure they might be annoying for aggroing outside of our preferred range of comfort, sure they might get hung up on a mob when we want to just move forward. However, lets not write off the fact that they add nice utility, damage, and cushioning to their respective classes. edit: what makes you think they'd have to remove our toolbelt utility? Do minions remove shroud? No. Minion commands are promptly tied to their respective utility slot.
  18. H-he implied turrets are alive. Idk, I still see most soulbeasts leaving there pet out more often than not. I still see Necros running minions to utilize hit caps and soak damage. The idea of having pets that actually compliment our class and add utility is pretty darn exciting. Someone made a post on reddit about how they envision a engimancer- and I gotta admit it was pretty darn legit. https://i.redd.it/lz96f2570rh61.png Remember that minions gain a command function. Being able to CC on demand, explode on demand, heal on demand, etc.. edit: it would probably follow more along the lines of the steam concepts, not the asura tech. https://wiki.guildwars2.com/wiki/Steam_creature
  19. 1,900,000,000+ hours of gameplay. Of that, 20,333,832 pvp matches were played. Assuming the average match takes around 8 minutes, that's around 8.5% of total game play time contributed to spvp. Factor in Average queue time of 2 and a half minutes, and a 30sec pre-ready check and map selection. Add 1min queue with final ready check. That places the average match at 12minutes. That's around 244,005,984 minutes spent on spvp. That's estimated to over 12.8% of total gameplay dedicated to spvp. This also leaves out spvp players trying out new builds in the dueling ring, or wailing on the dummies around the mists. This factors out teams meeting 15min early for AT's and formulating a strategy. This leaves out the players who camp WvW looking for 1v1's (which regardless is still pvp). 12.8% of total gameplay time without any adverse modifiers. That. Is. Huge! After leaving out the final conversion, the actual data is pretty dang terrible. This month's AT were roughly 15mins long between each match. Even if I based the total duration off of a 15min timer for queue-to match-to requeue, you're looking at 1.8% participation time for spvp. This still ignores outliers of course, so assuming 5-10% of the total hours of gameplay are generated from afk players, bank standing, etc... pvp participation generates only 1.8%-2.5% of the total time invested into the game. That being said, I had way too much time on my hands this evening- thank you to the redditor who pointed out I had forgot a final conversion. I would like to know what your experiences are as players in pvp to try and generate some better data. Information such as your average time for queue-to match-to requeue would drastically help form a better estimation. edit: this is also only counting as one player.. If you were to multiply [#of matches] x [#of players in a match] x [duration of match] That comes out to 1,626,706,560 hours minutes, which is roughly 85% of total gameplay. (however, I know there are 2v2, 3v3, and DC's) so this number isn't accurate, but it just shows how high the potential is.
  20. we're not talking about "good play" we're talking about being able to rely on a sole ability. I didn't specify in PvE or PvP, but in situations like low level pvp, or openworld pve, you can literally just walk around and nade everything. Do not be condescending or rude simply because you do not agree? Similar to a thief standing off point and clustering a cap, or a nade engi spamming nades doesn't change the fact that its a low effort with pretty decent reward. Nade is basically an auto with a large AoE capability- where as a thief at least has to rely on initiative to achieve its performance.
  21. As a warrior, you utilize your entire utility set. Mesmer also has a decent size rotation. Ele, who I main, has a large (nearly, but not quite) piano style play- not just spamming one ability. Guardian doesn't have one sole ability they rely on. Ranger, with probably the better of most auto's doesn't even have to camp their primary attack. Throw on grenades, however, and you can stand afar and spam 1.
  22. Unlike the mortar, grenades don't leave a lingering field. Spamming the other grenades and missing the GCD makes spamming the other grenades off CD less enticing. Spamming the first grenade, however, does more damage than an auto attack (and also gains multiple traits that factor in to its use) and has an AoE so you're still better off throwing grenades rather than autoing with a pistol or rifle. Assuming you take vipers and are trying to get condi benefit of grenades- with the exception of the poison grenade, you're probably still better off spamming the first grenade to proc Incendiary Powder and Shrapnel. Assuming your target is moving, you're extremely unlikely to land freeze grenade (velocity still too slow even with trait, and most players run snap targeting), that leaves the shrapnel grenade. Has higher base damage than the first grenade, but hits fewer targets. So in 1v1, sure it's better. In group setting, you're still better off spamming 1 on grenade kit over the rest.
  23. The original zerg buster comps were actually mesmer, warrior, warrior. Not even thief. Thief later became a popular addition for cluster bombing and the thief elite spin-to-win. There were a lot of zerg buster comps, which imo, were the healthiest wvw had ever felt. Sure, it felt bad when 3-5 players took out 50, but it also made people play in smaller 10-15 man zergs. There were fights taking place all over the map, and it was pretty easy to just hop into a skirmish. It was pretty great though when 4-5 commander tags would group up and hit multiple walls on a keep though. High energy, and fast paced fights in WvW were truly amazing. edit: with the implementations of runes like trappers and some of these new elite specs- it would be crazy to see the kind of zerg busting comps that would be around today if hit-cap was reverted.
  24. Oh, i'm not saying that they are hard to counter. Just that they are way too simplistic. Would like some middle ground, or other key abilities reworked. There was a streamer not too long ago that posted some videos of him cheesing maps like Skyhammer and Legacy, where he would just sit up top and spam 1 on grenades the entire match. Was hitting like 900k dmg each game lol. Not saying grenades are op, they're just similar to ele though. If they aren't being targeted they can do nasty damage with practically no effort. Just want other abilities to have synergy and be worth taking. Unlike taking most of the toolkits for 1-2 useful abilities.
  25. Would really like if turrets were also dropped like the supply crate. Being able to deploy them at a distance would be huge. Give them a 10 sec duration (lower their charge CD's), and make them a combo field when they land. Buff their attack frequency to match similar weapons. Do not make them environment items ie. flamethrower burning field, thumper lightning field, rocket a smoke field, net poison field edit: guess this would simply make them gyros, but since they will likely never be a source of raw damage, might as well go for a finishing ability. Being able to then blast them in their respective fields would add a lot of utility to them and might give them some actual utility outside of being used as a method of finishing off opponents.
×
×
  • Create New...