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bq pd.2148

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Everything posted by bq pd.2148

  1. as you have realized here there is soft cc and hard cc. soft cc is mostly of longer duration so it fits to a condition build. why not improve hard cc for power builds instead of unliking all of it. for example with crit damage. if you have 250% crit damage -150% base = 100% duration added to your hard CC (in case of knockbacks/launch increased distance, not sure about pulls..). there you go each build has their own supported CC type.but ofc your suggestion would work aswell. That's such a terrible idea against anything that doesn't have much access to stability or stunbreaks, especially given how the meta right now favors some builds that count quite a few hard CC abilities that can be chained together. It would make some fights even more onesided, won't address the problem and increase power creep even more. "Oh hey look I got stunned, might as well remove my hands from the keyboard and wait respawn".while you are absolutly correct its smilar with soft cc, if i cant get my weakness off i wont deal much power damage anymore and will run out of endurance and some builds can pretty much spamm weakness, if i cant get immob off - most classes cant dodge and you also cleanse chill as soon as you can etc.ofc you should not simply increase hard CC based on crit damage and call it a day. that is just the design. because then the design is balanced in the way that power builds support hard cc and condi builds support soft cc. when that is done the base duration etc of all hard and soft CC can be toned down. for example base duration of all hard and soft cc reduced by 33%, so if we assume 200% crit damage / 50% condi duration this will result in the same current base values and more investment will give a little higher values but the CC type you are not build for will have reduced duration.
  2. as you have realized here there is soft cc and hard cc. soft cc is mostly of longer duration so it fits to a condition build. why not improve hard cc for power builds instead of unliking all of it. for example with crit damage. if you have 250% crit damage -150% base = 100% duration added to your hard CC (in case of knockbacks/launch increased distance, not sure about pulls..). there you go each build has their own supported CC type.but ofc your suggestion would work aswell.
  3. male i would pick human and female sylvari mainly cause of walking animations
  4. because NA does not have a spanish server.
  5. if using any siege would be a transformation, therefor when you use them you become one with the siege and only take damage to your real HP once the siege is down, like in golems basically. then you would not have that issue and you could man cannons / oil etc without that being a deathtrap.no need to nerf a profession skill becase of a siege issue.
  6. would result in a very dull bunker meta and only condition damage in offensive builds. It wouldn't be the only change, but the general idea would be to stop damage buffs from stacking, rather increase each damage buff, and make it more about managing upkeeps of them rather than stacking on top of each others. That way ANet could (if they wanted to) keep the power creep more in check, by having a max damage +X% and restrict the uptime. (Unfortunately I'm not good enough to be able to pull good numbers from my head, so I won't try) I'd also like to see just about everything being reduced a bit in general, the game is on steroids compared to before HOT. @apharma.3741 +1the problem is we need stacked damage to be able to perform burst combos able to take down bunkers. beause sustained damage is lower then sutained healing when fighting a bunker with tons of damage mitigation /boons etc. if you just remove stacking from direct damage we would deal tons of more damage with conditions.if there would be alot less healing and less boons then maybedo you remember good times when blasting fields was^actually good for healing? sure there was alot less damage around, but now there is so much healing no one would bother with a water field.
  7. people still play in EotM ? (aside from some guilds to fight each other without being in the same tier)i do prefer short weekends of events as many people i know play WvW but not in EotM. btw that now your 3rd thread after the announcement of the no downstate weekend - you that afraid of an event for one weekend?
  8. so many npc rouges / bandits got torches, so i guess we got a good chance on an arsonist. i would love a whip as some npcs got them already from the nightmare court, but i think that is unlikely going to happen.i think greatsword would either not fit at all to the thief or would be too much like current staff.
  9. one of my teefs, but i keep changing all about the appearence, skins, gender etc. all the time and switch between races.
  10. would result in a very dull bunker meta and only condition damage in offensive builds.
  11. Sounds like a great way to kill a scourge.... lol. Too bad players can't be bothered (or dare be seen) on the ranger class... lol Aside from that, I like the changes. I'll throw my 2 cents in as well at some other changes:TTCC (Increase time in between CC's), add in a 2 second cool down in between CC's so a player simply can't be locked down or knocked around like a ping pong ballChange how base movement speed works: Medium armor classes remain the same speed as now. Heavy armor classes move 33% slower, and light armor move 33% quicker.Have the amount of siege placed in a structure based on it's Tier. Tier 1 = 1 piece of siege, Tier 2 = 2, and Tier 3 = 3, then done, that's the maxPut a new trap in the game that blocks siege deployment, but make the trigger AoE something like 2000, so any player in that range when the trap goes off, blocks siege deployment for say 15 min. I'd also go as far as to say, siege cannot be traded in between players when siege deployment is blocked one issue with 1-3 siege per object is that players would argue alot wich siege would be the one to be placed on the limited slots and where. if i plant lets at the palace on rbl northwest wall an AC cause my opponents attack there, they move to northwall next to the gate. so i place another AC there. then they move to west gate i plant a ballista above, so they move to south and no know if they dont touch those 3, i wont be able to build anything at inner - not that they would even mind 1-3 siege shooting at them anyway.basically there are too many sides you can attack from to limit it this low, you can also not salvage your own siege so you can place it somewhere else. would you also be limited to 1-3 offensive siege per same object? or can you move into my SMC and build in there 10 AC to ensure my zerg wont run in to keep you from taking it? Edit: anyway this is not really the topic, should open another thread to discuss this.
  12. i really miss this one, back then we got to work together to heal us up - now we just have classes that do this for us on their own. there is more counterplay to avoiding a group to heal up with combos, then having to pick out every single supporter one by one. i do think combos should be me important for group fights while reduce individual AoE support/damage/cc. i know with current weak combos and everything being a combo field is an issue. maybe make skills not apply a combo field unless you hold a certain key while casting it so you can organize it better andgive us more powerful combos . maybe even chain combos like when you blast a fire field 5 times it becomes a lava field, that is else not available, with better combos etc. for overall TTK pretty much what apharma said - would need to tone down everything.
  13. Q. What is the deal with this Player Score, Value, Evaluation etc? a guranteed percentage of roamers would be great as it can get boring if you dont find any opponents in smallscale. i do think if we already trying to get player scores, we can get them for roamers too. if you mark your account as a roamer your stomps/death ratio could be scored as well as taking objectives of any kind could give the players score depending on how many did participate. for instance 500 points for a keep, if a 50 man squad takes it everyone gets 10 points, if a 5 man group captures it they get 100 points etc. with this you can roughly determine the contribution of a roamer, better then going by playtime. alot of people spending most of their time at a duel spot (nothing against it, i like to watch them from time to time) will still call themselves roamers while not really contributing to the match during this, so you could get a world with a lot of duellists and still few roamers that actually run around doing smallscale stuff.
  14. so its only about how to beat a thief in sPvP or in genral therfor also WvW / guildhall / 1on1 arena ?what kind of thief build you need help against and what build do you run? i play mostly in WvW and currently mostly Deadeye and for a mesmer or necro or ele or pretty much any class to kill me, i need to make a major mistake. if they are glassy i can onehit them with backstab, if not they either dont deal damage themselves or play condi and i dont care about condis cause of shadows embrace. if you answer the 2 questions maybe someone can help you. but mind that thieves are masters of escape. so we can help you how to 'survive' against a thief but if the thief doesnt want to die and that is his only goal from beginning, there is no chance you will kill him. to kill a thief you have to bait him.
  15. no makeing 11 skirmishes per day pointless (aside from preparing for that skirmish) is not really going to change much of the outcome but make you feel kinda useless in WvW when it doesnt count, if you care for the points that is.
  16. That's what thieves are for since the beginning of the game. thats correct. i got to know it i am thief main.oh and scourges are fine only very few survive a DJ from my deadeye and i didnt see one scourge dodge it ..soo :D i do think tho that trail of anguish might get a nerf like every oponent can only be affected by trail of anguish once per second like fire aure and shock aura or like slick shoes that every enemy can only be hit once. apart from that skill scourge is fine.
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