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FrigginManatees.1268

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  1. When weapons skills (usually the first skill) have a ton of features and alternate tooltips, can you make them cascade into multiple columns if they don't fit all in one? Ranger ambush and Deadeye stealth attacks are some big offenders here.
  2. I mean GS+Longbow ranger is always simple. GS > press all buttons > longbow > press all buttons > repeat. All the buttons are always up basically each time they weapon swap, so when they use gs for 9 seconds or so, expect the longbow buttons to be coming. The only complexity comes from trying to control your pet, but other than that there's not much sneaky going on.
  3. Ranger and warrior cc on their longbow both have white whispies coming out of it as a tell (ranger longbow just count the cd and predict it and the stealth tbh, or fake coming out of LoS and get them to shoot it into terrain). The engi pull I think people these days cast it untargeted, then retarget at someone so there's no beam animation, regardless of stealth. Which could probably do with a better tell, but tbh just keep track of the cooldown and expect it if they stealth, or if they're just inactive for a second when they should be going offensive, then probably dodge cause they're casting it. And I agree, counterplay is a good thing. People in gw2 tend to call for rebalancing instead of taking the time to figure out the counterplay to the meta, but honestly figuring that out is really rewarding. SSBM is still alive with no changes and people just figure out how to counter everything. Yoshi won a supermajor kitten.
  4. I want slightly more of a tell. Warrior longbow 5 pin and ranger longbow 4 technically had animations, but they still added a bigger tell so that it would feel better and more fair to fight. The rest of it I can deal with. I feel like I'm being perma-dazed sometimes with s/d ambush, and rifle ambush hits me at the same time the sound cue goes off because of ping, but if I'm dealing with 2s dazes and stunbreaking them to try and effectively dps-race the deadeye to the death, I need to be able to dodge the 3s knockdown somehow with my potato computer's 20 fps. I just need a bit more of a visible tell when I'm spinning my camera around and my screen's turning pink from daze.
  5. I mean the rest of their kit. You still have to dodge dragon's tooth, but the point is to not have your hitbox visible to them 100% of the time. This is what I'm saying. You still have to dodge after you LoS dragon's tooth, but the rest of it you want to force them into poor positioning. Usually a big, big part of survival as a fresh air scepter ele is to keep as much spacing as possible - you see a lot of about-face and superspeed utilization from them to achieve this.
  6. You need to stay close to a LOS spot at all times if you have one in the game, you can break line of sight quickly at any time. Same counterplay as vs longbow soulbeast or deadeye. Get ccd>stunbreak+dodge to LOS>don't show your hitbox 100% of the time. Same as any other pvp game like fighting games or shooters or mobas - be a harder target to hit.
  7. Only feedback I have so far is that the channelled hammer abilities, like water/earth/air hammer 2 and earth hammer 4, should be interruptable by other casts without having to stow weapon. Also the function Esc has for cancelling casts should be a keybind we can change, but that's a separate suggestion, maybe to post somewhere else.
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