Jump to content
  • Sign Up

Seventh Ranger.3968

Members
  • Posts

    77
  • Joined

  • Last visited

Everything posted by Seventh Ranger.3968

  1. Oh that's ok, neither of us play the game on Steam anyways. Thanks for being thorough though ❤️
  2. If I do that, can I still buy the expansion for myself in the future? Cuz I don't have it yet.
  3. I want to buy it for my fiancée, but I can't figure out how. Is it possible to gift the expansion to someone if neither of you play the game on Steam?
  4. The real solution is just to add more sources of Reveal to the game. Add it to more skills and traits, especially single target or small aoe non-weapon skills and traits. In my opinion, Stealth itself isn't the problem, it's the lack of adequate options to counter it. Each class should have access to a couple reveal skills/traits, so that they can counter stealth-focused builds. That would also allow for more stealth to be added to the game on classes that fit with it thematically, or open up opportunities to explore adding stealth focused elite specs on classes that previously weren't really stealth oriented. I like stealth as a mechanic, and think it's interesting and fun, but in GW2 it needs more counterplay so that it doesn't feel as frustrating/annoying to deal with.
  5. I'm not against the idea of Virtuoso having something different than Distortion, it could kinda fit thematically. But it would have to be better than what the old Bladeturn Requiem was. Either stronger defensive capabilities, so that it can be a worthy replacement for Distortion, or a lower cooldown, to make up for its weaker defense. Also your assertion that Virtuoso has higher damage output than other Mesmer specs is provably untrue if you play a lot of PvP. Chrono has extremely high burst potential, and it has Continuum Split in addition to Distortion, while also having a ton of useful and powerful wells, unlike Virtuoso, which really only gains 1 useful new slot skill. I don't think Virtuoso necessarily needs to only have 4 Shatters to be balanced. Also I personally don't think the Blades "soup up" the clone type mechanic the way you think they do. Losing actual physical clones makes Virtuoso a lot more vulnerable and easier to dive, pin down, and kill, because it has no ways to hide or be slippery. To me, it's more of a "lose a little, get a little" situation, which isn't enough to make Virtuoso strong by itself. Also, this is coming from someone who's fought against Virtuosos more than I've fought as one myself. I'm not a main, I just kinda like the spec, and am sad to see it gutted so badly. I never see Virtuosos in PvP anymore, and when I do, it always feels like a free win/easy fight. Since the nerfs, I've literally only ever run into 1 Virtuoso that gave me trouble, and even that was because his build kind of countered mine, rather than because it was actually strong. I don't love it like someone who mains it, or hate it like someone who wants it deleted, I just like all the classes and specs, and want to see each of them be viable and playable, especially for the people out there who do main them and love them with a passion.
  6. This is my biggest problem with it too. I don't care if they bring back the block, they just need to do something to the skill to make it not feel like a waste of Blades. Right now, there's almost no reason to ever waste your Blades on it unless, like you said, you have that aegis trait, and you need a single block.
  7. Almost every elite spec has some kind of special profession skill or mechanic that it adds, or at least a souped up version of an existing mechanic. Rangers have a new skill for every elite spec, Revs have at least 1 too, Thieves have either souped up dodges or that shroud (Deadeye doesn't really, and that's why it's weak), Engi has either Function Gyro, Photon Forge, or a better version of a Ranger pet, Necro has souped up shrouds or the shades, Eles have overloads, dual attuning, or Jade Sphere, Guardians have souped up Virtues, and Warrior has Berserk Mode, Full Counter, or Dragon Trigger. Blades don't count, much like how the Gunsaber doesn't count, because those things just replace existing mechanics, instead of adding to the class. If you just want Mesmer to be weak and unplayable because you hate facing them, that' ok, everyone's entitled to their opinion. But if that's the case, then please save it for opinion threads, rather than distracting from the issue in a serious thread about trying to balance struggling spec.
  8. So what would their elite spec profession skill be then, if they go down to only having 4 shatters? Also, what would keep them from falling behind other mesmer specs, without distortion?
  9. Honestly, I kind of get why they let Virtuoso keep distortion, cuz the old F5 could be countered by unblockable, and it was channeled, so you couldn't really do much during it. I think you only got 1.5 seconds of time where you were still blocking, but not channeling, so it was a pretty limited defensive skill compared to distortion, and easily countered if the enemy used something that gave them the unblockable effect.
  10. That too, bleeding is one of the weakest conditions, for seemingly no reason. Unless they want Virtuoso to exclusively be a condi spec though, it's gonna need some sort of other buff too, to make it useful for power builds.
  11. I think we can all agree that right now it's kind of a "non-skill", not really worth using in pretty much any situation, because it does nothing, and wastes blades. We also all know why it had its block removed, because while I never really thought pre-nerf Virtuoso was all that hard to deal with, it certainly was annoying. So if the F5 is gonna lose its block, then it needs to get something else in order to make it still a useful skill that's worth using. If it's going to remain a defensive skill, like it was before, then my vote is for it to heal based on blades consumed. I think it should heal for an initial amount, and then heal for more per hit, so it requires some skill and deliberate intent, to get the full value out of it. It could instead provide damage reduction for a duration based on blades, which is a suggestion I've heard before, but I personally think healing is more clear to both the user and enemies, instead of damage reduction where both you and enemies have to guess how much extra damage it will take for you to die. Another thing to consider is that it might be a good idea to change the way it deals damage. Without the blocking capability, having it be a melee range skill doesn't make much sense anymore, so I was thinking it might make more sense to make it a ranged skill, like the rest of the Bladesongs. Allowing the spinning blades to be cast at a distance, kind of like Unstable Bladestorm (Dagger 3), would allow it to be much less suicidal to try and use, and also opens up the possibility of having it be turned into an offensive skill instead of a defensive one, if people don't think it should remain defensive. Instead of healing or providing damage reduction, the numbers on it could simply be bumped up so that it actually does damage, and it would become another offensive Bladesong, like the F1, F2, and F3. Does anyone else have any thoughts on the subject? Agree, disagree, other ideas for fixing Bladeturn Requiem? (P.S. Another thing that needs to be done to help out Virtuoso in PvE is to change the cooldown of Blade Renewal to match its PvP cooldown. It makes no sense that it wasn't given the same compensation buff in PvE that it got in PvP.)
  12. Unfortunately, this has been a problem since Deadeye was reworked ages ago. It would be really nice if Anet would fix it, but in all likelihood, they're too busy making sure Ele and Willbender stay at the top of the charts. One workaround I've found that usually works pretty well is to just spam 1 the instant you enter stealth, so that the Stealth Attack overrides your auto attack that's trying to go off. Works pretty consistently for me. Unfortunately though, there's no way that I've found to stop yourself from being insta-revealed if you use standing rifle 4 while stealthed. 😞
  13. That's debatable. DH still has stupidly massive damage and fantastic cc. I think it would be perfectly fine without trapper runes on top of that.
  14. We've all seen tons of people using them, and I think most of us can agree they create annoying balance issues by giving a ton of free stealth to classes or builds that weren't meant to have lots of stealth in the first place. Fighting a Guardian or Ranger shouldn't feel like fighting a Thief. Guardian in particular gets a ton of extra survivability from it on top of all the defense and healing they already have. Does anyone else feel differently, or is this a common opinion?
  15. The class has been head and shoulders above the rest in pvp for ages now, with more and more buffs being piled on top of it, and now that the issue can no longer be ignored, all it gets is a light slap on the wrist. As much as I love playing it from time to time, I'd rather see it get nerfed into the ground for a while than have things continue the way they have been. Pvp matches since the last round of Ele buffs have pretty much become decided by which team has more Eles. The worst part though, is that we'll probably never see anything even close to balance as long as a certain balance team member (whose name can't be mentioned in a critical manner without risking your post being removed and your account being banned) is still making balance decisions. At this point it's starting to feel like all those "doom posts" about the devs not caring about the game anymore are being proved right. 😞 (To the mods: I accidentally posted the original version of this post in General, and it got moved to the Elementalist section under Professions. I meant to post it here, so if you're gonna delete one of them for double posting, please delete the other one.)
  16. I agree, it's not the entire class, and they did try to balance it very incorrectly, but those problem builds are still a massive problem, and the only builds people really run most of the time. I don't want the rest of Ele to be nerfed any more than anyone else, but the problem Catalyst (and to a certain extent Tempest) builds need to be nerfed properly, or there will be no room for diversity or fun in pvp. A lot of people have just stopped playing because of those builds being so dominant and ubiquitous, myself included. It just makes it hard to enjoy pvp at all anymore.
  17. The class has been head and shoulders above the rest in pvp for ages now, with more and more buffs being piled on top of it, and now that the issue can no longer be ignored, all it gets is a light slap on the wrist. As much as I love playing it from time to time, I'd rather see it get nerfed into the ground for a while than have things continue the way they have been. Pvp matches since the last round of Ele buffs have pretty much become decided by which team has more Eles. The worst part though, is that we'll probably never see anything even close to balance as long as a certain balance team member (whose name can't be mentioned in a critical manner without risking your post being removed and your account being banned) is still making balance decisions. At this point it's starting to feel like all those "doom posts" about the devs not caring about the game anymore are being proved right. 😞
  18. As a fellow Druid enjoyer myself, it was nice to see condi Druid feeling strong, but also concerning, because we all know how much Anet hates Ranger, and in particular Druid. I have a sneaking suspicion that the changes to condi Druid were made to justify removing Ancient Seeds (which was admittedly slightly annoying to deal with), and also to put it in a slightly overperforming state, so they could justify nerfing Druid back into the dumpster where they think it belongs. 20 gems says they nerf Druid into the ground in a patch or two.
  19. I don't know about torment but Burning definitely does WAY too much damage. Ele and Guardian burning builds burst as hard as power builds, which is just stupid. The whole point of condi is that it's supposed to kill slower than power, since condi builds can give themselves more tankiness, because they don't need 3 offensive stats to reach their full damage potential.
  20. It used to be pretty useful for clone generation and occasionally fooling people, but it seems like the devs just wanted to replace it with a useless trait so they never have to use their brains when fighting Mesmers. Is there even any real value in giving distortion to phantasms? That just seems so pointless to me, and more like a subtle middle finger to Mesmer players than anything resembling good balance changes.
  21. Personally I never even found the chain blocking and distorting that hard to deal with anyways, since all of it except the F4 had to be channeled, so enemy Virtuosos couldn't attack you either, but it was definitely a little stronger and more annoying to 1v1 than some builds. That said, you still didn't see that many Virtuosos in pvp because their damage was mostly single target, so they kind of fell off in teamfights, to a certain extent. While one or maybe even two of the nerfs they were bludgeoned with could be justified, the spec was absolutely gutted, which speaks to the devs just being spiteful because none of them play Virtuoso, and don't like having to figure out how to deal with it in pvp. As someone who plays both as and against Virtuosos from time to time, I really don't think the nerfs were necessary or warranted, and if some sort of nerf really was necessary, I think reducing the duration of Blade Renewal would've been more than enough by itself. It should've also been accompanied by a proportional cooldown reduction, to compensate: 2 second duration on a 40 second cooldown.
  22. I actually came up with a full design for a class a while back, including weapons, utility skills, traits, and elite specs (only 2 though, since this was before EoD). It's sort of a yin-yang type of caster class, that switches back and forth between light and dark based skills. Every weapon skill, utility skill, and trait has different effects depending on whether you're using light or dark. I called it the Luminary. If anyone's interested, here's the link to the post: https://en-forum.guildwars2.com/topic/84661-new-class-idea-the-luminary/
  23. I agree with it being nerfed, it was way too strong in PvP, but the degree to which it was pummeled into the ground and then kicked while it was down, even in PvE, is just spiteful. We went from consistent 100% uptime as long as you were in Earth (which was admittedly too strong) to 5 seconds every 14 seconds, if you manage it perfectly. In my opinion, it should have been changed to pulsing Protection while in Earth Attunement instead, that way it would've preserved the consistency of always being harder to kill while in Earth (which to me is the main focus of that attunement), while also allowing enemies to still crit you and even rip or corrupt your source of consistent damage reduction. The trait could've even included a Protection removal effect of some kind when leaving Earth Attunement, like Pyromancer's Puissance, if the devs were worried about people stacking up tons of Protection with boon duration, and then carrying it over to other attunements. Instead they just absolutely gutted the trait, even in PvE.
  24. Most bots just auto-run into walls or afk in base while self-tormenting though, so it would at least get rid of a ton of them. Also to be honest, the behaviour you're describing sounds more like bad players who don't talk, rather than bots. That's some pretty complex programming for a bot that's just meant to get someone pvp rewards.
×
×
  • Create New...