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Arewn.2368

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Everything posted by Arewn.2368

  1. I think it's a good direction, but they need to add more ways of managing going in and out of berserk alongside it. -Exit button should be base-line. -Eternal Champion should also reduce the cool down of Berserk by 5seconds. -Heabutt should cause you to enter Berserk for 5 seconds. I wouldn't mind if the durations were actually reduced across the board if they added more ways to enter it. They could even outline two distinct playstyle around that based on trait choices: One that's focuses on maintaining 100% uptime on Berserk. And another with short but frequent Bersker periods, making greater use of the "on entry" (and "on exit with EC) traits.
  2. Your strawman is what's absurd. I obviously dont expect them to react immediatly, or to make changes according to everything each random forum goer posts. But there's plenty of clear examples of obvious problems being pointed out by the community that get implemented anyways. As well as an easily identified flaw in their feedback collection process (short notice, no testing window). This is the case both recently and in the more distant past. Occasional instances of listening does not mean there is no problem. Do you know what ESO posted about two weeks ago? Full patch notes of the balance changes, available live for testing on their Public Test Server, for the patch coming on MARCH 28th.
  3. No that's exactly the point. The process isn't some act of nature that Arena Net is forced to abide by. They themselves set up a process that inherently does not allow them to proactively engage with feedback, then offer players a feedback period they know they can't make use of, then proceed to (surprise surprise) not listen to feedback. It's not that people are putting too much value on their feedback prior to testing. Players are just working with what Arena Net has provided. Which is a short feedback period prior to implementation with no opportunity to test. I agree there's a general tendency for players of any game to over value their own ideas about how the game should work. One of my biggest pet peeves in gaming is when so called "top players" start mistaking their skill at playing the game for skill at designing games. But that doesn't mean the studio can't also be bad at considering player feedback.
  4. Except they only give 1 or 2 weeks of notice for the changes. And there's no test server. So yeah, a lot of low quality feedback and no play testing. That's obviously going to be the case when all Arena Net does is posture about listening to feedback without actually putting in place the framework necessary to consider it.
  5. It's highly requested core functionality needed for the spec to play well. This is not the place to use it as an incentive to encourage defensive traits. "Suffer with inferior gameplay" isn't a healthy trade off for damage. And it's not "how the game currently plays". It's how any game where the objective is to kill an enemy is fundamentally built from the ground up. If the objective is to damage something until it disappears. Then everything exists to facilitate that goal. To deal damage. This is the case in GW2, just as it is in WoW, FFXIV, ESO, and any other game where the primary gameplay loop is to damage a health bar. EC will be taken in two places in PvE: "for fun" builds in content where performance doesn't matter. And maybe in niche situations where the ability to toggle berserk off works out to be a damage gain. Again, QOL isn't something you should be using as a carrot to encourage people to take otherwise fundamentally undesirable (in pve) traits. It's just creating a situation where you have to pick between fun and effectiveness.
  6. The fact that they specifically put it behind EC seems to indicate that, for some inexplicable reason, they don't want warriors to be able to manually exit Berserk in PvE. Which is nonsense.
  7. MH Sword and Greatsword are both mobility weapons on warrior. I think they should extend that theme to OH sword as well. Imo Riposte should be changed to a ground-targeted dash (similar to GS 'whirlwind attack') that blocks attacks for the duration. Enemies that hit you during the block receive a couple stacks of bleeding. Alternately, apply bleeding to enemies along your path. Impale/Rip of course need to change in some way as well. In combination with the above change to Riposte; maybe allow Rip to be used at a range, and apply immobilise based on the remaining duration. Honestly I hate flip skills. Most of them are awkward and personally I'd like to see the concept removed from Impale altogether.
  8. Arewn.2368

    Taunt

    I want to see 'On my Mark' reworked into single target vulnerability+taunt. Revealed can stay too Just reduces the vuln stacks, get rid of the ammo, and set the CD to 20 or 25 seconds.
  9. Guild Halls are already city-size maps. And its not uncommon for them to add massive decorations. All they really need to do to fulfill this is add full buildings as decorations, and then turn NPCs and other guild hall interactables (anvil, scribe station) into placeable decorations as well.
  10. Could we get a Golem Spawner guild hall decoration? The Guild Hall Arena would be an excellent place to have a DPS target golem, and it would be nice to have more of a use for guild halls. The SFTA is instanced anyways, so this wouldn't steal player population away from the existing hubs/cities. Not to mention the guild hall is a lot more convenient to get to when you want to pop in and do some quick testing. This could be introduced as an arena upgrade. The upgrade would add the Golem Spawner console outside the arena, which in turn could be used to spawn a golem in the center of the guild arena. The Arena Console would naturally pair with it, providing the same functionality as it does in the SFTA. But if not that, then maybe a new category of arena obstacles for boons. They would be functionally the same as the current "Turret" obstacles, but called "Dispensers" instead and provide boons to players within their range. This is the main thing I want to see right now. But honestly they could take the whole concept of guild hall decorations a lot further. All of the current guild hall NPCs could be placeable decorations. Guild NPCs would be a whole new category of cosmetics to pursue, breathing some new life into guild halls. The cherry on top would be hostile NPC decorations (perhaps with placement restrictions around waypoints). It would be cool to set up our own gauntlets within our guild hall, in the same vein as guilds that make jumping puzzles and race tracks. Not to mention the potential game play implications of how we'd "acquire" these hostile NPCs. Going out to capture specific NPCs could be an activity on it's own (guild missions?).
  11. Crafting items to turn into reasearh notes is another price equalizing force and sink for raw materials, which playes are constantly getting from salveable gear or direct loot. The main problem with research notes was the process of crafting them, which has since been addressed. I don't think the cost is a problem. You can argue about whether its too expensive or not, but they would have made it costly one way or another. And we already require all of the mentioned EoD specific materials and currencies for a lot of things. There's already a ton of lore fluff about jade and jade tech. Too much, if you ask me. No reason to add more.
  12. Can we atleast bully necros without the disservice of needing to walk the extra 3 feet they get pushed away? Might as well be a daze.
  13. Stomp fills a reasonable role as an AoE counterpart to Bulls Charge. The fact that it blows people away is just counter productive on warrior. If they change the launch to a knock-down I think it would be good. A pull would be interesting... But I don't know how well it fits into the skill. And I think the mobility is actually reasonably valuable. Kick is... I don't know where a skill whose only function is a small knock-back is supposed to fit. It's such an inconsequential effect for a utility skill in current balance. It has only ever been useful as a way to proc trait effects, which is a terrible and boring place for a skill. This is where I'd put the launch effect. Launch has been removed from Wild Blow. I'm suggestion they remove it from Stomp now too. So this is where it could fit back in as an option for warriors to blow people away. A bit niche, but it would have a use at least an be reasonably potent. Throw Bolas, it has been said a million times. Add a flip skill that pulls the target. I don't think an awkward 3 target immob is going to fix the skill. You still just end up with a utility skill whose only effect is a lack luster ranged immob. The delay from the flip skill would adequately balance it against Scorpion Wire and Spectral Grasp.
  14. The need to avoid AoE is exactly what makes self-root impactful. People always quote "the increasing focus on mobility in gw2" as a reason to bulldoze away any form of immobility. But the reality is that immobility is an important and effective component of balance, power budgeting, and playstyle. Especially on ranged skills of all things. The increased cooldown and damage actually reduces how often you're immobile. So the patch is already lightly improving LB mobility by spending less time using TrueShot.
  15. The problem is they layered Mirage mechanics on top of core Mesmer mechanics even though they contradict each other. It's the same dilema they had with shatter vs phantasm playstyles at launch. So they are going to keep running into issues unless they make a fundamental change to Mirage. Mirage wants to keep clones out and actively utilize them. That's a cool mechanic and fills the old phantasm niche. Why do Shatters still exist though? My proposed changes: -Mirage Shatters are now categorized as Ambush skills (F1 - F4). Clones are not destroyed by using F1 - F4. -All Ambush skills cause clones to swap to your current target. -Weapon skill 1 is no longer an Ambush. -F1 is replaced with the existing Ambush skills based on your current weapon (much like warrior bursts). F1 is only available while in Mirage Cloak. -F2-F3 remain the same, but now command your clones to attack to impart the effect instead of shattering. Increase F2 power coefficient. -F4 just gives Distortion per clone. Doesn't cause the clones to attack or be destroyed. -Mirage Cloak no longer evades. -Dodging works the same as it always has on Mirage (no "rolling" and gives Mirage Cloak), but additionally provides 0.75s of Distortion. Restore two dodges in competitive modes. Some other miscelaneous ideas that might work well with the above: Nomad's Endurance - Ambush skills give Vigor. Vigor grants condition damage and ferocity. Desert Distortion - When you create a clone, create a Mirage Mirror if you already have three active clones. (#sec ICD) Illusive Mind - Your Mirage Mirrors grant you Aegis. For QOL/playstyle functionality, they might either need clones to have a a good skill queue system, or add a 1/2 shared CD to F1-F3. Otherwise it would be easy to intrupt cancel your clones' commanded attacks.
  16. I was enjoying it until I got to the dusk/dawn fish. Now I'm just annoyed and feel like it's tedious. I'm sure this has been discussed to death, but a 5min window every hour for a rare catch is nonsense. And since the achievements require them and are repeatable, you're missing out on a chunk of the rewards by ignoring them. Bait and time of day could be better utilized in general for the system.
  17. I'm sort of in agreement questioning Daring Dragon. But I could also see it working. Like I said before, they either need to buff it or scrap it altogether. Right now it's useless. But on the point of it's use, as things stand you wouldn't stay in DD until Flow runs out. You would stay in it for just over 9 seconds, in other words for as long as Tactical Reload and Overcharge Cartridge last. Then you spend about 10 seconds out of DT rebuilding flow and proc'ing Lush Forest so that TR is available again by the time DT's cool down ends. You'd spend half the rotation "immobile", but would have more uses of Trigger Guard and Flicker Step. The DTs are faster and more frequent but weaker, so wiffing one is individually less detrimental. And you don't have to deal with DSM rolling backwards. The biggest pain points to the playstyle right now are the awkward way Daring Dragon actually works (briefly goes into gunsaber and then flips back to DT each slash), and not having a good way to cancel DT without triggering weapon swap CD. I agree with @Vancho.8750 too. They should at the very least reduce the cast time of cartridge. Fierce as Fire should require the explosion to actually hit to gain a stack, in order to address out of combat skill spamming. And the teleport isn't quite enough on it own, one of the armament utilities should provide mobility that is useable in DT.
  18. Some thoughts after playing around with Daring Dragon: DD is fun, but obviously needs a buff. It feels like the only place it would ever fit is on a PVE dps build in the first place. So either buff it with that in mind, or change it altogether. A Lush Forest build centered around a 10sec Tactical Reload fueled Dragon Trigger window every 20 seconds seems like it could be fun with some adjustments. Dragon Spike Mine isn't needed in this build, freeing a utility slot. I think they need to increase the max charge with Daring Dragon from 5 to 6. The frequency of the slashes combined with the jankiness of it briefly popping you into gunsaber after each slash does make Trigger Guard and Flicker Step more difficult to use though. And to avoid triggering your weapon swap cool down, you have to end Dragon Trigger by spamming a gunsaber skill during those brief transition. Otherwise you can find yourself stuck with a half loaded DT and no flow. So there's a big layer of jank to the whole thing.
  19. That could be interesting, probably more useful then dodging backwards for a melee spec. In particular if useable during DT. But I think it would still cause the same annoyance for PVE positioning . If they could atleast make it aware of directional input, like a quasi dodge role.
  20. An often pointed to element of Bladesworn which people find unpleasant is Dragon Trigger's self root. But frankly, the immobility doesn't strike me as a problem on its own. What really gets my goat are the random forced movement skills: Dragon Spike Mine and Dragon's Roar (Gunstinger compounds upon this slightly). I can deal with the standing still part. Flicker Step and Trigger Guard actually make it a fun alternative form of position management. What I have a problem with is flying backwards during the portion of my rotation that is supposed to have freedom of movement. That's not to say it is unmanageable. But it certainly isn't fun. And what really irks me is that the movement on DSM/DR might actually be useful if they were available DURING Dragon Trigger. Instead they just make positioning a constant pain, adding further encumbrance to positioning on an already movement restrictive spec. The push back on Dragon's Roar is silly. Just remove it. It does add some sense of "force" to the skill, but ultimately it just makes it less fun. Not sure why "dodge backwards" was considered useful utility on BS from conception. Resetting DT is all well and good, but the rest of the skill needs to be re-thought. IMO make it ground targetted, so you role to the target location. And make it useable during DT without interrupting it. We could use it to reposition during DT that way. It would immediately reset the CD upon exiting if used this way. Or just change it to throw the mine instead, idk. I haven't done much experimenting with Daring Dragon. But if they buffed it to be the superior dps option, then I think it has potential as a more accessible and fun playstyle.
  21. My assumption since the very beginning was that the release of a dedicated support elite spec on warrior would be accompanied by the gutting of current support options. So I don't think there will be a problem in this regarding. To the rest, I would say quickness needs to be removed from banners altogether. Banners should be a free choice of flexible extra utility. In turn, quickness sources in the tactics line should be buffed. The warhorn trait should work the same way as the banner trait currently functions. "Warhorn skills apply X seconds of quickness". This would be in addition to the current quickness on Charge. Warhorn would be a main source of quickness for the build, which is an effective guard rail given the DPS loss of bringing and using warhorn. Martial cadence would remain as-is. Or maybe slightly buffed. I think the other problem is how viable Tactics currently is for dps. A buff to Arms and Discipline might help.
  22. Considering the huge prevelance of teleports, they absolutely should make this kind of cover for our movement skills more readily available. Even if they have a cast, the teleportation itself is instant. And let's be real, they don't typically have a cast/aftercast. In fact they often have stun breaks. Our running/dashing/leaping style mobility skills are inherently inferior. Not only taking longer to get to the end-location of the skill, but also often leaving us vulnerable for that period. And its not uncommon for the mobility they do offer to be effectively reduced because of the cast/after cast. Just look at Sundering Leap. A measly 600 range, and has both a cast and after cast.... I think it's totally reasonable that we at least have a trait that reliably keeps us from getting floored mid-movement skill.
  23. Would be nice if we had a baseline amount of adrenaline similar to how revenant energy works. For example instead of decaying to zero, it would only decay to 10 (T1 burst). And maybe even have adrenaline passively build up to 10 when out of combat.
  24. Totally agree with the spirit of buffing hammer. That balance philosophy post is just ringing in my ear right now lol
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