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Noenp.2041

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Everything posted by Noenp.2041

  1. Yes i did double click them. Don't know if its because i was in the pvp lobby or not but i ended up completing the daily in time. Just tried entering and leaving the lobby and it worked, don't know why it didn't fix just by changing characters.
  2. Used unidentified gear pieces for daily but they aren't counting for daily progress. Changing character seemed to help get some progress to 40% but then bugged again, tried changing character a few more times but still not getting any more progress on the daily. I hope this can be fixed before dailies restart.
  3. I know its guffy, but isn't the whole idea of relics guffy too? Anet said they're keeping some base rune effects but are going to add new ones with the relic update.
  4. I want to suggest a relic that adds an effect to any weapon skill 1 which changes depending if it is a ranged or melee weapon? By that i mean making the relic work so if using a melee weapon skill 1 and it doesn't hit a target because the enemy is further than the melee weapon range the relic makes it so the skill 1 shoots a non-physical projectile (to not make it to strong and also do combos) to 900-1200 range, while a ranged weapon skill 1 doing a melee strike instead of ranged if it hits an enemy at 120 or closer. Both versions would only be able to hit 1 target when hitting with the relic skill 1 variant. I think a relic adding an ability like this for pvp/wvw/pve would make it so players use more unique weapon sets, it wouldn't make the relic to strong because they would still have to choose between this relic or any relic for its build, skill 2 to 5 of the weapon set would still be the original, but the player wouldn't have to feel pressured to use weapons for their range, but for their utility in a fight. Basically the relic would be doing something like the gunblade skill 1 from Bladesworn, but instead of being a sword fused with a gun, it would be a relic that activates instead of a ranged attack if to close or after a melee attack if to far. The relic could be named something like 'Hidden Weapons' . PS: This suggestion is for after the new expansion is released.
  5. Well, learning something new everyday.
  6. Ok, its an essential weapon, fine. Tell that to Anet where they have been trying lately their best to make other styles of gameplay viable... So what you'll probably see is, other weapons getting buffed to the "quintessential" category like lb, making lb no longer the only viable weapon, or them nerfing lb to keep it to the level of other weapons. Either way if anyone agrees with this post or not, Anet is already planing something and no one can do anything about it but them. :3
  7. I just noticed that Blinding Powder enters in full cooldown when its canceled, while all other utility, heal and elite skills with cast times go into the 4 second cancel cooldown. Blinding Powder is a stunbreaker and invisibility utility and having it go on full cooldown instead of the normal 4s coodown when canceled is outrageou sand gets many thieves killed because of it. Please Anet, fix this bug! Also, Blinding powder gets cancelled and on full cooldown when doing Blinding Powder followed by starting a finisher.
  8. If anyone must know, I don't play DE, I actually don't have an actual main class and usually play with what i feel like playing, usually rotating between, Specter, Spellbreaker, Soulbeast, Mirage, Harbringer, Willbender and Weaver, which are the specs I usually play best, I've been in the game for around 10 years and have seen many reworks, nerfs, new mechanics, etc since i started playing the game. Since that time I've always seen longbow rangers and tried to avoid using longbow cause to me i feel its just clanky and preffer to use shorbow in almost all classes that can use it. Yes, before i started pvp, I would get annoyed watching the rangers spam point-blank shot every time when we used to do the champion trains, at the time I was in the Frostgorge Sound Champion Train guild, and watched every single time the squad leaders pleading for for the ranegr players to stop spamming that ability. Then it was for the mouth of modremoth where we needed to do slow cc and evryone, not just rangers at this time, spammed cc skills instead of just doing damage. Since this was in pve it did not matter much to me more than just being a nuisance. When i started doing pvp its where I started noticing longbow rangers "one shooting" teammates and enemies with that combo. I usually play a off hand healer build running with Dolyak rune for a little sustain and sage or avatar for healing +vit and respective stats for damage or condi build i was using with the character. But the time it started to annoy me was when i saw builds using ancient seeds MT from druid or jacarunda's embrace after point-blank shot making it almost impossible to escape if you don't have condi cleanse and stun breaks, ahving to destroy the vines to stop the spam of immobilize. Right now I play mostly with Specter and Spellbreaker shouting build so I have an easier time escaping, at least with shout heal and rune condi cleanse. With specter i would usually survive with one the traits that would put me in specter shroud if i took lethal damage and i could just run after surviving or continue fighting, but now Anet reworked that trait and i can't be saved by it anymore. Still what annoys me most its the ranger ongbow having more range than any other longbows which are all 1200, so it still doesn't make sense it having more range than a sniper, which can only get the same range when the sniper kneels...
  9. First of, not all threads are arguments, but all are discussions. Second you don't know me well enough to call me friend. And thirdly trolling is not a thing that should be tolerated, not even for a little bit.
  10. You just prove that you are here just trolling and making this thread become an argument.
  11. No you did not, you are here trying to belittle other players and making things escalate without reason.
  12. Passive aggressive much? Also, dodge only evades for less than a second, it will not fully negate rapid fire and point blank shot is as i said, instant cast and with unnoticeable animation, also the patch history says that the arrow speed was improved by 100%.
  13. Btw, some posts here in the discussion section are just suggestions or ranting directed to Anet and the OP's don't want to make a discussion out of it, they just don't have anywhere else to go, i don't know why some people feel like they are being attacked or feel the need to comment their opinion, i mean everyone is free to do so, but don't make a big fuss about it and besides, you are just bumping the topic to the top of the board. Speaking for myself, i would write directly to Anet but there isn't anything for doing so, at least that i know of.
  14. Yeah right, you probably just woke up from a deep freeze slumber, cause in pvp you don't use pve gear but amulets instead, also you don't need to be sleeping because both skills are instant cast with almost unnoticeable animations. Either way it happens many times in pvp and recently there's been a wave of matches with 2 or more rangers of mixed specs, also if you weren't sleeping you would know that dps druid is now a thing.
  15. The matter is not of "git gud", the matter is that you guys only disagree because you play the class and depend solely on longbow's broken and outdated mechanics to stay on top, and you are afraid that the class will be unplayable because of it. Well, guess what? Many classes had to go through that unplayable "fase" every time they get updated to later get stable and have better build diversity.
  16. Can we please have rework on Ranger's longbow? First off, longbow doesn't get any update since 8 years,, almost 99% of all Rangers use it and abuse to the point i'm very inclined to call HR for how abused it has been in 8 years, and this abuse is for just the combo of point blank and rapid shot, nothing else, they just need that combo to kill anything. It's disgusting to watch rangers run around to wait for these skills to get out of cooldown just to spam it again. And i'm not even done yet, the 1500 range was good for 2015, when there wasn't a literal sniper spec in the game (deadeye), but now its just absurd how it has the highest range in the game, yes, the tooltip says it has 1500 range, but on wiki and in game you can see that the arrows curve making it hit further than 1500 range, making it effectively more of a sniper than the sniper itself! 😄 And since i'm comparing it to deadeye i will also add the extra part where the rapid fire skill also follows the invisible targets while being channeled! Ofcourse you can say, "all channel abilities track and damage invisible targets", to that i say, not all of them, i know atleast of 2 or 3 abilities that channel and don't track or damage the invisible target, mesmer's, scepter 3 channel, necromancer's axe 2 channel and specter scepter/pistol 3 channel, i'm sure there are more but these are the ones i've played with and againste that i notice that don't track the target. So isn't it about time this weapon got a makeover like Anet is always doing to for example the ranger sword? atleast make all of its skills have the 1200 range since the arrows shot from a string will curve and still it further than bullets propelled by gunpowder. Which is another thing. For gods sake Anet, just say that every ranged weapon is magical, cause i don't see any bullet pouch, quiver, throwing axe belt, and so on, on our characters to make it plausible that they are using ammunition for their infinite spam of skills, also magical projectiles can still be physical projectiles for field combo purposes.
  17. Thank you! Couldn't have said it better myself.
  18. Another option would be for every player (pvp and wvw only) to have a break bar like champions and legendary bosses that get stunned for 5 seconds. I'm kinda joking cause i know this would bring many more problems, but to me, it would be funny to see it happen.
  19. First off, yes a poster did say literally for us to "git gud" and saying that we are refusing to adapt is basically saying it in a "nicer" tone. No one is saying that they are refusing to adapt, just that recently everyone is going for the CC skills and its getting ridiculous, like one poster said, "Just sit back and watch the fireworks", no matter how much stability or stunbrakes we have. Yeah, just "sometimes" you get countered by other build, that would make sense if there weren't meta builds which make almost everyone use the same build, which at this time all include CC's, reveals and so on.
  20. If Anet didn't think there was a need to have a way to halt the CC chains then they wouldn't have implemented the stability boon. You guys don't want CC immunity to break the CC chains? Fine, then maybe 1 stack of stability on all stunbreaks.
  21. If the problem is getting to be able to kill a thief then what should be done is NOT add more CC's, but instead rework stealth altogether. Games like Archeage and Elder Scrolls Online have a stealth system where from far you are completely invisible while when you get to close to someone you become translucent, targatable but with the name not showing , Anet just needed to do a stealth system like this and you wouldn't even need the reveal debuff nor the endless CC chains. Heck, they could even make a stealth system that would work like, over 500 range you get completely invisible, 500 to 200 range you become translucent but untargetable and under 200 range you are translucent but targetable.
  22. Yes, i was speaking of 1v4, but that also happens in 1v1. Not having a inner immunity makes it so that there is less variety of builds, everyone that wants to kill has to have as many cc's as possible while everyone that wants to survive has to have cc breaks or stability, limiting the builds any class can have. Waiting for the cc to end is only going to get you killed, dodging only works 2 times in a row, 3 if you are DD and still you have to get used to the iframes. The cc immunity would either be applied after each cc or after the player uses a stunbreak so you can at least use any mobility, heal, buff or dodge to try and survive, up to 2 seconds would be more than enough since most heals take that time to channel, more than 2 secounds would just be overkill. Also it would make mashing every skill key available to kill something, less viable, and this is not just speaking of players but speaking of bots too, we all know that this game has a huge problem with bots and we also all know that they are not just in pve.
  23. I was talking about sPvP and hard CC, soft CC would work the same. "Stun lock" in games is extremely game breaking and so strong that players always opt to do it when they have the chance. The problem I see is, for example, thiefs which we all know are the most slippery class in game, not even them have a chance to survive when CC locked like that if they don't have shadowstep out of cooldown, and even then its if they aren't for exemple, tethered by magebane tether. And don't get me started on invinsibility with abilities that keep following an invisible target while they are being channeled, that's another topic for another day. I don't think that 1s or less of immunity to hard cc would make someone to hard to catch, 1 player doesn't have that many hard cc's to make that much of a difference while waiting on cooldowns, now an entire team doing chain hard cc's is to much locking.
  24. I've recently taken my Bladesworn to ranked PvP and been doing well in matches, but one thing I've been noticing is that Dragon Trigger sometimes doesn't hit the enemy, even though I know very well that the enemy was in range, also I use Unyielding Dragon, so blinds don't work and it's not being blocked or anything else, simply the hit doesn't connect even though they are in range. This happens specailly with Dragon Trigger: Reach, which in on itself has many bugs like, not hitting enemies when going over or through walls, doesn't even connect with the enemy to say its obstructed. But worse than all of this is that sometimes when the Dragon Trigger Bursts connect with an enemy, they don't activate de Adrenal Health stack trait from Defence. Can this bugs please be fixed?
  25. Its absurd how players rely so much on stun chains in PvP. An enemy player that is caught in one of these chains is 100% dead, no matter how many cc breaks, shadowsteps, heals, stability they have. My suggestion is that an inner cooldown to be added to avoid those cc chains, 1 to 2s of immunity is more than enough, just to give the player a change to survive the onslaught.
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