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Tao.5096

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  1. Those never-ending threads about Ele.. Well, it is true that Ele's sustain and mitigation of damage and conditions was always abnormal and Anet never did anything with it. Anet's fix was always to nerf something completely outside of logic. Remember when they nerfed off-hand Dagger for Cele ele? It got replaced with Focus which increased the sustain and mitigation of damage and decreased a bit the damage output. This topic goes over for a decade already...
  2. I would recommend to not ask Anet to fix or rework any boons. Last time they played with Stability boon it caused lag fiesta so much in WvW and their solution was to reduce the max allowed amount of players in each map by roughly 30%. Also it did introduce stupid zerg builds and fights which of course affected the entire map. You're in Briar and two zergs clash in top north camp? You have 2-3 seconds lags... And it did continue for years without any fix, rollback or anything...
  3. Well, you can do nothing when casting Renewed Focus, Shelter, Protector's Strike, etc. Nothing as anything to do outside of instant utility skills such as Shouts, Stances or the most OP skill in-game i.e. Dodge Roll.
  4. LoL is a bad example here. They have over a hundred of champions to balance where most can be played in different roles e.g. Line or Support (some for more than one line and/or jungle too).Plus, the biggest issue for them to balance is the champion scaling during their level ups + items - that's why some champs are great for quick games, because at beginning they scale really nicely, but after lvl like 15, it goes meh, or vice versa. In GW2 you pretty much have static builds which are either based on amulet or gear (wvw).Of course, you have a great amount of possibilities to build up your stats, but they scale the same anyway, because everyone are at lvl 80 in the end.And also the game is static from beginning till the end, as your build doesn't change and your stats are as they are. Obviously you can't balance them out where every build counters every other build or has moderate survival against all other builds.But that's defined by build and class - e.g. Power Thief is squishy and can be outed by anyone in fair amount of time except by bunkers.
  5. Nope.But they made a kitten up on February of this year and kept kittening up straight forward till end of this year.... And following Dec 1 balance patch - there are much higher priority things to take care of than e..g nerf Thief's SB. We still have that idiotic Burn Guardian which bombs with burn entire cap points for 10 seconds and you can't cleanse it, because new stacks pop right away after.We still have that idiotic trapping DH which ping-pongs people in AoE ccs, along with elite and bow's barriers no longer are visible on the ground...We still have a cancerous high regen and cleanse Rangers - who have top 3 sustain...We still have cancerous Core necro with idiotic sustain, condition cleanse and condition spam....And so on.... They have nerfed Scourge because (according to them and crybabies) it was way too OP in condition application and sustain....meanwhile they buffed Core Necro way up to the moon.... Clown world literally.... Pre-Feb nerf patch, at least if you knew what to do, then you could out someone quickly....Now what we have is a rally-botting circus... Again, another year wasted, because spit on diversity of the builds and fun....focus on telling players what and how to play...
  6. After years of promises and a full year or big plans, etc. PvP is still a cancer. Thank you Balance Team - you're useless. As always.
  7. What? And he is?His Health pool is smaller since he has no additional Vitality stats and thus he's weaker to condition damage... That's plain stupid...Conditions deliver different damage due to several reasons - their availability and their side effects e.g. Poison has -33% to healing effectiveness or Torment deals 2x condition damage upon moving. Just because Guardian is oriented solely around Burn condition, doesn't give a reason to rework the entire system on how it works. If Burn damage is the issue - and the issue is actually on high stacks - then limit the stacks to 5 on players only.It will still be effective and nice in PvE, but in PvP it won't eat 8k hp or more per tick (and you can't cleanse it).
  8. I'm playing as Core Shout-Guard in sPvP and sometimes it's laughable how many top stats I get just for being supportive...
  9. The issue pointed out with personal defense for Necromancer is that it has no escapes from hot situations.It has utilities that help it to tank it a bit, but it has nothing reliable to escape in big-scale fights. In small-scale and roaming it sure does show that it's utility-set is nice and can be cool with some tactics, but big-scale wise nope.it can only count on Swiftness which either can be removed or also can just eat immobilize/cripple/chill or just any other hard cc. And because of that, Necromancer is rather pulling offensive utility skills because if zerg is going to lose the clash, he will die anyway, instead of jump out and port to waypoint.
  10. Why?Wouldn't it be better to force max stack on players up to 5~7 stacks? This way it would still be a strong condition with limited source, but it wouldn't eat 50% of your HP pool on one tick anymore.
  11. You know,I was laughing at Collin and some of his stupid implementations.But I have to admit, that he never brought the scene to the point where people are simply just tired of that bs. I just wonder, if he was still in Anet, how would the direction go for both PvP and WvW modes, as I assume he had some input, since he was the Game Director.
  12. I will tell you how amazing Balancing Team Anet has. Warrior has a trait called Cleansing Ire - it cleanses 1 condition per spent Adrenaline Bar (3 total) when hitting any target with Burst skill.Warrior has a Berserker Spec, which changes the Burst skill - it changes the mechanic slightly, there is only one big Adrenaline Bar instead of 3, which is very easy to fill during Berserker Mode and in moderate way when that mode is off. Anet balance team one day thought that it's too OP, and changed so Cleansing Ire will treat Berserker's Adrenaline Bar as One (1) Single (1) bar. To make sure that Cleansing Ire activates, you need to damage enemy player or mob with Burst skill.So, if you use it when you're blinded or it will be blocked - you lose all adrenaline you did accumulate, your Burst skill goes down on cooldown and Cleansing Ire didn't activate, so you didn't clean yourself of the conditions. Pretty inconvenient, no? Well, there is a much better approach.Just don't use stupid Berserker, don't use stupid Cleansing Ire...Just use Spellbreaker with Revenge Counter trait, where anything that touches you during the counter, will cleanse you off 3 conditions and transfer it to target (Necromancer 2.0). XDDDDDDDDDDDDDDDDDDDoesn't matter if that damage is a burst, spike, or stun or you're blinded or immobilized or poisoned.You just need to press it and during 1.5 second window something has to hit you - anything.. XDDDDDDDDDDDDDDDDDDDDDDDAnd even if nothing will hit you, you can reapeat it again after couple of seconds of cooldown. XDDDDDDDDDDDDDDDD But Cleansing Ire was too stronk according to Anet Balancing Team. XDDDDDD We could spend entire week here and count on numerous if not endless ideas they came up for each class with which always, but always did avoid the CORE problem. xDDDDD That's how great Anet Balancing Team is creating Meta - oh the wisest of all, endless source of wisdom. XDDDDDDDDDDD
  13. Guardian was always #1 class to take into WvW and it was always on tanky and supportive spec.It's Core, Firebrand - doesn't matter really, it always was about it's support skill-set. For Anet it was always easier and better to nerf counters than actual core issues...
  14. You forgot about: Engineer's RifleWarrior's RifleWarrior's LongbowDruid's StaffDeadEye's RifleMesmer's GreatswordMesmer's StaffGuardian's StaffSo in big-scale fights, Revenant's Hammer is pretty much #1 weapon for long-range - the only reason Elementalist is "better" is due to having 20 skills on staff, not 5 as Revenant, and lot of them are supportive... And?You were the one who was making Revenant's hammer look weak, not the others... I'm sorry, but where did I compare Ranger's Longbow to Revenant's hammer?Nowhere...Still, Ranger's Longbow has only #1, #2 and #5 for DPS. Revenant has #1, #2, #3 and #5...where Ranger Longbow skills are vulnerable to projectile blocks... Too bad it didn't get nerfed earlier, as people were complaining about power creep for over a year and CoR was spiking for 8k+ straight in line for that time...that was the point of what I said about the nerf... Even so, after they cut everything down for all classes, Revenant Hammer still does outshine everything else except Elementalist's staff for obvious reasons... What?I only said that I'd like the #1 staff skill on Necromancer to have at least the damage as Revenant's Hammer...I didn't complain that Revenant's hammer is too strong...Dude, really... Good, because you brought enough salt bags here, because "Necromancers", because "something else that isn't Elementalist"...
  15. Revenant's hammer skill-set is one of the most powerful ones in the game if it comes to two-hand long range weapons.Even it's #1 skill which is nothing more than auto-attack has good projectile speed, pierces and hits for good amount of damage.And specifically is oriented for big-scale fights, since it also utilizes Combos due to 3 Combo Finishers and 1 Combo Field. Just because CoR got increased cooldown from 4seconds to 10seconds and eats energy, doesn't change the fact, that the entire skill-set still is powerful.And despite that it always being very powerful, it was one of the last things that got hit by nerf-hammer... Pity, because for a change, I would like Necromancer's Staff #1 to be at least around the level of Revenant's Hammer #1...And it's actually only okay for feeding LF from long range....nothing beyond that...
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