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UncreativeGreen.2019

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Everything posted by UncreativeGreen.2019

  1. (This is a joke … sort of. And I’m not salty, it’s just seems to be the playstyle of most of the remaining power heralds left in the small scale scene) as a power herald you run… with friends. That’s the only time I see power heralds “roaming” anymore. Just ghankers and duelers running in about groups of 5-8 just “solo roaming”. Pretending like they had a huge impact in that 5 v1 as they sit back behind their will bender, soulbeast, and d/p SA thief friends, constantly about facing, weapon stow spamming, and jump dodging. Then they port in for their big Shiro burst after the target has wasted both dodges and other cool downs from the other “solo roamers”. Then they run one out to their skill and wonder why small man fights are dead. but in all seriousness, the other suggestions are good. Especially speed relic. Kind of essential to kite a lot nowadays
  2. I suggest doing some research or at least checking to see what the updates where whenever there's a download. It's not a bug. They reworked Kalla.
  3. I'd be up for a permanent gizmo item in the Gem store. Seems like the kind of QoL the 'Rechargeable Teleport to friend' is. Keep it in you inventory, double click it for both offensive and defensive buffs for 30mins. Refresh the timer at any point, no charges needed. but locking it behind gambling seems a bit much.
  4. Can’t have Karakosa relic, the fun interactive, combo based healing relic, out do the passive monk relic either. Would be too hard to balance
  5. LOL, what a weird "QoL" change.... "Here we fixed that weird wait time on the second interact of each jade bot node, made it even easier to stack up the buffs, and and increased it's total timer to 3 hrs!!!!! ...... And then we made it completely useless because we didn't even know how it was interacting inside our own game. Enjoy your 10s boons every minute and a half out in open world where there no need for extreme balance measures like this" I don't know what was wrong with the old version, and even why it was vital to fix it.
  6. Can we please take another look at the latest balance pass for Ventari out in WvW. It really didn't feel like well thought-out balance decision, more like a rocket powered sledge hammer to completely remove a skill from the field. Energy Expulsion: Lowered the stability duration from 5 seconds to 3 seconds in WvW only. Increased the cooldown from 2 seconds to 15 seconds in WvW only. Serene Rejuvenation: Reduced the Energy Expulsion resistance duration from 4 seconds to 2.5 seconds in WvW only. In my opinion, this was complete overkill. I understand the overall goal was to remove stab spam from the boon-ball. (Or at least whatever beats Roy's Boon-ball guild.) But could we have maybe taken this approach in steps rather than jumping off a cliff. The 15s cooldown is ridiculous. A 750% increase in cooldown on top of duration nerfs... doesn't the cooldown increase already take care of the boon uptime? Why the double nerf? I know that balancing low cooldowns with energy costs haven't worked out for Rev in the long run, and that it's easier to slap a cooldown on it and call it a day, but 15s? Really? Rev typically runs in 10s cycles in fast pace fights. AKA swapping legends off cooldown. If I use Energy Expulsion right before I swap out of Ventari, it wont even be up when I swap back into Ventari. Ruins the flow of the class. Energy costs should weigh into some of the cooldown. 35e is a 7s cooldown already. That said this is some of my ideas I list here for the devs to ignore... 5s cooldown to Energy Expulsion with the nerfed boon durations. This keeps it close to the 35e/7s cooldown while not letting it be spammed when stocking up energy or when running charged mists. 10s cooldown to Energy Expulsion with the old un-nerfed boon durations. Still keeps meaningful boons on a longer cooldown. Doesn't feel as bad and will always be up when swapping into Ventari. 2s cooldown to Energy Expulsion but remove the stab and keep the nerfed duration on the resistance. Keeps its old cooldown, keeps a thematic defensive boon, but loses stab that really didn't belong on Ventari. In addition make Purifying Essence into a stunbreak (finally). None of these will happen, I'm well aware. They'll keep it a completely dead skill and sweep it under the rug. I have a better chance waiting for the 4th rework of Ventari in 2057 to make the skill good again than them reverting a balance change. Thanks for reading my rant....
  7. I don’t think they’re quite there yet. I’ve always believed they take every employee who has a birthday that month, give them one biased buff or spiteful nerf. Then blind fold them and go to town beating the kitten out of a piñata for all the remaining fluff changes.
  8. I was thinking they'd join the train super late and make WvW into a battle royal.... glider in, loot your boons out of chests, and fight for your chicken dinner..... ...and spvp will just be a Roblox lobby...
  9. I originally thought to only put it on Necro, but I like the idea of flipping fear so mobs run towards you. Call it “beckon the soul” or something. Would be crazy good at setting up damage for pvp combos, and be less annoying in pve (looking at you healing scourge that has to fear away the nice neat pile just to use transfusion) but it could work as a relic too. I guess it’d sort of be like taunt, but actually better. Ranged mobs just don’t stay at range and auto you. They’ll actually be cc’d and run towards the source.
  10. I’d agree that it doesn’t need boons on the tether especially might and fury, but some regen somewhere on the weapon will go a long way in trying get a heal renegade back up and running…. That and something less than a 1s icd on soulcleave. Herald and Vindicator spam it out hard, but Renegade struggles to produce anything other than spirit boon swap to ventari.
  11. Works with the -4 energy drain facet combination of light, darkness, and elements too.... so you can run around with regen, fury, swiftness, might, and quickness while only at -4 drain. Just be warned that its a niche thing to abuse... bug resets on any loading screen/map change and on mounting/unmounting.
  12. That'd be neat... they have the tech. Look at Untamed Hammmer on ranger when you use it outside the espec. You get to choose the version of the skills. Just introduce 4 new skills to existing weapons and you can mix and match. pretty good build craft from that alone....
  13. I feel like at the very least, the "flip" over versions that are supposed to be the empowered skills (what a weird way to implement them) could have been inverted colors, or orange themed... so on the tooltip art for each skill blue is normal, orange is empowered.
  14. 4 not 3... sw/sw 3 is asking for trouble in mechanic heavy pve fight...
  15. I'm like 99% sure it does stack. But only up to 100%... cause you can absolutely get your 10s baseline dodge down to 5s.
  16. I keep seeing Arazoth and his constant copy paste spam rework ideas in every post that even mentions scepter, so I felt inspired to try my hat at a rework as well. I was really unhappy with the beta version of the weapon and even more so for its release. It misses its mark as a support weapon so incredibly hard that its almost laughable. Luckily he charging mechanic was dropped, but we were left with weird delays in skill activations for underwhelming numbers. Which is weird because the nature of support requires an action to be accomplished in a timely manner or else you fail at supporting the target. Waiting 4s and a window between 5s and 7s is insane... That said I wanted to scrap most of the current design. I'm not under the impression that any of this will ever happen, but its fun to throw ideas out! The new gimmick is a weapon that transforms between an aoe melee and ranged single target... we can keep the melee scepter (but tone down the length and obtrusiveness of the "blade") but we also gain a ranged auto. I'll go into more detail below, but the default stance of the weapon will be RANGED SINGLE TAREGT auto, RANGED SINGLE TARGET skill 2, MELEE AOE skill 3. When you use skill 3, the entire weapon changes to be: MELEE AOE auto, MELEE AOE skill 2, RANGE SINGLE TARGET skill 3. Whenever you use a skill with a 'melee' tag, it give you a buff to transform into the melee swap for X seconds (thinking 5s, but would need tuning). Gives you the capability to stay ranged, stay melee, or flip between the two. Ranged skills focus on heals and defensive boons/condis... melee focus on barrier and offensive boons/condis As far as what the skills would look like, these are rough ideas: RANGED SINGLE TARGET auto - 900u, attack your target, (preferably design a chain attack like thief scepter) applying heals to allies in a radius around it. RANGED SINGLE TARGET skill 2 - 900u, attack your target, after a 1s delay, they explode (or blossom) healing allies around the target and apply regen and clear a condi MELEE AOE skill 3- 900u, Port into your target damaging applying vuln and slow to all enemies around them, 5 targets. Apply barrier to 5 allies. MELEE AOE auto - 240u, attack all enemies applying vuln, 5 targets, apply barrier to 5 allies (keep the current animation chain, but spread barrier out at a 1:1:2 ratio on each attack) MELEE AOE skill 2- 240u, Release a pulse from yourself after a 1s delay damaging 5 enemies and applying barrier, might, and fury to 5 allies. RANGED SINGLE TARGET skill 3 - 240u, Strike your target knocking them down and applying weakness. Heal 5 allies around the target and port yourself back 600u (could change the last part, the forced port out could be annoying, but I wanted something to mirror the port in and give the idea of 'this is now a ranged weapon again') Thanks for making it to the end if you read it all. Like I said, I don't think anything like this will ever happen. But I think I'd be neat to see everyone's rework ideas and show our ideas for cool weapons since Anet was obviously struggling for ideas.
  17. I’m still in the camp where drains on weapon skills will lead to too much energy drain and more auto attack only gameplay, but if they did it right who knows. As far as skill 3 goes, I had an idea to combine a port in and port out that encompasses both ideas of their current enemy/ally target. Doesn’t have to use the same animation as death strike, but think of it like that. And then they can bring back the old port backwards off hand sword had in HoT. So you port into your enemy target granting barrier and might/fury/whatever boons to 5 allies around the target. If the skill connects, it flips over to a port backward that pulls your target and applies vuln/slow/whatever conditions. Less bloat, same exact concept, now with added mobility, a tiny bit of risk, and less waiting for support/cc. For skill 2, make it like staff 2 but as a ground target. No more delay either, or maybe a 1s delay like said staff of tablet skills. It always applies barrier, but if it hits an enemy target it applies more barrier. Please slap regen on it too! not perfect ideas, but better than this mess
  18. I’m also not a fan of skill 3 having two flip over skills. One for canceling it early and one for the attraction skill. In a busy fight it’s very easy to misjudge the icon and just flat out cancel it if you’re not counting to 5 in your head. Very awkward design.
  19. I still stand by the fact that the barrier amounts during the beta needed to be toned down, but It feels like they've gone too far the other direction. Waiting 4 seconds for a 2k barrier in full healing gear seems a tad underwhelming. Especially at 10e ... I mean it just feels all sorts of off when the skill 2 isn't 5e like every other weapon over all of rev. Overall, pretty underwhelming. Still a poorly designed weapon where all your support comes seconds down the line rather than when you need it.
  20. I haven't experienced that with fall damage before, but It's notorious for happening when going in and out of water or even just swimming at surface level. To get them to pulse boons again you have to use them and wait for their cooldowns to come back up, drain your energy down to 0 and reactivate them, or swap your legends back and forth and turn them back on.... Basically your buff bar says their on while the game says you still need to activate them.
  21. Why is this change happening when they’ve already stated the skill it’s tied to is getting a ridiculously long cooldown. Doesn’t that solve its uptime already. Why does it need a double nerf… the logic here is non existent
  22. Still wish there wasn’t any ally targeting in the kit. Instead they doubled down on it and made skill 2 ally target as well. The game wasn’t designed around ally targeting. It was designed on direct targeting and ground targeting. It just feels so jarring and flow breaking to ally target in the middle of fights. Was a slap in the face too since they said it was too awkward on warrior staff and changed it to ground target, but then leaned heavier into ally targeting for rev specter even though it too was the only ally targeting skill in all of revs kit and was just as awkward as the warriors staff skill… but it’s definitely set in stone now, so rip me and everyone else that isn’t a fan of ruining the flow of combat.
  23. I think the original problem is them designing a skill that had a tool tip that ran off both edges of your screen. Just give us a good skill. Not one where we have multiple “if/and” statements just to fire out effects that other class give freely.
  24. I agree with everything said, but I just wanted to add on to it a bit.... cause like why did axe 4 need this additional torment... the DPS pve golem build they get all their current info for certainly didn't need a dps buff. (not that this adds dps to that build without more headaches and being forcibly tossed around every time its pressed) It kind of feels like they have the ability to see how much each skill is being used and saw that axe 4 almost never gets used in said pve rotation... and then didn't look into it any further. And then buffed it to pad out their "intensive" balance patch. It's just incredibly strange... Also off topic a smidge.... but the single blast finisher on mace happening at the skills activation location and not where the first "impact" is is very janky and keeps throwing me off.
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