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Sunshine.5014

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  1. Hi Anet, I hope you read this post. For this mode to be successful, you need these 2: A) Allow swapping Build/Equipment Templates after death. This is taken from the play book of Overwatch, which offered a similar Push / Defend mode. Unlike regular Conquest, this new Push mode has only one battle ground. If your team happens to pick the wrong builds at the start, the game is over. There is no recovery. You will keep running into the same 5v5 battle and lose again and again due to Build Composition. It will lead to frustration and more AFK as soon as they die during the first battle. Instead, imagine allowing the player to change Build/Equipment Templates after death. After the first battle, your team wipe, and you realize you have no healer, you can change. If you realize the other team has too much Condi pressure, and you don't have enough cleanse, you can change. If you need more damage to overwhelm the enemy bunkers, you can change. This works out really well for Overwatch, and I'd even go as far as to say it contributes positively to Overwatch's initial success. Imagine when you die and can't change Overwatch heroes; it would be frustrating and AFK-inducing. Remember, the other team can also change builds (after their deaths). That leads to more exciting matches, with more back and forth, leading to more viewership. Other minor benefits: More revenue if people buy more Templates Incentive for people to communicate during the matches (builds / strategy) because you can actually change the match outcome even after a losing battle B) New unique boon when the "Cloud" stops moving With this new Push mode, it's almost guaranteed that a lot of people will try Bunker builds. The "Cloud" will not move in a stalemate. How would you break the stalemate? New map wide boon: Brutality Gain one stack per second if the Cloud is not moving Lose one stack per second if the Cloud is moving Max 100 stack -- everyone on the map has the same number of stack Increase out going strike /condition damage by 1% per stack This boon will allow Bunkers to delay the Cloud, but it will get increasingly harder to stall. The output damage during the battle increases over time during the stalemate, and the DPS would be able to overcome Bunkers. It doesn't invalidate Bunkers, since they can still slow down the progress while their team is regrouping. Managing how much Brutality stack you allow the map to reach would become an interesting mechanics that the best teams would employ to win. It would also be entertaining to watch. Together with the ability to change build after deaths above, the match becomes very exciting. Would people alternate between Bunker and DPS when Brutality is low / high? Would teams have specialized composition based on location of the Cloud and Brutality level? What else would happen on the meta game level? If done right, this Push mode could be the most successful PvP mode you have. Thank you @Rubi Bayer.8493 and the team for reading. I'm excited to see how Push will land!
  2. 2 cents for Ele: Please have a dedicate UI for the bullet. Please DO NOT add another buff bar icon for the love of the Six! Please consider having the same cooldown for both Pistol #2 and Pistol #3 in all attunement. Pistol is advertised as "decide whether you want more offense or more defense". If there is a cooldown mismatch, it's rarely a choice anymore. You would always want to use the low cooldown one first so that it's available for another use before you switch attunement.
  3. Also, just want to say good work ANet. I wouldn't mind if this "beta" happens every month or so. It seems close to ready (beside the initial team selection mess up for other people).
  4. Weaver is nerfed because of Snow Crows Speed Run, not because of Warhorn. Any time Snow Crows release an Ele speedrun, Ele will get nerfed.
  5. Hi dev, can you make Rock Barrier not grant Toughness but reduce incoming damage by 33% instead? Having Toughness really messes with instance bosses. Thank you!
  6. Infusions add about 3% DPS. For comparison, a sigil slot is worth around 5% DPS.
  7. Fun is probably Tempest/Weaver. My brain was filled with adrenaline. I read every animation from the enemies, evading the right attacks, time dodge, attunement swap, and skills. It's honestly pretty fun. But I usually got demotivated when my DPS is lower than a Mech spamming #2. Dodge is a DPS loss. Effective is probably Mechanist. A Mechanist with everything on auto attack, and only spamming #2 would have more DPS than the majority of Ele in fractal.
  8. Attack radius is way less important than evade duration. Attack radius is on the level of piercing, with piercing slightly stronger. You can hit 2 different targets that's pretty far apart. Think MO raid soliders. Evade on the other hand is stronger, on the level of Dodge, Block, Reflect. The main thing to keep in mind is: the number can be tweaked. It's the mechanics that need good power Budget. A piercing 5 target may be similar to a 360 AoE skill. If they are still imbalance, tweak the skill range or animation/after cast time for example.
  9. Yep I know :). And I agree with that. It's just funny people still bringing up GWEN thinking it means Ele when the E was replaced to mean Engi for multiple years already. The latest patch nerfed Engi, but that doesn't mean that E suddenly means Ele now. It's still Engi and their gyros.
  10. That's a great joke, I like how effortlessly sneak in the references to numerous Staff Ele and Meteor Shower nerfs! Now people won't be able to confuse between the meta Engineer and meta defining Meteor Shower Ele anymore!
  11. Hint: the E in GWEN is for Engineer. Ele has been too meta defining for a long time it's a class of its own!
  12. I think you misspoke. It's not that Ele has 4 weapon sets. It's that 75% of their weapon skills are locked away at all time. It's a drawback, not an advantage. To make it even more clear, normal classes have 50% of their weapon skills locked away, Ele has 75% of their weapon skills locked away. Want to CC? Sorry you gotta swap to Air. Want to DPS? Oops, Fire is on cooldown and is locked away. Wanna heal? Tough luck doing damage until you swap away from Water.
  13. A Warrior has about 1000 more stats than an Ele (700 Vit, 300 armor). If Power Budget only accounts for the equipment stats, Ele will forever be a bottom class. Either remove the HP penalty and make all classes the same HP, or ANet need to include that penalty in the Power Budget and makes Ele skills naturally includes more utilities.
  14. Losing scholar buff is -5% DPS. Dodging _once_ every 20 seconds is a 5% DPS loss. Not even count that it messes up Ele rotation, which leads to even bigger DPS loss. Ele has to dodge constantly. Way more than once per 20 seconds. That's why real world DPS is way worse than benchmark on golem. They don't have to dodge on golem.
  15. High cleave? Overload Air has a kitten 3 targets limit. How is that cleave? Mechanist has 5 targets limit from range and deal more damage than FreshAir Power Tempest. Let repeat it again: Overload Air has a kitten 3 targets limit, not 5. Edit: also please feel free to tell me another class that has their main mechanics on 3 targets limit instead of 5.
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