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Orabusu.6085

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Everything posted by Orabusu.6085

  1. Please compensate all that have gotten the Valdhertz dungeon as daily Anet
  2. I like the changes that are brough forth but I am missing the pistol buffs for thief, hammer buffs for revenant and the rework of necromancer minions and death magic traitline. Regarding 10 sec on mechanical genius it's a nice QoL change and now we only need the radius to be a bit longer for when you play powermech.
  3. Prototype getting swiftness and superspeed no when you get it. You cant run tank them now, dont know if stealth tank is a thing havent tested it. The Prototype red mechanics and one hit mechanics is off in timing so you can get them both at the same time and nowhere to stand. Can you test your own content before pushing changes?
  4. One big problem I am seeing with Power reaper is the use of the elite skill where there are three options in the power line: https://wiki.guildwars2.com/wiki/Summon_Flesh_Golem ->https://wiki.guildwars2.com/wiki/Charge_(necromancer_skill) Only power elite I an using as a reaper becuse the other are really bad for what they do and this one when the time it does it right its good but needs inprovments. There are many times in game that you loose total control of your character when you get stucked in ice or something similiar that just despawns all your sommuns and puts them on cooldown which hurts really badly when you need your sommun for doing damage or be used as cc or life support. Then there is the issue of the outright killed by mobs or emenies that makes the long cd for a passing grade summon feels really bad when you need it for cc and you dont have that option longer becuse you have to wait for cd. https://wiki.guildwars2.com/wiki/Lich_Form Absurb long cooldown for mearly 20 sec uptime with subpar dmg calculations on the attacks. The attacks according to the GW2 wiki use "The form uses a weapon strength of 1,015 (level 78 exotic staff) in PvP, and 772.5 weapon strength (level 78 fine staff) in PvE.". Lich Form needs to get a buff so that it calculates the weapondamage of ascended weapons or the weapon you are currently using so its is relevant to be in Lich Form. Then there is the issue of it to have an cd of 150sec, thats 2.50 minute of cooldown, that cooldown need to be brough down same with many more elites out there there are not used becuse of the long cd and not enough power in useage. https://wiki.guildwars2.com/wiki/"Chilled_to_the_Bone!" Regarding Chilled to the bones, it have an 90sec cooldown and a damage coeff of 2.0 for utility same thing for Heavens palm that you are buffing with the patch it will have an cooldown of 20 sec and dmg coeff of 3.0 for utility. Could you make that they are in the same line with the cd and dmg coeff? Another thing that needs to be adressed is the power weapon options and buffing the dmg and the likes of it(cooldown in particular) that many have taken up. A bit of critbonus is needed for the reaper in dead perception, some trait reworks or combining traits. Sidenote, not about reaper: Where are the Pistol/pistol thief changes?
  5. https://wiki.guildwars2.com/wiki/Found_Heirloom and https://wiki.guildwars2.com/wiki/Found_Belonging dont have merchants and is just junk or have you forgotten about the merchants with the patching of LS1?
  6. Tried the steps for the incresed damage on deathsdrop but in an hour of testing have only gotten it twice. So my question is how do you get it so many times to succed?
  7. @Rubi Bayer.8493@Double Tap etc. Fragmention Shot on Engineer pistol Mainhand has in it tooltip an activation of 0.5s but ingame when you are using its actavation becomes much longer 0.8275s and with the attacks per second speed of it with the aftercast time its goes even longer between shots making it 1.2086 attacks per second instead of about 2 attacks per second if you read the tooltip on the skill. Have read about that Engineer pistol(both mainhand and offhand) needs a rework(numbers and/or effects) to work propely but in the mean time could you look at the AA of engineer mainhand pistol and make it so dont lie about how long it takes for it to do its attacks? Its not good for the players to go in with the feeling that the skill does ne thing in the tooltip but does completly another thing(and badly) ingame.
  8. @Double Tap Deadly Aim (trait) in critical strikes says hello in beign a trait with a negative trade off when slotted. When will we see a buff to P/P load out for theif(Love the loadout on paper with ranged dps that can move and shot without beign locked in one place, flying around the emeny or looking constantly for the emenys backside but not much ingame with the lowdmg and other superior loadouts that makes it bad choice) and fix to the long attackspeed of pistol 1 for the engineer pistol? It says ingame that Fragmention shot have an attackspeed of 1/2 second but it has an actavation time of 0.8275s which is 0.3275s more then the tooltip on the skill and dont forget the aftercast of Fragmentionshot makes it do 1.2086 attacks per second instead of 2 attacks per second by reading the tooltip! About the Eternal Bond grandmaster trait effect of beign able to switch pets while melded, would like to see it a core thing for Soulbeast then seeing it beign hidden behind a trait when you are also taking away triggering of petswapping traits. Feels like like its need to be incoperated so its dont become a stealth nerf to soulbeast dmg potential. Please dont make he scrapper gyros groundtarget wells
  9. Because its saturday today and we didnt get any information regarding the whole balance patch yesterday its to stand to reason that Anet is not going to make any more changes then the ones they have announced regarding this balance patch(Mirage, Firebrand). Its sad that the community is asking for things to consider and only those two things get changed. Hoping that our voices will get heard and a new balance patch with the suggestions that didnt make the cut is on the way after this one. We are in need of a new road map now that we are nearing the end of the summer one(15 september last thing) to see forward for changes that make broken stuff work(engineer pistol 1 aftercast making the auto longer then it should be, Theif pistol/pistol build buff so you can use it in instanced endgame content without feeling you are losing to much dps in using the playstyle versus doing your you in having high dps, buffing reaper more so it can contend with outer dps builds because those buffs that they are giving it with this patch is not enough for it to contend with those other specs and it dont give any buffs or support and just hangs in the dps of those builds).
  10. First thing first, I like the direction of fixing core things like weaponskills that is a problem that makes it intresting when there are more viable weapons to chose from like how you did before with staff mirage and rifle mechanist where I found build that I like to play. Some of this changes is hard to get a feel about if they are enough for things to work or not which we need tryout to know. To the things that would like from you after reading the prepatch is this. Ele, can't say anything for I don't play this profession. Guardian, I think longbow needs more love for it to be viable then the change want to make. Nice to see hammer getting buff and hope the numbers is enough. What happened with off-hand sword for willbender? Is there no love for power or alac willbender? Engineer, love the work you have done with power rifle mechanic and I hope that your goals is to make all future changes to surpass PRM with the balancing changes. Making AAR to be viable without minimum range is the change that what was needed for that trait to work. Many thanks for the change for my favorite elite spec. Now to the bad stuff. https://wiki.guildwars2.com/wiki/Fragmentation_Shot that is engineer pistol 1 is broken how it is now if we look at the wikinotes "Contrary to the description, the skill has an activation time of 0.8275s https://wiki.guildwars2.com/images/6/6e/Activation.png, which results in approximately 1.2086 attacks per second.". Please fix this so pistol can be used as a mainhand weapon for engineers!. Reducing medkit and elixirgun is problematic because it nerfs support scrapper more the mechanist. Reduction of barrier generation is one thing that is good but I am afraid that it's a to much reduction and I hope the change is gonna get the change that was given scourge barrier generation made earlier this year where they got more barrier from stat but lower start barrier. Mesmer. Reason to the nerf of axe and staff ambush skills feels wrong when the need like many said skill to execute right. Necromancer. Love the change on staff and it looks like you want us to play GS/Staff reaper with that change. About reaper and the missing changes there are to powerbuilds. Where are the buff to axe? Reaper use GS/axe+warhorn but axe is weak and no buff is given in this patch? The pitiful buffs made to reaper is not enough for it to be a viable dps proffesion in endgame content where there are spec with closer top 38k~40k dps. Reaper is also selfish dps that don't give any buffs just give self buff of might, fury and quickness that you could make so it could give that buffs to the rest of the party it would make it a support with its dps it have now and it will work well. What I want to see here is better numbers on the dmg and buff at axe. Shouts is bad where Wells can do more dmg in the same time and be fields for finishers. Talk about dmgmodifiers and fields let's look at https://wiki.guildwars2.com/wiki/Executioner%27s_Scythe. At best it's having a 3.2 dmgmodifier which feels bad for so slow attack and needs an buff. If we just leave reaper for a while and see the other possible spec for powerbuild is power harbinger which is a oddball where there is a real disconnect of the traits and skills which don't work. So please focus reaper to power and support and harbinger to condi and support then I think you can make your one power and one condi viable build per proffesion. Ranger, no comment because don't play ranger. Revenant. Like that hammer gets buffed but I am sceptic to the small dmg buff. Problem is hammer 2 that has the same problem that AAR at engineer had but you fixed it so I think you can do it here so it works in the first 200 yards. I hope that hammer gets enough love to be used in the future. Theif. Biggest problemen I have with theif beside venom and specter changes that other have talked about already is there is no love for pistol/pistol theifs beside headshot(pistol 4) gets a buff. P/P is a fun combination and love how it works animation wise and with gen3 pistols projectil and muzzle effect the animation is to nice then what you actually get. There is a trait that even makes pistol dmg worse and the p/P combo is not good enough for endgame content which make p/p builds lacking where you want to play for the cool factor but a subpar set-up stops you. Please buff p/p so we can have our gunslinger! Warrior. Don't play so don't know but happened that rifle gets love for I love the skillkit so you can play a commando with unloading your rifle then reload with rifle but again and go unloading again. The thing that I mostly think you have to check is the aftercast effect from auto attacks that make the tooltip begin not representive with how it actually works, see the example with the broken engineer auto attack that really need fixing.
  11. Aim-Assisted Rocket: Minimum range threshold reduced from 450 to 150. Please remove the minimum range alltogether!
  12. Found it! From an Purist assasin of all things
  13. Trying to find the Purist ritualists in Seitung Province but cant find any. Is the text wrong and it should be for another foe or in another area?
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