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BenaSPACE.6028

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Everything posted by BenaSPACE.6028

  1. So, I come from way back in the early days of GW2. Engi turrets didn't always only overcharge on drop. At one point, their respective buttons flipped over to overcharge them, and when dropped, the respective toolbelt skills became each turret's respective detonation button. Frankly, having the detonate turret button over where your dropped turret button used to be is an improvement, since having your toolbelt skills available at all times is just generally better-- But this still leaves turrets as a pump and dump kind of skill, barring as just casual boon dispensers. I'd like to propose a rework that should spice them up a bit: -Turrets are now affected by your attributes; Numbers should adjust accordingly. -Turrets now overcharge when their respective toolbelt skill is used. Cooldowns vary based on the turret. (I personally would say start from half the turret's drop cooldown). -Mechanists can overcharge their turrets by using their F1 skills. -Turrets from supply crate cannot overcharge after being initially dropped. -Experimental Turrets now provides its area reflect when a turret overcharges.
  2. On terms of PvE I feel fresh air ends up taking a back seat to bolt to the heart, which is kind of understandable. Ferocity is nice, but for most builds, 250 ferocity can't beat what is effectively a 5% buff over the course of a fight. Likewise, Elementalist does face a crit-cap problem when it's not playing weaver or catalyst. Ergo, I would propose a small change to buff it: Add 250 precision on top of the ferocity for fresh air.
  3. In Raid Training, create a console option that allows the golem to attack. Things like aegis or Arcane Shield won't proc on the damage field on the floor.
  4. To clarify, the Smokescreen effect only triggers on dodges, and F-pressing stuff would be limited to things like Shadow Refuge or Stealth Gyro, where the stealth is meant to be a "while-in-area" effect. The issue is mostly with how it can stop auto-attacks (to keep people from auto-ing right out of stealth on accident). Also, Deadeye especially relies on specific timing for stealth. While you can ignore it and press another attack button or whatever, the "Revealed" status that follows cannot be. And before you bring up Shadow Meld, that's an elite slot that's being taken up that could be something more damaging in PvE like Thieves Guild. A lot of people avoid using stealth skills outside of just doing sneak attacks on thieves. One could argue that the reason group stealth skills are so rare are because of the problems they cause. Likewise, a lot of traits that could trigger on stealth could instead trigger on Smokescreen instead, cutting out that middleman completely. For example, Merciful Ambush. This is a fair point. Mass invisibility and stealth gyro might be good to bring for these, and as such need to be pretty easy to use under these circumstances, though I think something like shadow refuge can be a decent substitute for when a thief needs to play this role.
  5. Stealth is a bit of an odd bird when it comes to how players interact with it. In pvp and wvw, providing stealth for others rarely seem to have concequences, as teammates are generally more coordinated with it, either using it almost strictly to engage or disengage fights. In PvE, however, it becomes more problematic. It stops auto attacks, and God for bit you're a thief or especially a deadeye where this convolutes things so much more. I propose instead that when you would give players stealth in pve, instead you give them something I'm giving the name of Smokescreen. When you have smokescreen, instead of immediately getting stealth, if you evade in the next few seconds, then you get stealth. This feels like a flavorful way to provide stealth to players while still maintaining thier agency. Certain skills, such as shadow refuge, might not work as well with this, and might need a different mechanic (just being able to press F, I think, would fix that issue), but I general I think most things in pve would benefit from this change. Note: when a thief provides AoE stealth, they themselves should immediately go into stealth mode, and not get smokescreen. Smokescreen is meant for player-to-player interactions.
  6. No, I proposed nothing but changes for encouraging a healing build. :v
  7. Let's be honest. Holosmith is just not doing it right now. When your team relies in you, and you as a Holosmith can't pull through, it's frustrating. Pitiful even. This class needs a buff, and I'll throw out some ideas of where to start. Light Density Amplifier- Now provides a portion of its damage reduc to nearby allies, and lasts for a duration after Photon Forge has ended. Prismatic converter - Now additionally removes one condi from nearby allies for each level of heat over 50%. Crystal Configuration: Eclipse - Still grants barrier. Now shares its positive effects with nearby allies. Thermal Release valve - Maintains its previous effect, but additionally shares all heat therapy effects with nearby allies.
  8. Genuine question, was not having the axe 3 skills on thief not being dual attacks deliberate, or just a whoopsy?
  9. Heya! With the new weapons out and about, I'm pretty happy with them, myself. That being said, I feel like since there's a lot of traits with weapons tied to them, it's either time to add these weapons to related core traits, or better in my mind, removing weapons specific-criteria from traits. Here's a few ideas I'm gonna spitball, on a class by class basis. (I'm assuming that weapon skill cool downs will be baked into their respective weapons) Guardian: Zealous Blade - Gain increased power. Gain additional increased power while standing in a symbol. Right-Hand Strength - Gain increased precision. Deal increased strike damage against burning foes. Focus Mastery -> Protection Mastery - Protection on you is more effective. Gain protection when you block an attack. Invigorated Bulwark - Increase your healing to other allies each time you block an attack. Weapon skills that grant boons last grant them for longer. Glacial Heart - Virtue Skill 1 now additionally chills foes. Chill foes you disable. When you chill a foe, deal damage around you. Unrelenting Criticism - While standing in a symbol, your attacks deal bleeding. Symbols daze on their first strike. Warrior: Forceful Greatsword -> Forceful Strikes - Gain additional power, and a chance to grant yourself might on a critical hit. These bonuses are doubled while wielding a two-handed weapon. Blademaster -> Bloodseeker - Gain expertise. Gain condition damage based on your expertise. Merciless Hammer - Gain adrenaline and additional power for a time after interrupting a foe. Roaring Reveille - Gain increased Concentration. When you grant a boon to an ally, gain adrenaline. (1 sec cooldown) Crack Shot -> Pinpoint Precision - When you critically strike, you deal bleeding to a foe. Gain additional strike damage when you attack from a certain distance. Axe Mastery -> Dexterous Ferocity - Gain Ferocity. Gain additional ferocity and precision while not wielding a two-handed weapon. You also gain bonus adrenaline while striking without wielding a two-handed weapon. Sun and Moon Style - Strike damage is increased against foes with no boons. Heal yourself when you remove boons from foes. Engineer: Chemical Rounds -> Chemical Warfare - Gain condition damage. Weapon Skills' conditions last longer when not wielding a kit. Overshield - Protection on you is more effective. When you use a weaponskill with a 20 second cooldown or longer, grant protection to allies. (Does not activate with kits) Ranger: Lead the Wind - Striking foes beyond the range threshold grant boons, and lower the cooldown of weapon skills. Light on your Feet - Damage and condition duration are increased after dodging or weapon swapping. Weapon Swapping recharges faster. (Bonuses to shortbow are added to it baseline.) Ambidexterity - Gain condition damage. Gain additional condition damage while not wielding a two-handed weapon. Windborne Notes - Heal Allies when you grant them regeneration. When you activate a beast ability, grant nearby allies regeneration. Two-handed training - While wielding a two-handed weapon, you gain power. Gain fury when you disable a foe. Honed Axes -> Honed Senses - You and your pet gain ferocity. Gain additional ferocity while you have fury. Thief: Dagger Training -> Grim Fang - Gain power, and gain additional power after poisoning a foe for a time. Deadly Aim - Deal increased strike damage to foes beyond the range threshold. Swindling Equilibrium - Successfully evading an attack recharges steal. Gain increased power, which is increased after evading an attack. Staff Master -> Heavy-Handed - While wielding a two-handed weapon, you gain bonus power, and gain endurance when you spend initiative. Silent Scope - Gain precision, which is increased for each point of malice gained. Gain stealth when rolling. Second Opinion - A portion of condition damage is converted to healing power. Gain additional condition damage, which is further increased when entering and exiting Shadow Shroud. Mesmer: Bountiful Blades - When you summon a phantasm with a weapon skill, additionally summon a lesser phantasmal berserker. Duelist's Discipline -> Sharper Images - Your illusions have a chance to cause bleeding. They cause additional bleeding on critical hits. Fencer's Finesse - When you or one of your illusions strike from melee while wielding a one-handed weapon, gain a stacking ferocity effect. Chaotic Potency - Gain condition damage. Gain additional condition damage when you apply a non-damaging condition to a foe. Warden's Feedback - Cast Feedback when you use Shatter Skill 4. Heal allies within feedback's radius. Mirrored Axes - When you use an ambush skill, summon a phantom axes to strike your target. Your illusions also summon a phantom axe when they ambush. Necromancer: Lingering Curses - Gain condition damage. Torment deals increased damage against boonless foes. Overflowing Thirst - Gain life force when you siphon health from foes. Soul Marks - Marks become unblockable and give life force when triggered. When you disable a foe, create a Lesser Putrid Mark (Same as Putrid Mark, but only transfers 1 condition). Dark Gunslinger -> Deathdealer - (No other significant change)
  10. For Elementalist pistol: Change weapon skill icons for with and without bullets, making it easier to discern weather you have that element's bullet of not.
  11. I'd like a lamp-pointer for when you have to do lamplighting in Cantha and in Horn of Maguuma. Probably similar implimentation to event/map completion pointers.
  12. I don't think Necro does, outside of scouge Edit: Double checked, and neither does thief
  13. I feel like Aegis as a support has become an absolute necessity, and I feel like it's only on Deimos that this is an issue. I'm happy to have feedback on this, but I want to confirm. If aegis provision is only tied to Deimos, then why not have Deimos himself provide aegis for the tank/oil kiter? Like, as he casts mind crush, have a special action key come up that allows the closest (or whomever has aggro) to counterspell to create aegis lasting for ~3 seconds for all nearby. This means that other healing specializations won't need to have aegis as a built in necessity.
  14. Alternatively, Shadow's Embrace: When you gain stealth, use lesser signet of agility. Lesser Signet of Agility: Remove 3 conditions from nearby allies. (cd: 15 seconds)
  15. In general stealthing your allies is generally not great to do. It interrupts thier auto attacks, which can be especially bad if you're not able to coordinate. Under that reasoning, a lot of the traits that activate when you stealth allies should rather activate when you stealth yourself, and then apply to nearby allies. Suggested changes: Merciful Ambush: Heal nearby allies when you gain stealth. Still grants you and your target stealth when reviving. Shadow's Embrace: Remove conditions from nearby allies around you when you enter or exit stealth. Cover of Shadow: grant protection to nearby allies when you enter or exit stealth. On a side note, I feel like venom health leech should also apply to allies whom you've given venom to.
  16. I'd like to make a small suggestion to increase the usability of this trait for support/heals Vile Vials: Now causes a blast finisher once per interval (1 second pve; 3 seconds pvp; 10 seconds pve)
  17. Sorry for being a couple of weeks late. It's really because empyreal shards and dragonite ore has far less value than bloodstone dust on average, and I think this would help.
  18. So! I feel like core specializations don't see too much play in strikes, raids, or even fractals, where they're the most likely to appear, I feel. "Why is that?" One may ask, knowing the obvious conclusion staring them dead in the face. Well, because they're weak. As an engi player, I personally can attest to how core engi, even before the last patch, still fell behind scrapper in terms of damage. Trading tools for the scrapper elite specialization offers you less utility, survivability, and less damage. And that's just scrapper! Imagine trying to compete with Holosmith or Mechanist? But the question is why? Why is core so weak?
  19. I'm trying to figure out what class this guy mains... What classes don't like fighting eles, necros or guardians? Engi as a class doesn't like fighting necros since they like to use boons to balance out their jack-of-all-trades playstyle. Maybe Mesmer? I'm not a masterful Mesmer, but I feel like they don't like getting bursted very much, which two of these guys can do, and necro doesn't go down to conditions too much. Can't be warriors, they eat necros for breakfast, with all thier access to cc, and I feel like they can break even with guard and ele. Rev? They're basically similar to engi in terms of weakness, I think. I don't feel like ranger has any issues with necros or ele's. I'm not sure about the guardian match-up. So that just leaves... Thief ! A class that doesn't like the high burst potential of an elementalist not caught flat footed, and don't like the potential staying power any of these classes have. I diagnose you with thief player, good sir!
  20. I like the theming of this weapon, but it feels like it needs a complimentary pistol in the offhand to make the ammo mechanic more engaging and meaningful.
  21. After sleeping on it a bit, I think I can come up with some example skills: 1 - Arc Detonator: Fire an arrow equipped with an electric module that discharges when striking your target, shocking them and nearby enemies or nodes. Enemies struck by an electric blast gain vulnerability/weakness. Nodes struck create a chain reaction once per interval (3 seconds, possibly shorter). (is a 20% projectile finisher) 2 - Sticky Grenade: Release a grenade-tipped arrow from your bow. The arrow detonates after a short delay. Nodes near this detonation produce a chain reaction. (is an explosion, and a projectile finisher) 3 - Shockwire: Fire an arrow attached to a Shockwire, tethering you to an enemy. Tethered foes will receive an electric shock every second, giving weakness and dealing damage. Foes that cross this tether will also be shocked. If the Shockwire comes in contact with a node, it triggers a chain reaction. The tether breaks if you are too far from your target. 4 - Rocket Arrow: Fires a high-impact, explosive arrow in a straight line. Enemies too close are knocked back. After a set distance, the arrow then explodes on impact, stunning foes and activating a chain reaction from nearby nodes. (Is an explosion, and a blast finisher) 5 - Node Deploy: Kneel and ready specialized nodes to fire and place. Moving while in this stance will end it. kneel skills: 1 - Essence of Animated Sand: Fire an arrow equipped with a payload of enchanted sand, prepared to grant nearby allies barrier when activated. Chain Reaction: When activated, Essence of Animated Sand provides a barrier around itself. ->Detonate Essence of Animated Sand: Manually detonate your trap, springing a larger barrier on allies, crippling and damaging nearby foes, and detonating other nearby nodes, granting them Essence of Animated Sand's Chain Reaction effect as they do. The detonation leaves behind a field that provides barrier to allies and conditions to enemies. If Over Shield is traited, this will activate Ally Ward. (is an explosion, and blast finisher) 2 - Essence of Living Shadows: Fire an arrow loaded with a shadow magic reactor, which heals allies and hinders foes. Chain Reaction: When activated, Essence of Living Shadows heals nearby allies, and cleanses a condition from allies, while causing weakness in foes. ->Detonate Essence of Living Shadow: Manually Detonate your trap, healing and cleansing allies of conditions, while blinding and weakening nearby foes. The shadows will linger, providing their effects with a pulsing field of darkness. Nearby traps will also detonate, gaining Essence of Living Shadow's Chain Reaction effect. (is a dark combo field) 3 - Essence of Liquid Wrath: Fire an arrow with enchanted flames, ready to lash out at enemies and empower allies. Chain Reaction: Flames burst from node, inflicting vulnerability (1 stack, 10 sec) and burning nearby enemies (1 stack, 1 sec) and granting might to allies. (is an explosion) ->Detonate Essence of Liquid Wrath: Detonate your trap, leaving a swath of fire that enchants your allies with might (2 stacks, 20 seconds) and resolution (1 second) for every second they stand in it, and burning(1 stack, 3 seconds) and inflicting vulnerability (2 stacks, 10 seconds) on foes that can't escape. Nearby traps will also detonate, gaining Essence of Liquid Wrath's Chain Reaction effect. (is an explosion, a fire field) 4 - Essence of Borrowed Time: Fire an arrow laced with chronal magic, distorting time around itself. Chain Reaction: Time distorts in an area, slowing (0.75 seconds) enemies. Nearby allies gain protection (1 sec, possibly less in PvP/WvW). ->Detonate Essence of Borrowed Time: Detonate your trap, creating a singularity that slows (3 seconds) and stuns (2 seconds) enemies, and granting Superspeed (3 seconds) to your allies. Nearby traps will also detonate, gaining Essence of Borrowed Time's Chain Reaction effect. (Is an explosion, a blast finisher, and an Ethereal field.) 5 - Get Up: Exit Deploy Mode, knocking standard arrows.
  22. I like the idea of the skills shortbow has, but it feels more like an elite specialization mechanic than an actual weapon mechanic-- By all means, keep the idea, but for a weapon like shortbow, it feels like it puts all of its eggs in another's basket; Namely kits. Inventions first line of skills are pretty deadlocked into overshield; AMR and AdBD are unreliable at best, and unusable under ideal conditions. In terms of support, if we were to remove overshield from the equation entirely, this also leaves the issue that it has a much stronger competitor in Mace, which provides valuable boons already, and leaves a slot free for an offhand of your choice. My suggestion: Shortbow 5 becomes "Deploy mode", allowing you to kneel (similar to deadeye) to place and detonate your nodes for greater chain reaction effect. Shortbow 1's passive chain lightning effect can target and activate a lesser chain reaction of deployed nodes. as for shortbow 2-4, I would say the theming should be to activate the nodes' lesser chain reaction effects.
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