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BenaSPACE.6028

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Posts posted by BenaSPACE.6028

  1. 7 hours ago, AlPower.2476 said:

    I just was thinking about turrets yesterday
    In addition, also giving them a "recharge" period of, for examle, 60 secs that gets shortened after using ANY tool kit skill would be good.

    I'd say that an animation that  triggers when they're about to become overcharged it's a way to balance them in that case. But you know, ranger pet's can deal big damage from far and animations are not that "predictable"

    I like this idea, too. It's on flavor for engi, I think.

  2. I feel like one of the barriers to entry in PvP is that the meta builds to PvP are generally locked behind a paywall. Staff requires SotO, Dragonhunter is a popular choice, but requires HoT, etc. Go to metabattle, and you'll see that not a lot of builds are strong with just core, base gameplay. Core Necro and core Guardian are both more exceptions to the rule, and even they sometimes are better leveraging weapon mastery.

    By limiting people on the ability to make meta choices only by paying a fee, they lose interest in playing it entirely. That isn't to say that the expansions aren't worth it, but for a game mode like PvP, it's pretty hard divide. Pay up, or quit.

    My proposal: Free to play players are able to unlock all elite specializations for PvP by paying a small 10 gold fee on a character by character basis, and can unlock weapon mastery for another additional 10. These purchases do not work for PvE or WvW. (You can consider adding this feature to WvW, as well, but I feel it's less important there.) Naturally, players who own this content should still have this unlocked as usual.

    This will let players still learning the game to take their time unlocking new ways to play, offer a new gold sink for the game, give new players objectives to shoot for, which heightens retention...
    And most importantly, keeps them playing. As players invest more time, they're more likely to want cosmetics to show off, which means going to expansion areas (more purchases) or buying from the gem shop (More purchases).

    • Confused 4
  3. 9 minutes ago, Zebulon.1850 said:

    The main change turrets need, is to be invulnerable for 2 seconds after placing. I use heal turret in WvW, and basically everyday, in at least one fight, it dies before it overcharges, because it dies literally instantly on place to aoe.

    I wouldn't be against this.

  4. 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.

    • Like 7
  5. 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. 

    • Like 3
  6. On 4/3/2024 at 3:12 PM, ShadowKatt.6740 said:

    OH LOOK! Another thread complaining about OP stealth and nerf thei-....Oh....OH! This is actually a good thread. I take back everything I was about to say.

    I like the idea. I only see one problem with it. The only way I see this really being usable is making it that little auxilliary command that we often get for situation specific abilities, most commonly right now using the Heart of the Obscure for rifts and such. The problem with that though is there's only one slot there, and it gets overwritten by whatever's new. So what happens if you're in the middle of the Wizards Tower meta, and you need to use the Heart, but then a thief pops stealth and now you have a smokescreen instead? Or if we give the Heart priority, then it rendered the AOE part of the thief stealth pointless. This is a fairly niche scenario but we do need to consider that. If we can get past that I like it though. Kinda like handing your friends a smoke bomb and they can use it or not, their choice.

    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.

     

    On 4/3/2024 at 3:22 PM, Cuks.8241 said:

    I dont really see the problem, maybe in very niche cases and your solution is just as convoluted as the potential problem.

    Is there really a case when you would mind a free stealth attack on thief? Its like a gift, ty ill take the extra backstab. Maybe on DE while not at full malice but you can just ignore it. Do you ever want to just normal aa on DE? I dont really have much experience with thief in pve.

    And I would hate the change in pvp. But ok, you said pve.

    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.

     

    On 4/4/2024 at 3:48 AM, Beddo.1907 said:

    It's so rare to see someone use stealth skills in PvE combat, that I don't see a point. Triggering stealth with dodge, seems like more of a hindrance than an improvement.

    If I had to pick a way to fix it, I'd go with reducing the consequences over overcomplicating team stealth.

    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.

    On 4/5/2024 at 1:36 AM, Crystal Paladin.3871 said:

    Stealth, in some encounters, help to group the mobs ... So stopping auto attacks by default when stealthed is the best option I guess..can see some stealth plays in HT nm and CM... Also works in some other encounters but not needed much

    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.

  7. 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. 

    • Like 1
  8. 44 minutes ago, jason.1083 said:

    The real question is, did you post this as an April fools joke with the mindset that Holo is overpowered though?

    No, I proposed nothing but changes for encouraging a healing build. :v

    • Like 1
  9. 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. 

     

     

    Spoiler

    Huh? What? How have you been playing Holosmith?! That's clearly suboptimal!

    April fools! 

     

    • Haha 2
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  10. 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)

     

    • Like 4
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  11. 6 hours ago, Cyninja.2954 said:

    Every class has some form of block. Not sure why specifically aegis is needed here. Aegis is already available on many classes (https://wiki.guildwars2.com/wiki/Aegis.). Really not seeing the issue.

    Other healing specializations don't need aegis, many have it already.

    I don't think Necro does, outside of scouge

    Edit: Double checked, and neither does thief

    • Like 1
  12. 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. 

    • Confused 2
  13. 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. 

  14. 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) 

    • Confused 1
  15. On 12/14/2023 at 9:32 PM, Sovngarde.7502 said:

    Mawdrey II is a far superior Bloodstone gobbler to Herta

     

    On 12/14/2023 at 9:38 PM, Linken.6345 said:

    You got a chance for Liquid Aurillium Infusion from Herta tho.

    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. 

  16. 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? 

  17. 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! 

    • Like 1
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