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BenaSPACE.6028

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Posts posted by BenaSPACE.6028

  1. 20 hours ago, BenaSPACE.6028 said:

    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.

    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.

    • Like 9
  2. 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.

  3. On 10/26/2023 at 2:40 PM, Rubi Bayer.8493 said:

    Mechanical Genius: For a short period of time, the effect will remain active even after the mech moves out of range of the engineer.

    I want to note an unintentional but problematic interaction that mech has with Mech Arms: Jade Cannons. Due to the incredibly restrictive range and the nature of the mech's AI being rather... Unadaptive at times, there will be an abundance of times that it will be out of range for mechanical genius. 

    Proposed changes:

    -Mechanical Genius: the range to maintain Mechanical Genius is increased to 600.

    -Mech Arms: Jade Cannons: Now additionally increases the range of Mechanical Genius to 1200.

    This should be enough to keep it useful and stop it from dropping mechanical genius as easily when an enemy moves around. 

    • Like 3
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  4. On 10/26/2023 at 2:40 PM, Rubi Bayer.8493 said:

    Metaphysical Rejuvenation: This trait has been reworked. Grant regeneration to nearby allies after using a healing skill, with a 10-second internal cooldown.

    I propose this change:

    -renamed to Metaphysical Laminate: When you activate a healing skill, you gain Chaos Aura. Chaos Aura you create lasts 33% longer. 

    Since you're shifting their passive damage bonus from regeneration to chaos aura, Mesmer will need more sources of it. Since regeneration is now being providable by Chaotic Transference, this equates to a more thematic, but still as effective solution for supports, while keeping non-supports on track to keep doing what they're doing.

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  5. Overall happy with the changes so far! A few notes:

    -Engineer needs a way to provide aegis outside of mechanist, especially for heal scrapper. My personal opinion is that you add 5 seconds of it to Toss Elixer U, offering a bit of a future proofing solution. 

    -Mesmer in general may have lost a 10% modifier to condition damage with thechanges to chaos-- Keep an eye on this. 

    -Warrior offhand mace gaining a buff is huge and awesome, but at present, mainhand mace is still very miserable. I personally suggest reworking it to provide better support capability-- possibly giving protection, as that's a weakness support warrior has at present. 

    -lastly, core builds are still rather weak when compared to elite specializations. I'd personally love to see more buffs to weaker core lines, such as tools for engineer, or death magic for necromancer. 

    (bonus request: please rework engineer turrets. They are currently the dampest of squibs.)

    • Like 1
  6. 5 hours ago, Sobx.1758 said:

    The game doesn't know if you're coming back and it would lock out other players from joining without having a "topped up" instance. 15 minutes is ridiculously long in this context.

    15 minutes is perfectly reasonable. And the game should assume the best situation for the player. If they haven't specifically selected logging out, it should assume they'll be back. 

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  7. Recently while attempting to do the dragon's end meta (You know, the one that takes forever to do, and if you can't get into an instance for it, even if you were already in it, you're basically suck out of luck?)

    Game crashed during soo-won, and when I logged in, it put me in an empty instance.

    Completely unacceptable.

    This game needs to HOLD MY SPOT until I get back. If I'm gone for a time like, 15 minutes, that's fine. Drop it, then. but I was gone for 2 minutes, tops.

    All of that hard work gone. Rewarded with nothing.

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  8. 5 hours ago, Fueki.4753 said:

    Relic of Strength: Increase Strike Damage by 5% while under the effect of Might.

    Relic of the Wurm: 7% of Vitality is converted to Ferocity.

    Relic of the Thief kind of does the same thing, since you're almost always using abilities with a cooldown or cost, so I'm not sure that there's any point in having a relic that doesn't go past 5%;

    Likewise, I ponder if maybe stat conversion shouldn't be the one thing they leave off of relics and consider using runes for again.

    • Thanks 1
  9. So far, I'm loving the new expac. I think the new relic system is a huge W for buildcrafting. That being said, a lot of effects were lost that I think really should be implemented as relics. The following are the ones I think worth implementing:

    Companion Relics: This is a special mention, as Privateer, Ogre, Golemancer and Lich offered different types of minions/pets/etc that helped a player out in combat. These were fun, and having a helper companion in open world is a great way to take some of the edge off of some of the harder hitting enemies for players looking to have a pet tank for them.

    Relic of the Fire: Just an implementation of the previous Rune of the Fire's non-stat effects; When you use first enter combat,  you gain fire aura. You gain +10% Strike Damage while you have Fire Aura.

    Relic of the Spellbreaker: Gain +1% Strike damage for 6 seconds when removing a boon from an enemy, stacking up to 10 times.

    Relic of the Scrapper: Superspeed you grant is +33% longer, and caps at 20 seconds.

    Relic of Vampirism: Heal for 10% of your health when you kill an enemy (3 second cooldown).

    Relic of the Ranger: All companions gain a 5% boost to all stats (This does not apply to Jade Mech's inherited stats).

    Relic of the Earth: Gain Magnetic Aura and Protection upon using a healing skill (60 second cooldown)

    Relic of Svanir: Gain Frost Aura when your health falls below 50% (30 second cooldown). Frost Aura reduces damage taken by another 5% (15% total damage reduction)

    Relic of the Engineer: Gain +10% Strike Damage for 10 seconds after using a skill while wielding a Conjured Weapon, Weapon Kit, Environmental Weapon, or any other nonstandard weapon (20 second cooldown)

    Relic of Melandru: Cast Melandru's Blessing when you're disabled. Melandru's Blessing breaks stuns, and grants 5 seconds of protection, resilience and stability. (60 second cooldown).

    Relic of the Guardian: Grant allies 3 seconds of Aegis when entering combat, or when you use an elite skill (30 second cooldown).

    Relic of Snowfall: Falling Damage is 30% less effective. When you take falling damage, create a pile of snow that chills enemies and grants regeneration to allies.

    Relic of Sanctuary: Gain barrier equal to 10% of any heals you receive.

    Relic of Radiance: Auras you grant last +33% longer. Grant all nearby allies Light Aura when you use a healing skill for 4 seconds (cooldown 10 seconds).

    Relic of the Soulbeast: While you have a companion, your damaging conditions last +10% longer. While you do not have a companion, damage you receive is 5% less effective.

    Relic of Altruism: Transfer 2 conditions from up to 5 allies to yourself within a 600 radius, and gain Resistance for 5 seconds upon using an elite skill (30 second cooldown).

    Relic of the Druid: Gain +500 healing power for 3 seconds upon using a glyph, spirit or elite skill.

     

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  10. As of right now, Balls of dark matter have a problem--

    If you have all legendary gear, or all the ascended you need, they don't do anything. Salvaging ascended armors you don't need offers no gold, really, and the best you cna do is to eventually turn them into research notes. 

    I'd offer that some trades could be brought up using these, offering them value to the player. The first that come to mind are clover exchanges, and maybe even some Mystic coin exchanges (though with SotO around the corner, I don't know what the MC market will look like). 

    Really, anything that would make salvaging ascended armors and the like worth more the player's time than throwing them out. 

    • Like 2
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  11. I feel like trying to balance boon supports around doing just 5-man boons (especially alac + quickness) is just perpetuating an issue of balance that's plaguing the game lately. Quickness and Alacrity are both very strong boons, and it's nice to have them, but looking at how many professions need to offer these boons at present, maybe it's time we reconsider how we approach these "critical" boons. Let's stop pedestaling them, and let's just have people who give quickness as casually as they give might, or regen. Heck, we can even change them to be stacking boons like might is, if that makes them easier to balance. Why not?

    And with relics coming out, we can make the boon applications of these even easier. Have runes that put alac on when you apply barrier, or put quickness on when you do a disable.

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  12. 2 hours ago, SlayerXX.7138 said:

    Increase Poison duration by 25% per stack. The trick is to enter combat without aggro, with mark for example, then stealth. Stealth with shadow refugee to read in peace.
    They probably should add "Stealth" as a weapon category.

    I did eventually do that, but good lord was it a needlessly convoluted way to get to the tool tip. 

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  13. I feel like most of these changes are good, and even scourge looks like it's gonna be a bit better, but I feel that druid is still in a bad place. It still has the same problem of needing to use its big class feature to keep up alacrity-- One that it shouldn't be using off of cooldown, because it rigidly locks druid into a place it needn't be.

    I still standby a fix I posted earlier that made Celestial Avatar work more like how Harbinger offers its quickness-- Just pulsing casually, with a few extra things that up boon time-- While also being able to come in and out of its respective mode shift regardless of the resource it has (and even offering a slight boost to help it do its job as a boon production).

  14. I feel like you can probably fix alac druid relatively simply. The idea is this trait will work similar to how quick harbinger works, where they simply use shroud casually as part of their rotation, while using a utility and elite skill to make up for times they're not in shroud.

    The changes I'd make are such:

    Grace of the land: You are now able to use Celestial Avatar with less than 100% astral force. Activating Celestial Avatar grants 15% astral force. While in Celestial Avatar pulse boons (alacrity 3 seconds, might 10 seconds).

    Glyph of the Stars (Standard): Allies standing within the active radius have their boons extended by 1 second, every second.

    Nature's Vengeance: When a spirit slams the ground, it extends the boons of nearby allies by 2 seconds.

  15. Hello! I'm taking a look at Scourge currently, and I feel like I could offer a few changes to make to make scourge better in terms of doing what you're looking for:

    Manifest Sand Shade: Duration is reverted to a 20 second duration.

    Sand Savant: Now grants alacrity to allies around the greater shade when you use a shade skill (for 1-or-so seconds each skill)

    Herald of Sorrow: Pulses Alacrity in addition to its previous effects (around the caster only)

    Feed from corruption: Reverted to its original version. This is not returned to its original placing.

    Desert Empowerment: Now upgrades Sand Sage to offer an outgoing healing and damage of +5% per sand shade active. Duration of sand shades is reduced to 10 seconds when traited.

    Why these changes?

    In general, Scourge does not provide barrier passively. I feel like when this change came out, it was made to be like how mechanist provides its alacrity.
    This works for Mechanist, because Mace and Mech Core: Barrier Engine both provide barrier passively, meaning that alacrity is guaranteed.

    Scourge, on the other hand does not have have this luxury. It has to actively provide its barrier, timing it just right to get the most out of it. This means that if you're providing alacrity, you only provide barrier for the sake of alacrity. Any damage mitigation you do is sheerly coincidental. As a DPS, this also means that you have to run barrier skills that offer you little offensive option in turn for being able to provide alacrity. This means that you have to run Serpent Siphon and Sand Swell, leaving little room for flexibility as to how scourge can be played.

    This new methodology preserves Scourge's access to utility skills while still offering a reasonable source of alacrity that's more reasonable to balance.

  16. Fundamentally, the rez changes given to necro is... Great! 
    ...For PvP and WvW. In these modes, players killing players is a natural progression, and having so much rezzing power is both jarring and painful on both sides of an encounter.

    PvE is a different story. Under the ideal circumstances, you go down never. If you go down, then you do less damage in general, the players you're with have to stop doing damage to get you up. In general, it's a worst-case scenario to go down. In PvE, this is made to be avoidable, either through healing or through proper understanding of the mechanics.

    So what does this mean for the rez-nerfs for PvE? In PvE, all necro specializations are heavily crippled by these changes, when they don't even need them. Being able to rez players on a class that doesn't have a good deal of healing on them to begin with (Even scourge, and with barrier doing alac duty now, it's not a reliable source of damage control.) is generally not that strong to begin with, considering it's taking into consideration a bad-case scenario as a method of doing its job.

    If you feel these rez changes are good for PvP and WvW, then by all means, keep them, but for PvE, these changes are an unnecessary knife taken to a class whose healing ability is more reliant on these skills. Please consider what you do next carefully, anet! Necromancer is in a delicate place now, and a lot of players are taking this to reflect a flippant attitude towards balance.

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  17. Also, please, in the future, when creating these previews, be sure to open threads for changes to each classes' respective forums to make people's responses more readily quantifiable. 

    I feel like this would be helpful for making players feel more heard as well, and certainly will make gaging player responses easier. 

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  18. After looking over ranger for a bit (it's a class I'm not as familiar with) I feel like you've missed an opportunity to put quickness on it, rather than on untamed, giving it better access to its ability to support allies.

    Proposed changes:

    Live Fast: Now grants all of its boons in an AoE around the ranger when activated.

    Essence of Speed: Effect applies to anyone the ranger gives quickness. This is now affected by Moa Stance.

    Bear Stance: Heals at 50% of its power to allies when Leader of the Pack is traited.

    Griffon Stance: applies 3 seconds of quickness to the user (and to nearby allies at 50% duration with leader of the pack) when used, in addition to its previous effects.

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