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BenaSPACE.6028

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Posts posted by BenaSPACE.6028

  1. This idea just hit me, and I think it would be a good change to make scrapper quickness pretty good!

    Kinetic Accelerators: Grants 4s quickness and 8s fury when completing a blast, jump or whirl finishers (4 second cooldown on this effect). When you grant superspeed to an ally, extend the duration of boons by 2 seconds.

    Also, because I think it needs it, 

    Bulwark Gyro grants aegis when initially cast.

    • Like 4
  2. This is mostly unrelated to the current scourge fiasco that's happening. I've been playing around with the idea of making harbinger a little more healer/support viable. 

    Vial Viles: Reworked. Now provides all personal benefits to the elixir's splash radius. (Life force generation is not shared) 

    Twisted Medicine: now shares the healing gained from Alchemic Vigor in an 600 AoE. Still converts Vitality to Concentration. 

    Elixir of Bliss: Now also provides Aegis for 5 seconds to self in Pve only. 

    Elixer of Ignorance: Now provides 2 stacks of Stability for 8 seconds on self in PvE only. 

  3. Elementalist:
    Most of the changes I think are pretty good for this class.

    I'm especially a fan of the signet changes.

    The spectacular sphere thing is overall better for the game, I think, though I'll miss using fresh air as a point of maintaining quickness. There's a few more things ele needs rounded out, I feel, like summoned weapons and their respective trait.

     

    In retrospect, I think that's basically all I have to say about this patch. The Warrior or Ranger changes are... Interesting to say the least, but I don't really have much of an opinion on them.

  4. For engineer, 

    Scrapper:

    The Kinetic Accelerators is more or less the same problem but flavored differently, but an easy fix, I think. Instead, keep its current effects, and have blast and leap finishers provide an AoE superspeed of about 3 seconds. This will offer a lot more flexibility on how scrapper provides its quickness.

    Mechanist:

    Mechanical Genius has been a point of balance for a while now, as an attempt to keep mechanists from overtaking everything. I think the cooldown increase isn't the way to go. It's far too punishing, and needlessly difficult to maintain.

    900 is a feasible radius, I think, without needing to handhold your mech to keep it from going on a doomslayer rampage on its own, if you plan to implement this change.

    • Like 2
    • Thanks 2
  5. I'm gonna break my response to this up into several posts (One for each class), for the sake of readability.

    I'll begin with the most urgent one to address, Necromancer.

    The good:

    • Well of blood providing regeneration is great! Keep this, it's worth its weight in gold.
    • The Serpent Siphon is a good change, I feel.
    • Life from death giving the general healing bonus is a nice sentiment, though honestly the dampest of squibs when Vampiric Aura just offers bonus damage to the squad as a general rule. This may be better places on Transfusion, or one of the minor traits.
    • Giving Alac to Scourge in general is a good idea, I feel, as it is the only thing keeping it out of parties as a healing option, but... (more on this later)
    • I think making sandstorm shroud pulse barrier is a good idea.
    • I find the fact that they're giving scourge only two master traits hilarious. (This is mostly a joke, but it reads like feed from corruption isn't being swapped with Desert Empowerment)

    The bad:

    • Nerfs to Necro's rezzing power is a big, fat no, no matter what specialization. Necro's ability to do actual necromancy is what makes it a necromancer. DO NOT reduce the revival bonus from ritual of life. That is it's only purpose in fact.
    • Similarly, it's unnecessary to have transfusion nerfed, or for it to only do its effect on startup. Giving it a small grace period to gather up the downed is actually something it should keep, as it makes doing healnecro's job significantly easier.
    • Boon corruption into boon strip is overcompensating. If you insist on removing the corruption aspect, at the very least place a standardized condition there instead. Poison, torment or even just bleeding is good enough.
    • Signets of suffering's new effect feels kind of tacked on. They could give life force on activation or keep their passives on cooldown or something like that, but necro isn't starved for boon strip.
    • Sand Flare's barrier projection shouldn't be lesser for allies, as it's unnecessary.
    • The desert empowerment change is absolutely unnecessary when Sand Savant is doing pretty much nothing at higher level play. Sand Savant's only current purpose is to be training wheels for new Scourges, a feature that most other elite specializations do not have or really need.
      • Proposed change: In addition to its other effects: When you provide barrier from your sand shade by any means, you also provide alacrity.

    Please take careful consideration, as class identity is very important to making the classes stand out from one another.

    • Like 8
    • Thanks 2
    • Confused 1
  6. Iron commander character slots are meant for the players who want to play the game as though they have a new account, without needing a new account (and therefore needing to buy xpacs and lw seasons). 

    Iron-commander slots do not benefit from account wide masteries, shared inventory slots, The legendary armory, account-wide bank space, account-wide home instance nodes, or account-shared currencies. Everything they do is from the ground up. 

    Why? Some players enjoy a challenge, or also like to experience the game for the first time again, and this will give them that option. 

    Meanwhile, I feel like offering these slots to players offers anet a little profit in terms of players using the gemstore a little more, as items bought in these slots also don't share with the rest of the account, ergo allowing redundant purchases, if the player so wills it. 

    • Like 2
    • Confused 7
  7. I'm hoping that new elite specs do show up in the future, as some classes might benefit from them (Having a warrior elite focused around support and healing, for example) or new playstyles would be awesome. But honestly, I think that's something that should be at most once every three expacs. 

     

    More than that, I'd love to see more legendary weapons come in!
    Hopefully, especially, some raids!

    • Like 2
  8. As it stands right now, Heal Mechanist is very finicky at times, especially in PvP. 

     

    I think it would be a good idea to to make a few changes to these abilities for ease of use:

     

    Crisis Zone 

    Now ground target-able. Mech will move into a range of 240 of target area to use. 

     

    Barrier Burst

    Now ground target-able. Mech will shadowsteps to point before executing Barrier Burst. 

     

    Barrier Signet

    No longer centers around player or mech. Now ground target-able. Produces the relevant barrier in a radius around target area. Area is reduced when mech is not active. 

    • Like 1
    • Confused 2
  9. I'm beginning to think as we go along that Alac Mirage was never intended to be a viable strategy for group content, and that it was sheer ingenuity that brought it into being. Personally, I think that's pretty cool, though I can see why it's been a contentious point of balance.

     

    I would say the first thing to do is start smaller with the nerfs to it-- 0.75 seconds of alac per cast seems good enough to me to both require some gear adjustments while also keeping it in line with certain group requirements.

     

    Alternatively, if you want to try to get more experimental, you could change it to a pulsing-buff system, like so:

     

    -Chaos Vortex no longer directly applies alacrity, but instead gives "Mental Oasis" for 3 seconds.
    -Mental Oasis can stack up to 6 times. Each second, players with Mental Oasis gain 0.25 alacrity per stack.

    The numbers are malleable, but I think a system like this would be easier to balance, as well as allow for players to vary their gameplay more.

     

    If you prefer, you could also put this into a mirage trait instead.

  10. The meta in new Kaineng City hardly ever sees play. I'd like to see more people there, especially when I need my weekly statuettes!
    I suggest moving the start of the meta to start 30 minutes after reset (rather than at), and up the rewards given at the end of the meta. Thematically, an extra chest for each zone secured at the first stage of the meta seems appropriate. (Seven zones secure, seven more chests after the big boss goes down).

    • Confused 4
  11. As it stands, Ele has one major flaw in its conjured weapon skills-- You have to be sure that random people don't pick up your weapons when you drop them; Even though they look enticing, and it's fun to share weapons with other players.

    My proposed solution is to have a skill that replaces your conjured weapon skill when cast:

    For 30 seconds (or until expended) you have a buff that lets you use a "Recall Weapon" skill which (after a brief cast time, close to the time it takes to pick it up off the ground normally), you can resummon the conjured weapon back into your hand.

     

    The only downside is that maybe there'll be an extra thrown in cast of firestorm from the adjacent warrior, or something, but I don't think that would be so bad.

    • Like 4
  12. For PvE, Daring Dragon is pretty weak, I think. It's not worth picking up because the trade off for chaining dragon triggers is that it caps sooner (and as a result offers less damage). The problem with this is that because you're stuck chaining half-triggers, you're not doing as much damage, and you're locked out of doing other things while you expend all of your adrenaline, or you have to abandon it halfway. Ultimately, the enemy of Daring Dragon is the amount of time it takes to do it.

     

    I propose these changes:

    -If you have Tactical Reload active, it refreshes the timer on it to three seconds duration.

    -The charge level is no longer reduced by 5 in PvE.

    • Like 1
  13. Hello! 

     

    I decided I wanted to create a small application (I plan to possibly put it up for public use some time in the future) that helps raid groups track progress towards the Envoy Armors (And maybe even Coalescence later on).

     

    However, while putting together a test case, I noticed that locked achievements will throw a FileNotFoundException, rather than using the in-the-API property that tells whether or not the achievement has been unlocked. I can try/catch this, and just assume 404s mean that it's not unlocked, but I still felt like I should put this out there so that it can potentially be addressed.

     

    It could also just be that I'm doing bad code, but I'm 99% certain this one is on Anet's end. Sorry guys! ❤️

  14. As it stands specter alac is centered around wells, which means it has to spam its utility skills. 

     

    I suggest that instead, Traversing Dusk provides alac on shadowsteps, and not just on well casts. Alternatively, you can have it to where shadowsteps instead extend alacrity. 

    • Sad 1
  15. It's handy, but to be honest, I would rather have it changed a little more.

    Trade it places with Stone Heart, and have it give barrier in an AoE around the caster. (Also allow it to activate via overload).

    It would offer a good support option for heal ele on top of putting stronger skills at the grandmaster line of Earth.

    • Like 2
  16. Alacrity upkeep is the only real mar on this wonderful class/healer combo. I'm all for tempest having it, but having to cycle through attunements is really vexxing.

     

    I propose this:

    Lucid Singularity - Alacrity provided is reduced to 6 seconds, and the radius is increased to 600.

    Invigorating Torrents - Auras additionally now extend the duration of Alacrity by 3 seconds

    • Thanks 2
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