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Banndforgood.4632

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  1. "Zephyr's Speed: Now additionally increases critical strike chance by 5% while attuned to air." -- .....? It's almost as if Elementalists have FOUR different attunements that you swap between? "Spectacular Sphere: This trait now also increases the radius of Deploy Jade Sphere from 240 to 360 in all game modes. In PvE only, it causes Deploy Jade Sphere in air attunement to additionally provide quickness and reduces all outgoing damage dealt by 10%. " -- Not only do we now have to swap away from Empowering Auras, but also take a trait that *reduces* overall damage. Why is quick catalyst's overall damage getting nerfed so hard into the ground when all that really warrants a nerf is its burst damage? "Furious Burst: Now also increases the critical chance from Fury by 5%." -- Yes that's exactly on point, increased crit chance while playing *condi* berserker is exactly what makes sense. "Picking up a banner no longer reduces the recharge time of the skill. Instead, they can be carried around and dropped to reposition them. Picking up a banner does not grant the warrior additional skills, but they will continue to pulse their associated boons when picked up. The delay before you can pick up a dropped banner has been increased from 1 second to 3 seconds." -- Yeah!! We all miss picking up banners *AND* making someone else be your kitten and picking up another banner for you! Now back with the new function of having no function at all when you pick it up! Seriously, literally no one is going to be playing banners on warrior ever again. Guardian: Still getting more boons. The amount of boons that guardians give is already so absurd that these changes will literally change almost nothing in the PvE meta. Mechanist: By far one of the easiest classes to do well on, has one of if not the best dps uptime in the game is *barely* being adjusted in the way it needs to be. Power mechanist that already deals plenty of damage is now also getting buffed, and condi mechanist players are still going to deal more damage afking or face rolling than others can do while trying their hardest on another class. Oh and get this, it's now even easier to play. Guys, some of these changes are good; but the number of primitive changes is almost as alarming as modern American politics. Time to step up it, balance team.
  2. This is by far one of the worst bugs right now. Let's talk about this bug more so we can get it fixed. I hate this bug so much.
  3. So the turtle feels great as an overall, however I can't help but feel like it still needs a dismount strike skill like the other mounts do on their 1 ability. It would make mounting up on the turtle feel a little bit more versatile. Given the way that the Siege Turtle is designed, it seems to be most effective when used during an open world meta. I think it needs to be just a little bit more versatile. I find that I still prefer using other mounts even during a slow meta "crawl" when escorting the primary NPC/objective, like Yao in the Kaineng Blackout meta. It is more rewarding to round up enemies with my Raptor which allows me to easily dish out burst damage in one combo across 5 targets with my abilities, or to mount my Springer for significant breakbar damage on a high health Champion or Boss target. So it feels like unless I plan to stay on my turtle for an extended period of time (usually with the intention of a friend hopping in), I don't have much incentive to be on it, especially since it's not nearly as agile as the other mounts. My suggestion is to add a completely new skill that dismounts and strikes enemies like other mounts for skill 1, and simply move the current slam skill to skill 2. The unique functionality for the turtle dismount ability could be that it unloads X number of charges on the jade cannon strikes if there are currently any remaining in the passenger seat, maybe 1 or 2 at maximum since it does deal a significant amount of damage. I feel like there are quite a few possibilities for something unique. For my idea specifically it would look something like this: X strike damage for turtle dismount + 1 jade cannon round (if any are available) With my specific suggestion, this would provide the turtle's dismount skill with more damage than the other mount's skill 1 dismount ability, and moderate CC via 1 jade cannon round, but not outclassing that of the Springer's Cannonball. With the turtle being a heavyweight champion, I personally think it deserves the highest dismount damage. In my mind, this level of versatility should please pretty much any type of player.
  4. Untamed is unplayable in endgame PvE: Raiding, Strikes and Fractals. It does even less damage than the now gutted Catalyst, which btw, fix it please, because the nerfs to Catalyst were ridiculous. Since Untamed is designed around the idea of it being a bruiser which only really works in WvW/PvP, I can imagine it hard for some devs to give up on the roleplaying idea of it being as such. I would also find it hard to believe that this hasn't already come up on the drawing board but - give it group alacrity or quickness. Untamed already deals a similar amount of damage to other dps support builds.
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