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InBedWithMySelf.8632

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Everything posted by InBedWithMySelf.8632

  1. with all the excitement I have towards these healthy changes anet started delivering recently, I absolutely still have to support the time thing. I think that some changes can absolutely be released between the big balance patches. waiting 3 months for oppressive things to be worked on, is very mentally draining. things like balance, or waiting anywhere between a year and infinity for the 374 bugs that catalyst still has since release to be fixed, is definitely difficult, I mean it truly. Again I absolutely love what Anet is doing at the moment, but there needs to be some incremental patches introducing some of the changes, especially the easy changes, like changing scaling on weapons or skills. Anyway cheers for the future of the game.
  2. Props to anet on increasing the engagement and communication with the community, as hard as it might be sometimes. If it keeps going like this only good can come of it. It's still a bit of a road ahead though.
  3. The situation in fractals to be frank, has a bit more issues implemented into it, in most cases design wise. When they increased the condi damage modifier on break-bars to 100% my initial reaction was actually excitement, only to quick learn that these upcoming 9 ~ months of doing fractals are going to be the most depressing I've ever experienced in guild wars ever, mostly because of scourges negating almost every mechanic there (mostly with epidemic) and just making it a living nightmare to join groups. I won't ramble about that though. Maybe the damage drop had some negative consequences, but this clearly points towards a fundamental issue, and I really don't think it's directly related to break-bar damage modifier. I remember some ideas being raised like, having breakbars purely to negate dangerous boss attacks and CCing the boss, rather than getting a damage increase debuff, but that's honestly a topic in itself. About the execution thing, on power builds. This was only really true before they nerfed the breakbar damage modifier. Because now I regularly out perform pretty much every condi build, also with the No pain no gain changes (which still suck but at least they're equal across power and condi), actually made it possible to even run power damage in 100 now, but the biggest opportunities to outperform condition builds are definitely the shorter fights, such as old cms. Even on the nerfed catalyst, starting from air attunement, which if someone actually bothered to benchmark it, I can't imagine it even hitting 33K. Even that is enough to just outperform condition builds in old cms. Now I want to emphasize that arenanet's attempt at making condition viable in encounters where they are outperformed on a fundamental and design level, were awful, and they definitely partially fixed that by butchering the defiance bar damage modifier, not without consequences but still. Also just got to get this off my chest, there's one condi damage class at the moment that, atleast in fractals just outperforms so much by exploiting mistlock singularity, which is specter with the poison prestacking. A condi build that bursts harder than soulbeast in a damage window smaller than 10 seconds, by just clicking 2 buttons pretty much. Yea I definitely think that never should have existed, but it's just one condi class that does this to such an extent. (I feel like I'm going off topic here) I understand what you're feeling, especially that, from the sound of things, you clearly enjoy playing at peak performance while doing fractals, but the thing with the crit on potions, it's just nonsense, there are 7 billion other better ways to give power builds an edge, and that's just out of the top of my mind. Anyway yea, for the most part I do feel you.
  4. The entire post was very true, and shows understanding towards the class that so many people overlook. Good job on that. About the fractal potions, I don't know how else to break it down but, you are so far into wrong-ville. Crit on fractal potions made no sense at all and made it so you have different builds for fractals and every other pve content. And the exposed debuff should definitely be equal between condi and power, but increasing it blindly is something that has collateral damage. As if skorvald in 99 cm didn't die fast enough as it is, even with a mere 10% damage modifier. Although not ever boss is skorvald. I think you need to be a bit more careful thoughtful when you blurt out stuff like this, unlike the rest of your post which you clearly put a lot of effort and thought into, and I liked that part of the post much more.
  5. Yea I got to admit, I feel like this bug is so off of people's radar, I don't understand how practically no one who plays catalyst mentions this, It's a -->>MASSIVE<<-- bug, and gets triggers by everything almost. like "joebanane" mentioned, invulnerability, projectile block/reflect, but also reflect auras, some PROP type enemies like the dragon bosses on harvest temple, adina's hands and some open world stuff for sure, it gets absorbed by blocks, by aegis, by almost everything. (INCLUDING WvW and PvP of course) I think the best way to deal with it is to just change the way the orbs are treated, just make them not behave like normal projectiles. As a side note there are a lot of things that finally brought light to my eyes in this patch. Even though some implementations are not quite spot on. You might see mirages getting their axes nerfed for no reason, and the damage on PVE staff Elementalist still needs to be increased by TONS to be anywhere near viable, the general vision of what arena net is trying to do is finally starting to make sense. Not only in theory, but in practice too, to and EXTENT. I also noticed some devs engaging in conversation in the snowcrows discord which I think is probably the best decision arena net has made ever, lol. Communication with players that actually play the game is how this game will be fixed, not by guessing what the problems are from a developer's perspective without playing the game.
  6. Hi, I'm just going to list all of the catalyst bugs that currently exist which I encountered/know about since it was released into the game. * Hammer 3's orbs - disappear when hitting invulnerable targets. * Hammer 3's orbs - disappear when hitting some structures (less common, but one particular case is the Hand phase on Adina, the raid boss) * All energy depletes when going into downstate * All energy stays depleted after a Full /GG in instanced content like raid/fractals instead of refilling like with druid's celestial avatar. * Energy spheres cannot be used even while at full energy, as long as you use something like an adrenal mushroom, or mistlock singularity while having below 10 energy - until you attack something. * Hammer 4 air attunement on catalyst will not always push you back the full distance when you target something, it will only push your back the remaining of the range of 600 from your target. In cases where you are beyond 600 range from your target, you will not be pushed at all. (Frankly, getting self-pushed half a mile when you want to cc, is super un-interactive. It just doesn't work, and yes, you do fly off cliffs. I can see it being useful in pvp/wvw though). * The auto attack chain after casts that were worked on at the june 28th patch were only partially fixed. You now immediately can cast an ability after completing a FULL attack chain in water attunement, but if you stop at the first or second attack of the chain, you still have the same aftercast as before. This also includes fire auto attacks. They still have an aftercast between the auto attack, and chaining another ability to it. As a final note, while I'm upset at something like the damage output of the class at the moment, for me, fixing these bugs with the priority towards fixing the hammer 3 orbs, is far more important for the functionality of the class. Thank you Arenanet in advance, and to anyone who reads the post.
  7. @SexyMofo.8923 True but above everything I just want those 5 tones added. I can't possibly imagine how anything could go wrong by adding those, and the addition would be immense.
  8. Hello, This will mostly concern those who purchased the musical instruments novelties from the gem store, which includes a fairly large group of people, such as entire guilds, or smaller communities. Currently the instruments inside guild wars are locked to a certain scale (C major in most cases) which means you have 7 different notes to play, instead of the 12 like on most instruments such as piano. This limits what can be played to a fraction of what could be possible. You almost just hear nursery rhymes and very simple songs being played because that truly is where a fixed scale shines. So playing things such as almost every classical piece, and even some common songs with extra layers of complexity and modulation - is next to impossible. You can't even play a harmonic minor scale. Only the natural minor scale is playable, and almost no song is written entirely in natural minor. THE POINT IS; All I ask is that the 5 missing tones get added. Currently the skill-bar is replaced with 8 notes, and two octave swapping keys. However, there are 5 class specific skill bindings; F1 - F5 by default, which amount exactly to the missing tones. Please add those tones to the mentioned skill slots, and it will expand the benchmark for music in guild wars by many miles. Being able to play music in an RPG is amazing, but adding this tiny change will make such a colossal difference, for me at least it will be like a dream come true. I hope people agree with this idea. Sincerely yours; Abyssling (InBedWithMySelf)
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