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thivasss.6023

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  1. Holosmith needs a hand in PvP. Neither Tools Holo nor Nades Holo do very well right now. On top of that Mechanized Deployment is bugged on Tools. If the bug is not easily fixable, at least treat it like the rest of the CDR traits and give Forge a default 5 second CD. This will both fix the bugged Mechanized Deployment from Tools and give a miniscule buff to Nades Holo. Or just please fix the bug.
  2. Holo has been nerfed so much that is a shell of what he used to be, his damage is okey, he lacks stability and his condi cleanse is near non existent. In no way a second off his forge will make him too strong in competitive. If you really believe that I would love some clarification. Of course him currently being less than okey is due to catalysts and he might rise to "good" after the patch unless something else as broken surfaces.
  3. A small Holo change for Competitive I want to see is, Deactivate Photon Forge CD to go from 6 to 5 by default (matching the Nade 2, and the Mechanized Deployment Trait), and remove the CD from Deactivate Forge for Mechanized Deployment since half the time it bugs out. It will make the class feel smoother, slightly help with condi management and is a good workaround for the bug. It will help the Nade Holo build without changing the current SD build other than removing the bug.
  4. A small Holo change for Competitive I want to see is, Deactivate Photon Forge CD to go from 6 to 5 by default (matching the Nade 2, and the Mechanized Deployment Trait), and remove the CD from Deactivate Forge for Mechanized Deployment since half the time it bugs out. It will make the class feel smoother, slightly help with condi management and is a good workaround for the bug.
  5. PvP is still kinda monetized, most players care A LOT about skins, it's probably not as crazy as other parts of the game but PvP players could definitely "invest" in costumes and weapon skins. Now a battlepass is usually a good value for players IF DONE RIGHT. On that point I don't think there should be a PvP Battlepass however I do believe in a Battlepass. Guild Wars is this do anything you want type of game and a properly made paid battlepass could work. But it shouldn't be for any one gamemode. Anything you do in the game should progress the pass, from world bosses, to fractals or wvw, to pvp. Like the already implemented Reward tracks, they can create a battlepass/reward track system that is connected to all gamemodes. Dailies and Weeklies as well as daily login rewards can be reworked to create a system that incentivizes play but doesn't limit them on what they can do.
  6. This is honestly a really bad take. -The one advantage is the increased population on one mode which is overall more healthy for the matchmaking, but then as you mentioned there are splits like, Solo Queue, Team Queue, 2v2 and 3v3 which defeat the advantages. -The competitive players will also lose their option to just solo queue and are forced to create teams is another very self centered mindset. -Let's say we end up with a more balanced match maker, unranked will be even worst that it is now. Hidden ranking system will mean that my opponents will be as good as my best class. So every time I want to try/learn/experiment with a new build/class I am gonna literally throw the games for the rest of my team... Ofcourse I am not saying this doesn't already exist in both modes right now, but with a unified mode it will be present for EVERY SINGLE game. -Unranked also implies there are no visible ranks. Competitive players usually enjoy their journey of growing and becoming better, that's what Silver/Gold/Plat means and it represents at what point of their journey they are in. This can't be solved with ATs. -Unranked exist for people who want to relax or experiment. Ranked exist for people who want to improve and climb the ladder. ATs exist for people who want to team up and win. Each mode has a purpose. Yes there are problems with each mode, but not only they won't be solved with the removal of ranked, but new ones will appear.. -
  7. I am on the same boat, my only joy was either Nade Holo or a homebrew All Alchemy Holo, always with shield. He wasn't even at Great level play with all the Projectile Hate. I guess now I ll just take a break from the game and wait for the June patch? Seriously though, a CORE weapon getting a straight 30% nerf is just crazy to me. Especially when all other builds are still not even close to being even remotely decent as of late.
  8. Absolutely, however regen will never be as important as quickness or protection. The availabilty is also much wider to low level boons like regen or swiftness compared to aegis or alacrity.
  9. Compared to Stability, Aegis and Protection, you bet they are much less impactful, to say cleanse from an enemy.
  10. Mostly impactful in PvP, Boons and Conditions come and go, they are of the same color and size. However something like Stability is worlds apart for something like Swiftness or Regeneration in terms of impact, and hugely modifies decision making when you spot them for example on the enemy bar but as I said, visually, they feel like they belong in the same tier... but obviously they are not! Same goes for conditions. The way I see it, there are 3 levels of impact: Low: (swiftness, vigor, regeneration, might*, fury) and for conditions (Burning*, Chilled**, Vulnerability*, Cripple**, Bleed*, Confusion*, Torment*) Medium: (Alacrity, Resistance, Resolution) and for conditions (blind, poison, weakness**) High: (Aegis, Protection, Quickness, Stability) and for conditions (Stuns, Immobilize**, Fear**) A few clarifications: *Intensity: Boons and Conditions that stack in intensity also change in priority. 2 stacks of burning is not as impactful as 9 stacks where there is a need to cleanse at all cost. So any Boon or Condition with an (*) belong in either of the 3 levels, based on current stacks. **Visually Clear: Some Boons and Conditions are more visible than others even in fights like Fear. There are other problems with buffs and debuffs, like foods and more "permament" statuses like exp boosts, taking precious space in the bars of your enemies. It's a significant part of the UI that hasn't been improved for the longest time, and the worst part is, no one is talking about it. (an example of visual priority)
  11. 1.Holosmiths have to leave Photon Forge the way they entered, if they want to "cleanse conditions" from Prismatic Converter. That means if you want to go to a kit, like grenades, you need to first go into your weapon and then swap into your kit. You can go into a kit instantly, but you lose the trait's activation. I don't understand if that's a balance decision or just lack of QoL. 2. You can't use your weapon swap button to go back to your weapon! It takes a while to build the muscle memory to move into and out of Forge through the same button rather than your weapon swap. It feels unnecessary to disable the weapon swap button on Forge. The button should essentially take you back to your main weapon from whenever you where (Forge>Main Weapon, Any Kit>Main weapon), it's a better learning experience and builds muscle memory faster for new Smiths.
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