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Shagie.7612

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  1. game already has a level of new player protection in terms of matchmaking, fresh accounts get prioritized for a while with other new players anyways, removing unranked rewards isn't gonna stop the people who queue as a group that wanna crush pugs and lower skilled players you're shooting everyone else, including yourself, in the face to mildly annoy people who aren't doing it for that seems like a good idea i get where you're coming from, it's annoying to queue into 5-stacks when you're learning or just trying to goof around or whatever, but this won't do anything but drive away casuals even more (because why would they queue up at all at that point?)
  2. Technically, yes. But that's also a ridiculous amount of work. Especially for what are now smaller expansions. Every possible permutation of elite spec and weapon combo? Plus, now you're deciding whether or not something is a problem for one elite and not another, and how you address that. I disagree here. I think having playstyles and builds, and their weapons and the tuning that goes with all of them, locked behind elite specs is fine. If you want a certain weapon, play that elite. If you want a certain playstyle, because you don't like clones, play Virt. That kinda stuff. That said, I do agree that it's another time where the idea is something that could be fine, but wasn't planned out well. Heck, in doing so (followed by the subsequent change to give it free pierce) they effectively killed the last reason to play Renegade in pvp, that being a strong ranged weapon in shortbow that the others had no access to because hammer was bad at that point in time. I don't think anyone thought that kinda thing through. And that's frustrating, and happens way too often.
  3. Idk, I don't think it's necessarily worse, overall. I think in most situations it's in about the same position it was before, more or less no change, maybe slightly better. But then there's also niche encounters and match ups where it's just significantly worse (like against traps, against something that couldn't stop the daze spam to protect yourself, that sorta stuff). But yes, I don't think it solved its problems, and the solution within their current design would be making them low CD/cost, so that you can actually deny area, protect yourself, and they aren't so punishing if the enemy runs out or dodges. And they explicitly don't think Renegade deserves to have that even though plenty of other specs do, which is why they left it abandoned for as long as they did. I dunno if the patch tomorrow has any balance changes, but I think it's gonna be difficult to make it a playable elite because of its design, if they actually follow through on that.
  4. It's not bad in wvw mostly because of Vindication and conc/exp, certainly, but the utility you get via Alliance is waaaaay beyond anything Renegade is capable of. It's just harder to use. Anyways, as far as pvp goes, there's very few things you can actually kite as either power or condi, and you lose at range to almost all builds because you're out distanced, out sustained, out poked, whatever else. I genuinely don't think raising the summon range to 900 would actually help that very much. It wouldn't be bad, but I don't think it'd actually make a significant difference. What's the point when things that people don't even consider very good right now, like FA Weaver, are way beyond anything you can even dream of in terms of superspeed, blocks, invulns, blinds, and so on? I've said it before, but if Renegade were to actually have damage proportional to how bad it is in almost every other area, seven shot would kill seven people every time it went off including your own team. You'd also have to do like twice as much condi as now of all types. Oh and you're not allowed to play on half the maps because of terrain issues. I usually do a pretty good job of handling it but a map like coliseum is brutal. Again, I don't see how, within the framework of how the summons function, you can make Renegade competitive as either power or condi. It's just mechanically worse than anything else in the game. Making them follow targets/yourself like gyros, or short cheap cooldowns so you're an aoe spammer (something we've all hated since it started in PoF but whatever) are the only solutions to that. There's some other silly stuff, like why Darkrazor's a stunbreak + daze + stab but it's on a 2s delay versus say, Reaver's Rage being instant and almost the same damage, but that's also not gonna get addressed because both arenanet and everyone else love Vindicator lol
  5. Realizing now the miscommunication on that one. I don't mean wvw roaming. I genuinely do not care a single bit about wvw. It's a disaster of a game mode where nobody's ever learned how to actually play because it actively encourages you not to. I mean roamers in pvp. Duelists, +1ers, whatever you wanna call em. You're not kiting them. Also, again, Shiro/Jalis, Cele gear, traits are wildly different in WvW, lol. I also still don't think Renegade's actually a better roamer than the same build as Vindi, if you're actually decent. Everyone just plays it in wvw because you get better results with low skill.
  6. I don't think that's very true anymore. Everything's too expensive, too long of a CD. EoD (and subsequently SotO) ramped up mobility waaaay too much for that. Vindi can because it has the energy refund, extra evades, and more mobility via the Alliance skills, but you're not gonna successfully kite any decent roamer player as Ren. However, more cover condis and just extra sustained condi application would be a godsend. It's so painful if you ever have to fight something like Holo. Which, admittedly, is kinda one of their specialties, but they're not exactly weak if you were playing the same match up as power so.. yeah. More than anything I just want an answer, an acknowledgement of what went wrong, what the elite's purpose is supposed to be, and how it's gonna get there. I know Anet doesn't really do that but my goodness, how much longer do I gotta wait for my level of effort and skill to actually be reflected in my wins and losses?
  7. i don't know how anyone can think chaos aura giving perma weak from infinite range is a good idea same for frost aura's chill too at least it's not as bad in pvp as wvw lol
  8. Early in the season, but I've been playing nothing but Mallyx/Kalla so far. I'm in plat, but it just doesn't work on a design level. Like, take a look at condi reaper. It's got 2 CCs on its dps weapon set, another one on its defensive set, plus 2 on shroud plus whatever you grab for utilities. Both weapons also have actual condi abilities. Rev Staff does not, and if you go mace/shield or axe, you're giving up staff cleanse, a mobile block, and an evade/knock. It's just not possible without the herald shield trait, so if you ever have to go defensive you've lost any pressure. Rev by design is also extremely window based/bursty in its skill application because of how energy works as a class mechanic, so any smart player just cleanses once it's all over and you're spent and have no follow up. On the flip side, that same condi reaper has really good burst condi application AND strong sustained application. Plus, it's tankier, has better sustain, can disengage better via ports, which are infinitely more valuable than a low CD leap, since mobility is so high now. You could draw similar comparisons to a condi sidenoder like druid (well, pre-mace druid lol) or zerk, too, if condi teamfighting is something Ren isn't supposed to be capable of. It's true of most power builds too. They're objectively superior in just how much they can do AND don't struggle with the things that hurt Renegade and Kalla specifically. Vindi has it beat in virtually every important aspect of a build and doesn't have problems with people being able to walk out of most of its damage. Something similar to area denial like the summons, like idk DH or something, is also just better at almost everything? Traps only dropping at your feet compared to 600 range is meaningless. How is any of that supposed to be fixed? What are you going to do besides another rework to address that, or buffing things to ridiculous levels to cover up those mechanical problems? Oh, and because I'm really salty and petty: Why is Engi shortbow 1200 while mine been made obsolete now by hammer?
  9. it's been a bleed (and deep wound) weapon since literally the beginning of gw1 tho what do you think a sword slash does lol
  10. It's funny, Citadel Bombardment is actually nuts underwater if there's only one target. It just shoots them out at random to anything in range, so if you're 1v1ing or something you can utterly explode someone especially if you're Vindication. Which is great, since underwater rev weapons are pretty weak so long as someone dodges trident 5. If the ghosts worked too Kalla might be decent, you could actually be able to set up the spear 5 instead of people just swimming out of it before it goes off. I know underwater combat's largely abandoned but I'm a firm believer that anything you can play on land should be playable underwater with slight modifications. It's not so bad for a utility or two to not work but entire legends, or an entire elite (mechanist)? Nah.
  11. In what world could anyone think it's a good idea for the opposing team, the people I beat, to be able to hurt my win, because they surrendered? Even as the losing team, why should I, a player who didn't give up the whole match, lose my pips because the rest of my team quit? Surely you didn't even think about your suggestion.
  12. nother day nother thinly veiled catalyst was fine please re-buff me post
  13. Given that they've all but confirmed warrior's going to see trait changes to further assist a support warrior playstyle, I think it's pretty likely staff sees nerfs that are offset via said changes for support builds.
  14. I don't think they're quite wells, but I do agree they're pretty bad. Wells are relatively weak pulses but last a long time, the summons are a cast that has an on-drop effect, wind up, and then instant burst and disappear. They're closer to ranger spirits or dragon tooth or something, delayed burst effects. I think they've painted themselves into a corner with that though. Clearly, the 1/2 second cast followed by such a long wind up is really bad, but where do we start looking to in order to actually make it a decent legend? The initial effect you get for the 1/2 second cast? I don't think you can buff those dramatically considering there's zero animation tell to any of them. The other player has no way to tell what you're doing or where you're aiming. Is it Icerazor? Razorclaw? The heal? If they actually do something significant then what is the counterplay? The burst effect? First, they're not consistent, you've gotta place em 1.5-2s in advance, hope the other player doesn't have superspeed, and doesn't dodge or turn around and beat your face in, since they also function as your "get away from me" abilities. But then, also look at Storm Spirit. It WRECKS people, but it's the only one ranger has (that does good damage, mind you). But here with Rene you have potentially 3 of those? That's gonna get out of hand quickly if you start buffing them up to where they'd need to be to make Kalla actually a competitive choice. Basically, I think they've set themselves up with almost the same problem they had with Kalla pre-rework. They don't like Renegade having good aoe, as evidenced by their statements and 6 year abandonment of it, but what is it supposed to be then? Kalla (and Renegade in general) still has poor sustain, poor cleanse, poor poking and trading, and virtually zero ability to disengage once in the fight. If you wanna make it actually a decent spec, you'd have to make Icerazor and Darkrazor insanely strong, like getting hit by one is nearly fatal. That doesn't seem like a great way to balance the elite. Additionally, why nothing like projectile finishers or blast finishers? Darkrazor and Razorclaw literally explode, Citadel Bombardment is artillery explosions, and Icerazor clearly throws projectiles (that thankfully don't hurt you when they hit proj reflect)
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