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cryorion.9532

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  1. It took them 10 years to fix Rush, so...
  2. Nice suggestions. What about Building Momentum/Reckless Dodge granting 5/7 adrenaline when using dodge while in combat, instead? Forget Fast Hands baseline, gaining adrenaline on being hit baseline from Cleansing Ire is the way.
  3. Well ok, but give back Full Counter its damage. Yes, THAT damage. Or have people not learned how to dodge it, yet?
  4. My point was that they keep powercreeping other elites so they are more attractive option, but in the end, no one will pick those elites because RF is way too good. Anet would have to add more to other elite skills for people to stop using RF 99% of the time... or nerf RF.
  5. Instead of nerfing outlier skills/traits, they are powercreeping other stuff instead. Classic Anet balance team... 🤡 Hey Anet, the finisher elite still sucks, even with evade, finisher and ability to move. It needs more! Give it 5 second invulnerable buff and add 1200 range teleport with stunbreak to FMW. Guardian has only 11k base HP so it is reasonable. 🤡
  6. Yup, tried it yesterday in WvW and noticed wrong numbers, too, when comparing it to Final Thrust or other skills and their description numbers. Actual damage dealt to target was also not that high for supposed 1.7 modifier.
  7. Finally. I even got used to the aftercast, not expecting the fix at all. Better late than never I guess.
  8. For WvW, I would trade 19k HP for 11k HP and in return Gunflame would do 20k damage against full minstrel builds. 🙂
  9. Maybe because Anet's plan was to tone down damage through lowering modifiers with single hits to have cap at 2.0. Vast majority of skills got this treatment and it is obvious they forgot some skills. There was a reason why they nerfed all those modifiers in the first place. And, in case it is not clear, I agree with celestial nerf and that using full berserker gear should be punishing if played recklessly. But why pretending that having higher than 2.0 modifier is ok because e.g. current cele meta can mitigate the damage so much?
  10. Yes and while you are at it, please also give game mode split to Overheat and Become the Bear's Charge skill (there are most likely also other skills that need it). Also look on all single hit skills that exceed 2.0 modifier (e.g. Spinal Shivers and Impact Strike's Finishing Blow skill) and tone them down properly. It's been 4 years...
  11. You forgot /s at the end, mister.
  12. Becasue they don't really care. Player feedback is only good if it aligns with whatever vision balance team has. And judging from current balance state, their vision of WvW is for players to spam everything brainlessly and play it like in open world PvE. All this while ignoring outliers, overperforming builds and skills missing game mode split. WvW balance went downhill since 2020 February balance patch. As it turned out, it was a failure and pointless. We still have insane damages but now with perma boons, insane utility (this includes heals) and that longer CCs don't do damage... 👏
  13. After playing staff in WvW, here is some feedback: Autoattack Damage is pretty good, please no nerfs Valiant Leap Good mobility, ok boons and heal I was thinking that maybe blast finisher would be better/more useful instead of leap finisher Line Breaker Really good as mobility skill but the boon and heal application could be improved Maybe apply these boons instantly upon finishing the mobility part (yes, even if I target myself and proc it instantly without the mobility part) rather than additively doing animation of rising arm up and then provide boons and heal Snap Pull The main issue with this skill is its vertical hitbox - if there is even slight terrain elevation, the pull simply doesn't work The pull range is fine, I also suggest changing all other pulls in game to this range and adding visible indicators of incoming pull (for competetive modes) Bullet Catcher Great skill, really nice utility Bugs I noticed/am aware of: 3rd autoattack hits targets far away (how to reproduce: attack e.g. structure or npc and target distant enemy - that enemy will get hit by the 3rd autoattack) Line Breaker charge effect sometimes persists after swapping weapons Line Breaker only provides 1 stack of unblockable instead of 3 stacks (and if weakness is being applied on enemy, that one unblockable stack gets immediately stripped) Snap Pull's pull effect does not work if there is even slight elevation between character and target Bullet Catcher visually stops animation (and even casting bar disappears) but the block is still happening as long as I don't use any other skill with cast time
  14. Yeah but one could argue that it is warrior weapon so it makes sense to be more offensive and especially on Berserker which is purely offensive elite spec. To add to the topic: This is another case where devs clearly have no idea what they are doing. There was no reason to nerf the skill that hard. It would only make sense if they nerfed modifier from 1.5 to 1.0, but 0.5 clearly indicates something.
  15. From my experience (and I am obviously biased here), I would say Spellbreaker is less frustrating and less clunky compared to Bladesworn. Hammer + Dagger/Axe Spellbreaker is very smooth + stability comes naturally from ccing enemies + Full Counter reseting bursts makes it even better. I personally find Spellbreaker much more engaging than Bladesworn. Only interesting thing about Bladesworn is the insane burst. Now imagine if you miss that burst for whatever reason (e.g. being cced, having weakness, mobs dying before you can charge up Dragon Slash, boss phasing and so on), it is not very enjoyable experience to put it lightly. I see this e-sepc as failure and hope for reworks. 🤷‍♂️ To be more objective, you should try them both and see what playstyle you prefer more. That is the best way to find out what is better for you than copying what is better for someone else. Both e-specs are very strong damage wise.
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