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Oldyoung.6109

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Posts posted by Oldyoung.6109

  1. Just now, Incar.7358 said:


    Please, no.

     

    Nothing against the fact that people like Strikes and Raids and such, but I'll forever be bitter with story locked behind doing them.

    the amount of story being locked would be: dragon fall down now we smash . . . yay we smashed!

    the OP isn't asking for a more nuanced and in depth story they are asking for a better fight rather than 1 1 1 1 1 1 1 1 1 1

    • Like 2
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  2. On 4/30/2022 at 8:44 PM, LucianTheAngelic.7054 said:

    I would rather they not separate the dodge and instead fine tune it to make it more worthwhile/remove any bugs where needed. The interactions with endurance regaining sigils/runes (like energy/stamina) and the other vigor/endurance traits provide a lot of extra build variety and options that would get removed if it was turned into “just an F skill” not to mention how it would be turned into a CD restricted ability as well more so than it is now 

    they could always make the new F2 cost endurance so it's still a choice not just a punishment.

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  3. We are Corporeal Coterie; we seek adventurers to join us in overcoming the greatest challenges Tyria has to offer! Following a creed of camaraderie and skill enrichment we will forge a guild to be truly proud of! So if you, brave adventurer, are ready to take the next step then join Corporeal Coterie[CoCo]

     

    We are a new guild focused on improving our skills to the point where we can comfortably clear, or at least progress content regardless of difficulty.

     

    Requirements: discord, readiness to learn, and no being a knob goblin

     

    To join please send an in-game mail to Oldyoung.6109  or Tapit.7815 or join our discord and ask us directly (https://discord.gg/pJs8JMyU)

  4. The problem is the leaps are actually cool and fun to play with but have nowhere near enough value to justify replacing dodging aside from maybe SoZH because it's kinda broken.

     

    now if it was split from dodging and slapped on an f skill if they still cost endurance to use you barely have to change any traits and could have a gameplay decision instead of a flat nerf.

     

  5. As the title suggests these changes shouldn't be difficult but anet might have some bureaucratic or code based CM .

     

     

    The main problem with Vindicator is the removal of dodging which is a core part of GW2 combat with the specialization mechanic; obviously removing the mechanic would bring us back to the drawing board but we don't have to go that far.

     

    So our first task is have our cake and eat it too.

    I feel the best way to do this is to decouple the leap from dodging while keeping the mechanics in place by putting the leaps on the F-bar either as an F3 or replacing the F2.

    This of course opens up our regular dodge play however the leaps should still cost endurance to use, creating a choice whether to use a leap or a dodge.

     

    Time for some armchair trait development.

    Forerunner of Death: gives you 3 dodges.(Death Drop has a faster animation/cast but is otherwise unchanged)

    My reasoning here is Death Drop is (with some slight tweaks) your main damage boost so choosing between dodging and waiting longer to refresh your damage buff is a very impactful decision.

     

    Vassals of the Empire: gain 10 endurance for each target hit by Imperial Impact, enemy's and allies included up to 10 targets total.

    My reasoning for this is right now Imperial Impact feel much less impactful than your other choices but with this change it would reward skilled positioning and it's not like you're consistently gonna hit 10 targets in a boss fight.

     

    Saint of zu Heltzer: is honestly fine the way it is with a little extra endurance the barrier and healing can make a scourge blush.

    This particular leap is incredibly strong already even losing your double dodge doesn't slow it down so yeah removing the reduced endurance in favor of 2 dodges would just mean nerfs later.

     

    Reaver's Curse: Functionality removed replaced with: gain a stacking buff for every 50 endurance spent for 10 seconds each stack increases damage (you could conceivably split strike/condi here) by 5% stacks up to 5 times.

    Reasoning for this you would never take Reaver's Curse over Song of Arboreum unless you were like me and didn't see that it was a max of 5 targets and thought it would be good with Imperial Impact.

    Also a 25% damage buff seems like alot but keep in mind 3 stacks will be easy in a true dps build 4 stacks doable but 5 will be hard within 10 seconds without some extra endurance.(besides all that vindy is only benching around 30k atm)

     

    Leviathan Strength:reduce the cooldown of legendary alliance skills by 2 seconds when you use a leap. 1-2 second cooldown.

    If we nuke the F2 in favor of dodge this seems like a reasonable tradeoff the icd is just there for Saint's Shield.

     

    Otherwise skills traits that rely on the F2 could easily just use the leap i only focused on the one's that needed a rework if it goes away and Angsiyan's Trust could do with a bit of a buff but it's a solid enough trait.

     

    Time for more armchair development this time with skills.

    Scavenger Burst: increase Quickness duration from 4 seconds to 8 seconds no longer gives duration on hit instead removes 1 condition per target hit.

    The main thrust here is to make the utility skills always do the important part (movement,condi clear,stun break) regardless of the flip while keeping the flavor of aforementioned flip.

     

    Urn of Saint Viktor: increased cast time to 1 second

     

    Drop Urn of Saint Viktor: removed cast time.

    I saw someone suggest this on a yt video to improve the feel of the skill and also it would be closer to GW1 functionality so i figured I'd mention it.

    There's also something to be said for reducing the upkeep or letting self heals in since you can't do much else while you're holding the urn it wouldn't hurt to reward some basic foresight.

     

     

    Now then onto the Greatsword:

    Increase the auto attack range to 180 from 130 so when i open with the 2 (240 range) i don't feel like a moron hitting air.

    the GS feels great to me i don't mind the dps is a bit lower than sword/sword when i can hit 5 targets, it's a different tool for a different job not a worse one.

    Although the animation for Eternity's Requiem could maybe be a tiny bit slower for flavor, function i don't have an issue.

     

     

    I saw a bunch of other people playing armchair developer and thought it looked fun, but tell me; what do YOU think of my ideas?

     

     

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  6. 14 hours ago, Ben K.6238 said:

    I actually don't want to categorize it as simply "bad" or "good".

     

    It's a very interesting mechanic, but at the moment the downside is too significant to justify using it. The Luxon variant in particular trades off far too much survivability for the extra damage you gain. The Kurzick one with the vigour boost trait is not too bad, but it still brings less to the table as a support spec than either the Renegade or Herald.

     

    I think if it had high access to Aegis, I'd be happy with the dodge. As it is, I'd rather stick to Renegade and Herald.

    that's why i put "feels" as the modifier it can feel good but need some tweaks or it can feel bad but be fixed.

     

    I only put 2 options to avoid everyone stacking into "meh" that the discourse simply ignores.

  7. So far i'm absolutely loving the greatsword the skills feel impactful ad the sounds design is AMAZING.

     

    However there are a few problems:

     

    The flip on the skills is inconsistent forward movement flips to reverse works fine stunbreak flips to stunbreak is great but scavenger burst isn't a condi cleanse while tree song is, making it flow poorly.

    along with the spear being something you want to spam for dps at odds with the urn wich you want to save for specific things or mash the button till it's gone and spear is back.

     

    The ui art and such looks very basic and unfinished tho i'm confident that will change with the actual release.

     

     

    The biggest problem is the dodge mechanic; it pushes you to spam it for buffs/dps when what you really want to do is save it for y'know . . . dodging, it feels really bad not having the second dodge when you need it and the energy regeneration is achingly slow even with double effectiveness vigor i find myself using Saint of Zu Heltzer  just to have  my dodge available with any kind of regularity.

    I was also surprised how little Forerunner of death actually affected my damage the long cast time made my dps uptime so low that the increased damage was net neutral to simply not dodging at all.

     

     

     

     

  8. Rev is one of the best classes very much a jack of all trades having great power builds a good condi build and the best healing builds in the game (albeit with a steep learning curve) and very good tank builds that admittedly don't have much gameplay relevance.

     

    For tips I'd say  use the trait Charged Mists to give you a good idea when to legend swap, the best way to learn any class is to play it and challenge yourself and of course ignore the haters as they are bad and don't deserve your time

     

     

    And if you'd like a visual here's a Sweet gameplay vid to check out.

     

    • Like 3
  9. @Sir Alymer.3406 said:

    @Oldyoung.6109 said:KP was never a indicator of skill it was and always will be just a tool for people to be discriminatory.

    It gives an estimate on someone’s potential skill with whatever awarded that particular KP.

    and it could always be bought spoofed or carried for.

    My god this excuse is tiresome. People can boost in any and all game modes. It becomes obvious on the first encounter if they are just one of the boosters and they are easily blocked and removed from the party. It takes about 10 seconds into a boss fight to understand how terrible a player may be.

    if it's so obvious why do you need kp?

    It's pretty yikes that I have to explain this to you, but okay. So, having killed a boss 20 times and being capable of proving it means you likely know your skill level and other people can gauge your skill level and experience with a fight, tempering their expectations to your impact to the group's overall performance. Saying you've killed a boss 20 times and not having a method to prove it leaves it up in the air if you're telling the truth or needing to fight he first boss and waste 1-2 minutes failing to kill, likely have an argument spurred on by the person who lied about their experience that wastes yet more time, dealing with them trolling the LFG posting as they're mad that they got removed for being dead weight, and generally causing headaches for everyone involved.

    so people can be boosted for or fake kp but it's obvious they are actually bad but you need kp to tell they are actually good and not boosted.

    thanks for clearing that up.

  10. @Sir Alymer.3406 said:

    @Oldyoung.6109 said:KP was never a indicator of skill it was and always will be just a tool for people to be discriminatory.

    It gives an estimate on someone’s potential skill with whatever awarded that particular KP.

    and it could always be bought spoofed or carried for.

    My god this excuse is tiresome. People can boost in any and all game modes. It becomes obvious on the first encounter if they are just one of the boosters and they are easily blocked and removed from the party. It takes about 10 seconds into a boss fight to understand how terrible a player may be.

    if it's so obvious why do you need kp?

  11. @Cyninja.2954 said:Players will come up with a new way to gate. Meanwhile dps meters are going to get even worse a rep, because now players who get into groups without the proper experience will get the boot.

    The issue has not disappeared:Players wanting to play with other players of equal skill.

    As long as Arenanet does not offer an in-game method of achieving this, players will find ways to do so on their own. Meanwhile all one can hope for is that toxicity does not spike due to once again mixing players of different play styles and skill, though I fear that is exactly what is going to happen.

    Guild Wars 2

  12. rev is like ele or engie when you swap legends kits w/e you have to already know where your fingers need to go so take your time and get comfortable pushing the buttons while classes like warrior or thief are very much learn as you play and the harder the better rev is more learn soft then play hard.

    also Charged mists helps alot when learning when to swap legends.

  13. @Armen.1483 said:

    @Oldyoung.6109 said:KP was never a indicator of skill it was and always will be just a tool for people to be discriminatory.

    It gives an estimate on someone’s potential skill with whatever awarded that particular KP.

    and it could always be bought spoofed or carried for.

    True but the likelihood of running into someone that does that is low.

    i suppose my real question is; why are people acting like fractals have been deleted because a system of discriminating based skill was removed even though it was totally inaccurate?

    It wasn't inaccurate, you could hop into a 250+ kp pug group and run the CMs without a healer. Below that you most likely need a hfb. Now the only option is to make a static, yes.. But me and many others can't do that, because my timetable doesn't allow me to play at regular hours, so pugging is the only option for some people. And finally nobody said here that fractals are dleted.. but a good system to find groups was deleted, yes.

    adjective:inaccurate- not accurate.adjective: accurate 1.(of information, measurements, statistics, etc.) correct in all details; exact.noun: hyperbole; plural noun: hyperboles- exaggerated statements or claims not meant to be taken literally.

    i get playing on abnormal timetables is rough i have an odd sleep schedule myself but i really don't expect the lack of kp will make pugging any worse.

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