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Joswi.2635

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  1. Instead of having the bullets be in the buff bar there should be an icon above the attunements or above the health/endurance bar. That way it's not lost in all the other buffs and has a fixed spot for us to look. I like above the attunements, so if I have a fire bullet it'll appear above the fire attunement no matter what attunement I'm in so I always know what bullets I have. I'm not a big fan of the bullet mechanic in general though, feels too clunky and not rewarding enough to keep track of for the most part anyway.
  2. A lot of these nerfs seem very heavy handed
  3. This is so close. I just don't know why this trait doesn't just make Elemental Empowerment always be 100% more effective, it seems like a good way to raise the floor of damage without increasing the ceiling which has been said on stream is one of the goals with the new balance philosophy.
  4. I love HAT too, I just wish it was as easy to play and heal with as some of the other heal/alac classes. I really dislike alac being tied to overloads but if they are going to keep it on there it would be nice if Lucid Singularity made overloads pulse alac and also reduced the base cooldown of overloads, to like 10sec, the normal attunement recharge. That way you could keep 100% alac uptime within one element. That would also make it not as punishing to leave water after overloading. The other thing would be to make a major overhaul to the conjures to make it so frost bow is a good healing weapon that you can use in any attunement without a timer on it.
  5. Yeah, just what others have already said. Energy feels so pointless since there is already a cooldown on them. If they aren't going to get rid of energy I wish they would at least change up sphere specialist to increase boon duration of sphere boons and also make it so you can generate energy when a sphere is out. That would help the support builds a lot and not really change up the dps builds I think.
  6. I mean of course you will see it used in ranged builds because the alternatives for off-hand are melee dagger or focus that is more cc/defense oriented. Makes warhorn the only thing for damage with any range but doesn't mean it's not better in melee range which is why most people consider it a melee weapon. So having an actual ranged dps option like off-hand pistol would be good, which is why it's so disappointing that we are only getting main-hand pistol.
  7. Yes, it feels more energy intensive now to upkeep it. Removing the energy all together would be the best but at the very least they should get rid of no energy generation while a sphere is out. That would make it feel so much better.
  8. Would be cool to get pistol but wish it was main and off hand like it looks like guardian is getting. It would be good to get another ranged option for main and off hand, not just main. Assuming they actually give us ranged pistols.
  9. I guess we'll have to see how it plays but looking at the description it seems you can still pass through enemies as long as it's not the one you currently have targeted so I don't think either of those examples would actually stop you earlier than you were planning. But again, have to see how it actually functions in game
  10. From the sounds of it on the actual post, it only stops on your target. So no target or hitting anything other than your target and you'll still pass through. I think it's a nice change to make sure you hit your target and can't accidently overshoot your target
  11. This is getting better but still not great. This helps with not being as punished by interrupts or having to dodge but it still keeps it a very un fun way to play it, especially with it being the same total duration. It's still just spending way too much time channeling overloads rather than doing anything else. Spector got this treatment and now firebrand but still nothing for catalyst hammer 3 with it's double tap issues, are we going to get it? Are we going to get something like this with catalyst energy? It's so painful to lose all energy on downed state and have to build it all back up. Better yet would be to just remove energy on it all together but at least make it so we don't lose it on downed state. So much talk about removing traits that reduce cooldown on certain skills and it would be so nice to remove the element specific cooldowns on the elementalist traits for weapon skills and reduce the base cooldowns on them. There are so many long cooldowns, especially on staff, doesn't feel good when you aren't traited into the right element. Speaking of staff, there are some good changes in there but it still needs more work on it.
  12. I've thought it should be tied to auras for a while now. My thought was that it could be something along the lines of you when apply an aura to yourself you apply alac to allies around you and not directly tied to giving auras to others. That way you wouldn't need powerful aura to apply it and could take soothing power to offset some of the healing you are losing by not taking elemental bastion.
  13. From todays patch notes: Fixed an issue in which using some mount skins could cause the player to get visually stuck in place. Just checked and looks like this fixed it. At least so far it has worked for Aurora Blessed Noble skin, loads up the base model/skin until the skin loads instead of being stuck!
  14. Too many to list them all. These are some of the bigger ones I would like to see though. A better way to apply alacrity then finishing an overload, it's so clunky and not fun. Have to be in an attunement for 6sec before even being able to overload then spend 4sec overloading, for 7sec base alac. My idea would be make it so every time you give yourself an aura you give alac in an area around you. Makes it more versatile, for both support and dps, with weapon skills, shouts, and still can work with overloads. As long as the base duration is good enough that you wouldn't need to spam all of those at once that is. A few things for catalyst, mainly get rid of energy for the sphere or make it much easier to get on all weapons. It just doesn't feel needed with cooldowns and is just annoying to deal though. Get the -10% reduced damage off of Spectacular Sphere, it's already enough that you lose out on damage traits to get quickness. No other class has just a straight up -10% damage in order to provide quickness. Make Empowered Empowerment just increase Elemental Empowerment effectiveness by 100% all the time and not just at 10 stacks, it would raise the floor without raising the ceiling like Anet keeps saying they want to do. Make the orb on hammer 3 no longer a projectile that can be blocked and destroyed, make it pulse it's damage like Astral Wisp is now. Would probably make it easier to balance too since you wouldn't have to worry about multi hits in bosses. There are definitely more that I can think of but these are some of the bigger ones I'm hoping for.
  15. Only problem with putting it on auras is it would force you into water traitline to spread that around, which is fine for healers but not so much if you are trying to dps/alac. If they changed it to something like "When you give yourself an aura you give yourself and allies around you alacrity." that might not be too bad. With weapon skills, overloads, and shouts that can apply auras you'd have more freedom in how you apply it and what utility skills you are using depending on how long the duration would be.
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