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Gaiawolf.8261

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Everything posted by Gaiawolf.8261

  1. That's exactly what I am talking about. The devs balance around meta builds partially developed from benchmarks without considering other metrics or game modes. I used to build rulesets for TTRGP games. When balancing, you cause less waves when you cut specific pieces of a build instead of components broadly-used across several builds. It's both more effective at targeting overtuned builds and less likely to have unintended impacts to lesser builds. Start specific and only go broad when several builds are overperforming, which is rather rare in this game, since most builds are made of many small boosts that require specific synergy.
  2. Happened to me too. Twice in the last year. They made some broad, sweeping nerfs that cut too hard to bring overperforming meta builds in line, and they also made more specific buffs to bring the meta options back up to par. But what happened to the off-meta options that the nerf hit? Nothing. No buffs to bring them back to viable, even though these weren't the options overperforming. So my builds became a casualties of poorly balancing the meta, because that's all they seem to care about. I mean, why apply nerfs so broadly they cut everything, but only buff the already overpowered options? If a specific build is overperforming, why not just nerf the the most narrowly-applied option that makes it OP? Then underperforming builds would still remain viable and promote build diversity. I just don't understand the balancing strategy here. It really makes me think the current dev team is just a bunch of meta fanboys.
  3. SOTO is a pretty good expansion so far. Better than I expected. We can't say for certain, since it's still rolling out, but I had a blast at the first release, and I'm still mostly going strong (with a brief break for BG3). The story was fresh with some new characters, rather than hanging on to old friends whose stories had run their courses. The new maps all have their own charm and some fun secrets or easter eggs. The weapon mastery system opened up neat new options and builds after an expected balance hiccup for a week or two. The new vault rewards keep on giving. Some really slick new skins came out of it too, and ascended gear for dailies and weeklies? Hell yeah. The new weapons coming out soon showed real promise during beta. Some were better than others though, and I hope the devs implement our feedback. That said, yeah, there were rushed ideas and content, most strikingly the relic system. Cool idea, but it's just not fleshed out enough. It really should have been put back on the shelf until it's ready. The rifts feel underdeveloped and repetitive to me. The story on the second release was... wayyyy too short and the map was incomplete.
  4. Maybe he likes the virt playstyle better than mirage but wants to do more than just DPS? Or vice versa? 🤷
  5. It's not so much that we don't have options, but that the devs are specifically focusing their efforts on meta builds without care for how it screws over off meta options. In many cases it makes the alternative options worse off than they were before.
  6. I'd love to have Burned by Truth back! This would make scepter viable for hybrid damage builds again. Vengeful Warding and Steel Curtain sound cool, but we need more warding skills. I always thought Shield 5 should be a warding skill.
  7. It's been my experience that when general feedback doesn't get addressed and communication becomes unresponsive, players then start calling out those in charge. The reason you're seeing this is because players feel ignored, so they started pointedly asking for help. Just like when you go to customer service with a problem. If you get a sea of dumbfounded faces from general staff, then you ask for the manager. Or when you ask a question to a crowd and no one answers, you start picking "volunteers."
  8. Of course I have. Didn't you read the last paragraphs of all my posts? Why do you think I said repeatedly that I don't support the new design and lament that the devs only care about meta builds? I was just explaining the design because other players seemed confused about the change. That doesn't mean I like it.
  9. I know exactly how it works and how the current meta uses it. Currently, every time Radiant Fire procs, it starts Zealots Flame, which gives you only 3 seconds to throw Zealots Fire (projectile). The meta builds depend on Zealots Fire for their DPS benchmarks, so if you have any other weapon equipped instead of a torch when Radiant Fire procs from a crit, you will lose a throw of Zealot's Fire unless you can get back to your torch in less than 3 seconds. So, the meta is to use axe/torch and scepter/torch because nothing else will outdps the Zealot's Flame/Fire combo on a condi hybrid build. The new design will allow meta players to run axe/torch and pistol/pistol instead of using a torch in both sets. I agree the current Radiant Fire design is better for any build that doesn't use the meta setup, but unfortunately the devs don't care about off meta builds.
  10. The difference is now it just adds ammo instead of proccing the skill and putting a time limit on the projectile. You need torch, but no longer need to keep it on both weapon sets and camp it for fear of missing out activating the additional projectile. Another indication of how the devs don't understand the details of the classes or care about off-meta builds. They are just preparing for the new meta when pistols come around. The rest of the game be damned. Edit: @JDub.1530 @Nightcore.5621 At least I think that's how they want it to work.
  11. I wouldn't mind a bit more healing on FB, but I don't find outgoing heals too lacking with all the stab and protection we can yeet. What FB really needs is more self sustain. The devs keep saying they want to push FB back into sPVP and make it viable again, but they don't address the real issue. Lack of personal defense and self sustain, of which healing can be a good part, are what hold FB back in small group/solo roaming in all game modes.
  12. I'm pretty sure it's just gw2efficiency users too. Sample size was about 3.7 million players.
  13. Profession (Playtime) #1 Guardian 151,876,538 hours (15.68%) #2 Necromancer 138,190,092 hours (14.27%) #3 Ranger 128,741,292 hours (13.29%) #4 Warrior 117,058,990 hours (12.09%) #5 Elementalist 111,306,180 hours (11.49%) #6 Mesmer 103,708,850 hours (10.71%) #7 Thief 90,953,946 hours (9.39%) #8 Engineer 71,310,852 hours (7.36%) #9 Revenant 55,396,996 hours (5.72%) https://gw2efficiency.com/account/player-statistics
  14. I wish they would learn profession workings enough to implement targeted nerfs against overtuned builds instead of blanket nerfs against a whole profession. FBs that primarily use a scepter, or any other off meta e-spec/weapon combo, don't need to be punished just because some FBs can do more than the intended DPS with an axe. The crowd would have been just as sated if axe skills were nerfed instead of VoJ, and several off-meta builds that were barely on par would still be viable.
  15. I always thought it would be nice for all have weapons to have generic skills that represent their typical use, and let any character use them regardless of profession. Then if it's a signature weapon, you can replace the generic skills with the profession-specific skills. Say mesmers could only use hammers in the traditional way, but since they have the greatsword as a signature weapon, they can choose to shoot laser beams out of it instead of swinging it.
  16. Willbender flames don't cancel each other out anymore. The typical rotation in WVW at least is F3>immobilize>F1>burst skills. F3 procs cover you, while F1 procs deal out the damage. Best used after you make them blow their stun break/cleanse. Note that you can weapon swap at the end of F1 for an animation cancel. I imagine this is when you swap to a pistol or 2 for the burst. Also since you'll be on your other set to use the root.
  17. Yes, all buffs and healing skills should have generous ranges to help discourage inane, melee boonballs. They are maybe the worst thing about the game.
  18. I highly doubt they would add another port to the kit. I can get behind expanding the trait to the other virtues, especially if it means we can just blow all our F1-3 CDs instead of needing so many attacks to share respectable alac. The same limitation I hate on mirage.
  19. No thank you. F2 is a key escape skill. If it stopped me from moving or rushed me towards my target, then it would only be half as useful as it is now and sometimes very detrimental to getting away. Just move alacrity to one of the underused utility skills to give them some love.
  20. Individual weapon skills don't exist in a vacuum. The weapon operates and is balanced as a unit/package. You will never be able to take guard LB #3 on your skill bar without also taking the two self-root skills along with it.
  21. I would be happy if willbenders gave quickness, while firebrands gave alacrity. Quickness works better for willbenders trying to burst Justice, and alacrity works better to incorporate tome skills into character concepts more readily. We would still have to deal with page counts though, and the only steady way to refresh them enough to capture the divine caster concept is to spam the clunky final charges of mantras, and/or sacrifice damage efficiency by taking Loremaster. It probably won't happen anyway.
  22. Cuz both #2 and #5 on guard lb self root you? Do you want to add some self roots to rev bow skills?
  23. I'd be down with making torch a condi/support option while oh pistol is a condi/utility weapon with the CC on #5. I don't think anything should be THE DPS weapon. That just limits options too much and creates narrower BIS bias.
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