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DeadlyShash.5891

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  1. Item: Ornate Guild Vestments (light chest of the Ornate Guild set) Issue: The guild emblem does not display on the back side, only on the front. On the Ornate Guild Breastplate (heavy) and Jerkin (medium), there is an emblem on both sides, so that is the intended appearance. https://i.imgur.com/mLBFEYv.jpg I confirmed this in the preview window on other races/sexes and weight classes as well.
  2. Greetings. Currently there exists a bug that is crippling bladesworn performance and is having their abilities work not as described. The gist of the issue is that the explosions from Blooming Fire and Artillery Slash are not actually hitting enemies in very common circumstances, based on the size of the target and position of the player. See my amateur ms_paint demonstration of the issue: https://imgur.com/a/OkwgmUX Whether this has to do with projectile collision, origin point, explosion radius, or being an asura, I'm not sure. But the result is clear: abilities that should hit are not hitting. It's difficult to enjoy bladesworn until this is fixed. While you're here, please consider keeping Daring Dragon's core functionality. The reason it hasn't been taken often is that, strictly numerically, it's a DPS loss over not taking any GM trait. Pretty much everyone loves the playstyle it introduces, it's very cool and a lot of fun, but the values are simply not tuned quite right. If its current state could be combined with the proposed alacrity changes, rather than overwritten, that would be perfect.
  3. For me, triggers on match start (position reset, build locked in, countdown to gates) even after making no inputs beyond readying up. Triggers on match end (1 second after 500 pts reached) if I'm using an ability. I had just broken into the top 100, where Iosing is a 14-17 point drop and winning is only 6 or 7 gain. Myself or other teammates being forced AFK for the first fights results in a permanent ~90 point imbalance, if not the match being decided outright. Quite spirit crushing. Edit: Just after posting this, I got into a Khylo where 3/5 of my team DC'd. None of the enemy team did. 49-500 loss. I'm dropping out of 250 at this rate 7 games before the required 120 games to even show up on the board. Yes there was a thief on the enemy team. At this point I don't even feel shameless asking for some kind of compensation.
  4. Hello, Siege weapon and gate audio is currently on the Environment Volume channel. It should be on Effects Volume instead. Moving the slider high enough to enjoy the birds, wind, and foley is not compatible with the volume of the siege sfx, especially that squeaky projectile launch from catas, carts, etc. With Environment and Effect sliders equal, siege sfx sounds very well balanced with ability sfx, so I don't think you'd have to touch the sound files. Thank you.
  5. Hello, Myself and 2-3 other friends are looking to get into organized endgame. We are experienced in all strikes up to CM KO and HT. We are experienced in fractal CMs, except the DWD achievement itself. We have not broken into raids yet. Essentially, we have hit the "pug wall" and are ready to settle down somewhere that plays at similar times (see title). Our playtime extends much earlier in the day on weekends. We could probably attend most scheduled days, but not all, which is why we're seeking a larger community instead of a static. We all have the means and openness to flex into any role with characters in exotic gear, but this is what we've been maining and have 150+ AR in: 1) Bladesworn DPS, Spellbreaker QDPS 2) Healbrand, Healtempest 3) Scrapper QDPS, Mechanist QDPS, Reaper DPS 4 (maybe)) Mechanist DPS We are generally serious players and do the best we can, however we are not interested in overly strict environments that get too negative over reasonable or one-time mistakes. We like going fast for extra fun, not because everything sucks if we aren't going fast. Similarly, we would hate to drag down the group by not having all the requirements for an encounter or not researching anything prior , but we do not consider, for example, having the Infinite Mist Omnipotion a requirement for being a part of the fractal CM (training!) team, as some guilds apparently do. (??) I promise you we are way better company than the tone of this post suggests! I just wanted to be succinct! Anyway, PM or mail me, or reply here. Thanks a lot!
  6. It is frustrating that both DArts and CS are effectively required when running any power build, even for casual players. It is frustrating because even if I don't use daggers, and don't stealth, and don't apply a lot of conditions (Daredevil prime example), I'm still taking those traits that buff daggers, and being revealed, and buff me based on conditions applied, because Executioner and Exposed Weakness are so ridiculously powerful. They are so powerful that people would take DArts even if all of the Adept and Master traits did nothing. People would much rather take something interesting like Acrobatics, but it is simply foolish to do so outside of soloing a HoT hero challenge. There's no problem with it being obligatory to take a traitline literally named "critical strikes" when our builds are all about dealing critical strikes. But DArts is effectively "critical strikes: part two", and our third traitline is our elite spec, so we don't have much room for fun. Daredevils should be able to realistically consider Acrobatics for general purpose PvE. Deadeyes should be able to realistically consider Shadow Arts for general purpose PvE. Currently these traitlines only see some regular use in WvW, which is balanced differently so it's not relevant. They do not see regular use in PvE. TL;DR My Suggestions: 1) It's okay for Critical Strikes to be relevant to only power builds, so it should also be okay if Deadly Arts was relevant to only condition builds. 2) If Lead Attacks in Trickery (an all-purpose traitline) affects all damage, then Exposed Weakness in Deadly Arts (a condition-focused traitline) should also affect all damage, or maybe just condi damage! 3) Similarly, either put Executioner as-is in Critical Strikes, OR nerf it and let it apply to condi damage as well....or maybe only condi damage. 3) EITHER: Reduce the amount of +% damage traits overall and redistribute that damage to other traits, OR: Give every traitline, including Acrobatics and Shadow Arts, some big +% damage traits that let them compete with DArts, CS, and trickery. 4) Please make Swindler's Equilibrium apply to staves as well! 🙂 (Or maybe all weapons while you're at it. You can nerf the power gain if you want.) also, I have to agree with the OP, what the heck is Improvisation and Revealed training doing in Deadly Arts? I think I just hate Deadly Arts. It's the premier condi traitline that also steals huge, strong traits from other traitlines. Thief is a lot of fun, and a lot of its traits are really cool and interesting, and offer unique playstyles! Unfortunately, we can't take these traits because a couple of strangely placed "double your strike damage basically for free" ones that completely blow them out of the water, even when they would be useful.
  7. Happy to see some evening out of core skills. The direction with ele is especially nice. Also very happy to get it sooner rather than later! Better than getting held up in a pipeline to be batched with other stuff.
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