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Jekkt.6045

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  1. We used to have pretty much every system i can think of in this game. we had automated tournaments on release (the ticket ones) which were great. we had soloQ only which was very competitive back at the time and used to give insanely stacked matches during prime time in top ranks. and well, we had teamQ which was dead. teamQ required 5 players to join and let's face it, most gw2 players are highly antisocial individuals from my personal experience, so almost nobody played it. it took like 10mins+ to find a match and most of the time you faced some random guild friends that had absolutely no clue how to play. the best version of a queue system was during the first 2 seasons of HoT. dynamic queue and once you queued as a team of 3-5 it automatically counted as a team and increased/decreased the mmr of the guild the 3+ players were representing. matches were quite good too. sure, you sometimes had the odd unbalanced match but me and my team often played against pro league teams on a daily basis. i can't speak for low mmr guilds tho, we were 1800+
  2. make the skills rewarding enough to hit and it won't be a problem. i'm not a fan of the current chip your enemy to death while outhealing them gameplay.
  3. oh no. imagine if you have to count dodges and skill cooldowns or bait with weapon stow like in the good days. might be too much for this remaining playerbase pepesad.
  4. i like it a lot. props to the class design devs. clear tells, everything is nice and telegraphed. that's how everything should be.. vfx are a bit over the top as usual but i can live with that. no sign of a "trade off" because it doesn't need one if mechanics are different and not an upgrade.
  5. maps are too small for that. gvg maps which were 8v8 were bigger with more key points to fight over. making conquest the pvp game mode instead of gvg was one of the dumbest things they have ever done.
  6. That's a valid point. But then again, what even is the design philosophy of thief these days? Seems like they butchered everything thief was supposed to be.
  7. Who cares how hard or how easy a build is. The only thing that matters is how strong a build is. Once you get good enough the difficulty of a build pretty much becomes irrelevant.
  8. turns out, there's always something to be abused on thief. now the question is, is the build strong enough to be meta warping? probably not. I don't think it's at a power level that requires a nerf. having said that, power isn't the only metric to go by. is this a major feelsbad build? yes it probably is and will therefore be nerfed at one point in the future would be my guess. that's pretty much it.
  9. d/d needs to move away from condis. it's bad and thief doesn't have the sustain for a melee condi build anwyay. Let's be honest here, thief builds simply don't work without a gimmick. take a look at all melee builds and how they either rely on blind, stealth or evade (shadow shot mobility + blind, flanking strike evade, pistol whip evade). So to make death blossom viable (rework or not, doesn't even matter), it needs some obnoxious effect on it like blind, evade, block or whatever + damage because backstab simply won't work with dagger offhand. best bet is to hope for a brawler type elite spec. or rework thief.
  10. that's what rune of vampirism was for lel.
  11. pvp was always terrible for new players. the tutorial was absolute garbage und conquest is neither a very interesting nor very intuitive game mode (yes, even though it's just capping nodes). having said that, pvp during vanilla was great for what it was. it was very tactical and to be successful you had to be really good. balance wasn't always great but at least it was a far cry from the garb it is today. expansions and other random decisions pretty much ruined pvp, killed off the population and all that's left are wannabe elitists and people who can't let go. sorry man, you're like 6-7 years too late.
  12. buff reactable burst. problem solved.
  13. i assume you mean 6s attunement cooldown? the short answer is no. the long answer is: ele's defense is a messyou're basically forced into a now nerfed focus. dagger offhand while good in theory lacks the necessary defense because sustain damage is too high. you can pretty much smoke staff and warhorn. utility skills don't help much defense wise because they've been nerfed too or just suck. ele deals no damage other than burning and even that is subpar if you don't run swordfresh air nerfed, arcane utility skills nerfed, lightning rod nerfed. even if those dealt good damage ele's defense on dps builds would still be horrendous. ele is extremely reliant on multiple stats. ele pretty much profits from all the stats at the same time.all weapons have burning and bleeding, all weapons have healing, ele needs vit because of hp pool, ele needs toughness because of armor class.basically all weaponsare hybrid damage weapons so you kinda want power prec crit% too. celestial is gone now so you either have to run full power or sage, wasting half of your skills' damage. core ele has been power crept so hard everything on it is weak.core ele's skills do one particular thing quite good. but that's the problem, one. they either heal, deal damage, or are utility. skills of other builds do everything at once.i'm not saying ele skills should do everything at once too, it's the other way around. ele needs traits to deal damage. traits don't enhance ele, they define it. try playing a dps build without air. playing burning without fire kinda works i guess.
  14. i'll repeat what i said in a different thread. trade offs for elite specs aren't really trade offs they are just there because they suck at balance and design. an elite spec wouldn't need a trade off if it was actually an elite spec specialized in something. instead it's just core+. if an elite spec gets a completeley different mechanic that helps it, for example, being an offensive spec where core had a mechanic that made it defensive, then that's the tradeoff, only being able to be offensive. we basically just have core = i slap. elite spec = i slap harder. then they add some random arbitrary "trade off". a short example for a smart trade off would be: core ranger access to pets. druid avatar + only a sprite for a pet that can be sent to allies to heal. instead we have druid pets have 10% less stats...
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