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Azure The Heartless.3261

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Everything posted by Azure The Heartless.3261

  1. I'd just like to see conquest but every spec is viable. I think even if the gamemode was just conquest going forward, 27 different specs and the variants of playing those all being good picks for the mode, plus the occasional new map, would keep it fresh. I don't think throwing more people against more people in the map is a good idea. People can barely function in 5v5s, doubling that pool would be catastrophic, groups barely have synergy now. The queue times and match quality baseline as people realize they dont want to run around as a group of 10 headless chickens and feel less pressure to support their team might also be horrid very soon. We still have to do baby steps here. I don't think the pvp community is willing for 10 v 10 spvp, and the people that -are- willing for that don't play spvp, they play wvw havoc. I respect your dream though, there is a need for some new mode stuff.
  2. Nope, not what I'm saying. I'm well aware condi herald is a super niche build, and condi herald -is- off the map. My point was that corruption works in one combination in the fringes. Condi and power herald work. Conversely, even condi zerk is hardlocked into defense/discipline. Hence, the "rev is more flexible" angle. He's beginning to believe. Why is that, do you think? Maybe there's a problem with that? I'd like flexibility instead of chasing fotm because Anet's inability to make power damage work (and, arguably, its aversion to it working) forces warriors to take Rabid amulet and Defense / Discipline. Staff provides enough sustain to work as a supplement for some of the still-kind-of-useless damage weapons, which is why I am partial. I'm totally fine playing in the fringes. The problem is that the ways to play warrior that are "in the fringes" are there because of mechanical problems that the players have to circumvent by running bunker garbage. It's not the fact that they aren't meta that is the problem. Trust me, I'd love to not be here writing paragraphs about why I shouldn't visit the shadow realm again, playing some weird-kitten build that doesn't get scrutinized constantly but still works. It's that the ones that aren't meta have persistent mechanical issues that haven't been addressed, that keep them significantly less usable, and because of that they all tend to get propped up by the same thing at once, without getting their core issues dealt with. This time, it's staff. If you'd like to adjust staff, maybe make some adjustment to other things that get ez-shut-down ordinarily, but that can now be played because of staff. Instead of constantly whacking defense warrior on the head for defensing when they only thing it can do is defensing. Okay. Let's think that through. How much healing should they give out without investing in healing power? Keep in mind the following: spellbreaker is capped at Lvl 2 bursts 3 of the 5 weapon skills don't do any damage/have any offensive pressure. Snap pull isn't updated in the wiki. Its base damage is like 6 or something. All of the heals are under 2k base and can be interrupted. None of the heal skills provide stab, evade, or cleanse poison. Where's the line between "good sidenoder" and "bad at 1v1?"
  3. I mean it's like almost -all- the DPS builds because the power weapons don't have good damage delivery, and the traits that would enable those power builds get shut down by a single stack of weakness or blind. The one power build you're talking about is probably my pet grievance, we can keep it honest, I'll admit I ring the alarm about that a lot. I will keep doing that until it works.The issue with that build, however, is due to a couple of fundamental design problems that plague the class as a whole. The issue is more complicated than misplaced Ragu. See below~ I don't agree with the first bolded sentence. Otherwise this wouldn't have happened: None of those builds that were nerfed "because they were overtuned" see significant play anymore. They got nerfed off the map entirely. Forgive me for having reservations about the nature of the complaints. It kind of seems that people expect warrior to be a certain level of effective that is under "somewhat", and think something's wrong when it exceeds that. I'd love to be wrong about that though. The second one though- Okay. Let's take that argument at face value. Elaborate. What's overperforming on the weapon set? What do you think is too effective? Let's say you are the balance dev here. What do you roll back, and why do you roll it back? If your intent is to make staff warrior slightly/moderately easier to kill but still intend for it to play the sidenoding role, what's on the chopping block? I'm not willing to settle for being forced to take 2/3s of my traitlines just to play the game, and I don't think you should be settling for that either. One bad balancing doesn't justify complacency with another. That aside, a ton of classes don't get hardlocked into 2/3s of their traitlines, and even revenant has fringe builds that can deviate from the above and still work well. I am especially not willing to settle for 2/3s of my traitlines being locked in if the builds that arise because of that constantly get complained about because they're doing the thing anet is forcing them to do. If you say it's a matter of degrees, you need to be surgical with what you claim needs adjusting. You know how Anet balances. I'd like to play the game for more than a couple months out of the year. If we're gonna keep spitting out weird bunker duelist builds that work for thirty days then get dumpstered because people can't deal with warrior sidenoding, maybe we should be fixing the other weapons so there's room to still play while Anet tries to figure out what people like engaging with. I see people playing the bolded above often, by the way. It's only renegade that has wretched balancing atm. I only see corruption as part of a very specific herald build, and I only see salvation as part of a very specific vindi build, but I still think your attempt to equivocate this with warrior is lacking because those variants exist and work at high level. There's more flexibility with revenant than there is with warrior when it comes to builds. Also, Renegade should be viable. Instead of leveraged as a weight to hush other specs trying to get balanced properly. Yknow. I don't think staff is undertuned at all outside of the zerker burst doing 1k, because I'd like to play it on glass builds (because greatsword is wretched, see above re: the power weapons kind of suck.). We can agree on that at least. Also I don't accept your framing. It's not immortal. It can stall 1v1s, but that is the role of a duelist, is it not? Which of the builds that comprise this: survived? That is why they're defensive. No~ What I said is what I meant. One, or the other. I don't really care which way I have to play warrior between high damage and high tank, but one way needs to exist. I'm just marginally annoyed by the constant cycle of "tank war build pops up, people complain about it until it is useless in the meta, then people are quiet until the next tank war build pops up" , all while the glassiest way to play the warrior specs get their damage quietly reeled back in weird patches and the skills that are most likely to hit players get overlooked for balance passes consistently. If it's a matter of degrees, walk that walk instead of just talking.
  4. Flowing resolve second charge should be returned after some counterbalance to crashing courage. The second charge is probably removed in pvp because the map and opponent counts are smaller and you can manage your firefights better as a result. I'm a fan of the evades, but they'd have to look at crashing since you can kind of just button mash and not die on point with it while also nuking whoever you're targeting. In pvp youre in a smaller box, so you have to account for skill downtime a little differently.
  5. I mean, you can cleave clones if it's a dagger mirage, then you never have to worry about it. dagger ambush is kind of toothless until they set up. Compared to perma-immortal condiloading and instashatters phantom razor is kind of...idunno tame? Am I missing something critical here? Maybe I haven't seen it played properly yet?
  6. It's the dune cloak one for me. Its like after half a year, the devs forget why certain changes were made and put the same functionality back into the game. Idunno man. Maybe I'm blind to some kind of overarching balancing direction here, time will tell.
  7. I feel like getting chain cced and slowly getting whittled into downstate because you ran out of lifesavers is probably better than the alternative (Taking all that damage for skills hitting you up front) but...yknow, whatever~
  8. who is going to let a dagger mirage have three dagger clones up? They don't do anything but make shatters stronger, and the mes creating them is probably 1200 away. Why would that situation of you getting triple dazed by three dagger clones happen in normal gameplay?
  9. Golden post. Dismiss button on the roulette animation please.
  10. Warriors are taking defense because strength, arms and tactics don't do anything. I'm not tired of this constant (Warrior is too X) merry go round, but if y'all are: Which one do y'all want? Be honest. Do you want to get hit for 10k decapitate/eviscerate/arcing slices, or do you want to have to throw two people at a duelist? (It's not three people. Don't let them lie to you, 2v1 works just fine.) Do you not see how weird it is that you're willing to justify builds that guarantee death as normal gameplay but have reservations against staff warrior? Not that I mind, just maybe be willing to apply that with some measure of reasonableness across the board? If high burst damage is how you want to fight warriors, then advocate for that so their damage delivery is better and less prone to being reduced to nothing by single condition procs. If you want them to not hit you very hard with skills that are more telegraphed than vindicators, then they should have mitigation. Which one do you want? If it is problematic to y'all that every warrior you've had to contend with has been some tanky variant that sits on node until you get bored, that probably means that the other ways of playing warrior don't work as well, no? I'm not saying the solution to this is more buffs at this time, ofc. But pick which kind of warrior you want to fight. I'm not a fan of getting greatsword/arc divider and the like nerfed because it hits people too hard, then having to justify not using it and picking up staff instead. The reason for that should be obvious.
  11. If the original ship was like a "bugged gun that shoots people through walls across the maps" then the current ship is a gun that jams every so often, considers chairs between you and your target "walls" and refuses to fire, and takes several more seconds than other skills to load. I don't really care about the argument you're making here that I preferred it because it was bugged or broken, the whole point is it feels worse to use and it already had a clunky implementation that was finicky to set up. If Arenanet could make it not bugged or broken -and- preserve the cohesion the kit had, great. But they didn't do that. The way they fixed it was not justified by the way the weapon behaves. No, "thief is oppressed / its balancing direction is an outlier " isn't what I meant. This is what I meant. Those are not the same thing. Idk man, you're extrapolating a lot of conclusions out of my being mildly amused by the speed of a skill change. Thread's still two pages long and somehow we're talking about thief oppression instead of the actual nature of the axe kit. I never said any of what you're claiming as far as that goes. Let me lay out my argument for you. The axe kit for Axe Pistol shipped usably. It was bugged, which led to it being usable. Unfortunate. The fix for Axe Pistol introduced several limitations that led to it not working in situations the old functionality would have tolerated, like firing over complex terrain (like stairs) and not consuming your init without firing. The weapon is now worse/more cumbersome to use, whether or not it is considered functioning properly. The weapon is too slow to set up to be pleasant to use in its current state, in competitive modes, in particular. The fix that introduced these changes came very shortly after the live release. This is entertaining, because it matches a track record of skills and traits shipping in a usable state for a very brief period, then getting adjusted so aggressively that nobody takes the skill because its use cannot be reasonably justified. Is the fact the skill functions as it was initially planned more important than the weapon feeling good to play? I'd imagine game developers would want to ship weapon kits that work and get chosen by the professions they're built for.
  12. Id trade bladesworn for proper balancung to core warrior traits, core warrior skills, and appropriate cooldown adjustments. If Berserker's power activates on skill use instead of hit that's great too.
  13. How would it do this? Let's assume Heartseeker now has a 4/5 second cooldown, and no other cooldowns have changed. what's your rotation now?
  14. ok. I still prefer it the way it was, compared to how it is now, and find the speed with which it was changed entertaining. How you're framing that as my claiming the class is oppressed, though, Idunno. Maybe you're bringing some baggage along from another thread? If the correct functionality of the skill is what it is now, then that's unfortunate. Aggressively and constantly stating "but it was a bug patch" doesn't really change my opinion on that. I like my skills to feel nice to use. If that required the skill to be in a broken state to achieve, I find that as much an issue as anything.
  15. You're free to find it weird. nerf: informal : to reduce the effectiveness of (something, such as a character, attribute, or weapon) in a video game. You're trying really hard to create an argument where I offered none, and tone framing where I offered none. The old way the skill functioned was better. The way the skill functions now is worse. It was already a clunky, time consuming weapon set, and now its clunkier and more time consuming with the addition of some fringe hurdles that make it harder to work with. Labeling it as a bug fix doesn't really change anything about the reality. I said it was nerfed. Quickly. As is the case with thief skills. I don't know where you're getting all the other building blocks for this argument. The thread's two pages long. See above. This is a weird thing to be so adamant about, when the fact that it is harder to play now is obvious.
  16. Most people don't dodge, whether or not axes are hidden by a wall. It's unpleasant to have my init eaten because I need to have line of sight to people to cast them, but whatever. Its not something I can't adapt to. A bug fix can be a nerf if the bug fix makes the skill less usable. The skill is less usable now, I would have preferred the original usability especially since the people having an issue with it still don't avoid the 3 skill. It is~ Anet tends to quickly rebalance new thief skills. They've done that from daredevil to specter. Whether or not you have issue with that or the assertion of it is not really anything I'm concerned with.
  17. same semtiment. Its clunkier than it was and it started out clunky, but people are still getting nuked by it so whatever
  18. If the intent of the skill was what we arrived at, they should have adjusted the intent of the skill instead of the skill. Its not hard to understand. Sometimes you can succeed by accident, then 'correct' yourself into a failure. You never heard of bugs turned feature?
  19. What cooldowns should thieves have Run me through some examples
  20. Then the tooltip should have been updated
  21. I'd rather stealth on leap than dodge for damage on people. Players will cry and whine about stealdodge being unreactable and the damage will get nerfed until they can facetank it like everything else. I refuse, on the grounds of making people lie in the bed they made. No damage, all utility is fine. I can work out the damage elsewhere with my bounding dodger buff while I'm driving up people's blood pressure.
  22. Lol Lmao Please leave mirage gs alone I don't want to fight spireful chaos mirage
  23. *sipping tea, silently watching people claim its dog 💩 tier now who were claiming they were just that skilled when the spec was hard carrying due to being uninterruptible, unblockable, unblindable, immune to projectiles, and in some cases unevadable every 8 seconds as a result of shipping in a state that fundamentally goes against the combat flow of the game while calling its mechanic "flow" * Glad some people enjoy and believe in it at least
  24. I love 🪄 Sidenoding 🪄 If you all don't want me to sidenode, advocate for better damage delivery, but the one constant is that I'll be annoyingly effective despite it all so pick wisely. Pick which way you want me to play. Either I have to take away your right to play the game because my weapons don't have good range, or I stall you to death. I was trying to do teamfight berserker but then they made that weird change to arc divider and took the damage away again, then halved my savage instinct duration then made rampart splitter crit on glass for 1k, so it's pretty obvious they want me to once again adopt the peaceful ways 🙏 Namaste 🙏
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