Jump to content
  • Sign Up

Virtuality.8351

Members
  • Posts

    276
  • Joined

Everything posted by Virtuality.8351

  1. Suggestions for the missing master tier major trait in Shadow Arts spec are also welcome!
  2. The Current StateThe Shadow Arts spec now has two traits associated with slot skills. One is Hidden Thief, which improves Deception skills, and the other is Leeching Venom, which improves Venom skills.On the other hand, the Deadly Arts spec has no trait associated with any slot skills. Furthermore, while Deadly Ambition (adept major) and Potent Poison (grandmaster major) offers a lot of condition damage buff in PvE, the master tier major trait Panic Strike hugely underperforms in overall PvE scenarios. SuggestionSo why not move the Venom trait to the Deadly Arts spec? Not to mention the Venom skills inherently offers a lot of condition damage pressure, which additionally would also works perfectly with the grandmaster minor trait Exposed Weakness. They are just both functionally and thematically suited for the Deadly Arts spec.My proposal would be to remove the Spider Venom stacks Leeching Venom originally provides upon player character entering stealth, and merge it with Panic Strike. Also, make the immobilization cooldown of the newly merged trait per target, just like how Lotus Poison functions, so that it works in PvE. The result would look like the following: - Venom Strike (Deadly Arts, master tier major trait; the stupid name here is a mere placeholder and suggestions are welcome!)Venom skills siphon life from struck foes. Immobilizing a foe grants you stacks of Spider Venom. Striking a foe that is below the health threshold immobilizes them. Further inputs are welcome!
  3. Updated version, September 2020.Also posted in the comment section of this thread:https://en-forum.guildwars2.com/discussion/98026/guardian-hammer-is-useless/
  4. This is adapted from the proposal I made last year:https://en-forum.guildwars2.com/discussion/84508/in-depth-suggestions-on-how-to-bring-guardian-hammer-back-to-life Weapon Skills 1 to 5 Symbol of Protection (end of the auto chain)Reduce the cast time from 1.25 s to 0.75 s to reduce the unwieldiness.Mighty Blow & Glacial Blow (if the trait Glacial Heart is active)Mighty BLow: Increase the movement range from 300 to 360.Glacial Blow (traited with Glacial Heart): Increase the movement range from 300 to 360. Reduce the recharge time from 6 s to 5 s and increase the skill coefficient from 2.1 to 2.55 to stay on par with Mighty Blow in terms of damage potential over time, or alternatively, increase the skill coefficient from 2.1 to 3 with the recharge time remaining unchanged.Zealot's EmbraceInstead of sending a piercing projectile, the skill now creates a 'wave' (as in the skill description) point blank sector of 90 degree and 600 range (similar to Shackling Wave). The rest remains unchanged.The excess range of the projectile we have at this moment is a bit pointless in my opinion, for that the projectile is easy to dodge for opponents at range, and even if it successfully hits and traps the target, it is still difficult for Guardian to exploit the 2 s immobilization anyway due to lack of mobility.On the other hand, the ability to immobilize multiple opponents in front of you within medium to close range in order to then deliver a Might/Glacial Blow or to Banish, as recommended here, just seems to provide much better synergy.BanishIncrease the power coefficient from 1.0 to 1.6 in PvE. Increase the number of targets to 3.Ring of WardingIn addition to its current effect, the field now also pulses blindness for 1 s with an interval of 1 s. Increase the radius from 180 to 240. Reduce the recharge time from 30 s to 25 s.Or alternatively, Symbol of Protection is replaced with another skill that uses the same animation but with a shorter cast time. The new skill is a single time point-blank area of effect that hits 5 targets around the player character for 240 radius.Mighty Blow & Glacial Blow now creates Symbol of Protection upon impact.As above.As above.As above.With this proposal, the skill chain #3, #5 and then #2 would be of great synergy.
  5. Necromancers have already got their minions fixed. It's time for a change so that we elementalists can keep our companions, be it on foot or mounted!Maybe we can have it work like the following:Upon players mounting, elementals concentrate, transform into energy and infuse with the player character. And then when players get off their mounts, the energy dissipates from the player character and the elementals spawn again.
  6. Now sitting on a small pile of non-slot-specific ascended armor chests, I plan to make the most out of these by turning them into chest and leg pieces. Though, that would leave me stilll with head, shoulder, hand and foot slots yet to be covered, and hence the question. I have learned that currently the only possible sources of slot-specific armor chests seem to be either random loot result from Fractal daily chests or exchanging prophet crystals earned from Strike Mission, which is still mostly foreign to me. How many hours would it take to earn a single chest of, say, glove armor? Or is there some other way I can do it more efficiently? Thank you!
  7. Although the class has largely fallen out of favor, seeing the resurgence of player population due to COVID-19 lockdown, I might as well write a simple guide for new or coming back players into it, which is still my all time favorite. - Herald is all about energy management due to the unique energy system of the revenant class. For beginners the task could be difficult at first, so here is a quick guide on how to manage your energy consumption effectively and efficiently by identifying the situation you are in. For the build, please refer to the following link to metabattle.com.https://metabattle.com/wiki/Build:Herald_-_Hammer_Backline - Stage 1: Before engagement (Energy upkeep: -5)Camp in Glint and maintain all three utility Facet skills to buff allies with Fury, Swiftness and Might. Stage 2: To engage from a distance (Energy upkeep: -4)Drop Facet of Elements with Elemental Blast. (Or alternatively, if your group is skipping this phase and portal/stealth bombing, keep it and skip to #3 below.) Range with Hammer. If its a staredown at a chokepoint, preemptively disarm enemy Marks and Traps with Phase Smash (#3). Do not bother with Coalescence of Ruin (#2) unless collective range pressure is called for, since the result is usually inconclusive during this stage; stay in combat to slowly ramp up your energy over 50% and Might stacks. Stage 3: To close in for melee (Energy upkeep: -2 or -3)If enemy projectile pressure is present, apply Field of the Mists (#4). At 900 range, Drop the Hammer (#5) on targets within allied Sand Shades radius while closing in. Cast Coalescence of Ruin on the said targets. At 700 range, preemptively activate Facet of Light (#6) before melee so you can immediately access Infuse Light (#6). Don't worry about the less effective Regeneration boon you provide, as the same boon from other, better sources would come into effect in advance of yours. At 500 range, activate Facet of Chaos (#0) to grant protection to allies, and then immediately cast Chaotic Release (#0) at the enemies within ally Wind of Disenchantment. By doing so, you not only CC the enemies, but also grant allies as well as yourself 3 pulses of Protection for 3 s with Draconic Echo. At 300 range, cast Burst of Strength for damage buff and then again Elemental Blast and other big damage skills on the controlled or downed enemies. Or alternatively, save your burst rotation until a heavy damage bomb is called for. If the damage pressure is high, let yourself drop below 50% health to proc Versed in Stone for group damage reduction, and then heal back up with Infused Light. Stage 4: To sustain or to break away (Energy upkeep: 0)Cast Gaze of Darkness only when you must break out of stun. Drop the Hammer (#5) at your feet if enemies are on your tail. Though Phase Smash (#3) helps you evade incoming attacks, you should avoid casting it at this stage unless your group is stationary, so you do not get caught lagging out of place behind your group after the returning animation. Switch to Jalis if: A. Gaze of Darkness is on cooldown and you need Rite of the Great Dwarf (#0) to break stun.B. Infuse Light (#6) is on cooldown and you need Soothing Stone (#6) to heal or counter heavy condition pressure.C. Your group needs additional source of Stability. In this case use True Nature (double-tapping F1) first as it does not cost you any energy. Only then use Inspiring Reinforcement when you must, or when your group is moving through a hot chokepoint or out of a hot spot.D. Your group is under heavy pressure and requires damage reduction from Rite of the Great Dwarf (#0).E. You run out of energy with Glint and the Facet/Consume skills are all on cooldown. In that case there is no point camping in the same stance anymore. Switch out immediately. If your group is constantly under heavy pressure and not handling well, you might have to save all the energy for Rite of the Great Dwarf spam. If Draconic Echo is selected for the Grandmaster trait in the Herald Specialization, which I personally would also advise for, try to Consume all activated Facets before switching to Jalis. Switch to Staff if: A. You need healing (#2 & #5), blocking (#3), group condition cleansing (#4), and/or evasion (#5 & Sigil of Energy).B. You need to move through or out of a hot chokepoint with Surge of the Mist (#5). Avoid using Vengeful Hammers or Forced Engagement unless it is a certain wipe for the enemy group and you want to maximize your tagging or to single out an enemy already low on health trying to break away. Stage 5: To regroup and reformSwitch back to Glint as long as your group is no longer pressured. Switch back to Hammer when your group is again on offense. Repeat from Stage 2 or 3. Now, if you are out of combat during this stage and really want to push it to the limit, switch to Renegade to cast Orders from Above (F3, Alacrity), and then immediately switch back to Herald before the next engagement. The effect would last even after you switched out of the Renegade specialization. Use build templates and hotkeys to speed up the process. Make sure you select the associated Grandmaster trait (Righteous Rebel, the bottom one) so the boon is shared with 10 allies.
  8. Objectives in MindTo retain and, in some instances, extend on top of the major functions we currently have: Revival and bleeding control for alliesHealing and, thematically, leechingCondition managementItems that are now available, though perhaps obsolete and requiring rework or removal, includes the following: Dagger and Warhorn traitsWell traitsDirections worth development: Unique effects akin to Battle Scar, Death's Carapace, and so on, together with, for example, Vampiric themed leeching.Currently underdeveloped synergy with Life Force and professional mechanics within this specialization.ProposalAll values are placeholding for PvE. For implication in PvP/WvW, consider the mechanics only. Minor TraitsAll three minor ones remain unchanged. Adept - Mark of EvasionLeave a Mark of Blood when you dodge.Master - VampiricSiphon health whenever you hit a foe. Minions siphon health and transfer it to you.Grandmaster - Last RitesAs long as you are not downed, allies near you do not bleed out while downed. Gain Healing Power based on your current health.Major Traits In this proposal I am scraping off both the Dagger and Warhorn traits (Quickening Thirst & Banshee's Wail) to make room for new ones.Quickening Thirst is particularly problematic without a definite identity (the main-hand and off-hand serve different purposes) and rarely taken, if at all. Similarly, Banshee's Wail is a complete lackluster.Both weapons are in desperate need of update, and it can be done by just modifying the skills without the involvement with any trait. Better to just make the current trait effects baseline and move along. Top Lane - Merge the Well traits with ally revival into one lane, the focus here is downstate management for allies. Synergy with Grandmaster Minor. Adept - Ritual of Life (unchanged)Cast Lesser Well of Blood when reviving an ally. Wells of Blood revive allies every pulse.Master - Ritual of Rebirth (prev: Vampiric Ritual, moved down a tier from Grandmaster)Wells gain reduced recharge time. They no longer grant Protection. Instead, allies within the Well heal and revive better. Transfusion (unchanged, previously in the bottom lane)Shroud skill 4 heals and partially revives nearby allies. Up to five downed allies near you teleport to your location while you're channeling shroud skill Mid Lane - Incorporate Life Force and the professional mechanics for a new, sacrifice-themed lane. Pertaining to the same theme with Adept Minor. Adept - Sacrificial (New)Gain Vigor and Regeneration when you receive Bleeding or Torment. Master - (New; name yet to be assigned.)A portion of the Endurance you recover is added to your Life Force. A portion of dissipated (or consumed, as in Scourge's case) Life Force is added to your Endurance. (Life force lost to incoming damage does not add to Endurance.) Grandmaster - Unholy Martyr (Unchanged)Entering shroud transfers conditions from allies to you. Exiting shroud consumes conditions currently on you and converts them to life force.Bottom Lane - Vampiric Presence has been reworked, dropped down a tier, and now renamed Vampiric Essence. The lane will function around this effect. Blood Bond is removed, while the Bleeding theme will retained with the new trait in the Master tier. The effect will only be shared with allies if the new Grandmaster tier trait is selected. Pertaining to the same them with Master Minor. Adept - Vampiric EssenceGain Vampiric Essence for yourself. Master - (New; name yet to be assigned.)Hitting an enemy with Bleeding stacks above the threshold causes Weakness. Vampiric Essence is more effective against weakened foes. Grandmaster - Vampiric FeastYour share Vampiric Essence with your allies. (The bonus from the Master tier trait will also shared via effect source tracking) Vampiric Essence increases its effect while you are in Shroud. Generally speaking, the top lane would be suited for group combat, the mid lane would be more suited for solo, and the bottom lane would be suited for any controlled instances with a composition heavy on condition damage. The outcome may vary for different professions though. For example, Condition Soulbeast would certainly benefit hugely with its frequent Bleeding stacking, while Burn Firebrand barely any. The rest of the professions should be more or less normal. Inputs are welcome!
  9. Yep. Would really like to see it work similarly to short bow auto.
  10. If the goal set by the developers is to cancel out passively procced effects and promote active response, well, might as well just kill the traits entirely and design something new, instead of leaving a complete lackluster non-choice in the related specializations. I mean seriously, a trait that offers its effect once in every 5 minutes?
  11. Feb. 25th, 2020 Balance PatchTraits Revenant is the only profession in the game with its skill initiation not only restricted by cool-down, but also an energy system similar to Initiatives for the Thief class. Unlike Thief though, with their Initiative points spent only on weapon skills, Revenants requires energy points to heal themselves and to cast utility and elite skills. While legend swapping does restore your energy to midpoint, it takes a full 10 sec cool-down and potentially locks you with a skill set unsuitable for upcoming changing of situation. With ever increasing energy costs and cool-downs, do you feel that the class has come to a stage that it suffers from too much restriction, or do you consider it still manageable? Is there any skill that you consider more reasonable for the balance hammer to hit on the cool-down instead of energy cost, or maybe on the contrary, the other way around? (Please specify the game mode and scenario related to your feedback, for example, sPvP, WvW roaming, organized guild group or pug group in WvW, and so on.)
  12. Just realized that, while the most sources of Might are going to have their duration standardized to 6 seconds, Might generated by combo will remain 20 seconds, untouched. Although this probably won't bring us back to pre-expansion combo phasing in WvW, the 20-second baseline will certainly allow a farther stack-and-start position and better damage overtime if not stripped. Not to mention that the class has not only the best access to Fire Field and Blast Finisher, but also a built-in 420 Concentration buff in Arcane and Tempest. Edit: Not saying that people haven't been doing this with Tempest. Just that people usually get by with Empower and Facet, while a collective combo stacking is rarely called for these days.
  13. Why not just remove such traits and design something new instead? No one is going to take a trait that only comes into play every five minutes, and you would end up leaving a lackluster non-choice in each specialization.
  14. Except that this does not justify the decision to mandate players to participate in SM in order to complete the meta-achievement for episode 2. Couldn't SM be assigned to another achievement category, just like fractals and raids instead?
  15. The trait is no longer a stunbreak.The trait offers increased condition cleansing.The trait still causes exhaustion, at a reduced rate (say, 1 s in PvE and 2 s pin PvP/WvW), and is triggered when a damaging condition is cleansed via dodging. (Or, alternatively, say, 1 s in PvE, and 1 s pin PvP/WvW per damaging condition removed. I understand the developers try not to make this a double-edged sword for the players, though I do consider my proposal reasonbly balanced. It makes the mirage better at handling condition damage, at the cost of its capability of keeping up offensive pressure on their opponents with a defensive maneuver. For the opponents of the Mirage, this means that condition pressure, while now causing less harm to the Mirage, provides a mean to give themselves a break and thus sustain better. At least such push and pull would be the dynamic I'd like to see in combat.I think this also fit the theme well. The class is mean to be elusive, so movement impairing conditions can be removed without further punishsment. On the other hand, damaing conditions will cost something to be dealt with. I think you have forgotten something very important... In competitive modes PvP/WvW Mirage will only have a single dodge!!!!!!!!!!!!!! "Mirage Cloak: This trait now reduces the mirage's endurance by 50 in competitive modes" Maintain exhaustion will be an overkill. In fact, i doubt that that trait now can be even called a grandmaster for PvP/WvW. With a single dodge that grandmaster is a bad joke, 2 conditions removed every 10s at the cost of wasting your single dodge. And irrelevant in PVE. The use of mirrors is not viable to compensate as you almost never reach them in the right moment and also distract you of what you should be focused in the fight/combat. In fact, Mirage will be dead in competitive mode like the Chronomancer already is. Nobody is going to play a Mirage in PvP/WvW with a single dodge. That is a super nerf in defense and also in damage due to lose the oportunity of use one ambush/dodge to burst and still have other to defense if you must avoid damage. Mirage Cloak should have being balanced in another way like change the ambushes or change IH. Well, few more weeks and find a mesmer in competitive modes will be a mission impossible. Although sure some will celebrate it... about all those that will dominate the roamer and decap roles. Congrats.Damn it you are right! I totally missed that part in the WvW version of preview patch note. Thanks for pointing that out I'll edit my comment accordingly.
  16. I cannot help but wonder what exactly the identity of Hammer for Revenant is. With these changes implemented It'd completely underperform in all game modes. Maybe go with the Jalis/Dwarf theme and make it the ultimate weapon of choice in terms of sustain for Revenant?
  17. Expertise becomes worse the longer the base duration of the condition is due to a higher likelihood of getting cleansed. It works better for condition bursts.Yeah...totally agreed. Still, I'd really like to see this attribute become actually viable in the competitive scene...thought that would require a severe overall decrease in both condition duration and cleansing, which is completely contradict where the developers are going right now and just would not happen. @"Swagger.1459" said:My thoughts are... post your feedback in the main feedback thread so it’s more orderly for the devs to read said feedback.The content of this post was not mean to be addressed to the developer. I do, however, have something to feedback to the developers and have written a detailed suggestion under the official thread, in case you might be interested. @"apharma.3741" said:...having said that if you're already dying on first push you're still going to die first push because it's sheer numbers and even a 30% damage reduction across the board isn't going to save you.Agreed. I was of course not advocating the shift toward glass cannons in the OP in case I left that impression.Roaming is affected too much at the moment by warclaw, longer fights = more chance of add ins which makes "roamers" perform worse especially with more warclaws chasing them while they can't escape. I doubt much will change here except small scale group fights might be more enjoyable till people get overwhelmed by numbers.You described it way better than I did. @Stand The Wall.6987 said:attribute allocationnope, they are making condis no longer burst but be over time like they were meant to be. problem is their cds are the same so they will be worthless in zerg fights, so nothings changed there.Also cleansing...I admit I really can't tell for sure on this one.people will still beat the 3k armor max drum so nothing will change there either.That true though lol @subversiontwo.7501 said:Nice thread, good effort. I blurted out my first reaction in the announcement thread. I don't have anything more to add for now. I like the summary here though.Thanks <3
  18. I think many people would be glad to see this implemented, though if I may, I'd like to request to replace the 'egg shape' with a perfect circle instead for better aesthetics. * The trait is no longer a stunbreak.* The trait offers increased condition cleansing.* The trait still causes exhaustion, at a reduced rate (say, 1 s in PvE and 2 s pin PvP/WvW), and is triggered when a damaging condition is cleansed via dodging. (Or, alternatively, say, 1 s in PvE, and 1 s pin PvP/WvW per damaging condition removed. I understand the developers try not to make this a double-edged sword for the players, though I do consider my proposal reasonbly balanced. It makes the mirage better at handling condition damage, at the cost of its capability of keeping up offensive pressure on their opponents with a defensive maneuver. For the opponents of the Mirage, this means that condition pressure, while now causing less harm to the Mirage, provides a mean to give themselves a break and thus sustain better. At least such push and pull would be the dynamic I'd like to see in combat.I think this also fit the theme well. The class is mean to be elusive, so movement impairing conditions can be removed without further punishsment. On the other hand, damaing conditions will cost something to be dealt with. *Edit:**As @"Heika.5403" have pointed out below I totally missed the part the Endurance will be capped a 50 for Mirage in PvP/WvW in the future. Thank you for correcting me here. I'll update further if I have come up with something else on this one.
  19. Everything here is just as premature as the preview, which is to be further modified in the future. There is no harm to discuss on what is proposed, though, so here we go. Increase in Time-to-KillHealing Skills (#6), which are the primary source of healing for many builds not dedicated to this aspect, will take a 15%~33% reduction in baseline over time. (Some common numbers are 15%, 17%, 20%, 25%, 33%.) Meanwhile, Healing Coefficient of some skills take a varied degree of reduction, from 20% to 50%. As for shared, outgoing healing in group setting, I'll just leave the calculation to others who are dedicated to and know better than me of the healer classes. On the other hand, reduction in damage is much harder to quantify realistically. While control skills get a massive hit on Power Coefficient, they typically have a relatively longer cooldown, and do not make up as much total damage output with a few exceptions (for one, Reaper). A conservative estimation might be at least 30% baseline. (If you have a better overall number on this, please do correct me; though individually, as usual, your experience may vary.) This, of course, has not yet taken into account modifiers, some of which also get considerably reduced in their duration (e.g., Might) and/or effect. If the estimation is correct, with damage being reduced further than healing, while the overall health pools remain the same, attrition might comes out on top as the new paradigm. A well-timed burst will still be prominent for the offender based on direct damage, if not even more so due to modifiers with even more restricted time frame (for one, Might), though a missed opportunity for the receiving end to mitigate the attempt might be just more forgiving than ever since the first expansion. Hopefully we are finally getting rid of all those one-shot builds with little means to counter. Attribute AllocationRegarding sustain, the effectiveness of Toughness will likely give way to Vitality due to overall decreased Power Coefficient and rise of Condition pressure as predicted by the community, though with limited combination of attributes, we might not see any significant shift as such. On the other hand, with reduced incoming direct damage pressure, giving up toughness in favor of offensive attributes might just become more viable, and Rite of the Great Dwarf remains the best contingency plan for groups intending to push their limit. With the respect to Condition, do note that Cal Cohen has stated in the announcement that they will be "continuing to push conditions toward less burst potential by reducing the number of stacks and extending durations where it makes sense". Will this leave Expertise some potential, for that the attribute contributes more the higher the base durations are, or will it be completely neglected as how it is at the moment, due to constant cleansing and possibly Resistance, which might just start to prevail in response to the shift to condition pressure, or just the sheer enhanced baseline duration making further investment pointless? Will the attribute become actually viable? Is this is part of the intention to increase in variety? The developers have a delicate scale to maintain here. The same goes for features that reduce Condition Duration on self, which have long being obsolete and neglected. Combat DynamicProfessions with already abundance of active means to mitigate incoming damage will be even more difficult to tackle. The same goes for those with high mobility and means to kite their opponents. The time frame of an opening just might not allow enough damage to be done. That being said, not every class enjoys the privilege, or at least, not as much. Warrior, for one, has its Stance skills cooldown increased, though the class still has many other means to stay away from harm. In PvP, mobility, rotation and plus-one tactic probably will become even more crucial for the same reason. In WvW, that's ganking for roaming, and singling out opponents from the group with control to create a ganking scenario in any scaled-up combat. The prominence of Stability stripping and prevention of re-application also rises, and Spellbreaker, albeit with Wind of Disenchantment restricted to 5 targets, might be the sole key for direct damage bombing to work out if at all in the future.
  20. No mate I certainly am not. In the OP I clearly treated functions with 10 targets as a given and had no intention to change on that, and, instead, tried to tackle issues they induced with a proposal of improved structure on top of the Squad function. The scope of this thread was clear and further discussion was expected to be within the scope. Yet an outrageous proportion of comments either deny the existence of the issues partly induced by 10-target skills or straight deny the skills which were treated as given in the OP, or both at the same time without realizing they are contradicting themselves, which all are at best tangential related to the topic. To be honest the seeming difficulty for people to stick to the topic really baffles me. If you have other suggestion on how effects might be better distributed across the group then you are all welcome. If you'd like to discuss the validity of 10-target skills and so on might as well start a thread on your own. Yes, we do have some work-around method for this. An example can be found in my reply to one of the thread linked to my OP, if anybody else is interested.Though, the method is still far from perfect. For one, the group would be split into multiple Squads, and the driver would not be able to check the overall status of the group at a glance at the Squad panel, resulting in much less awareness of the general condition of their group (health, barrier, downed/killed, etc.), which is a crucial factor for every commander.And the issue goes both way. Members of the group would be less aware of the status of others in different squads, which hinders support performance. One could always argue that it could be solved by actively communicating on voice-comm, though I'd argue that in practice it'd only mess up the comm even further and induce constant need to clear comm. Not to mention the delay in communication...Another issue, which is also easy to spot, is that effects 'spilled over' would not be prioritized to other members of the group in a different Squad. This becomes an issue when enough pugs tag along the group. I can only conclude that clearly either you did not bother to read through the post, or you just do not care to elaborate why you deny the issue to nonexistent. Either way it makes me wonder what the point is for this conversation to go on further. There ya go, the Devs already put the power in your hands! Use the tools they provided and be creative! You can totally do it! I guess I really shouldn't have bothered to elaborate the complexity of the issue to someone consistently ignores all the points having being brought up and clearly has no will to engage in a productive conversation. sigh
  21. Yes, we do have some work-around method for this. An example can be found in my reply to one of the thread linked to my OP, if anybody else is interested.Though, the method is still far from perfect. For one, the group would be split into multiple Squads, and the driver would not be able to check the overall status of the group at a glance at the Squad panel, resulting in much less awareness of the general condition of their group (health, barrier, downed/killed, etc.), which is a crucial factor for every commander.And the issue goes both way. Members of the group would be less aware of the status of others in different squads, which hinders support performance. One could always argue that it could be solved by actively communicating on voice-comm, though I'd argue that in practice it'd only mess up the comm even further and induce constant need to clear comm. Not to mention the delay in communication...Another issue, which is also easy to spot, is that effects 'spilled over' would not be prioritized to other members of the group in a different Squad. This becomes an issue when enough pugs tag along the group. I can only conclude that clearly either you did not bother to read through the post, or you just do not care to elaborate why you deny the issue to nonexistent. Either way it makes me wonder what the point is for this conversation to go on further.
  22. Putting the nonexistent time table aside, maybe you'd agree the proposal is at least something worthy in itself.
×
×
  • Create New...