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Julius Seizure.4985

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Posts posted by Julius Seizure.4985

  1. This meta absolutely does not work with the the tanky stats available in WvW. It’s much better in PvP where they just removed any stat combo that might present a problem.

    We are back to the point where a group of 10 organized players can tank 30+ players, and spike called targets one at a time. If this is your definition of fun, well have fun.

  2. I made this suggestion in the thread about Battle Scars, and I still feel this is the best solution. At certain thresholds of Battle Scar stacks, additional counters should be spent. This would double or triple the current siphon, bit necessitate build up of stacks and taking the Grand Master to really be effective.

    •Above 10 stacks: spend 2 Battle Scar counters per target

    •Above 20 stacks: spend 3 Battle Scars counters per target

    The end result is that Siphon could be double or triple strength in very particular situations, and allows for counterplay as well.

  3. Infuse Light is analogous with Defiant Stance, not Obsidian Flesh. Both of these have extremely easy counter play as well— stop attacking and kite. It’s actually easier with Infuse Light, as some core builds trait for Defiant Stance at 5 seconds of duration, and 3 seconds on Infuse Light is very manageable in comparison to that.

    Compare Obsidian Flesh to Elixer S, Endure Pain, or other such invuln skills. I could see Obsidian Flesh getting a 60+ seconds recharge and being reduced to 2 seconds duration, like Endure Pain. I could also see it staying as is, and being a longer invulnerable window than Elixer S, but missing the stun break.

  4. What needs to happen, IMO, is that at certain thresholds of Battle Scars you spend additional procs per target. Example—

    Above 5 Battle Scars: Spend 2 per target.Above 10 Battle Scars: Spend 3 per target.

    I would much prefer this to a straight buff to siphon damage/heal. It would really incentivize gaining Battle Scars, and make the GM trait a keystone skill for this type of build. Accruing significant stacks of Battle Scars with the GM trait would shape gameplay in a fun way.

  5. Unless I am mistaken (very limited testing so far), we now need to take a GM trait to simply gain enough stacks of Battle Scarred just to have siphon function in an AoE setting, or for fast hitting skills, which the old siphoning did from the get go. This requires set up with Vulnerability stacking, and comes at the cost of an old GM trait that siphoned significantly when flanking.

    The end result is you need to take 3 major traits to have 1/5th the net damage/heal we got before with a minor and one major.

    This is just bad.

    Wasn't the reliance on stacks of Battle Scarred supposed to make it so Siphon was a reasonable mechanic?

  6. Serious endgame will always be more effective if you can enter melee. That’s where boons and heals are from teammates, and damage on these weapon types is higher.

    With that said, maybe look into Mesmer. This class is very easy in PvE as clones and Phantasms draw agro, and you generate them constantly. Greatsword is good for power damage on both Core, Mirage, and Chronomancer. Practice melee with Sword/Focus on weapon swap.

  7. @Hannelore.8153 said:Because its toolbelt skill is Detection Pulse. I'm not saying thats a great reason, but that's clearly what its being balanced by..

    I am not sure I agree with that. Detection Pulse was moved to Purge Gyro with no corresponding gutting of the skill. It was then moved to Utility Goggles and this necessitated making it the worst stunbreak skill in the game by a wide margin?

    You may be right but I think I am missing something still. The goggles do nothing!

  8. I just want to take a moment here to discuss how bad this rework is, and hopefully do it in the context of overall game balance. What is going on with this specific change? I feel that overall most stunbreaks are fairly balanced in the context of what they provide, given their recharge and class constraints. However...

    • Utility Goggles now removes a single blind and gives 2 seconds of Resistance for 30 seconds recharge (PvE/PvP/WvW).
    • Featherfoot Grace gives 5 seconds super speed and 5 seconds of resistance for 30 seconds recharge (PvE) and 40 seconds (WvW/PvP).

    This is the closest analog I could find between two skills and it just seems like the formula is completely broken for Utility Goggles. But compare it to any other stunbreak in the game and I doubt you could find a worse skill.

    I have no idea why this one skill seems to be balanced differently than every other stunbreak. A single blind removal and 2 seconds of resistance should be a 15-20 second CD at most given how other stunbreaks are balanced, and it would still be one of the weaker stunbreaks.

    Is this really the final landing point for this skill? Can anyone explain what I am missing? I must be missing something.

  9. While we are at it, can we also discuss how bad this skill is now? 2 seconds of resistance and a single blind removal is nowhere near Balanced for a 30 second stun break. If these are the final values for this skill, drop the CD to 15-20 seconds. It would then at least be analogous with Outrage and Bandit’s defense in this scenario (and still worse than either of these).

    I actually get more value out of the old version, as 10 seconds of blind immunity and Fury is far more useful than 2 seconds of resistance...

  10. The problem is that the current system monetizes WvW. People are purchasing and converting gems to transfer servers. The proposed system would actually demonetize WvW, as there is no way for them to generate gem sales from guild slots determining WvW groupings.

    This is really sad, as a proposed system that is arguably crucial for the longevity and competitive health of the game mode is probably never coming thanks to quarterly profit demands...

  11. Not a Warrior main, but playing with this on Spell Breaker and Core Warrior it was unbelievably broken. 3x hard CC that can be use multiple times during the transform, all of which are hitting for 4K-8k, while your character is immune to all snares, immune to CC, stacking -50% DR, gaining 2,000 vitality, and having an 11k-damage-1000-range-dash skill on 4.5 seconds of recharge.

    Rampage will still have everything there, including 3x hard CC skills that can be cycled 6+ times per transformation. The only difference is now the CC skills alone won’t kill a foe.

    This is LONG overdue. I am pretty sure a moderately competent player will still be able to use this skill... People here are ignoring how hard the auto attacks land for and how much damage Dash does. I am pretty sure players will still view this as a broken skill.

  12. @Virdo.1540 said:

    @Julius Seizure.4985 said:This skill is not a channel ability. The reason it misses foes that stealth during its animation is because each of the 5 attacks will retarget a new foe, or follow the same foe if just 1 is in range. Stealth makes you unable to be seen or targeted, so that obviously is the counter. A true channel ability does not recalculate targets between damage ticks in this game— think Rapid Fire or Ghastly Claws.

    Good news though! If you are a Herald, cast Gaze of Darkness at the beginning of the animation or anytime during it for both additional damage and revealed. They won’t be able to stealth unless a specific deadeye build.

    its not like its still preventing targets to become invisible... the most classes teleport too far away when becoming invisible, so it wont hit anymore

    no need to rely on that

    Gaze of Darkness 100% prevents targets from becoming invisible, all except for Deadeyes with Shadow Meld as an elite.

    I am not sure what you are talking about with “teleport too far” breaking the assault, as this skill used to follow targets through a 6,000 range portal last time that was a thing...

  13. This skill is not a channel ability. The reason it misses foes that stealth during its animation is because each of the 5 attacks will retarget a new foe, or follow the same foe if just 1 is in range. Stealth makes you unable to be seen or targeted, so that obviously is the counter. A true channel ability does not recalculate targets between damage ticks in this game— think Rapid Fire or Ghastly Claws.

    Good news though! If you are a Herald, cast Gaze of Darkness at the beginning of the animation or anytime during it for both additional damage and revealed. They won’t be able to stealth unless a specific deadeye build.

  14. @draxynnic.3719 said:In an ideal situation, it generates 50 stacks of bleeding, inflicting the equivalent of 100-200 seconds of bleeding over the course of 11-13 seconds in PvE, and 200-400 seconds of bleeding over the course of 13-17 seconds in competitive. They probably balanced according to the ideal situation without thinking about how often the ideal situation can actually be realistically expected to occur.

    I mean, Sun Spirit is the closest analog as far as I am concerned. That generates 20 stacks of burning at 2.5 seconds. More over, for that first 10 second window it is actually 40 stacks of burning at 2.5 seconds. This is not even in the same ballpark. On top of that, the radius is 600 base and 900 with trait, compared to 360 for Razorclaw’s Rage.

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