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Vaeo.4097

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Everything posted by Vaeo.4097

  1. My main complaint for scepter was always Dragon's tooth and too slow fire auto attack. Fire auto attack was improved by reducing cast time. So more or less ok now. But Dragon's Tooth is so clunky. Scepter overall is rather fast paced weapon. But Dragon's Tooth breaks pacing. I suggest to replace it totally. For instance, swap scepter fire 2 and staff fire 3 skills (Flame Burst). Or create new skill without attack delay. Phoenix is ok. Yes, a bit clunky, but overall fun and unique skill. Same for Rock Barrier -- a bit clunky, but overall ok. Water Trident and Cleansing Water is a more complicated thing. Water Trident is ok as pure healing skill. And if you want to add condi cleansing to scepter I disagree. Elementalist has very limited options for condi cleansing. Essentially only 2 reliable ways: Cleansing Water and Auras with Smothering Auras trait. Both ways require taking specific trait lines greatly limiting build variety. That's the real problem. So instead of adding condi cleansing to Water Trident I'd suggest to rework/replace some utility skills to provide reasonable condi cleansing without this two traits.
  2. Lesser Glyph of Elementals is useless. But elite version is actually pretty good. The main advantage of elite version are skills that you can manually activate for elemental. Water elemetal -- 7K aoe heal. Air elemental -- breakbar damage. Fire elemental -- slightly improves your damage, but overall not impressive. Earth elemental -- totally useless. So this glyph provides versatility. You can select one of 3 skills depending on situation. Which is usefull in open world. And even ocasionally in fractals in pugs. Also water elemental is rather good in teamfights in sPvP. Due to 7k aoe heal and some chilled condition.
  3. Mesmer (Virtuoso). First impressions. I don't like animations at all. Shiny purple fog everywhere. Every skill provides tons of shiny purple fog. I don't see enemies behind this fog at all. Blades around my head too bright and shiny. In dark locations this purple shiny crown around my head is painful for eyes. Especially outside of combat. Because it's much brighter than my character and location around it. Shatters feels like laser beams. Not like flying blades. Because it leave too much fog behind. Overall gameplay for virtuoso feels slow. I'm feeling myself like a turret firing with blades. Utility skills are more or less ok. Again, too shiny but much better than dagger and shatters. I like idea of a class attacking with flying blades. But I want to be cool guy juggling blades. And currently I don't have such feeling.
  4. While turning conjured weapons into a kits would be bad decision it definitely needs some rework. To make it more comfortable to use. Currently conjure weapon skills have 60 sec cooldown and provides 2 copies of the weapon: one in hand and one on ground. I think skill cooldown should be halved (to 30 sec) but no second copy of weapon on ground. This will make conjured weapons so much easier to use. Also it would be nice to change some of conjured weapons into support tool. I mean boon stacking, condi cleansing, unique buffs like warrior banners (but lasting only 30 sec), etc.
  5. I want some UI improvements: 1. Larger current target marker. When changing targets with "Tab" it's hard to see, which one is selected. I suggest option to have huge (really huge) arrow above target and also thick outline around it. Obviously it should be possible to turn it on/off. 2. Casting bar I want it to be much better visible than now. May be change color to something brighter and add outline to it. Again, it is possible to have it style configurable (may be even several different styles). 3. Reduce visual clutter FFXIV has very useful setting to limit displayed animations. It has 3 groups: self, group, other players. For each group it has 3 positions: full, limited, none. I want to have similar settings in this game, because even my own animations sometimes feels too flashy. And several players' attacks are absolutely unreadable. Also I suggested same settings for PvE enemies, especially bosses. To many flashes, explosions and other effects.
  6. Fractals are a strange thing now. When Nightmare fractal appeared I thought that fractals becomes serious instanced content. Instanced content should aimed at accurate execution of mechanics. And Nightmare is exactly about mechanics. As well as Shattered Observatory. But Twilight Oasis, Siren's Reef and Deepstone are totally different. These fractals are aimed at team composition, not on accurate executing of mechanics. Especially Siren's Reef.Same way I feel about most of the new instabilities. For instance, "We bleed fire" and "Flux bomb" are mechanics because I must actively do smth. "Last laugh", "Frailty", "Outflanked" and many others are not mechanics because there's nothing I should do to avoid damage. Overall, I'd like to see mechanics based content, not team composition based.
  7. @OP I agree with all you points. Especially about ranger's longbow and pet cc and Alchemy+Invention notes. The only exception is Bull's charge. Base idea of this skill looks ok for me. May be reduce damage a bit or slow down animation a bit. But I'd keep evasion and knockdown duration.
  8. Good things in PoF Mounts are cool (though griffon should be twice cheaper in gold)Story is really nice.Location appearance is lovely.Bad things in PoF Bounties! May be idea is not bad. But implementation is awful. Bounties can hardly be killed with small group. Hence they encourage zerg play. And zerg is extreamly boring.Almost nothing to do in this lovely locations!. Few events with unknown timers spread over huge maps (so you don't know which events are up). Only Crystal Oasis have more or less enough events.In Verdant Brink we have 4 long event chains during daylight lasting more than 1 hour. We can join any event chain at any moment. No need to roam the map seeking for event. And then we have awesome 45 min long night meta, where 50-70 players need to cooperate. And night meta is in no way a zerg play. Same thing in Auric Basic and Tangled Depth.In Dragon's stand we have large meta event lasting for 1.5 hour. And though there's 3 full squads in this meta it still doesn't feel like zerg play because of multiple side events. PoF locations are heavily lacking long event chains and metas. The only really nice meta is in Domain of Vabby. But Domain of Vabby is so empty that there almost never enough players to do this meta.
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