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warherox.7943

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Posts posted by warherox.7943

  1. 16 hours ago, Einsof.1457 said:

    No there shouldn't. Most Legendary trinkets are just time sinks so get those. The  Legendary raid armor is at least trying to require skill  and should stay as is. Just use ascended or do wvw for your legendary armor(which is a time sink) if you don't like it. 

    Yes there should, as long as the massive quality of life stuff is still gated behind legendaries. 

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  2. 11 hours ago, civokenes.3284 said:

    So an open world set would also have to be heavily time gated in a form simmilar to "Go to all these places and do someting" (Imagine skyscale acheavements on stereoids 😄 ) or "complete meta event X times" or "kill every world boss or champion in zone Y" (just to demonstrate my point, it would probably involve clearing DE meta 10 times XD ). Doubling the numbers for subsequent armor sets.

     

    No it wouldn't have to have time gates. Time gates are dumb and shouldn't exist in this game anyway. 

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  3. On 3/23/2022 at 1:57 PM, Redfeather.6401 said:

    And I just don't get it really. Why take anything from guild wars 1 as inspiration. Guild wars 2 exists to be a testament that guild wars 1 did EVERYTHING wrong mechanically and that's why gw2 does it all completely differently. Nothing in gw1 carried over unless it was superficial. It's all kind dumb to see these memes create elites.

    Why not take inspiration from GW1? Plenty of combat/balancing that GW1 did way better than GW2 does.

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  4. 18 minutes ago, Caitmonster.9036 said:

    As someone who was/still kind of is a casual, I sorta learned how to raid to A) witness story beats otherwise inaccessible and B) to access raid armor. Finishing those achieves and getting that first set felt *so* good, and I'd said I'd never make the other 2 sets. That was like... 3 years ago. I've now got all 3. It took a while because I pugged with randos or signed up for guild training runs and basically grubbed along until I got enough LI for the gifts. Now I have resumed my grubbing ways and am slowly building up my LDs for Coal after vowing to never do it, so there's that.
     

    Making an openworld (read: casual) variant of legendary armor just doesn't sit great with me, unless it's literally for the utility of having legendary armor and you get no benefits beyond that. No fancy disco rave skin, just generic t1 armor skin that grants you the functionality and nothing more. That way the openworlders will have to do achievements and what you might consider "aspirational content" for the skins to reskin their uggo basic legendary armor. 😆

    The massive QoL buff shouldn't have been gated behind legendaries, so the more ways we have of getting legendary armor the better.  Though I wish Anet would get rid of time gates. 

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  5. On 3/24/2022 at 10:58 AM, Trevor Boyer.6524 said:
    1. Full serk DPS Soulbeasts are one of the lowest representation rates out of any build archetype. There are maybe 3 people in NA who can play this at competitive levels.
    2. The game after EOD now has a ridiculous overabundance of anti-projectile fields, mobility creep, direct teleports that gap close instantly, rendering the idea of "ranged attacks" pretty obsolete in GW2. Start using them.
    3. Any full serk build can deal the damage of a sic em one wolf build, or even higher damage actually. Right now Harbinger actually out-guns Soulbeast by having equal or greater burst to sic em one wolf, but it happens three times as frequently and in half the amount of time.
    4. What you have listed here isn't even the good version of Sic Em One Wolf Soulbeast. Come to NA and I'll show you what a proper clapping looks like.

    Get off the Ranger nerf train. It's mediocre at best nowadays.

    Sounds like ArenaNet didn't go far enough with the damage nerfs they did across the board. 

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  6. On 3/5/2022 at 10:54 AM, Genesis.8572 said:

    No one is forcing you to play the new elite specs. Each profession still has two other specializations to choose from. 

     

    Keep in mind, however, that many of the "mystical" weapons have already been given to the core scholar professions: e.g., scepter, staff, focus, etc. You may not like heavy weapons, which is a matter of taste and not quality, but new elite specialization weapons were bound to expand to many of these other weapons that are not to your liking. 

     

    The Bunny Thumper (i.e., hammer ranger) was a popular build in Guild Wars 1. It's honestly more of a surprise that it has taken three expansions before it was introduced into GW2. 

    The core professions need help so they are viable in all game modes without buffing the elite specs.

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  7. On 3/15/2022 at 2:11 AM, Asum.4960 said:

    Considering the reward structure of EoD Strikes is designed in a way where you do one Strike per day, each day for maximum rewards - I don't really see how up to 10 minutes of gameplay a day is in any way out of line. 

     

    As for why Aegis and Stability still work as intended.. what else are they going to do? The problem of Aegis was that it was too frequent with Mantra of Solace, not that it works as intended. 

    If Anet circumvents Aegis and Stability constantly, it just becomes an unintuitive mess about when the game's mechanics work and when they don't. If they are still a problem, Anet needs to reduce availability (or distribute it more equally), not arbitrarily suspend their function. 

    Holding key skills with key functions for specific moments is engaging gameplay, just sheer permanent and spammed immunity to disables is boring and problematic.

    They did this with the DE meta where the boss's one shot AoEs go through dodge and it's really stupid. 

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  8. @Lan Deathrider.5910 said:So the fabled Q1 balance update that is supposed to address powercreep in the competitive modes is stated to:

    • Reduce hard CC damage
    • address condi spam
    • reduce damage across the board

    I fear that this will just end up utterly gutting specific traits and skills. So how about an alternative? What are your thoughts on the below? Also, if any Devs do read this then strongly consider these ideas and what discussion may follow.

    Instead of gutting scaling like with what was done with Rampage why not put a cap on the added damage players can stack in competitive game modes? Its not at all difficult to stack up to 700% damage on a Soulbeast for instance.

    Put a cap on extra damage, including critical damage, at 300% damage. Most of this would come from critical damage, so this would open up traits for use as once you hit that 300% mark then anything else is useless unless it offers other things. This also curbs the toxic amount of DPS some builds can put out and create an opportunity for more build diversity.

    For condi, put a cap on the amount of condition stacks that players can be inflicted with. This means not more than X stacks of Bleed, X stacks of Poison, X Stacks of Burning, etc. This is not X total stacks of any condition, but X stacks per condition. I'm not certain what that cap should be, perhaps it should be split between PvP and WvW but the amount of condi removal would have to decrease to compensate regardless.

    I think 10 stacks per condition max would work, but as I said I'm not sure whether or not that would be appropriate. Maybe the right number is 15, or 20, or lower at 5.

    Separately for WvW something that I think would work would be to limit the amount of damage packets a player can be inflicted by per second, or limit the amount of other players that can hit another player per second. This would limit the need to ball up on the pin to avoid damage.

    Another possible idea for WvW to create healthier competition in outnumbered fights would be to increase target caps on skills and abilities to allow an individual player to fight against a larger number of foes.

    Thoughts? Other ideas? Tweaks you would make to the above?

    They should have kept conditions the way they were before the big condi rework. Bleed capped at 25, burning and poison not stacking duration, and confusion not having a DoT component.

  9. @Leonidrex.5649 said:

    @gdubze.6015 said:he doesnt care, his spec got nerfed so now hes on the warpath to kill every spec in the game.

    These changes wouldn't kill holo.

    You can try to prove me wrong if you'd like.

    It would kill Holo, and core, Hammer Scrapper would be the scuffed best engi spec in PvP lol.

    Think you're underestimating how screwed you are when you have a transformation with a 6s exit prevention, that also prevents your heal, stunbreaks, defensive skills. Entering photon forge would be instant death without the stability trait and landing corona burst. All you'd have to do is immediately pop stability & target the Holo when he transforms - very often it wouldn't be at full health too.

    Combine that with all the other substantial nerfs, Holosmith would be worse than Spellbreaker on duels, teamfights, 1vX. It'd join Core add Scrapper in the obsolete but cool tier. Scrapper would be all around better.

    all those nerfs would screw over holo for sure.but seriously I always thought photon forge had a large cooldown, and then I saw guy just pop in and out like its nothing.giving it something like 20s CD after exiting forge as a cooldown would be a good start.could make the cooldown lower/higher depending on heat or make you unable to holo untill you have 0 heat.some slight nerfs here and there and we could see how it goes.

    PS bruiser like holo should never have access to stealth. EVER.

    You can bake self reveals into Holo skills & photon forge because you can't take away Toss Elixir S / smoke fields from Engi, which are core to the class.

    It's vent exhaust that allows PF to be online more often. Without that trait the Photon Forge really is on around a 20s cooldown heat cycle, which is still really fun, (try using Enhanced Capacity Storage Unit GM major trait.)

    in general, stealth is give to light classes as devensive/offensive tool. defensively to disengaging and offensively to setting up combo/bursts.more often then not light classes have fast cast, low impact abilites that when combined provide decent outcome, while heavy classes have long casttime, big effect attacks.hiding 1/4s casttime in stealth is not a big deal, hiding over 1s casttime ability with stealth, on a class that can sustain in a fight ( thus dont need stealth for defence ) means that they can use it more towards offence/utility.

    I want you to play mesmer with mass invis and holo with elixir stealth.and just count how often you can freely use one of those stealths for offence/utility ( rez/stop ) and how ofte you HAVE TO use it to disengage.

    adding self reveal to the spec would have to be placed in sooo many places. holo->stealth is not fine. steath->plb is not fine.stealth-> healing turret combos is questionable.I dont wanna make over the top suggestions for holo beccouse i dont play/know much abbout the class to make assumptions.but I do know as someone who pays attention to what my allies/opponents do, that stealth is part of the holo problem.

    All they have to do is make it so if you use a skill while stealth, you get revealed. Problem solved.

  10. @shadowpass.4236 said:

    @Tycura.1982 said:Targeting core lines and abilities hurts the class as a whole which is unjustified if you consider the state of the other engie specs.

    That's a pretty one-dimensional way to approach this problem.

    It is 100% possible to nerf core traits/abilities to reduce the effectiveness of expansion specs whilst simultaneously providing buffs to the core skills that will
    not
    buff/break/affect the latter in any way, shape, or form.

    For example, Invigorating Speed could get nerfed to 3s vigor every 10s (from the current 6s vigor every 5s) and Health Insurance could get buffed to make Med Kit viable. In this case, you'd nerf a trait that was making Holosmith too strong (and bringing it in-line with other, similarly functioning skills) while buffing non-meta/core/etc. etc. builds at the same time.

    A lot of core traits and skills across the game need to be nerfed because so many things became overloaded and overpowered since the specialization patch.

  11. @Danikat.8537 said:

    @Donari.5237 said:As others have noted, it would be pointless in this game's design. Also, while ANet hasn't made a lot of the promises that players try to hold them to, they most definitely asserted in the HoT announcement that they would
    never
    raise the cap past 80, focusing instead on horizontal progression. While neither Colin nor MO are in charge of such decisions any more, the backlash would be enormous if that particular statement were revoked.

    Well the backlash against Ascended gear was enormous and they still added it in. So it wouldn't surprise me if they added another tier of gear or increased the level cap.

    Ascended is difficult because in spite of the backlash there was also a significant number of people who wanted it. About a month into the game the forum was full of people complaining that they'd reached level 80, got full exotics (which pre-release info had implied would be harder than it is) with nice skins and now had nothing left to do except make a legendary (a lot of long-term goals, even core game ones, didn't exist back then - there were no collections for example). And back then precursor crafting didn't exist so making a legendary meant grinding gold to buy a precursor, or grinding gold to get rares to throw in the mystic forge hoping to get lucky. (Plus legendaries were exotics without stat selection, so literally the only reason to make one was if you liked the skin.)

    It really shouldn't have been difficult. They didn't want players to grind in GW2 and they wanted everyone at level 80 to have the best statistical loot in the game. There was no reason to cater to players wanting additional gear tiers, especially because many of those players had already left by that point.

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