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Willem Bever.5329

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  1. part of the boonballs and 80% support is that only 20% is needed to kill enemies and fast as well, though the enemy squad as a whole may take a long time to kill since its going 1 at a time for anyone thinking I know this gameplay: yes that is what gvg tournaments look like as well
  2. Healing Spring: Reduced the duration from 10 seconds to 5 seconds and reduced the pulse interval from 2 seconds to 1 second. Reduced the number of conditions cleansed per pulse from 2 to 1 in WvW and PvP. dont really understand this change, there are 2 skills that provide something like this on ranger in the 6th slot. 1 of which is bound to a specific spec called traited soulbeast heal and the other one is this as the 2 skills that affect allies and provide cleanses and healing. 2 of things most supports provide in wvw and are in most builds combined for a reason. druid used to as well, now it will be replaced with scrapper, but in bigger part when wanting to change the wvw meta, there are other issues, for example you dont need anymore dps then 1 dps player per party to kill anything, the rest can run support builds and stack the different kinds of supports together. another problem is lack of boonstrips to and the lack of ability to take away barrier
  3. well I guess that invisible 9 or 15 seconds icd does explain a lot however, it would then be kinda worth it to have a sort of visible indication that a skill has an icd instead of having to find that out on the wiki and not even on the skill page for the skill but on another page
  4. not everything about that is skill though, certain classes just outright do stuff better then others, willbender with the pistols is already really easy to play with high dps in pve, that will not be that different in wvw. and not every class will be equal ever, which we dont really mind either, we've seen this in the past in wvw as well. but when starting moving up the ante on the amount of potential damage and the amount of boons available, it still is power creep. and that without increasing any stats or the level of gear. I understand they want to incentivise players to play the new stuff, but when you constantly make what comes out next better, without nerfing it later back in line with the rest of the skills and game balance. Skills become less important then having the lastest options.
  5. several classes providing this have not been touched at all, including the current most popular support spec called chronomancer, besides that quickness giving 50% attack speed increase is probably some of the highest is the whole of mmo gaming
  6. another part of this is the burst damage, pretty sure several classes can do 25k+ damage 1 to 2 seconds, this means that most builds will not survive that and that landing 1 stun means death. mirage, willbender and catalyst are examples, most condi builds that can apply burning in general can kill real quickly
  7. yeah so on weapon swap while unleashed you would expect it to ambush on every weapon swap with the trait, it doesnt, like there is an icd or something. or when unleashing again, which it doesnt either
  8. I've been wanting to ask of anyone that knows the answer, what are you supposed to do after the 2 ambush, it doesnt ambush again on weapon swap for some reason. is this a bug or is it intentional? it seems that using other weapon skills after the 2nd ambush on weapon swap does something, but not consistently. he idea is that you get into combat for the first ambush, weapon swap for the 2nd with the weapon swap trait and then.... well..... nothing, same thing happens when going in and out of unleashed mode for that for ambush skills , would be kinda nice to see some consistency on that since some of the ambush attacks are strong and probably important in builds.
  9. Personally adding more damage to 2 gamemodes that dont really need more damage does not seem like an improvement, namely spvp and wvw. when it comes to wvw, several professions are already capable of 1 bursting down any other profession regardless of defenses and hp pools. Adding to that does sound better in my opinion. On the sustain part in wvw, depending on the composition of the squad, the transfusion changes did something to prevent teleporting downed players to near perfect safety. However it did not change the overal sustain of a chosen set of professions together, which is atm rather high. Playing against a squad outnumbering you is not really that fun. The lack of boonstrips means every squad can be a walking boonball that is then unkillable. As for spvp, that mostly from others what I heard, but its not much different it seems, but just with higher damage and sustain numbers. As for PvE, doing mouth of modremoth 3 times in a short time and ignoring several of the mechanics of that fight due to shear damage done with maybe 1 squad worth of total players on the map seems a bit over the top. it does make a lot of the meta events easier tbf, but maybe a bit too much.
  10. wvw restructuring seem great for being able to play together with friends.... if those friends happen to be in your guild. if you are a roamer on a server currently and your like the vibe on that server however. you now have to join a guild or not get that again, and community on that server is now then gone or is subject to an alliance or guild you join. a one armed bandit btw is a slot machine for anything thinking what it means. anything that isnt tied down can and will be thrown across the room regardless of your convenience.
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