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Undo.5091

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  1. When I first saw the intro video for mechanist, I had some serious flashbacks of watching my blast gyro do three consecutive 360 spins while on its way to its target at the middle node on Foefire. The spec looks decent visually, but I don’t expect to use it in either WvW or sPvP considering how unreliable the AI in this game is. I can’t defend any AI-based mechanics when I’ve personally witnessed my sneak gyro running off into the sunset and exploding when I needed an extra pulse or two of stealth. That being said, there are obvious work-arounds for the AI that players can use as they adapt, but the issue is still there. Overall, I’m interested by the aesthetics of the spec, but I fully expect to avoid all forms of stairs in the future.
  2. @Blocki.4931 That’s probably because the downed player also has to be pretty low on health for the poison to make a difference when using certain revive skills like banner. Revival skills and manually reviving is effectively the same as just healing downed players, so poison cuts their effectiveness by the usual 33%.
  3. @OP That’s a question for the dev team. If you want to actually have some profit from WvW, you’ll want to be constantly making use of boosters. I eventually make some gold through using my guild’s WvW reward track bonus along with an experience booster and the Wintersday buff. I also try avoid spending gold by using food and siege that has already been placed by others. You still won’t be making as much as you would be in sPvP or PvE, but at least it’s something for your time. It would be neat if timed events involving either PvP-related combat or PvE could make it into WvWto increase the gold gain. Of course, if these events provided nothing to the server, there would be backlash from WvW guilds that have to deal with potentially larger queues.
  4. Kits definitely need some love overall. Personally, I’d like if a stunbreak could make its way into either med kit or tool kit, but I’m biased here because I want to have a penta-kit build to meme around with. Also, I think the maths in this thread are slightly off.1s to 3s is a 200% increase, as is 2s to 6s.Can we drop percentages anyways? They’re likely going to be fairly irrelevant to most classes in sPvP post-patch. The theoretical stability increase would definitely be a buff to the skill, but it’s an incredibly unlikely change.
  5. Movement speed has already been fairly extensively covered by those who contribute to the GW2 Wiki. https://wiki.guildwars2.com/wiki/Movement_SpeedThey provide the rough (but accurate) units per second (UPS - not the postal service) that a character travels in and out of combat. Once you take those numbers, you just apply the buffs that are able to stack with one another. Just take into note that 400 UPS is the apparent cap according to the wiki. Also note that most speed-oriented traits do not stack with swiftness at all. Swiftness (Out of combat) => 294 UPS 1.33 = ~391 UPSSwiftness w/ Speed (Out of combat) => 294 UPS 1.66 = 400 UPS (Capped at 400)Swiftness (In combat) => 210 UPS 1.33 = ~279 UPSSwiftness w/ Speed (In combat) => 210 UPS 1.66 = ~349 UPSSwiftness w/ Speed & 5 stacks of Rising Momentum (In combat) => 210 UPS * (1.66 + .25) = 400 UPS (Capped at 400) The above are just assumptions that I've made. I'm not saying that they are the actual formulas used or that they are accurate in the slightest bit, but they could help if someone wanted to understand how it works.
  6. That's not true at all. You should go in-game and actually run some tests on this. You'll see that if you enter combat while wearing rune of speed, by say hitting a golem, and if you have swiftness on and run alongside of a player who is out of combat who also has swiftness on, you will both move exactly the same speed. But if the person who is not wearing rune speed were to also hit the golem, he would begin moving 33% slower than you, even if he still had swiftness on. The rune does absolutely nothing for anyone when players are all out of combat. It only works in-combat by allowing the wearer to ignore in-combat movement penalty. It isn't "technically" removing the in-combat penalty, but the way Arenanet has it set with the % gain, it creates an effect to where that is pretty much what's happening. But you have to have Swiftness on for that to be in effect. https://youtu.be/nI_5iJhT2LE[/youtube] http://youtu.be/fGEQ1qyghDw[/youtube]
  7. Everything is cheese. You just need to learn to cut through it all.
  8. Rune of Speed doesn’t remove the combat movement penalty. It’s only increasing your in-combat movement speed by 66% instead of 33% while under the effect of swiftness. You will still move slower than someone who is out of combat with swiftness on.
  9. Agreed as long as the sound stays the same. PSSSS... PSSSS... PSSSS.
  10. Just noticed this thread and wanted to point out that Team Liquor, Team Skittles, and Team Liquid (?) are all separate, unrelated guilds on FC. Keep up the good work! ?
  11. @shadowpass.4236 Then I would suggest you add some buff suggestions to your original post. No one is going to take this thread seriously otherwise. It currently looks like an engineer “witch hunt” as Naru stated. You ignored the revenant traits that I mentioned, which absolutely have a direct impact on a target. As for the ranger traits, you’re right in a sense. They don’t “directly” affect a target, but they do indirectly. Those two traits alone provide health sustain and an incredibly high uptime of protection for doing nothing more than dodging. These are brain dead traits that offer thoughtless and skill-less sustain, indirectly forcing an enemy to blow far more cooldowns. Are these not also “bad skill design”?Do I think these traits should be changed similarly to Lock On? Absolutely. Do I think it’s a good idea to parade around talking about nerfing yet another subpar/average class? No. I completely disagree with you on all three of your choices, but I understand that it’s your opinion. I’ve already mentioned just a few traits alone from ranger and revenant that are fairly thoughtless and skill-less to utilize. As for warrior, I can list Reckless Dodge as just one. None of these traits require much thought to utilize, but they’re all incredibly strong. As for revenant and warrior, they directly impact the opponent, and I’ve already spoken on the ranger traits. Sure, they’re fun to play and have some active gameplay, but that doesn’t mean they’re exempt from also having “easymode” traits and skills.
  12. @shadowpass.4236 In my opinion, answer to both of those questions would be “absolutely not”, but the issue still stands that the entire engineer class is currently struggling with the meta. For whatever reason, you’re cherry picking the class out of all others to call for straight nerfs that directly impact its viability. Every single class has these traits. Do you think Companion’s Defense and Rugged Growth require skill and thought on ranger? Do you think Draconic Echo or Song of the Mists require serious skill or thought to be utilized? I would hope that there’s no argument here. I don’t disagree with you about some of these skills or traits being poorly designed or too strong, but this isn’t exclusive to one class and the class isn’t in a spot where it can handle serious nerfs to its kit. While I trust CMC and the others involved, there has been a history of rash balance decisions (necromancer and mesmer come to mind) being made likely from the ideas of “loud” players. I say this because I highly doubt that any competitive team would suggest removing the only viable anti-bunker spec in the meta, but there were enough players complaining to make it happen. The current boring meta is the outcome of just one of these rash choices likely at least somewhat inspired by loud individuals on the forums or other forms of media. Repeatedly asking for nerfs to a single subpar/average class is not going to benefit the game mode in the slightest. Now here’s a question for you: What specs do you see in the current state of the game that are both viable in the meta and do not involve “easymode” or passive abilities/traits?You can avoid answering the question if you want because I don’t think that I can even answer it.
  13. Why is you being unable to kill in a 1v2 relevant (to what Falan is saying)? I’m not trying to be mean, but no one cares about the clip. Holo just isn’t in a spot where it should be nerfed right now — unless this upcoming balance patch can properly tackle everything at once. There are far greater cancers out there in the meantime.
  14. Finally someone truly understands. I hate when they moa and immob me from stealth so they can laser me. There’s like no counterplay on my rev even when I have a fb support. Forge and rifle needs the rampage treatment.
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