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scerevisiae.1972

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Everything posted by scerevisiae.1972

  1. nah not 100% ranged, just made to be actually 60-40 ranged not the 30-70 melee-ranged split it currently is, since that is actually a unique niche.
  2. those of us who only play competitive modes continue to be stuck with the 4 original ele weapons from 11 years ago, which at this point, are super boring. hammer and pistol both scream severe lack of design talent to me so IMO vote with your feet - go play elden ring or DRG or BG3 etc, downvote on steam etc.
  3. If you go back and read the beta EOD hammer thread there was TONS of negative feedback given about this but it was basically all ignored, they just don't care.
  4. FWIW i agree it would have made for a better offhand with the skills it has. There's not enough uniqueness to make it a worthy main-hand & the low power coefficients make it super niche. Overall it just lacks design originality, like they've run out of good ideas. I think the #1 mistake was choosing pistol in the first place cause pistol more or less locks the design into shooting projectiles.
  5. but WVW is the only thing worth doing in this game...
  6. that's actually a great idea. though since you went there, i would prefer "unravel lite" - just instantly fully attune to current element. with a fairly short CD, like 15sec.
  7. bump. obsidian shards are a junk item at this point for promoting/forcing bag slot sales, which is pay-to-win-by-stealth.
  8. So I like weaver a lot but the 4sec attunement CD works poorly for anything not using sword or fresh air. I think it's kind of a shame, eg: noone plays weaver dagger cause the 4sec attunement CD feels really bad. I think it would be totally reasonable to make weaver attunement CD to ENTER a new element 2sec (1.5sec with arcane) down from it's current 4sec *BUT* keep the attunement CD on leaving your current element as 4sec (or nerfing to 5sec). Splitting into separate attunement-CD-on-enter and attunement-CD-on-leave makes weaver feel less punishing for non-tanky/non-FA builds while not breaking on-enter-attunement traits (eg: Evasive Arcana, the heal on entering water attunement in water).
  9. I think the real problem is they've made boons WAY too accessible/spammable while simultaneously nerfing boon strips/corrupts because low-skill WVW zerg guild commanders complain that they die to 2-3x their numbers while standing in mortar and arrow cart fire on the internal dev forum. WVW zerging has been reduced to zero tradeoff PVE builds/rotations. So while some classes have WVW builds that didn't before, WVW is in the worst state it's ever been due to boonball PVE builds.
  10. maybe cool in PVE for damage but in WVW warhorn has zero niche. the skills are too slow-acting for power builds, too low damage for condi builds, no aura transmute so no good for support builds.
  11. How the frick are you not nerfing Vindicator sustain? Currently 1 remotely competent vindi can tank up to 5 player's damage indefinitely by chaining constant dodges & OP alliance evades plus insane barrier from salvation, insane boons from alliance, insane mobility from shiro + greatsword, solid (but not amazing) damage from shortbow, plus vigour relic + energy sigils... it's ridiculous. Pretty much the most OP thing in the game rn in WVW.
  12. remake. pistol: has zero "cool" factor is nearly 100% projectiles and projectiles suck in wvw has terrible power scaling and condi-only weapon severely restricts choosing this weapon. most skills are just "shoot bullet" - v uninspired design weapon mechanic seems/feels/is unimpactful warhorn and hammer were also dogshit so there is definitely a trend here.
  13. compare necro swords to ele pistol, it's night and day. necro sword got: great ranged autoattack with good power coefficient that pierces the 2 pierces / is AOE the 3 is a great double leap that heals the 4 is a great ranged AOE the 5 also pierces and is a CC ele pistol got 8 (+7) skills but frankly those 15 skills collectively are worse than necro sword's 5 skills. can we just delete pistol and get necro sword?
  14. omg dude don't say that they will turn it into another crappy melee weapon.
  15. I only play this game for WVW as the rest of the game holds no appeal for me so suffice to say I feel again utterly let down as a player & customer as none of the weapons added to Ele since launch have been good in WVW. So i am still stuck playing the same OG weapons for 11 years: staff/sceptre/dagger/focus. Specific issues with pistol: the UI for bullets is really bad. Can we have a animation above the elements in the UI rather than a bullet on the character? it's really hard to see with all the other stuff on screen. like maybe put the bullet animations above the F1-4 elements UI. almost 100% projectile-based already put it at severe disadvantage really low power coefficients restrict use to condi builds only, which sucks for WVW too single-target focused, most or all of the skills should pierce very limited range of condis as with hammer this weapon is only going to be good in (boring) PVE. yawn. I don't care for the bullet mechanic at all, i don't get the feeling i am choosing between greater damage or defense at all. Honestly the best outcome for this weapon would be: rework power coefficients to make it a viable power weapon, or just make it an offhand and delete all the autoattacks. FWIW i think you've all done a great job of most of the other weapons - just Ele has again gotten really the short end of the stick. Please consider actually doing something with all these feedback you're asking for -- hammer was also recieved extremely poorly yet it still exists in more or less the exact same state today, which makes us all wonder why bother even asking for feedback.
  16. while correct, for many of us the game is not playable without arcdps. it would not be massively difficult for anet to modify GW2 to prevent binary incompatibility with arcdps with every update.
  17. Super relieved it's a ranged weapon. You guys really messed up with hammer being melee. Super disappointed it's pistol. An arcane caster shouldn't be using a pistol.
  18. Blasting a water field with 0 heal power is a 5-player 1320HP heal with no ICD. Even in berserker gear, Satff 3 is a 2.7K AOE heal + 4sec water field, staff 5 is a huge condi clear over time in a large radius with 420HP/sec healing and a 6sec water field. Also I don't know if you're new to the game or what but there are mutliple CCs on staff: air 3 = 150 definance dmg earth 5 = 100 defiance fire 3 = 100 defiance water 4 = 66 defiance plus huge additional CC potential from combos air 2 = 60 defiance plus the potential for huge CC via leap finishers through air 5 lightning field. Staff is a hybrid weapon, with more utility than any other weapon in the game, it's not reasonable for it to outDPS other weapons that don't have the same level of utility. If you're judging the value of a weapon purely by the highest number you see in arcdps you are playing the game wrong. IMO the issue here is not with staff it's that Anet's current PVE encounter design philosophy doesn't emphasise the value of utility enough, it's 95% tank'n'spank.
  19. On the topic of the new content: I really hate the story, have always hated the story, and avoid doing it as much as possible. Please don't lock things behind compulsory content with no alternative means to obtain them. The entire appeal of this game for me revolves around the combat and the new specs/mechanics, and that is what you keep cutting and delaying while the boring/unappealling stuff -- story & endless new skins which only make the game more laggy & slow to load -- keep getting added. Not to mention: budget / copy&paste legendaries in an an overall budget expansion. Please reassess your development priorities ❤️
  20. Just a note, my game has crashed 4 times in the last hour since patch dropped. I mean hard crash -- graphics frozen, no Anet exceptional handler screen so likely not being reported to devs. No obvious common cause other than crash/freeze has occurred during a player animation.
  21. This TBH. Seems like they go out of their way to disappoint their player-base if anything. eg: strong consensus for a ranged weapon after sword/weaver but they delivered hammer -- yet another melee weapon. Then after receiving literally dozens of pages of negative feedback, they went ahead and released it with minor changes to the utility skills.
  22. personally would have much preferred ranged greatsword, an engineering-heavy device like pistol doesn't fit with an arcane spellcaster.
  23. all fair points. the unique thing about ele is the amount of AOE it packs, but yeah not useful on a lot of encounters where you just need to tank'n'spank the boss. the utility on the weap is also decently high as well FWIW, 2x water fields (blasted for heals by dps players), 2x fire fields (blasted for might, additional burning dps), lightning field (additional cc & vuln), ice field/frost aura (10% reduced dmg). it's not nothing.
  24. Wow, TIL. Can see from patch notes it was added in Feb 14 patch but TBH I took a 6month break from GW2 and missed that change. Of all the weapons that Ele has though I would be changing hammer first (add more ranged skills, make it a real midrange hybrid weapon), then warhorn (make several of the skills come out faster). I can't speak to PVE cause I avoid it as much as possible but is there really any reason you can't just play staff and take a small DPS hit? the boss is still going to die, just 5-10 seconds later.
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