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cobracommander.5861

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Everything posted by cobracommander.5861

  1. What a joke lol. Wvw is gw2 endgame and the gamemode is dead they don’t care. More golem dps balancing, no creativity just changing some numbers and decimals to achieve golem number. Sad.
  2. no longer having an unblockable daze on a longer cast time is just trolling at this point. I get that fear can be used with some fear centric builds but overall it's just kinda insulting. But, ever since they removed cripple from wh5 it's been kind of a meme. I have no idea why they thought that was necessary. Been downhill from there.
  3. I also regained the majority of my damage but now I'm glassier. Overall a huge nerf with not enough gained from outside shroud to make up for it.
  4. The problem with deving from a wvw player perspective is that they’re trying to balance crit chance in/out shroud with best case/most optimal damage output/pve builds. Too much crit in shroud, not enough out. So why not even it out, right? But you can’t in wvw. I can’t run that build you linked. I need to build for optimal crit chance in shroud, accepting the loss outside, in order to build survivability and utility into my build. The traits need to allow me some grace so I don’t have to min/max to get the crit I need. I hear it’s Solar who’s deving this. This is what needs to be told. it used to be 50%, and it was absolutely necessary for core power builds to build for 100% crit in shroud way back. They nerfed to 33% and I made it work and thanked them for the ferocity. But now it’s this and it’s mind boggling. you can’t test wvw builds on a golem. I can’t sit in shroud for 45s and let damage even out with a mix of crit/non-crit rolls. In competitive, I may have a chance for 2-4 attacks to land in shroud, if I’m lucky. The builds need this to crit to be competitive. We need deving that takes into account wvw perspective. They broke something that didn’t require fixing.
  5. Idk how you guys thought this was a good idea, but it’s not. You’re really hosing power reaper, and REALLY hosing core power. This will not make them more competitive for wvw outside of the mindless zergs. This will be less competitive 1v1. All of your other changes to reaper are inconsequential in the big scheme of things. Trust me. It can’t help in pvp but I don’t do that anymore so can’t speak to it. Are you trying to make everyone play the already broken cele harb builds? Who’s doing this deving at anet? I’d like to see that person explain the reasoning. Thanks. Darth.
  6. If thag didn’t become a hallmark of your build in 2015 or feel the pain when it left then I think we’re gonna have to agree to disagree on it’s importance and let us have our say to anet. We think it’s important for harbinger.
  7. If you don’t remember the old 7s shroud then this isn’t coming from experience. If it is, and you still don’t want it, then we should just agree to disagree and stop trying to drag us down on this. It matters to a lot of necros. I am all here to support you on your harbinger improvements. I want it all. Let’s get it.
  8. Idk how long you guys go back but we had a 7s shroud all the way until right before pof. It was traitable in SR and was devastating to high end roamed necro play when removed. I remember clearly the reasons anet gave for removing it was that something that critical to 100% of our builds shouldn’t be a trait. Also I can’t remember if this was stated or not but they were worried about balance issues with the scourge F5 as it was a % based reduction and would have scaled too op. This is what cursed it getting back to. Nobody complained that necro had a 7s cd prior to the trait being removed, but every competitive necro did when it disappeared, and we’ve wanted it back ever since. That’s the history, and it’s not too much to ask to get it back.
  9. Dude this isn’t productive lol. If you agree that harbinger needs fixing then stop you-know-what blocking us here. We all want it to be better. Cursed is probably the best necro in wvw right now and it’s all we do. We can’t speak for raid dps damage, our experience is 100% wvw gamemode. We’re all entitled to our opinions, like you, and Cursed is more than entitled to his. Let’s just respect that we all have different things we’d like changed and support each other. We need to help each other on these forums if we are to get any traction with anet. Ok off my soapbox.
  10. No stealth, no defensive invulns, no instant ports out inherent to the class, there’s nothing that makes it playable for this aggressive upfront build concept. And to make it worse, we aren’t given a melee weapon and dagger damage still blows. The pistol is underwhelming and if I’m bombing in on a group I want the reaper gs, or SOMETHING. Give us something that’s fun. This is very uninspiring. We need something we can play power and live on.
  11. Cursed is 100% correct here. We need quicker access to shroud with all builds but especially with harbinger. I don’t get what the point of the class even is in wvw. We have none of the defensive traits that allow other classes to port in an engage. We’re stuck taking DM and honestly you’re stuck taking Wurm. Power is suicide. There is zero build diversity with the class. And to make matters worse, the entire class scales poorly the higher numbers you engage. It further railroads you into tb/cele. That is not fun.
  12. During vanilla, before pirate ship, the meta was hammer blob because of boons, soldiers, cc damage, etc. I used to 2vx with a buddy both on our support guards just to see how many we could tank. Not saying that wvw doesn’t have major issues, and cele definitely shouldn’t exist as it does, minstrels probably shouldn’t either, same goes with TB, totally agree about the proliferations of boons, condis, etc… blobs suck agreed…. But I think the game has always kinda suffered from this. Especially pre-stab change.
  13. Right on. anet: we need a 7s shroud, and incorruptible movement speed. Make the 7s a reaper standard issue trait for taking the elite.
  14. Anet, let’s get real. You’ve balanced all classes around torment as it currently stands, and you’re going to be breaking a lot in the game, tons of synergy, in competitive modes. I don’t care if someone else has said this, it needs to be hammered in. This is a defcon 5 mess up on your part. I understand your intention of raising pve damage, but you need to revert these changes for competitive modes, or use the .09 coefficient for pve standing damage. This is just mind blowing how silly it looks. Why are we here if this is the balance we can expect? if you have a trick up your sleeve with EOD, I hope you tell us soon, because this is appalling. Thanks for your time.
  15. Condi core is vastly superior to condi reaper in wvw imho. I’ve done a lot of testing dueling in AB and some roaming and condi reaper is dead. The dps needs to be way higher to make the survivability trade off worthwhile. ANET destroyed the coolness of it when they removed chill damage, then freaked after they created the bleed monster, and I’m assuming they’re still suffering PTSD from that. It needs some love. Haha
  16. Anyone who thinks the new SOS is better has not played reaper at high level in wvw or pvp. This trait needs to be reverted, at least in competitive modes, and it’s the number one change that needs to be made. I hope you’re listening ANET. Talk to some of your senior necro players who have played since launch timeframe. This needs to happen.
  17. hyrbrid melee ranger whines about struggling to fight power reaper. LOL "why can't I beat every class in the game with my obviously meta build?"
  18. They've already said that you can't exceed the alliance cap by adding new members to a guild in a capped alliance. So this won't be possible. Once that alliance hits 500 (e.g.) people, any guild in it will not be able to add new members (for wvw purposes) without removing an existing wvw member. Has no effect on guildies who haven't chosen the guild as their wvw guild, but any new guild members will have to play on a non-full world until the alliance makes room for them. Agreed, this guilds probably won’t be able to recruit period until their alliance sheds a guild or they cull their ranks of inactives etc. Even if a friend wasn’t in the wvw guild, as long as their friends were in that wvw guild, they’d probably be auto-sorted to that world upon creation at the season beginning anyways.
  19. Exactly, so those guilds with shared members form an alliance but the alliance is potentially capped on number of guilds. How will that work? they will have to choose between Furry A or Furry B. or Furry A and Furry B will have to be in the same alliance. I feel like you aren't reading what the FAQ question and answer was. oh, we've been suspecting it being a cap parameter 1) # of guilds AND 2) population. IE: 5 guilds AND 500 PLAYERS. but your designated guild is the one that reflects your alliance world location. your 2nd guild if not in the alliance or figured a work around, will be be in pug heaven. i think the misconception are people looking at it as an OR cap. the shared guilds will have to work on being in the same alliance or a work around like merging temporarily with 1 guild for wvw designation. then rep the other guild. All in all the combination of 2 guilds in 1 will push the total alliance player cap in the numbers but leave spots for guild max parameter. OK let me give example... There's possibly four main guilds. They all rally at different times. They all share some members and want to keep everyone together, which is the purpose of an alliance - keeping a community together. They also want to invite two other small guilds who provide havoc support/scouting and also have a few shared members. The number of people in total is about less than 150 players spread out across several timezones. But let's say the alliance is capped at 5 guilds. Basically the only way then to keep the players together is to have everyone become a member of one of the guilds and they have to set that to their WvW guild. That sounds silly, especially if not everyone in every one of those guilds has an open guild slot. What is the purpose then of an alliance if people have to use a single guild to ensure staying together? It means basically that we should just be creating a single "floater" guild as the alliance rather than create an alliance.I would hope each player would only be counted once. They should probably just set alliance population caps without capping the amount of individual guilds. Seems like an unnecessary restriction unless I’m missing something.
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