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dDuff.3860

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Posts posted by dDuff.3860

  1. @"Bazsi.2734" said:

    Balancing through removal of options:Not actually balancing. "My arm hurts, guess I'll cut it off" - There is only so many times that you can pull this off before you run out of limbs. The passives gutted 14 months ago are still useless... they just got smitersbooned. Expertise and concentration amulets got removed, and a myriad of playstyles along with them. And ever since that infamous february patch, almost every patch we see more amulets go. Mender's and Marshal's are up next.

    I agree with that part. Most of the options removed were compensated by nothing, however i feel like, there are plenty of options to bring some builds back to life with jsut new runes and sigils.

    So for every removed thing one could wish one introduced thing. For example rune of perplexity from PvE can bring certain mesmers builds up, and even some other classes too.For example, take a look at trapper runes — this thing alone made burn DH build viable. It could get addressed first without actually killing the class in pvp with overwhelming nerfs.

    Regarding mender part — what if you change power stat to precision one, for example. This will lower the strenght level of bunkers to a certain degree, without killing the bunker/support part.

  2. @Taril.8619 said:

    @dDuff.3860 said:These buffs are crazy and should never happen unless you want beast thief and thousands of complaints.

    Care to elaborate?

    Such as why Sword is so brokenly OP that some buffs would completely destroy all balance in the game?

    because sword 2 is an ultimate mobility tool. It compensate any below average damage, while sword damage is already actually ok.Increasing tactical strike damage by 100% would make it 2.0 coeff (backstab is 1,8 from behind) — in addition to all the effects it already provides (blind/daze, 10x vuln). Should i elaborate more on this?

    Infiltrator return is incredibly ok with being 15 second, because it provides you with the complexity — think of it —> using sword 2 on the far enemy into weaponswap into shadowstep to get a huge mobility dash. Then, after you get a decap/kill, you use shadowstep and sword return to get back to the point in the original fight <— my point it is a game complexity, which require you to plan your actions to get a big value from it. What you are asking for — just cheaper chasing tool, which sword kinda has enough. No idea what is your reasoning for it tbh.

    Pistol Whip — is a stun, and evade, and damage. No game mode needs a spammability of such a strong skill. if anything, the damage, or stun duration can be increased to get pwhip more focused on something. 6 initiative is a big cost for something that provides big effect. And I'm very sad with february patch just destroying pwhip in all directions — damage, stun, cost.

    Flanking strike — again, damage, unblockable, evade and setup for a bigger hit. What is your reasoning for this? to spam evades more? No pls, enough.

    Larcenous strike — lol you ok dude? the larcenous strike has 1,6 power coefficient, unblockable, removes boons. +50% damage will get you to the 2,4 coeff (backstab is 1,8 from behind). making it 3 target aoe...

    So in the end you should care to elaborate what has brought you to such biased sword-buffs which are completely aren't needed and will just make thief stupidly OP. Sword is already fine and fun way to play the game on your own, capable of winning duels and being a liability in any match. Why it would need some adjustments, when there is stuff to get adressed first?

  3. https://clips.twitch.tv/TastyEncouragingChowderDogFace

    Improvisation trait doesn't recharge skills with flipped mechanics, i.e. shadowstep, shadow portal, and others. It seems, that it is recharging flipping portion, which doesn't require to be recharged. I.e., shadow return from shadowstep, palm strike from fistflurry, etc. It used to work differently, recharging portal, shadowstep and other skills properly, pre-patch, but became broken after some patch. Please fix

    https://clips.twitch.tv/TastyEncouragingChowderDogFace

  4. I c nothing wrong with paying in-game gold for win, I even know that 1 AT win costs 25-30 gold, so if you win 4 games during AT you will pay 100-120 gold to team that is carrying you, but not like you won't have to do anything.

    So 20 wins will cost around 500-600 gold for carrying.

  5. @Leafstorm.1349 said:

    @Ben Phongluangtham.1065 said:Cmc looked into this over the weekend. There was an error in the configuration file that didn't have the proper size of the single elimination bracket for the number participants we had. This should get fixed before the next monthly AT. This is intentional in Daily AT's to shave time, but for monthly AT's, we definitely had intended that any team with only 1 loss make it through.

    With the set up we had last weekend, the tournament ranks all swiss participants to decide who goes on to the single elimination round. First by win % and then uses opponent win % as a tie breaker. So in this case, the other teams that made it through with only 1 loss faced stronger opponents than you, which is why you didn't make the cut.

    That actually makes zero sense. If those people faced stronger teams due to RNG, but still won and advanced because of that, that means RNG simply did not give our team the opportunity to do the same thing. There should never be a time when you have teams that are of equal wins and losses with only one of those teams advancing. That's due to luck and nothing more. I'm trying to be respectful here, but I've had too many situations like this recently and its starting to feel pretty unfair. Why even spend the time to practice with my tournament team if its just going to come down to luck anyways?

    that is exactly my point, if our opponents faced opponents with a higher win rate based on RNG mechanism, this sounds pure random.

  6. @Ben Phongluangtham.1065 said:Cmc looked into this over the weekend. There was an error in the configuration file that didn't have the proper size of the single elimination bracket for the number participants we had. This should get fixed before the next monthly AT. This is intentional in Daily AT's to shave time, but for monthly AT's, we definitely had intended that any team with only 1 loss make it through.

    With the set up we had last weekend, the tournament ranks all swiss participants to decide who goes on to the single elimination round. First by win % and then uses opponent win % as a tie breaker. So in this case, the other teams that made it through with only 1 loss faced stronger opponents than you, which is why you didn't make the cut.

    So, from this it looks like the distribution of matches was random, so we randomly didn't get placed into elimination, right?

  7. @rng.1024 said:

    @dDuff.3860 said:My team lost 1st round then we won 4 other games and didn't advance into quarter.

    Sounds like a bug tbh, since in the mAT it should still create matches as long as there are teams in it with only 1 loss.

    I'm not sure however how this works with an odd number of teams, you might just have been unlucky where all other teams went 5-1 when you were 4-1.

    The devs really need to clarify how swiss works at this point, or rather which factors apply in different circumstances.

    i don't really remember already if that were 4 or 5 matches, but my point is, we lost only 1 game and didn't advance, when the team we lost to did advance higher, despite having at least 1 loss

  8. Can anyone please clarify how swiss works, some teams got 1 loss during seeding and advanced to quarters, while others had the same result and didn't?

    Actual question is, Tam we lost to during seeding, lost to a team that we won against during seedings, so all three teams had at least one loss. I'm assuming all the other games for these were win. So of all teams only 1 advanced to swiss? What is the rule for advancing?

    thanks in advance

  9. Btw, if we speak about broken stuff,Compare acro Pwhip to Core ranger with gazelle:

    Mobility, stealth, invulnerability, blocks, oneshots, set of hard CC, built-in evade frames, AI, protection, stability, 1500 range, superspeed+condicleanse — YAY, good design.

    Just give it teleport already, so it can have everything.

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