Jump to content
  • Sign Up

Dreamreaver.4908

Members
  • Posts

    555
  • Joined

  • Last visited

Everything posted by Dreamreaver.4908

  1. Be sure to send me pics of Melandru, or it didn't happen.
  2. Yes. Destroy them, provide evidence of destroying them, and then contact support. They should refund you via ingame mail. Cheers!
  3. To me, there isn't a problem with the stats. As a matter of fact, I love stats. All of them! Well... almost all of them. I've always felt Precision should've never been a thing and instead critical hits should come from more active things like being guaranteed if you hit someone in the back or who's disabled, or has the chance of happening depending on Fury on you (which can be stripped) or Vulnerability on an enemy (which can be cleansed). Buuut, that's not what I wanted to address! (I like my MMOs with less RNG like GW1 had, thank you very much--Also, you'd get another stat.) As has already been addressed and is well known, in PvE you tend to go all out on offense, and you'll be quite effective against the mobs. WvW, you go all out on offense, and you'll be quite effective against the mobs too! ... Against other people? NOPE. You'll get destroyed unless they're AFK. So you put on defenses, because your dodges and your 100% mitigation utilities have a finite existence, can be baited, and in general, people attack much, much faster than any mob ever could. Since OP mentioned that this was mainly about PvE, I feel the balance between the stats isn't in the stats themselves but in how the mobs are programmed. By the way, I'm just using WvW as a comparison since the whole topic is about stats, and WvW and PvE share stats. Almost all mobs attack something like three times slower than a player, and to compensate, they usually hit harder. They also just sit there as snooze-inducing health sponges where most of the time the only validity against them is high damage output. Heck, a lot of them are unconditionally immune to control effects and conditions too! I mean, if you can't weaken it, blind it, CC lock it, etc., and when it hits you, it takes off almost all of your health bar, it leaves you with lesser solutions (and I guess that's where the "shallow" argument comes into play); kill it before it one-shots you, while slapping on Toughness makes it ... 1.2 shot you. Horrible example, but I never claimed to be smart: If you put two warriors against each other, one in full Berserker's, and one in full Nomad's, gave them axes, no traits, Healing Signet only, "Final Destination," and they could do nothing but auto attack each other, Berserker's would win (easily) every time. So, given--offense is stronger (not saying the above proved a thing), and I believe it should be, but if mobs in PvE dealt less damage but attacked as fast as the player, were coded more often to go after highest DPS or SOFTEST target/ or healer (like in GW1) instead of having no visual consistency of what they're doing save when they specifically seek Toughness (further dissuading Toughness as then you'll be 1.2 shot by crowds), and, also were coded to use their own active dodges against your big hits, well then I feel all out offense with little to no defensive planning outside of dodge rolling wouldn't go over so well. Very few of them even have healing skills either. I mean, you can 1 vs 5+ mobs in PvE and do fine. It feels good, too! WvW, you can barely 1 vs 2 unless there's just that big of a skill difference between peeps. In GW1, mobs in PvE had and used the various skills players could choose. In a sense, it was a bit of a trainer for that game's PvP. It also had superior AI. Maybe GW2 could've used some of that.
  4. If she were really that powerful she could afford shoes. But why would she do that? It's her limiter. How else would she have so easily ensnared Logan?
  5. Show the tooltip description of the second hit of Deathstrike when hovering over the skill.
  6. Gain one charge of "improved" EtD per 5 energy spent. Lose all charges when EtD ends. ... Might be OP though. Edit: Max, 3 charges.
  7. Only improve them if they otherwise miss all the time. Otherwise, having too many will trivialize everything without a breakbar.
  8. I have putting in way more time with ESO lately since they added a real necro. Anet needs to figure out what a necro is and isn't. I can tell them right now, that the current implementations of ALL designs for this class are as far as a necro as you can get. My gem balance is zero and that is where it will stay I mean, they definitely knew what a necro was in GW1.
  9. Probably Queen Jennah. She has enough power to one-shot people just by pointing at them, and can not only put up a shield of invulnerability, but can do it for a long period of time AND make it large enough to defend an entire city. Definitely OP.
  10. Just show you know, said Dwarf request was eleven months ago.
  11. It was a complete "feline" trying to catch a dagger/ pewpew thief just last night while under Mallyx in WvW. Now my only reliable gap closer in that stance will cost more and have a cooldown... Edit: Also, thieves are getting an imprisonment skill. ?
  12. Would just change one to have maybe a 5% damage buff + an additional 5% under some conditional circumstance, and then delete the other, freeing up a trait spot for something new.
  13. I'll be seeing how my eles feel come Tuesday. I'm curious of how it'll handle some of my condi experiments. Revs and guardians also. ... I have a lot of characters, and just from what's on the table, at least five of them may have been made obsolete.
  14. ... What Renegade changes? Icerazor's Ire?
  15. A "mobile" combo field is a beneficial area effect that acts like a well that follows your character. When you use finishers in said field, it produces additional "combo" effects. A Dark Field is on the lower end of usefulness as far as what is produced, and it looks like, with these changes, to get any damage out of Mallyx, it comes with an overriding, near omnipresent field that'll be at melee range/ stacked on whatever your group is targeting.
  16. I'm holding out on it for now. If Call to Anguish still pulses, and Embrace the Darkness puts out a good amount of additional stacks, I might like it. I just feel that the bonus to all stats gave it a bit of build flexibility not present in most everything, then found it to be weird that it was stronger ONLY in non-PvE. Most of the time, things are weaker in that regard.
  17. Iunno. Reaper still seems fine to me. Not gonna lie. They say the healing in shroud was not intended which I believe because it's always been that way for Arena.net, so subtracting that still makes it such that the previous patch's buffs are still in play for the most part.
  18. If, and only if, after the initial pull it still pulses torment and chill, I'll be satisfied.
  19. Made me think of this comment from another thread.
  20. Yes. At one point, they changed Phase Traversal so it could no longer be used to chase down people outside of its range. The resulting feedback was a metaphorical launched nuke. Also, Reaper shroud decay was twice what it is now, albeit very briefly.
  21. On the contrary, I expect to see "NO CONDI REV" popping up in LFGs soon because of the dark field.
×
×
  • Create New...