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Darkhart.4769

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  1. March 19 balance update preview: Med Blaster: This skill can now autoattack allies. Increased the angle of the skill. After asking for this feature years ago, I will finally get the medblast autoaatack on allies, Thank the Lord \o/
  2. Not only this but Spark Revolver the F1 range mech skill is bug also. It always get the cooldown penalty when its activated whether you are in range with your mech or not.
  3. Please don't remove its 25% movement speed increase from the trait, I don't mind the condi reduction change to resistance on dodge but pls let the 25% movement speed increased stay with the new changes in Mecha Legs Trait.
  4. Rifle Mesmer, what I love is its a range heal weapon that uses a rifle. It being a rifle and playing it as a fantasy heal weapon is a plus already for me. But there is some improvement to be made. Testing it as purely a support weapon I found it is best pair with Chronomancer and Mirage. As all healer meta group would required healer to be able to provide quickness and or alacrity. For chrono this is easy as they can provide both but with mirage you are stuck with staff to provide alacrity and no quickness. My suggestion is for mirage to replace the rifle weapon skill 1 ambush to provide quickness instead of fury with the trait mirage mantle. Allowing it to spray quickness and vigor to allies since skill 3 on rifle already provide fury, it feels redundant for it to give another fury boon. This would allow build diversity enabling mesmer different option either to go chrono to provide quickness or alacrity or Mirage to provide alacrity or quickness with two distinct mechanic playstyle it would not feel at all samey. My other suggestion is to change skill 1 auto from ally targeting mechanic to a more reliable, true and tested forgotten mechanic that I frankly wish is more available on other weapon which is the attack bounces hit mechanic such as from the mesmer great sword 2 skill or staff 1. They show they can be reliable hit on either enemies and allies at the same time. It becoming bounces hits, I feel will be a better way to utilizes damaging enemies while healing allies. The number of bounces is up to you dev on how you feel is the right balance and I would be happy for it to bounces just 1 time from an enemies into an ally. I think that is all for my feedback right now on rifle mesmer, thank you for taking your time to read my feedback and have a pleasant day.
  5. My take on the bow is that it is very much a pve weapons, its react too slow for wvw/pvp especially prepping/setting them up to be useful on moving targets. On the matter of its skill bar, I feel it is underwhelming, having 4 skill putting down arrow canister isn't very innovative. Having said that if you intend to stick with the canisters skill, I suggest improving its interaction with as much from the engineer trait as possible. 1. Allow skill 2,3,4 and 5 detonation/chain reaction to have the explosive trait. And also maybe have skill 1 auto to inflict cripple as well to help with making enemies get hit by the canisters. 2. For a support weapon it should have access to provide either protection, regen and or condi cleanse into the canister and not just provide might to synergies with support trait like alchemy and inventions 3. Radius effect size. Easy to get hits in pve but hard to be effective on wvw. All in all with healing, barrier and superspeed, the best synergies I found was pairing them with scrapper and mechanist specialization trying both with support trait line and offensive trait line. Had fun in pve but easily destroyed in wvw with its slowness to be of use in fights with even the small radius of its effect, enemies easily avoid them. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- On the subject of feedback for engineer, I might as well try to post it here to improve my chance for the dev to read them, On mechanist mechanical genius, I have a suggestion on a rework having a different approach towards the reduce stat % or increased cooldown mech skill on mechanical genius. Instead of mechanical genius effecting attribute stat or cooldown, why not have mechanical genius be the trait that allows boon to share with the mechs. Whenever we are close with the mech or have the mechanical genius UI active, whenever the player gain boons, it is share towards the mech like the shift signet thus removing it from the signet. And whenever the mech move away too far from the player the the boon share is turn off. The reason I suggest this is because shift signet have became the ultimate mandatory skill to equip in every mechanist build and I feel like I only have two utility skill slot that i can freely change instead of three, having that effect be remove from the shift signet would allow mechanist to diversity their build, opening them up to usage of other utility skill in the engineer arsenal. That is just my suggestion and if it feels not worth to try, at least I voice my suggestion on the matter and ty for taking your time to read my feedback.
  6. I hope the mechanist range mech command ability Spark Revolver cooldown reduction is fix with mechanical genius. Its CD penalty is always active whenever you have the mechanical genius buff or not.
  7. With the recent patch update that fixes the supposedly timer issue for pocket jade to be consistent with other summoning consumable duration. They are now only two consumable that are overlook which is the sunspear paragon support and the raven spirit shadow, the only two consumable summons that have a 2 minutes duration in a 30 minutes cooldown. Can we have an update on those two items as well to have a 5 minute duration please.
  8. same got the unremovable wizards vault notification at Special tab. I think it was when you get your 12th completed task. I'm now at 12/13 completed having clear my 11th, I was able to remove the notification until i finish the kill 10 champs in horn of maguuma which was my 12th completed task that i cant remove the notification after claiming the reward.
  9. Also when you have time pls fixed the privateer rune 4th bonus. It still applies 15% might instead of the 20% and have some rune 6th bonus look at... For example would have prefer the rune of earth 6th bonus be 125 toughness and rune of dwayna 6th bonus be 125 healing for build purposes. Also how come there is no 6th bonus power in power runes, most power rune have precision, vitality, ferocity, condi, toughness in their 6th but not power. The only power slotted in their 6th are in a vitality rune (exuberance) and condi rune (adventurer).
  10. Several updates after the mechanical genius rework and still this bug have not yet been fix. Pls have this look at and added by the September 26 patch the F1 Spark revolver cooldown as shown in the tooltip without any trait reduction is 20 sec but whenever it is used and even near the mech it applies the penalty to 30 sec everytime. with [mech core: jade dynamo] trait its suppose to be 16 sec but applies to 23.3/4 sec with [mechanized deployment] trait cooldown tooltip is shown to be 17 sec but applies to 27 sec and with both trait used, the tooltip cooldown timer is shown at 13 sec but again it applies the penalty 20.3/4 sec with or without the mechanical genius buff whenever it is used. Whereas the other F1 skill explosive knuckle = 9.3/4 sec and rolling smash = 13 sec, both applies the correct cooldown timer when traited or non traited with the reduce reduction timer.
  11. Even after SotO rune update change, the privateer 4th bonus is still bug with 15% might duration than the intended 20%. Also can you change dwayna rune 6th bonus to healing instead of vitality.
  12. Mechanist Mace Weapon Skill 3 - Rocket Fist Prototype doesn't Stun. And Revert back mace barrier to 1 pls since you didn't bother to post anything about mace changes in release notes, I will consider it a bug. Mech Command Skill F1 Spark Revolver is still is bug with Mechanical Genius after new patch update. Cooldown Penalty always ON whether or not you are near Mech.
  13. Its because Spark Revolver is bug right now. Mechanical Genius doesn't effect it. Tested with all Mech command skill and Spark Revolver is the only skill that always get the penalty CD even in close range with your mech.
  14. Mechanist F1 range command skill Spark Revolver is bug with Mechanical Genius. It applies the increased cooldown penalty even when near your mech and have the Mechanical Genius indicator both in pve and wvw.
  15. I am just angry and shock that we weren't given the heads up beforehand at preview notes. Plus not even a single word regarding the mace change on release note as well.
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