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Kulvar.1239

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Everything posted by Kulvar.1239

  1. Scepter need that horrible noise it does with the AA changed.
  2. No reason. Before you would have dodged as soon as you reached 100. Then you'll dodge as soon as you reach 100 or a threat you need to absolutely dodge. The uptime will not change much. And you did not want endurance regeneration to be as slow as possible. You wanted it to be as fast as possible so you could dodge more often unless you did not care about dodging anything. That's about the only trait that won't change.
  3. Not wrong, but I think AH Tempest having a little baseline Fury and a trait to provide it fully would do no harm and be helpful sometimes.
  4. I'm not talking about where the inspiration come from, but which class is more likely to create illusory constructs.
  5. The glaring issue is the lack of Fury. I would do 2 changes to allow for that in an interesting way. Overload Air: give 4s Fury. Tempestuous Aria : give 3s Fury when using a shout, no longer give Might. The rationale for these changes : Baseline with boon duration and alacrity, that would give around 36% Fury uptime with the standard alacheal tempest build that doesn't use Tempestuous Aria. So if you have party members that also provide Fury uptime themselves, it all come together neatly. If your party need more Fury, you can switch from Invigorating Torrent to Tempestuous Aria. And then using shoots you get to permanent Fury uptime at the cost of some Vigor and Regeneration. Without needing to fill your whole skillbar with shouts, so you keep some nice build flexibility. It won't change the snow crows benchmark for DPS Tempest as that assume support already provide perma Fury.
  6. IMO, they should rather increase Elementalist effectiveness at low skill, and give Elementalist more versatility, allowing high skilled players to perform not better than other classes on the single metric of DPS, but provide more on the side to themselves and their team as compensation of their frailty.
  7. ANet seem to have a weird reluctance to allow range weapons to be good in group content. Hence why the PvE META since forever has been to have everyone on the same pixel.
  8. Sounds more like something a Mesmer would do. Creating illusory element on the battlefield.
  9. For fun I ask: what would you replace initiative with then ? Because a class need to have its special F1 up to F4 mechanic that is impactful to its gameplay.
  10. I don't think Mace would benefit from giving Swiftness. But Staff giving Regeneration would be okay. Still salty about the unnecessary nerf of Empower in PvE.
  11. ANet seems to be terribly biased against wide range boon application, which create a heavy indirect nerf on range weapons as you must ball with all the players in your party. Here come the melee meta. But that would be a much bigger rework than just symbols. I'm all for it though, but I don't think I'll ever see it.
  12. Do you think the boons given by symbols should be looked at by ANet balance team ? Which boon would you feel to be more appropriate for each weapon symbol ?
  13. Then lower the burst and double crank up the sustain.
  14. When I said rebalanced around that fact, I mostly meant it as a case by case thing. I agree that some signets are relatively weak. I am of the opinion that making the passive permanent would make them easier to balance for ArenaNet. Balance would make the skills too weak unless traited, as otherwise, they could be too strong traited. It's about the same as the cooldown reduction traits. And ArenaNet went away with many of these over the years.
  15. Please ANet, ignore this guy. Though Vindicator need to be able to play as a heal/quickness. Dodge traits are good.
  16. Signet offer passive effects and active effects. While on cooldown, the passive effects is disable, unless you have a trait that keep it but let's ignore it for now. The effect of a signet heavily determine how it'll be used. If the effect is heavily circumstantial, it'll rarely be used unless the circumstances arise. So it's reasonable to assume the skill will see a balance of being on cooldown and off cooldown. But if the circumstances are too unusual, then you would just have it sit off cooldown. If not circumstantial, the signet will never be used and put on cooldown if the passive is preferred, or always be on cooldown if the active is preferred. But then, why have an active or a passive if they're not used ? You would often be better slotting an other skill, unless the signet skill is too good. Offensive utility skills are often used as soon as they're off cooldown too, but their active effect is not nerfed by the presence of a passive effect. Or you happen to be lucky with a trait that keep the passive effect of signets on cooldown that is not buried in a useless trait line nor competing with way better traits. The passive effect should be permanent baseline, and signets rebalanced around that fact.
  17. That would be a good thing then, force them to balance the elites.
  18. Elementalist is also in a bad spot right now.
  19. For fun, I went to the internet archive and compared their snapshot early this year (14th february) with today data of GW2 efficiency. Ranked by play time Necromancer (16 090 624 hours, 17%) Guardian (15 061 529 hours, 16%) Ranger (11 565 650 hours, 12%) Engineer (9 989 409 hours, 11%) Mesmer (9 627 417 hours, 10%) Warrior (8 725 446 hours, 9%) Elementalist (8 206 353 hours, 9%) Thief (8 121 813 hours, 9%) Revenant (7 190 774 hours, 8%) Ranked by characters created Engineer (50 380 created, 13%) Guardian (49 308 created, 13%) Necromancer (47 830 created, 12%) Mesmer (44 465 created, 11%) Thief (42 153 created, 11%) Ranger (41 585 created, 11%) Warrior (41 236 created, 11%) Revenant (37 736 created, 10%) Elementalist (36 771 created, 9%)
  20. I doubt ANet balance team would agree to that unless everything else is made utter trash.
  21. I rather see good majors and bad minors than bad majors and good minors.
  22. People want to do multiplayer content that is meant to be multiplayer. They don't want to do multiplayer content that is meant to be solo.
  23. If you can do something solo as easily as you would with a party because of scaling, nobody would run them with a party and it would kill the multiplayer aspect. Your convenience is not worth killing every multiplayer game mode.
  24. Soloer find it fun. If you want fun for you solo challenge, play a solo game designed to your taste.
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