Jump to content
  • Sign Up

Patty.3268

Members
  • Posts

    69
  • Joined

  • Last visited

Everything posted by Patty.3268

  1. But is it really tournament wins or is it tournament match wins? Winning 20 Tournaments would be much harder than "just" 20 matches in tournaments. Has someone already partipated in a tournament?
  2. If something gets nerfed because it overperforms/is overpowered, there's no need to compensate for these nerfs. If they would get compensated, the class or build will still overperform, just differently. E.g. if damage gets nerfed and you get a buff in survivability in return, you haven't really brought down that class/build. Especially when due to the buff in survivability, you can just replace a few defensive skills and traits with offensive ones and are back to square one. So if the devs would start compensating all the nerfs of the recent patch, it's purpose of bringing down the power level would be out of the window.
  3. And people were saying CC was going to be useless because it does 0.01. They were wrong. And this was the exact intend on reducing the damage on these CC skills. So like others have said, really great changes, with skill actually being back and all!
  4. Regarding Jormag's motives: I suspect that regardless if he/she needs us and/or Aurene to face a bigger threat or not, the ultimate goal is to get close enough to Aurene to kill her and absorb her powers. If there's indeed a bigger threat that requires an alliance with Jormag, Jormag will probably use it to try and gain our trust or at least get closer to Aurene and will make a move as soon as that threat has been dealt with. Jormag might not even wait until then and instead try to get Aurene's powers to face the threat alone while we're distracted with actually fighting it.
  5. Wow, amazing. We get 3s stab on dual skill. Tbh you couldnt make it more useless ANet. You know whats the point of short stability skills? You use them when enemy is about to CC so you face it, and instead of dodging you burst him. Now, to gain 3s stab you need to switch two elements and then theres cast time and obvious Lava Skin animation. Good job ANet, thats the Weaver we all wanted. The moment Weaver gets out of ToFs (which you also nerfed) warrior can stunlock till the end of the world, and you can just get off your chair, go and make coffee, come back and respawn. Im not even talking about outnumbered fights, those not going to happen even in imagination. So lets say I agree, evades are painful to play against, constant stability is painful to play , especially when those appear together. So you nerf the only stability source, which is Bolstered Elements, thats kinda ok. But then you also nerf evades (btw change heal coefficient from 0.1 to 0.05, yes this for sure make a huge difference, good job). So...what now? No evades, no stability, no water field. Question is, why would any1 want to play that spec anymore? Whats the point? You're overreacting. No evades, no water field? Riptide's water field and evade and the evade of Earthen Vortex are still there. And claiming that Bolstered Elements is the only source of stability isn't true either. Besides Stone Resonance now granting it, Armor of Earth is also a reliable source for stability. You're just looking at the meta condi burst build that didn't use any of those skills in the first place, and project the patch's impact on that particular build onto Ele in general. And besides needing to switch two elements to access Lava Skin for stability: it has been clear since Weaver came out over 2 years ago, that it requires more planning ahead than Ele or Tempest due to having a global CD on attunements and losing flexibility as a result. Plan a few steaps ahead, and you have Lava Skin ready when needed (or any other skill for that matter). Which you should have realized during your 1,5k hours on Weaver, by the way.
  6. Fresh Air was never meant to be a damage boost that persists into other attunements for long or even into overloads. It would be to powerful if it did while also resetting the air attunement cooldown, which is usually a dps boost by itself since air is one of the two damage oriented attunements and you trigger electric discharge more frequently. If you want a long lasting damage boost, do what you already did and take Bolt to the Heart.
  7. I don't see a need for buffs for the other mounts. Each of them still has it's use. While the Springer can't get as high as the Skyscale, it goes up a lot faster and will evade attacks when doing so while the Skyscale is vulnerable. I haven't compared the horizontal speed of Skyscale and Raptor, but it feels more or less the same while I find Raptor less clunky to use when traveling. So I basically use Raptor for horizontal travel, Springer for vertical travel and Skyscale when a combintation is required and switching between Raptor/Springer is either not possible or I would need to switch so many times that instead using the Skyscale saves some time.
  8. For me it either gets stuck on dyes or warderobe.
  9. I don't remember seeing them around the shrine, but you can find them at the entrance to raven sanctum, for example. On the left and right side of the rock fomrations with the raven icon. You can also fin them at the entrance to the cave with the strike mission entrance.
  10. It might just be a design re-use, since there are a few large "pillars" in the mountains on the west of the map that resemble exalted buildings found in the maguuma jungle.
  11. The problem was not having two Elder Dragons fight and kill each other, but that another Elder Dragons death would mean the (definitve) end of the world. So we would have the same problem when the Flame Legion fights Jormag. Luckily, we now know a safe way to kill dragons, so the Flame Legion fighting him shouldn't be a problem as long as we are able to go the safe route again. That also means that technically, having Primordus and Jormag fight would also be an option again. But since this has happened before, the Flame Legion is probably the more likely outcome storywise.
  12. The same can be said about other classes with a lot of blocks/evades/invulnerabilties and even CC, too. Like Mirage, Spellbreaker or Condi Daredevil, to name a few.
  13. Just creating a new character instead of getting additional templates is easier said than done. If you do that, you still need to unlock the elite specs and - depending on what you would like to do with the character - walk to specific locations first. If it's just fractals or raids, that's quiet easy, but if you also would like to do world bosses or meta events, for example, it takes more time. Unlocking elite specs and some waypoints might not take ages, but it still takes enough time to be worth mentioning here.
  14. Because Tempest was never meant to be a dps spec, but a support spec. And yet, the damage output still makes it a viable dps spec. So if anything, the support aspect should be buffed to be more in line what other support specs can do, not the damage.
  15. Not for one character. For one character of each profession it would be 18 Account wide slots, 36 gear slots and 27 build slots. Yeah, I indeed misread that. If it's for 9 characters, the numbers make much more sense.
  16. I used to see it the same way for a long time for the same reasons you mentioned. But over the years I have kind of changed my mind and now think that both playstyles are equally viable. Which works best for you is more or less personal preference and depends on your own skill, the class and your exact build. The thing is, both sides can bring countless examples of situations where their approach is better or at least seems to be, and can even back it up with numbers. So in my opinion, both or viable. Therefore I do agree with you that saying "Full offensive is the ONLY viable way to play" is nonsense. It's one viable way to play. That said, personally, I still prefer your approach and take some vitality via Marauder stats for all of my builds - except for warrior and necro, since they start with a large base health pool. Most of my builds also have some additional toughness (usually between 200-300), with the exceptions being the heavy armor classes and my fractal builds. In fractals, there's usually enough healing and protection that I prefer to switch the armor with toughness for additional Marauder pieces, gaining both damage and some additional vitality. I also don't have additional toughness on my Sc/WH FA Tempest, since that has 250 toughness from Earth-2, a lot of blinds, around 40-50% uptime on protection and 100% uptime on regen and vigor, and healing from auras.
  17. No, I'm not. If slots start out more expensive and become cheaper the more you buy, that instead punishes non-hardcore players who only need a few additional slots instead of large numbers. There are a lot more non-hardcore players than hardcore players and loyal spenders. I was looking at it taking all types of players into account, not just some. I agree that my approach would make templates more expensive for hardcore players, but would also increase availability of additional slots for the overall player base by having lower entry prizes.
  18. I would really like to hear where exactly I lied? Because according to the stream, we get 3 account and character build templates each and 2 equipment templates for free. As of now, we only need to pay for additional slots. So saying we need to pay to get it to work on a basic level is just not true. It will work without paying at all. I would also like to hear your suggestions on how the system could be even easier than it will be? In the stream, it was specifically stated and shown that the templates will mimic what a player needs to do manually now. Right now, you can switch traits, utility skills, equipment and the game will remember your choices. There are confirmation windows when attempting to override parts of your equipment (e.g. placing a rune in non-legendary armor), but besides that, you can switch things without even hitting a save button or anything like that. In my opinion, that's as simple as it can get. And templates will work exactly like that. The difference is, now we only have one template slot, when templates go live we have up to six. But they will work the same way. And I do respect other people's opinion. For instance, I can understand that only up to 6 character slots is not enough for some players, but the amount of available slots doesn't have any influence on how easy it is to create a template. What I won't respect is when people start twisting facts to make their opinion more valid. And claiming we need to pay for templates to get them to work, like a few posters did, is definitely twisting a fact. What exactly means limited for you? The maximum number of available slots? As above, I totally get that 6 is not enough for some players, but that has no influence on how easy or hard it is to use a template. Something constructive on that matter: Would it be an option to increase the number of avaible slots to much higher numbers and have the gem price for addtional slots scale with the number of slots you already have? So the more slots you have, the higher the price, with a set upper price limit and a low price for the first slots? Something similar to buying skills on new character in gw1.
  19. Its meant to do a task while also making money to keep the game running. Why are you all tripping on this? Because it is a slap in the face. When we heard we were getting build templates, we expected that we were getting something that was easy to use, functional, and free, as it is in other games and in free add-ons to GW2. What we got is a cumbersome system that you have to pay extra to get it to work on a basic level, and we're losing the far superior version that exists with the free add-ons. Changing builds is part of the game, and it is clear that Anet respects us so little that they won't even afford us that basic QoL feature. Well, we actually do get an easy and functional system and we don't need pay for the basic version, just for extra slots. I'm fine with people not liking Anet's template system and prefering the one from ArcDps, but that is still no reason to twist facts.
  20. Besides what others already said, you get some free slots and only have to pay for extra slots. It's the same with bag or character slots, and as far as I remember, there weren't many complaints about having to pay for extra slots there. If there have been any at all.
  21. You are saying it's for players that don't want to run 5-man instanced content but for some inexplicable reason want to run 10-man instanced content? Honestly these players are a problem not worth looking into nor catered to. There is a stepping stone for Raids, and that's 5-man instanced content, skipping that directly to Raids is one of the reasons players have such a problem with Raid difficulty in the first place. This is like saying someone wants to go F1 racing, but skip the basic driving lessons. I don't see that as inexplicable. Fractals and Raids offer different rewards, for example. There's enough people out there who would like to get the legendary armor but never did fractals because they don't offer the armor. There's also players that got into GW2 after the introduction of raids and starting doing them before doing fractals. In fact, although I've been playing since release, I also only started with fractals above T1 after raiding. And still I was able to pull my weight in Raids after some tries (sometimes more, sometimes less), just like those who regularly ran fractals before starting to raid. So saying that all the players who didn't run 5-man instanced content before raiding aren't worth looking into, is a bit condescending, don't you think? As for the strike boss, it has no mechanics, it's a giant sack of health. It's attacks deal next to no damage, take way too long to strike and aren't threatening at all. As I said in another thread, the first boss you meet in dungeons, the Spider Queen in AC, teaches more about mechanics than the Strike. And it's more challenging. The only thing the Strike teaches is that anyone unable to finish it should go get better at playing the game because their skill level is still at the tutorial level. This is why I said the difficulty should be increased. The mechanics and attacks aren't threatening enough to be noticed, but they are still there. Take the emerging platforms shooting projectiles, for example. That's a mechanic you could also find on a raid boss. But there, you couldn't just ignore it like you can in the strike mission. As I said, it's a question of difficulty, not a lack of mechanics or different attacks.
  22. Well, it's a 7% buff to both direct and condi damage, and the trait also reduces the time until you can overload by 2 seconds. That's fine for a GM trait.
  23. It's true that strike mission are more accessible than fractals. But as I wrote before, if the difficulty of strike missions is too high, the accessibility won't be enough to get the players strike missions were made for to actually do them. Not even the skins that might drop, since those can eventually be bought at the TP. I don't think strike missions are aimed at people who run T4 fractals because those people probably don't need a stepping stone between fractals and raids. If you can reliably clear T4 fractals and learn the mechanics of the raid bosses, chances are high you're suited to start raiding. Sure, you still need some practice, but still shouldn't have a super hard time in raids. That's why I think strike mission are aimed at those who don't run fractals or raids, but would like to start raiding. And in my opinion, the first strike mission gives those players a first impression of what to expect from a raid boss. You have a few mechanics, different attacks, safe zones, ... It's just that not paying attention to these things will not hurt as much as it would in an actual raid. And that's why I think the difficulty should be increased just a bit. Just enough to have at least one mechanic or attack that makes a player think "Woah, next time I come here I better avoid THAT!". However, having some kind of challenge mote that let's you choose the difficulty of the mission would probably a good idea.You could gradually increase difficulty and improve yourself in doing so.
×
×
  • Create New...