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Fueki.4753

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  1. The actual solution to this issue would be to let Warrior have access to it's profession mechanic from the start of combat. For one example, this could be solved by not having Adrenaline decay out of combat, so we can carry is from one fight to the next, just like Necromancers can do with their Life Force. Another way to solve this could have Adrenaline reset to a single full bar when combat ends. This would work similarly to Revenant's Energy resetting to 50% out of combat. Just swapping a few hammer abilities around won't solve much, when the root of the issue is something that plagues the entire profession.
  2. If GW3 actually became a thing in the future, it'd probably kill both GW2 and itself. Splitting the player base into players moving over to GW3, players staying in GW2 and people completely moving away from the franchise won't be beneficial for anyone. It'd probably be a medium-sized party at most.
  3. I'd rather have them nerf players back to pre-HoT numbers than having them powercreep older content.
  4. What's the point in forcing a minimum number of people, when not enough people may be interested in doing it? It'd be better that said event properly scales down to the actual number of players interesting in doing it, so they can properly attempt the thing they are interested in, rather than being blue-balled by an arbitrarily chosen high player requirement. If a player happens to be interested in the meta event, it tells them that. However, I specified that it tells players who literally are not interested in the meta event to F off. If literally everything that's not the meta stops and they aren't going to do the meta anyway, what point is there in staying on the map? The game literally tells them "You want to do that other thing? Too bad.", which does nothing but leave players annoyed, disappointed or with an even worse opinion. Having the meta scale down properly makes it viable people who want to do it even when less people than Arenanet envisions for it are present. Not disabling other content let's people continue doing their own thing, if they don't care about the meta. It'd literally be a win-win situation for every party involved.
  5. This would result in both sides being adjusted to make up for both sides existing. This means, they'd nerf the already bad range Rifle that we have now, while also adding a subpar melee variant to our already big-enough pool of underwhelming melee weapons. I certainly do not see how this would end up even remotely related to "awesome", when the result would be almost guaranteed to be bad. I often use it as my second weapon set on Spellbreaker, for when I need some range that Daggers don't have.
  6. I prefer Daredevil's dodges. The horrendous dodges are the biggest reason I dislike Vindicator.
  7. Nothing stops you from playing Thief with Dagger/Dagger and high critical hit rate, if you want to play that way. The pole dancer's existence doesn't remove other options.
  8. Reaper gameplay: Start hitting and keep hitting until either side is dead. To borrow your own words, that's it, nothing beyond that. At least to me it's that way. Reaper has been designed with the Shroud as a damage buffer in mind, so it's a valid argument to bring up. Unless they rework it to work like Harmbinger's Shroud and it stops sponging damage (a change I wouldn't mind), it'll always stay a valid argument.
  9. If Rifle was Hybrid, than the power damage would be even worse than it is now. And the condition damage wouldn't be even further away from being viable. And please don't suggest to remove parts of the already too little ranged capabilities we have. If anything, the abilities should get more range to make up for the lack in damage.
  10. The fact that you can face-tank more effectively with Necromancer's high HP pool and Reaper's Shroud actually means you need to think less on Reaper than on Willbender and Thief, which need to consider how to utilize their active defences.
  11. There are skins for sceptre that look vaguely like short spears and spear throwing animations already are present in the game. So they don't even need to invent much new for this idea to work and look decent.
  12. If Staff is the issue, touch Staff. Full Counter wasn't an issue before and it still isn't now. If something got out of hand by adding Staff, the "problem" causing the "issue" obviously would be the newly added thing. Also, Full Counter is used by people not using Staff. Why would they need to have their experience crippled, if Staff caused the "issue"?
  13. If you want to adjust Staff, only suggests things that adjust Staff. If you want nerfs to Spellbreaker because you played into Full Counter, just be open about it and don't hide that behind "Staff adjustments". Full Counter is fine as it is and the rest of Spellbreaker should see a bit of improvement.
  14. Doing this will get at least one of those pesky Warrior mains to switch mains for at least a few months. Giving us a client-side option to disable this particle effect (at least out of combat and/or when weapons are sheathed) would be a win for every side.
  15. The very fact that they pulled the Water Elder Dragon onto dry land should tell you enough about what they think of underwater content. While I wouldn't mind underwater specializations, I doubt it'll ever happen.
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