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Pyrial.2917

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Everything posted by Pyrial.2917

  1. They lowered the speed rate of the descension of the skill, it's painfully slower. You can't even land this now in pvp, the closer the target is the slower the skill is.
  2. Pyrial.2917

    Jump Shot

    Back to pre-buff animation/skill state? It's slow af again.
  3. Steam launch will flop hard. The amount of negative reviews from the current playerbase is going to kill it.
  4. It's not hindsight. This has been known since the original pvp developers left this game.
  5. People like you, absolutely crack me up....posts numbered 1 through 8,342,731 regarding the decline of pvp and the available resources that this company isn't using to fix pvp...IGNORED, but now that when YOU posted it, it all of a sudden really really really matters. It's not a surprise, nor should it have been, for those actually paying attention. This company was not and is not going to do anything more for the pvp in this game. If this is what it takes for you to understand, then so be it. Play the game for what it is, or don't...those are your options. Imagine thinking that a company who released ZERO unique pvp content in an EXPANSION had any intention of bettering the pvp experience. That's crazy...
  6. That's what you call an opinion.
  7. Instead of pulling called targets away from team fights when you are side noding/dueling, you can now set your own personal target (with target indicator) and TAKE THAT TARGET WITHOUT PULLING FROM THE TEAM CALL TARGET!!!! Bonus, you can now have two targets in team fights...especially useful when you're the cc'er on the support target for signet/glyph! Please stop pulling targets from team fights, you have options. EXTRA EXTRA bonus, you don't have to pull targets away from team fights in order to let your teammate know something...you have "ALERT TARGET" as an option as well, friendly target (assist x), enemy target (attack), downed friendly target (res), downed enemy target (finish)...each with a unique sound.
  8. They have in fact already answered this, repeatedly, and that answer has been a resounding "NO". Don't listen to what they say, watch what they do. They have not given the pvp player base any attention at all. Their opportunity to make a shift came with a release of an expansion, yet we still have 300 second cd's in that game mode and ZERO pvp exclusive content. Their roadmap and resources are catered toward the pve player base, which ultimately is a business decision, but a decision you need be willing to accept and decide if you can get enough out of what is available to continue enjoying pvp.
  9. 7,337 words, 4,427 cut and paste of the patch notes, 2,910 additional words that gave some marginal insight into balance decisions which were overwhelmingly done for the sake of PVE. Why would it take so long to produce something that lacks so much? Fundamentally I don't understand why you have such a hard time communicating to your player base.
  10. Content writers, who have no background in a subject, can complete research and produce a 5k word content rich blog within 4-5 hours. It's hard imagining that it takes this long to put together commentary, into written form, something that ultimately guided your design decisions. At least it should not take this long if this supposed philosophy is what has guided those decisions; it just doesn't pass the sniff test.
  11. One nerf to Bladesong Sorrow took a build, at least from ranked, from competitive to not competitive.
  12. Nothing excuses 300 second cd skills still being in game, as well as the state of mantras for FB in pvp. Other decisions you can have a discussion around. There is no amount of 'miscommunication', 'philosophy', 'new people in new roles', or what ever excuse you want to come up with that can justify this. The same people who chose to keep Trapper Runes in game are the same ones still participating in the decision making process. That's what leads to this current state.
  13. The real bet is, will there continue to be 300 second skills still in the game after the patch? Imagine releasing an expansion and you build a 300 second skill...
  14. I want them to communicate less! It's basically whiplash with how much information they pass along to us.
  15. Advancing Strike: Increased immobile duration from 1 second to 2 seconds in PvP and WvW. This singular change needs to be adjusted. Buffing a profession that still had bugs is an interesting choice in addition to all of the other changes surrounding that update, but this one particular change considering those other buffs needs to be adjusted. Two seconds, considering all of those other items is too much at this point.
  16. It's amazing that people will still ask for answers to questions that have already been answered. Do you really believe, that after the years of patterned behavior, they will suddenly give more resources to this game and actually change? The answer is right in front of you, you simply do not want to accept it.
  17. 9 year old, live game, that hasn't gotten it by now is not going to all of a sudden change.
  18. It's a fun build that plays a lot like FA Ele, you need to cast and about-face a lot to land your damage consistently. Reflects are a big issue for the build. As a power build, it has the same issue as every other roamer build and that is there are far better options to play, but it definitely is a fun build.
  19. Dh with trapper runes makes WB pointless. Mobility, stealth, and ranged damage with the same health pool.
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