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Ovark.2514

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Everything posted by Ovark.2514

  1. Easy agree. It's one thing to have a class with damage too high or some such, but the problem with catalyst specifically is that it has that as well as having so much skill stacking and visual noise that I always think to myself "who thought this was a good idea for any game mode?"
  2. I really hope CMC sees this. I agree with pretty much everything said.
  3. Yep been saying it since before PoF launch. Gotta spread those effects across lesser-used DE utility skills.
  4. Lets count the ways: 1: It is really un-fun to fight against since you are hit no matter how far you go from the ele 2: The tooth animation is too far up to see properly 3: The ground telegraph is doesn't give an indication when the tooth will land. 4: As an ele you can no longer guarantee the combo finisher will land on the combo field.
  5. Like I suggested in my gw2 combat system overhaul project, the fix for GS3 would be to make it a skill which has an optional channel sooo: No channel is low damage and evasion but high channel is high damage and evasion. Problem solved.
  6. What I mean by degenerate is that it's an issue that 1: It's really annoying and un-fun to play against and 2: I don't have a good solution for fixing it other than reworking the trait/skill and 3: In some cases the trait causes players to behave in ways that are actually counter to the intended design. For instance, spellbreakers RUNNING AWAY FROM YOU to use the pull even though the point is to stay as close as possible to the foe. Actually, now that I think about it, a good rework might be to have the tether only trigger on FC so that the warrior has to be close to the foe AND the tether itself no longer pulls foes that exceed the 600 range. Now when a foe exceeds the range, the tether breaks and applies cripple to the target and superspeed to the spellbreaker while removing any movement impairing conditions. And for the mesmer thing. Yes I play mesmer just not a ton. I do find it fun and realize that on paper my shatter suggestion seems like it would kill the fun of the class. Unfortunately, a class based around skill-stacking is inherently unhealthy for competitive modes; and shattering in their current state is just that. Another suggestion might be that the clones only shatter once ALL the clones alive are in range of the foe. That way it's more clear when it the right time to be dodging and such. Surely there are other solutions but that is one that I thought of just now. I wholeheartedly agree that mantras are unhealthy for the game in their current state and made a post on it ages ago. I think the best solution atm is to give mantras their old channel back but give them an effect that occurs during the channel as well as a powerful effect when it is complete. For example: Mantra of Resolve removes a condition each pulse and then full cleanses you at the end. Mantra of pain deals minor damage and applies vulnerability on tick then has a big 2.0+ damage attack at the end. Mantra of Concentration breaks stun and grants stability on activation, then while it is channeling, all damage and condition damage you take is shared among your illusions (In the case of virtuoso your blades get consumed per second to soak damage). Alternatively with Mantra of Concentration, it could be unique in that it is the only mantra that doesn't require a channel but just pulses stability for the duration. Mantra of Distraction could be first pulse is blind, then single target daze 1s, then 2s stun. That might be too annoying to fight against but at least the enemy has 1s to react to the incoming CC. As for rev stuff I ofc failed to mention Phase Traversal. . .
  7. Thank you! I would have been more careful with my words and had more examples as there are def things I forgot, but it's more about the method/philosophy over anything else.
  8. The game will never be balanced until players are able to see what is killing them and are able to react to it. There is no class that is free from skills like this atm. Just as an example I will highlight a small sample of skills which need addressed: Mesmer: Shatters need unique animation and cast time (Applies to chrono and mirage too). Distortion needs counterplay. Mantra of Distraction needs cast time. Something something mirage. . . Warrior: Axe 3 and GS 3 are too fast for their damage. Magebane tether is degenerate and should only trigger on full counter success. Breaching Strike and Aura slicer have too similar an animation. Dragon-Slash Boost is still almost impossible to dodge. Ranger: Smokescale still doesn't have the CC animation line up with the actual CC. Smoke Assault (Soulbeast skill) still has no wind-up like the nearly identical Rev sword 3. Unnatural traversal should either have a tiny animation so that players can't maul you through a wall without a tell OR should require LOS. Primal Echos is degenerate. Glyph of Equality should have an animation that can be reacted too. Necro: Staff marks should only be placeable in-front of you. They should also have more unique animations and their symbols should be more obvious. Additionally they should have a visual tell on where they are about to be placed. This would mean that you should no longer be able to change their placement after channeling with snap-to-cursor. Fear ring should have a more obvious indicator as to whether it is from a friendly or enemy player. Dark Path should look more distinct from Staff Auto-attacks. Spinal Shivers needs to have an indicator like Ray of Judgement has on the targeted player. Infusing Terror (Reaper Shroud 3) should have a 1s CD before Terrify can be used so players can react. Scourge shades need their visual tell for when an ability is used be unique to that ability and only show when it is a DAMAGING ability (not something like sand cascade). Shade skills need to have a necromancer cast animation and should no longer trigger the effect from the necro (revert old change basically). Harbinger: Vile Blast needs to have a more distinct animation from the pistol AA. Elixirs need unique animations, or at lease damaging ones distinct from non-damaging ones. Harb shroud 5. . . ya know Guardian: Shield 5 Needs to have an delay/ indicator for the CC portion. Same with Protective Reviver. Engi: Slick Shoes shouldn't CC a player unless that player is Moving INTO the aoe. Completely rework flashbang. Things like Bladeburst and Surprise Shot need to have an animation (even if small). Shield 4 needs to be given the guardian shield 5 treatment I proposed. Shield 5 needs to be reworked somehow to not be so much kitten as it kinda does everything. Acid Bomb needs a ground aoe field. Shouldn't be able to stomp or revive in elixir s. Thief: Steal and swipe need an animation so long as Slight of Hand is equipped (if small). Binding Shadow needs to have a more clear projectile. Something something specter. . . Rev: Vindicatior shouldn't be able to change direction while dodging. Why don't the vindi dodges have different indicators? Why does planar protection do everything? Ele: Earth Shield 4 needs a ground telegraph. Dragon's Tooth should only follow you around for a portion of the animation. Something something Scepter Freshair ele. . . Give Lightning Flash the Unnatural Traversal Treatment I proposed. Something something Arcane skills. Gale and Comet shouldn't be useable while facing away. Also Gale shouldn't be unblockable. Something Something shocking aura. I know this post has a bunch of terminology that keeps changing. When in doubt, what i mean is that some skills should have a ground indicator. Also rune of the trapper needs to be GONE. Also when a foe has stability it should be apparent on their character model instead of just buff bar.
  9. I've been thinking about this Keybind for a while and wanted to see where the community stands.
  10. It needs to have 3 things happen to it: 1) Grant stability of at least 1 stack for 1s 2) Be immune to Blindness and Immobilize or grant Resistance for 1sec 3) Grant 1s of endure pain. I'm really tired of only being able to use that ELITE skill against noobs. Against competent players headbutt is so much garbage.
  11. Have all traits which trigger on CC now only trigger if the enemy is not CC'd. Mindless button mashing and un-fun gameplay, FIXED
  12. It's time to talk about solutions! YAY. Instead of it's previous effects, distortion is now: Break enemy targeting. You cannot be targeted while you have distortion. This change is Flavorful, unique to mesmer, strong in competitive modes (and can be made to work in PvE I think), has counterplay, and is acceptable to be used instantly and in the middle of other skills. Checks all the boxes. What do you all think?
  13. This ability allows mesmers to use whatever skills they want while also making them invulnerable to cc and damage. There is no counterplay.
  14. So you're saying you lack empathy for people playing classes they enjoy but are disproportionately punished by a trait. Got it.
  15. Try playing in a large teamfight where effects are going off like crazy and an ele uses this. Really hard to see without some kind of ground telegraph.
  16. At some point you realize no amount of putting others down on the internet will fill that hole in your heart that aches for human connection.
  17. But you still stealth on traps. Which, even at 1s is effectively 2s bc of loss of targeting. Still kitten.
  18. Flashbang Trapper runes Guard shield-5 instant knockback with no tell Earth Shield 4 with no tell Elixir s +mistform invuln stomp QUICKNESS HERALD?! AGAIN!! Teleports in the middle of other attacks (JI,UT, etc( Smokescale Ancient Seeds Unnerfed harbinger Harbinger skills too hard to distinguish (pistol 3, shroud 5) Ring of fear having no indication of friendly or enemy CPC and Harb shroud 5 not being obvious enough Thief blind Spam Distortion/blur Mirage not being designed with PvP in mind Unkillable vindicators I would list warrior issues but I have another thread for that. Oh yeah and QUICKNESS HERALD! IF QUICKNESS IS SHAREABLE IN PVP ALL SKILLS NEED TO TAKE LONGER TO CAST BY DEFAULT.
  19. Oh, so there is one skill in the entire game where directional dodging is important, not just dodging. Good consistency, I like that. /s
  20. I'm getting really sick of timing my dodge perfectly to avoid the attack then STILL GET HIT ON THE BACK END OF THE ATTACK. This is very un-fun to play against. Maybe put in some code that allows the attack to remember who has already dodged it so they aren't struck a second time.
  21. Haha, good times. I still believe that smokescale is the worst thing to ever happen to ranger. Also for what it's worth, Overheat holo can still 1-shot squishy classes, and can 1-shot any class if the combo is used.
  22. Quickness on Herald (again) No meaningful Harb nerfs
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