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Vegeta.2563

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Posts posted by Vegeta.2563

  1. @DeadlySynz.3471 said:Cal,

    the corrupt potential of the scourge isn't the problem, boon application far outweighs the corrupts. Jump in any group and switch off the grid view and watch your party in the middle of battle. All you see is an influx of boons being applied with very little conditions or conditions appearing and then vanishing. If corrupts were a problem, we'd see the opposite; we'd see less boons and boons vanishing and tons of conditions ticking. We don't see that, leave the corrupts alone.

    Shades also aren't the problem, the only real class they bother is the guardian, and to a lesser extent the warrior. Thieves, Rangers, Mesmers, Revs, and Engineers have little to no issue with shades. The shade complaints are coming from those 2 classes which is ironic because it's the Guardian class itself that does too much. What you need to do is revert all the changes on all the classes back to the start of PoF and take the heavy nerf bat to the Guardian and Guardian alone.

    Case and point, One of the skills the Firebrand has converts 5 conditions to 5 boons on 5 targets (basically functions like an elite skill), on a relatively short cool down. The counter skill to this would have been devouring darkness, which in it's original state converting 3 boons to 3 conditions on 5 targets was never on par to even begin with; it needed to be increased to 5 boons to 5 conditions on 5 targets to match it. Then it got reduced to 2 conditions, now will be reduced down to 1, and the Firebrand skill remains untouched????? Do you see the problem here?

    Changing Scourge isn't going to change the meta, the sole problem with the meta is the Guardian class. Making those changes will likely reduce Scourges in WvW yes, but it will also likely reduce amount of players playing as well (and there aren't many left as is). What will the scourge be replaced with? Ele's? Nope, die to retaliation and their healing is sub par compared to Firebrand. Revs? Good possibility but does WvW need more Revs, many players will say no? More Rangers and thieves? Nope, too much reflect because of Guardian. More scrappers? Again, highly unlikely, they don't serve a large enough function to warrant many of them. Mesmers? How many chrono tanks are needed in groups?

    Then that lastly brings us to warriors, who better to fill the boon stripping gap then warriors? With little fear of boon corruption now, warriors can run amok much easier. Then the original problem has been created that plagued WvW prior to HoT's release, that awful melee meta, the one that started making players quite the game in masses, due to the lack of class diversity and alienation of other classes. Reducing boon corrupts is about the poorest move you can make Cal.

    That isn't the only problem the guardian class poses; they dish out too much retaliation, too many reflects, too much resistance, too much stability, and too much healing. Then also aside from too much condi conversion in their wheelhouse, they pack too much overall condition cleanse as well. Your nerf bat should be squarely focused on them and reducing them down to the level of other classes. They should only be able to do one of those things well on that list (like party stab), and one other thing marginally well (like healing). Everything else needs to be completely removed from their skill list. That is what will change the meta and bring more diversity into the game mode.

    I agree 100%. Corrupts have never been an issue. Going from 3 corrupts to 2 hurt a bit, now going from 2 to 1 is even worse. I have a hard time even keeping up with corrupts, while boons are applied almost twice as often from guardian and scrapper.

  2. @Grimjack.8130 said:

    • Sand Savant: This trait no longer increases the target cap of shade skills in WvW only
    • Devouring Darkness (from Lingering Curse): Reduced the number of boons corrupted from 2 to 1 in WvW only

    Remember that these changes are not locked down and we still have time to iterate. We look forward to your thoughts and feedback.

    -The Systems Team
    • Sand Savant: Besides a radius increase there is no reason to run this trait anymore and is now useless. Maybe for at least a compensation remove the shade recast increase?
    • Devouring Darkness: Might as well use Axe as that has 2 corrupts and is AoE (while the range is shorter, it's still better than this).

    Pros and Cons, more range, less boons. Less range, more boons. This is good balancing, stop raging about it.

    Still can't argue that sand savant is going to be pointless to run if these changes go live.

  3. @Cal Cohen.2358 said:

    • Sand Savant: This trait no longer increases the target cap of shade skills in WvW only
    • Devouring Darkness (from Lingering Curse): Reduced the number of boons corrupted from 2 to 1 in WvW only

    Remember that these changes are not locked down and we still have time to iterate. We look forward to your thoughts and feedback.

    -The Systems Team

    • Sand Savant: Besides a radius increase there is no reason to run this trait anymore and is now useless. Maybe for at least a compensation remove the shade recast increase?

    • Devouring Darkness: Might as well use Axe as that has 2 corrupts and is AoE (while the range is shorter, it's still better than this).

  4. Can we please have separate builds per game mode back? Remember where traits and utilities saved per game mode you entered? Now with build templates, in its current state you have 1 build template per game mode. Basically what we already had. Sure you could have 3 templates for PvE, or 3 for WvW, but its basically what we already had separately. I feel like the build template slots (the personal builds with traits and utilities), should have their own separate game mode builds like how we used to.

  5. Retaliation in WvW needs a tone down. Maybe an internal cooldown on how many times it can hit a target?

    For example.. an Ele can drop a meteor shower on a group of people, and if they have retaliation on them, that Ele will basically kill themselves. I get that retaliation is supposed to damage people hitting you, but at the rate it comes in is a bit much.

    Berserker's Arc Divider (Greatsword F1 while in Berserk Mode) still needs damage reduction, and I believe the 3rd radius is a bit too far out. Meteor shower doesn't even extend that far.Perhaps with range it could start at 180, then 2nd strike would be 240, then 3rd strike would be 360 to keep it in line with meteor shower distance. As it stands Arc Divider is the largest radius skill in WvW.

  6. Equipment Templates (character-bound)

    • Frees up bag space ¹
    • A single piece of legendary equipment can be customized with different attributes in separate Equipment Templates ²
    • Each character will start with two Equipment Template tabs and can have up to six tabs with additional purchases available in the Black Lion Trading Company Store ³

    ¹ This maybe the case with ascended or exotic gear, but people with Legendary gear, this does not save them anyspace, but its a minor thing.

    ² This is the biggest issue, and it absolutely devalues Legendary gear. We want to use 1 set of legendary gear for a single tab and be able to switch stats and rune sets (requires legendary runes) on the fly using that 1 tab without taking up multiple equipment tab slots. The stats could be saved in a different location and can be swapped on the fly, since it doesn't require gear and just the stats. There could be some sort of check in place to verify the character using the template has legendary gear on for those slots before switching stats.

    ³ This is simply just a limitation of equipment templates for people that run more than 10-20 builds for raids or other activities. 6 Is not enough. With the UI design seeming to be limiting to how many the future can hold. There needs to be a way to store 100s if a player chooses.

  7. This build is for scrapper, as I find it to be one of the best classes during lab farming.

    • Near 100% boon duration. (even uses chocolate omnomberry cream for 40% MF)
    • 88.24% crit chance (with traits & fury).
    • 100% uptime with Fury while attacking.
    • Quickness from Elixir U (12 seconds), Applied Force (scrapper trait, 6 seconds), and Superior Sigil of Rage (6 seconds)
    • Permanent swiftness from Superior Sigil of Speed, as well as Rocket Boots for Immobilize removal and Superspeed.
    • Utilizes Grenades for roaming between doors, and swap grenades out for flamethrower at doors.
    • Has Sneak Gyro to stealth past mobs if you need to get back to the squad.
    • Damage is lower to prevent mobs from dying too fast to let others get a tag in.

    You do not have to go with diviners, but if you want that boon duration you will need it. Diviner's is quite difficult to get considering the insignias take 3 exquisite jewels from thunderhead keep meta.

    http://gw2skills.net/editor/?PeUAQlRw0YWsQ2JOaLftfA-zRJYwKFAfZUWB0aCo1hIM9JMB-e

  8. @Taygus.4571 said:

    @Taygus.4571 said:That only works for trait templates.

    It doesn't work for gear templates, which is an important part of a build.

    Correct, but equipment templates are separate and can't be shared anyway. So monetizing those is perfectly fine. Since the account build storage can share builds with other people.. needing to buy more slots is pointless since you can use a text file to store your builds and just copy a chat code to swap.

    yeah but trait changing, was never that annoying... it's gear sets and runes..and ultimately no matter how many trait templates you have a chat code for... you're limited to 6, because you only have 6 gear templates.

    I agree, switching between traits and utility skills was never really that much of a problem. However them charging for more slots for something that can be freely stored elsewhere is the point I'm trying to make.

  9. @Danikat.8537 said:To my mind that just puts it into the same category as other convenience items in the gem store. No one needs a home instance portal or world boss portal because they can use waypoints. No one needs infinite salvage kits or gathering tools because they can buy infinite numbers of consumable ones in-game relatively cheaply. No one needs home instance nodes because they can get the same materials out in the world.

    What you're paying for is making it slightly more convenient. Whether that's worth doing will vary between people of course (and between items). I know I don't need infinite gathering tools, but I like having them so I don't have to worry about making sure I've got spares. I doubt I'll buy build (or equipment) templates because I don't change my build that often so using text codes instead is fine for me. (Honestly I'm mostly ok with changing them manually, except I can never remember which traits I need.)

    But IMO it's important that we don't need to buy them, because otherwise it goes from a convenience to a required upgrade and even expansions haven't really hit that point.

    When you can use a personal guild to store them via motd with different builds in it... how much more of a convenience is it really to use them with the account build storage instead? You are essentially just opening a different window in game.

  10. @Taygus.4571 said:That only works for trait templates.

    It doesn't work for gear templates, which is an important part of a build.

    Correct, but equipment templates are separate and can't be shared anyway. So monetizing those is perfectly fine. Since the account build storage can share builds with other people.. needing to buy more slots is pointless since you can use a text file to store your builds and just copy a chat code to swap.

  11. Since you can store builds in the account build storage that can be shared via chat codes, anybody with a text editor can store as many builds as they want. This is why charging for account build storage slots is redundant with the build sharing functionalities.

    I for one will not put a dime towards them as long as I can store them externally, or via guild message of the day.

  12. @GloomxWar.8793 said:Why do you force players to pay for something that they already got for free with a third party program?I think making players pay for this is one of the worst things Anet could do.

    Because that feature is going to be disabled on that program once the official build templates releases.


    Also I'm confused on how equipment templates will work with Legendary Gear since it uses it for 1 tab.. so can you still access it for another tab or do you need another full set?

  13. This was during NA reset on tier 1.

    https://gyazo.com/8696f176ed0875b41e15870a97aaa34f

    Last I heard @"Stephen ClarkeWillson.1802" was working on this. Back on August 26th which he stated..

    https://www.reddit.com/r/Guildwars2/comments/cuikws/this_is_the_sort_of_thing_the_wvw_community_has/exvqaqx/

    2019 08 26: I went into Blackgate and watched the CPU and some fights; pretty sure this is a problem with too much CPU requirements and it only happens in big battles with lots of skills flying. Sometimes players, who are clever and amazing, figure out a new way to use a skill that is expensive so we'll be evaluating skill performance.

    Just wondering what has been going on since then? Is this something that's being put on the back burner until after world reconstructing?

  14. Copied from this reddit post. https://www.reddit.com/r/Guildwars2/comments/d9yh12/legendary_runesigil_still_bugging_out/

    Legendary Runes and Sigils will not always accept internally a change, providing no error or feedback, so you can for example change a rune to a passive effect and never find out it isn't working.

    The problem isn't new as I have seen other previous reports on this same reddit as well on the forum, but I still believe it merits a repost because the problem persists and i would hope that arenanet would have the professionalism of making sure that what they ship out of the door they fix it.

    I understand this is not the only bug in the game but I find very telling of a companies work ethic when they hype a new feature, put it behind quite a big investment of time and resources and this bug makes it literally unusable since like I said before if a bonus is like 25% movement speed you can tell when it isn't working, not as easy if its 10% more damage.

    I am not asking for a new raid, a roadmap or even something more unimaginable like communication, all I am asking is if something doesn't work please start by telling people and then fix it.

    Arenanet doesn't owe me anything, I don't feel entitled to anything at all, but I still retain my own personal right to an opinion and like I said this lack not of content but of an ability to follow through is very telling, at least to me.

    If anything of this sticks to you reading it let it be that you should not pursue this items as it is very possible that the bug will continue for quite some time (still hoping one day arenanet fixes the predator legendary sounds to not overlap core sounds on thief when activating the option for no legendary weapon sounds).

    Thank You for your time and patience.

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