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Riba.3271

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Posts posted by Riba.3271

    • Guardian pistols – All lame pewpew skills with no survivability or CC. PvE weapon by design.
    • Revenant scepter – Whole concept of using lot of autoattacks to activate other skills is flawed. The autoattacks look great tho! PvE weapon by design.
    • Warrior staff – Amazing, lacks blast and leap finishers. I am leaping or blasting but no finisher? AAs should have longer range?
    • Engineer shortbow – Nothing is more annoying than spamming slow-casting ground targets with no mobility. People who try this weapon first, will think the game is very bad and outdated. PvE weapon by design.
    • Ranger maces – Everyone loves them
    • Thief axe – Didn't try, thief mains don't like it. PvE weapon by design.
    • Elementalist pistol – All lame pewpew skills without enough survivability or CC. PvE weapon by design.
    • Mesmer rifle – Too many ground targets, not enough fast cast CC or survivability. PvE weapon by design.
    • Necromancer swords – Promising, little lackluster on boon removal and damage side. PvE weapon with current numbers.

    The weapons that are not viable in competitive modes, need big additions in self-survivability and CC. Also there are too many skills that are ground targeted or require facing enemy. They just aren't fluid or feel modern at all. You can literally take ele staff, weapon from release, and these new weapons compared are just skillspam thrash with no real utility or survivability.

    • Like 2
    • Thanks 2
    • Confused 1
  1. 10k heal is pretty much expected from a skill with 3 bars of adrenaline that pretty much does only healing. This is what warrior needed, the support of the class was kinda meh

    I tried cele berserk with staff + d/wh, and it was pretty fun. The berserk traitline giving self-stab, superspeed, stunbreaks, immobs and invuln. I do understand Core Warrior with Defense is great option, but what kept me away is that there isn't really anything impactful other than Cleansing Ire. Unless you run Berserk and take Defy Pain with headbutt, but you can't really cut discipline or tactics.

    • Confused 3
  2. It is kinda boring: 3 ground targeted support AoEs and an extremely slow single target projectile stun.
    I would like to see following:

    • Rifle 2 and 3 should be merged into 1 skill. Many ground targeted AoEs that require mouse targeting from just 1 weaponset will just be annoying to play long-term with.
    • Rifle 5: The portal should port to the from-being-shot location, rather than mesmer, so mesmer can use it for self survivability
    • Rifle 4: Should have separate function <600 range situations where mesmer shoots the bullet (so faster stun) and spawns a clone. Better suited for PvP
    • New Rifle 3: Burst of light pulsing rapidly. Cleansing, applying chaos aura and healing allies and at same time damaging enemies in between affecting also target but not the caster. Would require standing still and about 1.5 second cast time.


    Honestly the current Rifle iteration is not very GW2ish, you should look at inspiration from warrior rifle or ele staff. Some reactive CC, fast cast times and survivability is a must.

    • Like 2
  3. 6 minutes ago, Remus Darkblight.1673 said:
    5 hours ago, Riba.3271 said:

    No, but CC skills did damage in the past. So for newer skills you take the damage the skill would deal in the past (% of pve value?), then half it.

    I think what they meant was Pistol didn't exist in the past so the CC skills on it would be designed with the current balance in mind. You may not agree with that, but that's how it is.

    Well, sure, you're probably right if off-hand pistol will see any play in WvW.

    Unfortunately, everyone who actually tried it knows that it won't. And no, it wasn't designed "for the WvW playerbase" which is probably less than 5% of the games playerbase.

  4. Guardian

    Pistol 5 should deal damage, else the weapon is just bad.

    Necromancer

    Sword 2 or 5 should be unblockable in WvW. 2 skills and autoattacks being countered by reflects is too many.

     2nd cast on skill 4 should probably corrupt 1 or 2 boons. 1½ second total cast time for just small amount of damage is bit too much.

    Warrior

    Every non-AA skill on staff feels very nice but it seems like it should have a leap finisher on skill 2 and blast finisher on skill 5 2nd cast.

    Autoattacks could have more range and visual cues matching that.

    Revenant

    Scepter is absolute joke. You need to land 6 melee autoattacks for 3 to do something slightly useful?

     

    Don't have opinion on rest yet. Ele pistol seemed bit lame.

     

    What do you guys think?

    Don't forget to also share your opinions at the dedicated class threads listed here:

     

  5. They just need to nerf concentration stat because Minstrel is the problematic gear making largescale fights braindead, and celestial is the stat making small scale fights braindead. Reason being? If your boons have permanent uptime (stability, protection, quickness etc) then you don't need to time those boons. They're just there forever and only way to counter them is boon stripping, which is only available to handful of classes and boons removed are random.

    So what they need to change is following

    1% boon duration per 15 concentration -> 1% boon duration per 25 concentration.

    After that we might start seeing other stats seeing play.

     

    Also if Minstrel needs even further nerfs, they could change vitality to major stat instead of toughness. The healing effectiveness that minstrel provides scales with toughness, but not vitality.

    • Like 8
    • Thanks 1
    • Confused 4
  6. 9 hours ago, blp.3489 said:
    18 hours ago, Riba.3271 said:

    There are 2 viable choices:

    1) Every week. It will be proper fair matchmaking gamemode. Unfortunately score will be just fluff, but this applies to any system where servers aren't at least semi-permanent. Probably will lead to death of WvW as only people who will still play are people who tag up when enemy already has a commander, but that is clearly main goal of destructuring anyways.

    2) Very rarely (6+ months or never). Community based WvW where you train the pugs, promote voice comm adress, share builds and try to fix your servers problems. Any shorter timeframe will just make it impossible to get decent amount of people outside your initial group on same page and voice comms.

    Can you not just substitute "guild" for "server" and work on organizing your guild, including recruiting players - perhaps especially from your current team, and help with training the guild members?  All the results of your efforts with your guild will still be with you after the next round of team making.  With up to 500 players per guild there is a lot of room for building up a group, you probably wouldn't be able to work with more than 500 members of your server anyway.

    If you're a good leader then any properly managed guild will grow so strong that it will become boring. Server based gameplay provides decent opposition around the clock, guild based not so much. There are reasons why pug tags still exist and strongest guilds tend to abadon the game. The timezone for competitive environment are just too narrow and matchups where there are tryhard opponents happen maybe once a month.

    To combat this infrequent decent opposition, groups have always extended their influence to not just allied servers, but also enemy servers, by making rivalries and building competitive tiers. But all of this will be gone with completely randomized allies and enemies.

    Part of joy of being part of a server is that you get to stand with the weak and there is possibility of compromise between different groups. If relinkings are very frequent, then the impact you to groups outside your immediate guild members are very little. In addition to this if the variance of quality within your and enemy groups is small, the game also becomes monotonous.

    Overall building a guild is a great accomplishment for some players, but it is still a very small dream with very repeating gameplay. What is next? Throwing bigger dreams such as having key position in whole empire, building competitive tier or influencing other guilds choices out the window, will just be a big disappointment. You can dream big and build a star, but never get to shine.

  7. 8 hours ago, blp.3489 said:
    10 hours ago, Riba.3271 said:

    It was quite obvious that a system where you don't get to choose the best server for you and your friends will be a downgrade from having a choice.

    It is also quite obvious that if you allow players to select the best team for them and their friends that you will get bandwagoning and imbalanced matches.  Whether being limited to selecting the best guild for you is a downgrade vs the current problems is far from obvious.

    Well, current problems are caused by the fact that full status does nothing because link remains open, and that transfer costs to even massively outnumbering servers link are very cheap.

  8. 17 minutes ago, Cyninja.2954 said:
    31 minutes ago, Riba.3271 said:

    Well, current and currently proposed destructuring system have problems with the fact that playing for points or trying to organise your server is meaningless. So might as well go optimal matchmaking, so every 1 week with no transfers. Isn't that the whole purpose of destructuring anyways?

    The current system is being reworked due to player behavior, which goes completely contrary to what you claim, lack of flexibility of the system to engage with this player behavior and the resulting deterioration of the mode.

    It in fact has little to nothing to do with player organization, unless you consider server stacking organization. In fact, the new system will ask for far more player organization, which is one of the big risk which come with it.

    So after devs change the system in following ways:

    - All server linkings are open until there are Full + Full server. So even if linking outnumbers all other linkings, they're still open

    and

    - Transferring to almost everywhere costs 500 gems. In addition to increased income in WvW

    then the fault is within "player behaviour" and that is what should be corrected, not the population/transfer system itself?

  9. 14 minutes ago, Dawdler.8521 said:

    You've never heard of the idea of a compromise in between two extremes that only the few will like, huh?

    Well, current and currently proposed destructuring system have problems with the fact that playing for points or trying to organise your server is meaningless. So might as well go optimal matchmaking, so every 1 week with no transfers. Isn't that the whole purpose of destructuring anyways?

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