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lodjur.1284

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Everything posted by lodjur.1284

  1. We badly need more stat combos, in particular for WvW, here are some that I would love, big letters are primary stats, small letters secondary Demolisher Power, Ferocity, vit, toughness Power, Toughness, conc, ferocity Power, conc, fero In general more power+ferocity combos without precision would be great. More with Power and Toughness Condi, Vit, toughness, expertise Condi, Conc, vit, tough Condi, Exp, tough, vit
  2. Would love this, in addition to the other change, elementalist painfully lacks decent elite skill options, in particular low cd ones
  3. In WvW it's +0.5 sec. In PvE warhorn doesn't really need any help, and stab is rarely that important (only for a few encounters and might make support ele bringable for those) Transmute is also a blast anyway More sources of stab would also be good for the game I'd argue it's the biggest reason warhorn is absolutely terrible in WvW (in addition to both dagger and staff getting better healing skills in water nowadays). But even with comparable healing, dagger oh is just better. Even with transmute it would mostly be a side grade to staff, giving up some raw healing for a less awkward weaponset and more shocking aura (but less frost). Atm it's a joke
  4. Ye exactly and sand squall is extremely close to just an aura skill, I'd argue hammer 4 in earth on cata also deserves a transmute, but it's a bit trickier.
  5. Read what I wrote again. I am talking about the invulnerable that EVERYONE gets as they go down. The time between that ending and them being able to activate mist form is extremely short
  6. Yes, this skill alone carries so many people in WvW, and allows for all sorts of degenerate gameplay, as for immob, they're invulnerable for a short period as they go down. The window between that and when they can activate mist form is extremely short. Ele downstate is by far the best one, followed by thief, and messmer. It's not even close
  7. Warhorn as it stands right now is a PvE only weapon, it has been majorly powercrept over the last few years. It needs access to transmute earth to put it on par with staff, then dagger+warhorn would be a very comparable set to staff with some up and downsides. It is currently the worst ele offhand by quite a bit for all roles in WvW, with no redeeming features. It used to be best at raw healing, but now staff and dagger have higher, and staff gets to bring stability. That said, in PvE it's just the best dps offhand due to the stationary nature of it, while also being the option most focused on "output", focus being a defensive/cc/ utility weapon and dagger being more burst focused. Another big thing is probably that neither of the other ones got a dmg skill in air. For maximum healing, even in PvE I'd reckon danger is really close. If we're talking interesting, warnhorn offhand is easily the most fun/interesting one, given that it's by far the least forgiving one (no mobility/ defensives), it just still somehow has less output As for buffing other others in PvE, without a rework focus could only really get like even more dmg on fire 4, which is already very good, ultimately it's just not a pure dps weapon. Offhand dagger does at least have a lot of skills that are dmg skills, and could be brought up to a little behind warhorn, to the point where it would be on fights with more movement and/or shorter phases.
  8. Warhorn has been really badly powercrept by both off hand dagger, focus and staff when it comes to support. It appears as a support focused weapon, yet offers very little over offhand dagger / staff / focus when it comes to support. In a WvW context at any rate. I'm aware that sand squall has an additional effect, but it's a very weak one. It has received essentially no changes over the last few years while all of those got major improvements. All of the other weapons have their niches, except warhorn, being from tempest, the aura focused elite spec, and not having a transmute seems very off as well.
  9. I mention resistance actually. If I were to mention a third boon, it would've been protection, but imo Stab/Resistance are unique in just how horrible the game feels to play without them. Soft and Hard CC are both extremely overtuned. Damage is extremely high in WvW, even with prot in toughenss gear, you can get chunked for 10k+ in single hits, and even 2-3 bursty people get you down in sub 2 sec. The fact that people run so much support, and still kill people, who often run a lot of support as well, just shows that damage overall is quite high. It went down in the february patch of course, but it's slowly been creeping upwards, Berserker stands out as a problematic class in this regard. No prot WvW would be an absolute 1-shot fest tbh. Superspeed is definitively an issue, but as you said not a boon. Mobility has been an issue since I started playing back in very early-HoT though, so nothing new. Alacrity is about 20% lower CDs, which is fine, it's one of the "strong" boons that require you to bring one of rather few classes to actually get (like quickness). I mean it depends on what you mean by support effects, I would say dedicated supports, currently do give up everything else but their support capabilities, which is good. When we're talking the passive support provided by builds not brought for support, but that just happen to splash out boons on their group anyway, I'd be inclined to agree, that is to say when the support options are what you'd generally run on a damage builds. Ultimately I would say wether Anet knows it or not, every single balance decision ends up revolving around the (imo) broken CC system in this game. They buff up stab to allow people to play, so they buff up boonrips to counter that, then that makes the game unplayable, so they backtrack, etc. The core problem is that you can get stunlocked for 10-15 seconds in this game, and that if you don't have resistance, you permanently have chill applied to you, basically preventing you from actually using any skills. I certainly wouldn't mind a tuning down of CC, boons and boonstrip, to the point where it doesn't just feel like spam. But it requires backtracking 10 years of design decisions and reworking a core mechanic, so I wouldn't say I am very hopeful of it happening. I would personally say the game is in it's most reasonable balance state since PoF (which was a huge turning point for gw2) Agreed, anything else and the game just becomes only about bringing more people (which I mean you can already win every single fight by doing). People who optimize their builds, plan their comp out, and coordinate their gameplay, should have a pretty large advantage over pugs showing up with "random" builds. SotO has some pretty big outliers overall, not sure how many of them necessarily affect comp groups all that much, but a balance patch that does more than rework 1 very weak relic, into a slightly weaker state, would be appreciated.
  10. That really doesn't even remotely address the point I made. Nowhere did I say anything about it being impressive or not, nor does that group ever run with 8. But given that part of the OP apparently started the thread after seeing it, felt relevant to post about the group in question. Saying that largely outnumbered fights demand that the enemies be worse at the game and/or less organized than the group is also not exactly news to anyone, that seems painfully obvious? Boonball as a term even removes focus from the fact that it's just stability+resistance, the rest barely matters. In addition to that, without stab and resistance, the game is very close to unplayable, which gets really obvious when you fight these groups with pugs, you just get pull>immob>pull>pull>pull>stun>dead. The fact that the most organized groups have 2 players dedicated only to allowing them to play the game certainly highlights a pretty big issue, which is CC. The game has over the years had a constant Stability vs Boonstrip/CC arms race. If you compare to 5 years ago the stability sources are much much stronger, but so is the boon corrupt. That is what leads to very spammy gameplay where skills like Stand Your Ground barely feel relevant, cause it does stability once every 24 sec, when what you need to be doing is doing stab every few seconds, ideally multiple times, just in order to not be chainstunned to death
  11. You can look at the videos from these guilds, in particular Srge got dps.reports and it becomes extremely clear, that calling it boonball is a misnomer, it's stab+resistance ball, with a few other boons that do something. They often run 1-2 people/party, just dedicated to these specific boons The core problem of this game, for the last 10 years, is CC, the boonspam that has been introduced was to counter it, because if it didn't exist, the game would be utterly unplayable. I mean it gets pretty obvious if you fight any of these groups as a pug, you get hit by 10 pulls in a row, and stunlocked to death. Game would just devolve entirely into who has the bigger numbers and who attacks first, which is already the case to an extent. Boon strips were then tuned up, compared to 10 years ago, or even like 5-6 years ago, there are much more. At this point, any boon skill on a long-ish cd, is basically useless, because you can just assume you'll get boonstripped a couple seconds after. The core issue I would say, is that as soon as stability is not on your bar (and to a degree resistance), you're no longer playing the game, in any engagement with more than like 3 enemies, you're just sitting and watching yourself get repeatedly stunned. Dealing with "boonball" would essentially require a rework of the game, to one where CC isn't the way that it is in gw2. Even then what should organized groups be playing? 5 solo roaming builds next to each other? A further armsrace between strip vs boonspam, all to either avoid CC, or spam CC isn't really fixing the core problem.
  12. Thank you for adding karka potions! Much requested feature. Without gw2skills, the game would be in a much worse state.
  13. OWP is kinda silly for anything outside of zerging. Staff makes it worse. Hunter's Call is another problematic skill with it.
  14. It can hit between 5 and 9 times in total, up to 5 of those can be on the same target. It will tick until it has hit 5 times. But if the first tick hits 4 people and the second 5 for example. It's 9 total hits. It has a rather fast dmg frequency, in particular noticeable if you get stunned in the middle of it, in which case rip. Uncertain about the exact frequency but feels like roughly 3/sec. THIS I AM UNCERTAIN ABOUT. The coeff is 0.5. Which is quite high Probably should be limited to 1 hit/ target, perhaps with a total target cap higher than 5, I wouldn't mind uncapped. Also it should have a lower power coeff I reckon.
  15. You can have it equipped underwater which solves that particular problem at least
  16. Pre-nerfed for getting access to shield
  17. Can we please get autorecharge of mantras in WvW (outside of combat)? Reverting to current version of mantras was horrible, if we're gonna have em, at least remove "oops forgot to charge my mantra when i moved map/respawned" Because that's all it is, something you can forget, it doesn’t add a decision, or any form of skill expression, or even a longer runback in most scenarios (and when it does it's extremely minor). It just feels like an annoyance for the sake of annoyance.
  18. Given how resistance is the main counterplay to immobilize, this needs to be fixed ASAP
  19. lodjur.1284

    Quickfire

    This trait is mandatory for anyone playing condi firebrand, can the whole Quickfire part get reworked entirely please? Preferably something that increases time generation, either passively (like loremaster) or actively (like some kinda proc, or making you get 2 pages instead of 1 when you use 3 skills from the same tome)
  20. Renewed Justice always sucked, except on firebrand, where it either flat out did nothing, or felt very busted. It's due for a rework
  21. It's related to when they made the pages start recharging only after you spent them For whatever reason f1 skill 4 doesn't start this recharging. If you use any other skill, then your recharge starts as normal. Extremely annoying.
  22. Ye that seems to be it, def needs fixing asap. Some further testing seems to indicate it's a little more complicated than that. A firebrand tome's page-generation timer will now begin after the first time pages are consumed instead of always being active. Skill 4 in f1 doesn't seem to start the timer, if you've already activated the timer, you can safely enter, cast skill 4 and leave, without any issues. Hilariously enough, with Archivist of Whispers, you could lock yourself permanently on 0 pages with no way to activate the timer
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