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lodjur.1284

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Everything posted by lodjur.1284

  1. Legendary=Ascended Full ascended isn't exactly uncommon, especially amongst people who try a beta. On "live" people can statchange, buy runes etc. For obvious reasons, we can't on the beta. The real crime is not having access to all runes/sigils as that means we can't even test all interactions. I had enough foresight to stock my bank with what I lacked in terms of legendaries, but for those who didn't it's a little silly. Obviously giving us multiple sets of ascended where we get to pick stats and access to ALL runes would achieve the same thing but surely be more annoying for everyone involved as anet then needs to make sure they didn't miss anything and would need to create categories as getting a copy of every rune/sigil in your inventory is problematic.... Also giving everyone a taste of legendary armory could inspire people to work on getting there if they don't have it. Something anet should want. Adding a beta vendor selling all the runes/sigils/ascended pieces is another solution, but once again probably a higher effort one. We also should be getting something for access to proper food/utilities ideally.
  2. Cant really collect much data forced into trash gear, would make everything seem bad, no? Proper beta should obvs give everyone temporary full legendary (armor, runes, sigils) and enough currency to buy proper infusions. Otherwise you're not really testing very properly
  3. Way too much visual noise, regardless of numbers, any fight where there's 2+ virtuoses is basically just your screen glowing. It's worse than scourge/firebrand/holosmith in that way. Hopefully this get fixed
  4. Lifeforce for other players on Harbinger shouldn't be the big bar you see. Annoying both on enemies and friendlies. Spec feels somewhat balanced in WvW. Shroud 3 is bugged when crippled/ chilled Elixirs are all bad except elite one and that is mediocre Bliss really didn't need 40 sec in WvW
  5. Eh 11k hp (or so) is fine in PvE especially fractals, essentially it's just a "git gud" thing (as meme-y as that is to say), damage in PvE does look like it would be worth it for a lot of encounters and it does at least bring good CC (that probably isn't part of the DPS rotation) which is a big deal over weaver for example. In PvE I'd say the biggest issue with weaver isn't that its squish, or that the rotation is kinda high effort, but rather that beyond damage it brings nothing at all, horrible CC, no boons to speak off, no unique buffs etc. This can bring high CC and looking at the video the dmg looks like it's high enough to compensate, but we'll see. I used to play staff power Weaver (and at some point tempest before PoF) in fractals back when that was a thing, and that was surely squishier that was before healbrand was the thing to play in fractals so kinda spammy aegis. Looking at numbers I don't really see this spec not hitting 40k+ in viper, but haven't put too much thought into it as I don't care super much for PvE. In WvW (and to a lesser degree PvP) even in tanky armor you'd just get deleted if one bursty person decides they don't like you, as you don't have enough of a buffer to allow people to heal you up
  6. Ye found it, must have missed it during the stream, hopefully it's only -25% hp then, cause as it stands it seems extremely niche
  7. Oh must have missed that, I'll see if I can find it, thanks
  8. Where are you seeing 12.5% damage increase only? Stream was 25% but split, could ofc mean pvp/wvw get 25% but nothing I've seen has indicated that, maybe I missed something?
  9. Blight might have lower duration or only 1%/ stack outside of PvE. Would make sense since even tmrw shroud got the unique/gamemode text. With 25 sec and 2% it would essentially be unplayable in any PvP setting, which hopefully isn't the case. Outside of essentially 1 shot builds which the game hardly needs more of I do love the design of Harbinger but depending on the numbers on some stuff it might not be playable where and how I would like it to be.
  10. Quickness Elixir is somewhat fine in PvE and probably enables Quickness Harbinger to be a thing 5 condis>Lifeforce is fine for WvW/PvP at the cooldown in the video. Healing one I assume is bugged, 1.9k healing is far far far too low. 5 sec vigor is basically. Nothing. Currently a lot worse than all of the racial heals, not to mention the actual necro heals. Even counting the Lifeforce summoning and instakilling the blood fiend is better. Maybe the healing skill should consume blight? Would be kinda interesting 10 might and fury Elixir is terrible and beyond boring as a utility, arguably one of the least interesting skills in the game. Stunbreak Elixir is meh, would need like barrier or stability added to it. The elite skill just looks bad, even traited with maxed out boon duration were talking 10/48sec of boons. Which is a lot of investment. Overall the spec is really interesting but the utility skills are very lackluster. Also with 25 sec blight at 2% hp/ stack I have a hard time seeing this viable in WvW, but all skills with blight including the Shroud itself says unique/gamemode so guessing it's either 10-15 sec duration stacks in competitive modes or possibly 1% stack. 15-16k health even in full Dire (so giving up expertise entirely) is in fact too low for a spec with no real defensive. In trailblazer or marauder that number drops to roughly 14k.
  11. Fear doesn't play nice with torment, which is common on harbinger. Also not every spec needs synergy with every trait. Especially when the fear traits compete with some of the better traits necro got.
  12. Sigil of cleansing has 10 sec cd. I essentially only run cleansing sigil+Permeating Pestilence+Cleansing Channel and I have yet to have a fight where condi damage is more than 50% (not counting 1v1s obviously). I also have perma prot (very low reso uptime) and max toughness so condi dmg really "should" be higher than power on me, but isn't.
  13. Sigil of cleansing exists you know. I don't play with any clear heavy support ever because there's no need, outside of 1v1s I can't remember a single fight where I took more than 50% condi damage. This is on a build with supposedly bad clears according to the forum lol (renegade)
  14. Removing AoE caps would help the smaller group Reworking CC would also help the smaller group
  15. I need it. Me specifically. Need it in the strongest sense of the word.
  16. Runes/Sigils and Breather would be nice for tickets. Obviously with a material cost too. WvW is really the only content where those things are particularly relevant anyway.
  17. There's reflects (which uses the attackers power (but not precision/ferocity)), there's also the small amount of condi damage (which would be stranger to remove, as it would lead to 0 damage trash condis that still count). Imo one should have to invest into offensive stats to do damage I personally couldn't care less if they get credit or not though, it's certainly much lower on the priority list than balance. But the fact that 15 supports still eventually kill you because they can still chain CC you for 10+ seconds in a row is kinda disgusting atm.
  18. Current meta is good compared to basically every meta we had before, may 11 helped a lot, the one back pre Feb last year was much worse, beyond a few things Mainly that (in particular) support builds got way too much CC potential which is why 80% support is a somewhat viable strategy. Without a rework of the CC system entirely (diminishing returns or similar) I am not sure how to solve it. This would probably be a good thing. Otherwise I guess trying to move more of the power of supports to weapons that inherently have no CC, but this hits the weapons and non-support builds running the same elite specs. So that one has to pick between support and CC. Making CC require some amount of offensive stats is another solution, but both hard to implement and balance. Another solution is to remove the 1000 base power and increase scaling accordingly (so that berserker builds would do the same damage as right now). This would mean support builds actually did close to 0 damage (might could be changed to 1% dmg/ stack or so). This should lead to needing actual damage to kill players. Making an unkillable group wouldn't be impossible but matters little if they can't achieve anything. Hitting ressing and in particular the traits/rune/skills that buff it would also help. TL;DR: People run with low damage and high amount of supports because CC is broken.
  19. I mean that would be fine for WvW (this thread is mostly about WvW in PvE current version is fine) if it locked in conditions when it "hit" the target and actually worked through resistance/downstate (even if a harbinger shroud AoE imo would be preferable)
  20. 1. The resistance restricting now makes no sense. 2. It still doesn't work on downed players. 3. The condis are still counted when the projectile hits not when the original skill hits. They're not locked in so to speak once the epidemic target has been "hit". If the original targets clears or goes down before the projectiles land, no condis. 4. The projectiles are overall seem to get lost more than one would expect. 1. Should just be changed, it's no longer relevant 2. This is a bug. When you use epidemic on a downed player with 5 targets around them. The target of the skill actually gets hit 5 times by the power portion of the skill, hence bodyblocking them. This is clearly a bug. 3. This together with the very slow travel time of the projectiles makes epidemic very unreliable. 4. I would propose changing the projectile nature to something along the lines of harbinger shroud (AoE with windup, centered around the target) with condis spread based on the condis of your original target when the windup starts. Perhaps the circle could have a varying shade of red based on total number of stacks or something?
  21. Hence my doubts. I don't disagree with that though. Just the rest of the quote.
  22. Scourge can do the same with tormenting runes or parasitic contagion. Neither is more Reaper plays with soul eater naturally. Thief can pick up invigorating precision at a small dps loss. Scrapper has the trait by default (but is not a very high dps option to begin with) but gives much stronger sustain than the others cause barrier. SPB has a similar trait Also battle scars are much stronger than tormenting runes in PvE. Power Renegade is just as tanky Off the top of my head I don't use them in PvE? Why would I, battle scars is more than enough sustain there
  23. Oh this thread is about PvE.... There's plenty of stuff that gives amazing sustain in PvE any trait that gives % of dmg to healing/ barrier is much stronger than torment Runes sustainwise there and scales better. Is OP an NPC complaining about overpowered player sustain? What exactly does OP class as competitive PvE and how is tormenting runes overpowered there?
  24. Noone is advocating for nerfing everything to hell (or at the very least I'm not) just that if something is bad in most other situations and very strong at that then... Also CC is the biggest problem in the game in every single situation. It is exactly why boonrip atm is too strong, since there's only 1 boon they care about when they spam it. No matter if we're talking 1v1, 5v1, 5v5, 5v15 or 15v15 CC is by far this game system's biggest weakness. However it feels "slightly" off topic to have a debate on if/how/what should change about CC though. Probably better suited for general discussion/WvW/ all professions forum. Buffs for being outnumbered is a fundamentally idea that would make me quit the game. They're quite unhealthy. I have never defensed high power burst, quite the opposite. Thankfully those builds are in the weakest state they've been in since I started playing. Mobility+burst us still a blight upon the game though, just less so than in the past, thanks to a few amazing patches (Feb and may) Thief is hardly design one wants to use to defend anything. Nah. Oh I agree with this. But it's definitively a contributing factor. If banish enchantment was otherwise an interesting skill then that would surely not be enough of a reason to want it reworked. Truth is, the skill is pretty mediocre and niche beyond outnumbering, reworking it would open up for something else to take it's place. Especially now that boonrips aren't more or less essential to being able to play condi. 2-5 v 3-30 (or so depending on enemy skill and current group size) Literally all of this doesn't matter. Enemies can't have resistance anymore. That's really the most massive indirect buff imaginable, every fight with an enemy firebrand doesn't turn into 40 sec of waiting for 8 pulsing resistance fields or BE spam. Enemy heralds are now somewhat punishable (still not really cause of blocks and invulns) Even if the damage of condi rev had otherwise been nerfed by 25% (torment is roughly 50% damage and even if that had lost 50% of it's damage) the resistance change would've more than compensated. Now damage feels if anything higher than before. I get higher damage numbers according to arc, I have an easier time both downing and keeping enemies down than before the patch. Seems like buffs to me. Everything else getting a nerf is a kind of buff. I don't even notice that I take more condi damage now without old resistance and I don't even play with any clear focused support. Organized groups feel easier to fight as well. Legit the only situation where it feels like a nerf is solo, even 2vX it feels slightly stronger. Solo it feels weaker than before if you're fighting 1 or 2 "good" players as the enemy numbers get higher (and the realistic skilllevel to ever beat lower) new torment feels progressively stronger as cleave becomes more and more the determining factor solo. Somewhere around the realistic 1v5 I'd say it's about even for anything above that new torment is probably stronger. Now obviously finding more than 5 players bad enough to die to a single player isn't very common, so overall solo I'd say it's a nerf. For dueling it's ofc much worse, but that's very niche. I don't see why it would be needed. There's nothing to rip beyond stab that really matters to condi rev post resistance. Ripping stab can be useful in some situations, but is rarely worth the energy unless you're more than your enemy. Condi Rev doesn't need boon removal anymore than burnguard does?
  25. Stuff like Ancient Seeds Signet of Humility Banish Enchantment are all obviously very weak when you're outnumbered and very strong when you're outnumbering. Yes lets just make it so that the bigger numbers win by default, why even have fights? That's essentially your argument though. Also changing banish would improve or leave all of those aspects unchanged. Same as changing ancient Seeds or moa signet. Also Revenant doesn't need banish anymore, after the indirect buffs it received on May 11.
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