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Tyga.7056

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  1. I totally agree. Never understood the dagger 3 change in the first place.
  2. This skill will now directly target up to 5 allies with bandages instead of firing them in a fan-shaped area. Bandages will now only hit their intended target unless that target is at full health. I overall think that change really hurt support scrapper. This skill used to have an impact in a fight. You could use it on downstates or acutally save people, so they don't die. You also needed to execute it well in order to have impact and the risk/reward was in good balance. Now tho, it's just a regenerative heal you really don't have any control over. I'd even say it made the skill functionally worse because of that. Of course you can heal people easier with it, but in WvW the timing, when to heal someone really matters, because that decides between someone dying or not and I don't have any control over that, if the bandages hit not who or where I want them to. 3K of healing also never really make the difference compared to the potential 13k (when you hit all bandages) we had before. Identity wise we are really missing out on something too in my opinion. I mean there was no skill that was even closely like the old bandage blast either.
  3. What does purity of purpose do? Convert a condition into a boon every 3 second once per ally. You have no clue. Also druids 2 ground targets skills pulse 2 cleanses every 2 seconds for 10 seconds duration and 2 cleanses every second, stability & roughly 800 healing in a 360 radius. How is that not broken compared to all tools support scrapper or any other support class has. It's not a coincidence both healing spring and glyph of the stars boost cleanses insanely. You can use those ground targets skills very effectively, just watch any druid video and look at the cleanses after those skills were casted
  4. Support scrapper hasn't been meta for over a year. It got nerfed almost every balance patch so far. Even the regeneration of druid heals more than medkit 1. Anyways druid outperforms scrapper in cleanse, healing and stealth. You seem out of touch with the game
  5. As someone that only plays WvW and PvP I could say the same about PvE tbh.
  6. When the current version of mines doesn't knock people back when it rips stability, the new version won't knock people down when they rip stability.
  7. This is wrong. The mine only knockbacks people that don't have stability. If stability gets removed, it doesn't knockdown. It also removes boons in the application order. So if stab is one of the last 3 boons added, it gets removed.
  8. Wouldn't it be the right move to let the playerbase take part in the process of designing the Balance Philosophie? Also why exactly are the backchannels being deleted? I think we had great changes in the past, because of them and the people that are in those discords are objectively able to give a better game feedback on the game than casual players.
  9. I just wish they could figure out a way for guilds on the Same server to fight.. It could be a good practice for servers to get better and, honestly, if alliances takes place (yeah I know, I am laughing at myself for even suggesting it., ) it would help Alliance guilds to work on helping each other get better.Tbh the biggest meme was that arenanet introduced with the arena of armistic bastion the solution to the problem, but decided to not support the gvg scene with an insanely small arena. They basically accidentally introduced the best that could've happened to a community that contains 300+ active players, but decided to show them the middlefinger. What a tragedy. Now its probably too late. Let's hope they have thought of something for the expansion.
  10. Thats not exactly true. Traps from a DH are easily dodgeable, which gets kind of countered by the fact you can detonate the mine.Throw mine also removes 3 boons on activation and anyways, stability is currently not a very present boon on sidenodes. Elixier U f.e. has some extreme short duration uptime and throw mines CD is half of the elixier cooldown. You can also not have with any class really consistently a high boon uptime, which is in this case stability + minimum 3 other boons. If you wanna argue with stun breaks forget it. CD's are way to high up for that.For instance, I don't even ask it to get nerfed. I want to be able to outplay it, which is currently visual wise not doable (aside the 15 sec cd it anyways has).
  11. Throw mine is very different to a trap, especially in context to its purpose currently, which is mostly based a round decap scrapper. A trap is supposed to punish you when you stand in it and throw mine you knocks you fairly easy out of the node. Throw mine also can be activated which makes it even harder to outplay it, since the engi just shouldn't let you dodge through it.
  12. Eotm has found its niche for guilds. Atleast on EU there are on serveral overflows scrims going on.
  13. I generally don't like the idea of having no visuals on an impactful skill like that. Since decap scrapper becomes more and more a thing it would be cool, if you could either see the mine or have an area circle around it. It kind of leaves it with not much outplay potential, since it removes boons and can be detonated.
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