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Xenash.1245

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Everything posted by Xenash.1245

  1. Reading some people trying to justify their stance as being the correct one just because the patch notes support their position really is interesting, since I'm sure if you looked into the history of any of those people I'm sure you'd see them complaining about class changes in the past. But do continue, it will never not be entertaining seeing some people speak as if they're an arbiter of truth. That said I'm not even really sure how I feel about this personally so I might not even agree with the engineer sentiment, but that doesn't mean I can't empathize with how some people just seem to be trying to throw their punches while you're down.
  2. So to make players use other pets and to hopefully increase diversity, they're nerfing the Iboga? Not really trying to buff other pets at all, just nerfing the Iboga?
  3. Maybe depending on the context, but they're two completely different modes and you can't really just say something that's good in one will be good in the other.
  4. I feel you, personally I'm still waiting for a Dolyak companion.
  5. Any suggestion to combat the blob is a good one in my opinion, so cool.
  6. I just said you generally group with other players to get things done, that doesn't automatically mean I'm saying everyone has to be in a mindless deathball in WvW. But if I did give you that impression I apologize. That being said I don't really know how you'd ever get much done solo in WvW outside of taking camps without even a few people responding, unless you're playing at the deadest of dead hours. Sure taking a camp/keep solo is certainly possible, but the likelihood of it happening during regular hours is questionable at best I'd say.
  7. Oh yeah it's april fools, I can see now that I was the dumb one to take the forums seriously today lol.
  8. I think you all should remember that celestial gear is good at playing the attrition game vs other players 1v1, but it really starts to fall off when you add more players into the mix. So I really have to question what the point of this conversation is when we're talking about WvW, the mode where you're generally supposed to group with other players to get things done. Or is this all just about duelers using WvW as a second version of PvP?
  9. Yeah it's just not very good in WvW roaming, from my own personal experience the best things it can do is just annoy the living hell out of rangers and anyone that loves to spam projectiles. Since with the shield and alacrity you have a million ways to deal with them, along with the general engineer sustain. You can't really do much aside from that though unless people just blindly run into you, at least that's how it felt to me.
  10. I'm not trying to discount this, but while I very much so get the mech wandering off to do it's own things which should be worked on. Can't you just hit the return command to get the mech back to you in PvE? And like the other person said shift signet does work well at repositioning the mech in PvE.
  11. When you're fighting in a small tiny circle the mech can in fact hit things, but when you're in a big open field not so much.
  12. So, was there some issue or something as to why they changed it? Because I can't think of one personally.
  13. Don't ruin this for me, please I beg you. I don't want to see my beloved dagger buffs go away so soon, I love them.
  14. Seems fair enough to criticize crisis zone, since it does seem to be a rather popular talent choice and over bloated for it's cool down. So increasing the cool down to put it into line with other similar skills would make sense, if it's indeed becoming an issue. I don't really see what you're trying to say with your first few points about shift signet, as it does pretty much the same thing as shadowstep for the same cool down. The only really differences being the the movement speed and boon copy for engineers, and shadow return acting acting as a second shadowstep for a smart thief. That's not to say I even really disagree as I have questioned the mobility potential of the engineer with shift signet and rocket boots in PvP, but it just sounds like you're trying to make it sound a bit worse then it is. Can you elaborate more on what your problem is with the mechanists heal? Because when it comes to competitive modes I'd question if the passive healing is all that helpful compared to something like the healing turret for burst healing. Or if we're talking about just healing skills and raw healing for PvE, personally I'd say the bladesworn combat stimulant is better. I'm honestly a bit confused on what you're trying to say about the engineers pistol so I can't really say anything about that, but yeah it does seem like the mace is rather good with supporting people in strikes/raids. So what do you think should be done to balance the mechanist?
  15. Could be fair, though I'd have to question why it matters and what we're talking about really. Like if we're talking about raids I'd say there's still certainly effort being made by the player in question as that's more so a matter of just remembering what the boss in questions does and not dying. This isn't to say that support mechanist might be over tuned at the moment from how I've been seeing people speak, though I'd also say dps mechanist seems fine. If we're talking about WvW I'd say it's a fairly non-issue as the spec isn't very good at zerging, though to be fair I can't really comment on it's roaming potential. For PvP, I'm honestly not sure since I certainly see a lot of people complaining, about but no specifics as to what the issue is are really brought up most of the time. I know there was people saying it's break bar should be removed and that's gone now, and currently the most interesting point are from people I've seen saying that the leash range is too long. I've also questioned if maybe it has a bit too much mobility in rocket boots + shift signet, though that's more so just me questioning things a bit. So, for what mode are we talking about when it comes to effort being made? It's perfectly fair to say I'm just missing something here which I'll readily admit, but for now I just don't see it.
  16. I just wanted to point out something small, but it should be remembered that a class/spec you find to be easy isn't going to be viewed in the same light as everyone. So talking about effort needed for a class to perform well is never really an argument in my opinion, as the the very same reasoning could be used against the specs you enjoy in the mind of someone else. This isn't to say that the mechanist can't be fairly criticized if it's truly over preforming in any given mode though.
  17. The point of aggro is very fair, though I'm not really sure about the other points that are brought up in your initial post there. Speaking of open world content is just kind of whatever, as there's a variety of specs that can do exactly the same thing. In fact there's always been rangers that have done this since the game has come out, with them and their bears. Support mechanist is very good so that's fair enough to question as a base, though I'm personally not really sure if it's problematic. I personally don't see a problem with mechanist doing high dps in general. If it's completely outclassing other classes in terms of dps that's clearly a problem, but is that the case? From what I've read a common complaint is that the mech can apparently go off rather far and help in a team fight while the mechanist caps a point, so if that's the case I'd assume making the tether range more strict would solve a lot of the problems, since solo by itself on a point the mechanist doesn't have that much sustain compared to say a Holo.
  18. An iron legion type of mech would be nice, or just something of that nature really.
  19. I like the idea in concept, but I'm not really sure why it'd have to be something that doesn't work against glass specs. Since I'd figure that would only further promote people to go with things like berserker stats all day every day. But that's just my opinion from a glance, maybe I'm missing something here. Random Edit: Actually no I want to question this a bit more and ask, how would this type of status be balanced on thieves? They're already one of the better roaming specs and they don't really need toughness to survive at all, so wouldn't this just be a straight upgrade to an already strong roaming spec? I'm not trying to knock the idea at all, just trying to understand all this better.
  20. Yeah I've been enjoying everything I play so far, since as long as the possibility for creative builds is that I'll have a good time. That's not to say some of the specs aren't a bit off balance wise as that's a given, but they're still fun for me to play irregardless of that. Untamed has probably been the funnest spec for me so far, since I just really enjoy having full control over my companions skills.
  21. I didn't even know ranger guilds for wvw were a thing to begin with, at any point in time.
  22. Irregardless if that's the case or not, that takes nothing away from what's being said.
  23. What would make it balanced in your opinion?
  24. Yes I'm aware of the things people are saying, but the comments people are making don't really amount to much. Like for example some people are saying they don't like the defiance bar and say it's unfair, but they don't really say why aside from their clear distaste for it. The same can be said for the rest of the comments being made aside from I believe one person I've seen so far that talked about how the golems stats should be based on the players, and not given it's own innate stats. Which personally I have no idea if that should be the case, but that doesn't stop it from being a perfectly fair comment. Anyway yeah again a lot of people aren't saying much, as everything they're saying just amounts to "I don't like thing"
  25. So when it comes to the mech, is it the tether range that's the issue in your opinion? Just trying to find out more as to why people hate the golem so much, since no one is really saying why on the forum.
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