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ZEUStiger.3590

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Everything posted by ZEUStiger.3590

  1. Amazing. More unobtainable achievements, now not just in PvP, but in PvE too. Exactly what this game needed.
  2. I hope you won't balance it around everyone playing virtuosos. Because that seems to be what every strike since EoD has been designed around. The melee hate is insane.
  3. Not sure if this has been mentioned already, but staff 3 (in PvE?) only applied 1 stack of Unblockable, even tho its tooltip implies 3 stacks.
  4. I'm against this suggestion. I was also saddened by F1's simplicity initially, but I think I understood the reasoning behind it. They wanted to make this build usable by both berserker (who has access to F1) and bladesworn (who doesn't). Therefore they couldn't place anything unique on F1, lest it would be inaccessible to bladesworn. So instead they put banal stuff there like regen and burst healing (and immob, which is a nice little bit of utility, but not something that would make-or-break a build). Healzerker would spend more time spamming F1 in berserk mode, so its utilities would probably be at least partially comprised of Rage skills. Healsworn, on the other hand, will not be able to access staff F1, but will be able to compensate for it by spending more time autoattacking (offsets the regen from F1) and by using Shout utilities which synergize better with bladesworn's ammo traits (offets the burst healing from F1). I hope this will help you understand this weirdness in the design.
  5. Tried it on the golem, in raids and strikes, and it seems to be a very capable healer build. More so than I expected. The main problem, as everyone has mentioned above, is the ally targeting on staff 3. Players dislike ally targeting already for its inconvenience and mismatch with the gameplay style cultivated by the game over 11 years, but here the problem is not just doubled - it's tripled: not only does the skill's functionality differ drastically depending on who you target (it's basically 2 skills shoved into one - you target the wrong agent and you lose out on arguably the best skill staff can offer), but it ALSO makes you charge towards the target. When you're playing a tank role in raids - this will often lead to you turning the boss towards the group, if the player you happened to target doesn't stand perfectly near the boss's center. And in general this leads to quite annoying gameplay of either frantically spamming your left mouse button over friendly names on the screen, or binding and pressing "Target Nearest Ally" keybind and praying that it won't betray you. And I also haven't tested if it worked properly if you target non-player allies, which is something that will happen often. I urge you to do something about it. I get that you wanted to pack more function into this weapon than 5 skills could offer the space for, but this skill singlehandedly makes staff unfun to play and will be a major hurdle that turns players away from playing this build. I can once again suggest using the tech of weapon skill switching that was made for untamed's hammer when used on other ranger specs. Let players choose whether they want to use the offensive or the defensive version of this skill. But I suspect you won't like this solution because you want to offer in-combat versatility in PvP/WvW by allowing them to choose which version of the skill to use by selecting the appropriate target. Another issue is the inability to grant quickness on berserker if no enemy is hit by the F1 skill. And yet you're still compelled to keep bursting with F1 even during downtime in a fight, if not to upkeep regeneration, then at least to upkeep berserk mode's duration. Feels like the skill goes half-wasted when it doesn't give quickness. Hitting an ally (which includes yourself) should be considered a successful hit for the sake of Heat The Soul trait. On that note, why is there such a dichotomy in how boons are applied between berserker and bladesworn? Why does bladesworn get to grant alacrity upon USING burst, but berserker requires to HIT AN ENEMY with a burst to grant quickness? Besides this, I guess the only other things I could wish for would be for staff 4 pull to be a circular AoE instead of a cone (but the current version is already good enough for a class that previously had no pull whatsoever on its terrestrial toolkit); and for staff 5 block to be, well, better than it currently is in every respect. Because, let's be honest, even necromancer's Corrosive Poison Cloud is way better than this skill, and it's simply incomparable to guardian's shield 5, firebrand's F3>3, revenant's tablet, mesmer's feedback. And - for crying out loud - it's STILL not a reflect, just a mere block. Requiring to swap an entire traitline just to have access to a pityful tiny-sized 2 second long reflect in shield 5 and staff 5 is insulting. Hell, even holosmith has a better Photon Wall - it reflects, lasts 50% longer, and isn't channeled. But even besides this, the current healzerker build you can make with staff is surprisingly competent, and even if the previous paragraph would remain unaddressed - I think it would see a decent amount of play in PvE. But ally targeting needs to go. P.S. Just to be extra clear: the ability to target allies with skills is not the issue. It's great, in fact. Being able to execute a supportive skill without an enemy present is often handy. The issue is the split functionality on the skill depending on who's targeted. Make the skill always execute its support function regardless of who's targeted and that solves the issue in PvE. P.P.S. Did you know that "Target Nearest Ally" keybind happily targets clones, shattered clones that are about to despawn, and even DEAD PLAYERS? Nothing quite like yeeting yourself off a cliff with staff 3 just because your "Target Nearest Ally" button targeted a shattered clone that was a fraction of a second away from despawning, right before you clicked that staff 3 skill. Make staff 3 and gs 5 interruptible already...
  6. Staff 5 channeling gets immediately interrupted by autoattack if it's enabled.
  7. As a PvE berserker player, for once I'll be anticipating a balance patch without an overwhelming sense of dread. I don't remember anymore when I've last had this feeling. Good job at identifying problems and addressing them. I scrapped a good half of the text I was expecting to post today. Glad to see you gave up on the idea of having an ICD for Heat the Soul. This may actually make quickness berserker playable. Hopefully now more players give the spec a chance thanks to berserk mode changes. I was going to suggest making the ability to exit berserk mode baseline, because I wasn't expecting you to budge on the cooldown of berserk, but at 8 seconds this should largely be a non-issue anymore. There are, however, some outstanding issues still remaining that I want to mention Relic of the Thief should trigger from warrior F1 skills The current implementation of Relic of the Thief works only on weapon skills 1-5, which makes its interaction with berserker and bladesworn clunky. For all intents and purposes warrior F1 skills can be considered "weapon skills", since they depend on the currently used weapon. Berserker can gain adrenaline from utility skills and keep using its F1s without touching the actual weapon skills for a long time, but this causes the buff from Relic of the Thief to simply expire. Bladesworn can use multiple gunsaber F1s consecutively with the help of Dragonspike Mine, which causes the buff from Relic of the Thief to expire. This creates a need to keep needlessly weaving in weapon skills just to upkeep the buff. Players should not be punished for properly utilizing their class's toolset. Revert Arc Divider back to what it was before the 2023-06-27 patch and fix the aftercast animation cancelling Buffing the damage only made it usable on bossfights again, but it doesn't address the blatant functionality loss that came with the June 27 patch. I've said enough on this subject in this half-a-year-old feedback post. Arc Divider is worse than it was in every respect except for dpsing in endgame content. Until the latest damage buff it was worse than even the non-berserker GS F1 Arcing Slice, which has a faster casttime and grants fury. Rifle is still not a viable ranged power dps weapon Nothing else needs to be said about this. Soldier's Comfort is still not good enough for permanent protection uptime At 2.5 seconds every 10 seconds (the interval of Soldier's Focus, another example of garbage design btw, just like the ICD of Heat the Soul was) even with 100% boon duration warrior is only capable of providing 50% protection uptime, and that's assuming that Soldier's Focus will be expended precisely the moment it appears, which is simply unrealistic, good luck predicting it with no display of ICDs. In this patch you will be buffing it to 4 secons, which still means only 80% uptime under unrealistic ideal conditions. I hope staff will bring with it something that can offset this, because this ain't it, chief. Condi berserker is no longer using torch The recent nerfs to burning application left berserker in a state where off-hand sword is better than torch, berserker's dedicated weapon. Unless something is done about this - in a couple of months you'll have people complaining that torch is a dead weapon, as there is no reason to use it on other builds, and not even its own elite spec is using it. Granted, it's funny to see off-hand sword seeing use in PvE for the first since release, but I suspect that this wasn't how you meant to achieve that. 😄 Some other potential QoL changes and bugs Reset the adrenaline decay time upon gaining adrenaline out of combat There are many utility skills which grant the player extra adrenaline. While they work perfectly fine in combat, outside of combat they lose a chunk of their functionality, because the adrenaline you gain from them starts decaying immediately. There are good reasons to want to use burst skills outside of combat (for example hammer's F1 for mobility or any F1 for quickness, if quickness application would be moved away from hitting the target to simply using the burst skill, like it currently works on bladesworn) or to simply prepare for the combat by pregenerating adrenaline (playing longbow in WvW is a bit of a PITA because of this) and while on core warrior and spellbreaker you can sort of get away with using a lower-adrenaline-tier skill (since the immediately decaying adrenaline won't allow you to fully utilize the adrenaline you gained), with berserker this basically prevents you from even entering berserk mode, and even if you manage that by spamming the button - you pretty much won't be able to reliably use any burst skill at all, becase the decay will immediately put you below 10 adrenaline, the minimum amount needed to use the lowest-tier burst. Fix the size of longbow F1 AoE indicator The size of the ground-targeting decal mismatches the actual size of the AoE from core longbow F1 on all adrenaline levels. It's bigger than the actual radius by like 50%. The visual effect of core longbow F1 field (i.e. flame particles etc) has also been always way too small compared to the actual area the skill covers, but at least it doesn't mislead the player like the ground-targeting indicator. I was unaware of the 2017 change that made the AoE radius of longbow F1 the same across all adrenaline levels. Berserker main, like I said... Regardless, the ground-targeted AoE indicator size mismatches the real size of the AoE field. Mirage is still missing the visual effect around the health orb on dodge The effect went missing in 2023-06-27 patch. There used to be a while flash around the health orb on the actionbar/skillbar whenever the mirage performed a dodge. This is a fairly important for gameplay, as it was one of the few indications that a dodge succeeded. The sound and the visual effect on the player's model are too easy to miss in the midst of the combat, and mirage's dodge lacks the forced player movement that other classes' dodge have, making it rather difficult to spot at a glance if the dodge actually happened unless you have your eyes glued to the skillbar.
  8. For me it outright causes CEF to crash. https://i.imgur.com/9gVZJDe.png Added to the OP.
  9. Updated the original post to reflect everything that was fixed. Only 2 issues remain, #10 is a rather big UX problem.
  10. And I'm telling you about another design "painpoint" that stems from the same root cause - the necessity to have a target. Either eliminate precasting as a concept (my preferred option), or any build whose boon generation revolves around interacting with an enemy will be discriminated against in one of the core endgame PvE gamemodes.
  11. Nearly all boons are irrelevant outside of combat bar swiftness. And yet fractal prestacking exists, and everyone insists on doing it. And so, any class that isn't able to grant boons outside of combat will have no chance of penetrating the fractal meta.
  12. Axes of Symmetry isn't an ambush skill. It's axe 3.
  13. Tell that to the fractal crowd that wants to abuse their precious boon prestacking. Why is prestacking still allowed to exists? Horrible misuse of singularities, when their main purpose was to eliminate the downtime of waiting for cooldowns before engaging a boss.
  14. Oh really? Is that only a pain point of alacrity willbender? Man, how unfortunate for them! I guess quickness chrono, alacrity chrono, alacrity mirage (all 3 require an attackable target to summon phantasms and for clones to not despawn), quickness berserker (requires an attackable target to hit with burst), quickness deadeye (requires an attackable target to steal from) are all doing just swell then.
  15. Revert Arc Divider changes, reduce aftercast duration instead. Proper feedback, doubt you've read it. EDIT: Since you've added a new tech that lets us switch between different weapon skill variations (as seen on ranger's hammer in the beta), you could let us choose between the old and new Arc Divider versions. Your reasoning for making the change to this skill was that you're "hoping it's a usability improvement", to quote the preview stream. It clearly isn't, the playerbase has been very vocal about this. But if you're married to the new version so much that you refuse to revert it - you could at least let the player choose whether they want a ligher-hitting 3-spin skill or a heavy-hitting 1-spin. After all, this was all about "usability improvement", right? There were no unspoken intentions to nerf it somewhere, riiiight?
  16. Reread my long post on page 6 that you, presumably, initially responded to. I'm not spending any more time chewing it down for someone who's already made up their mind and is determined to disprove everything I say.
  17. Flavor is the lesser of my concerns (that's why it was in parenthesis, HINT-HINT), the loss of functionality is greater. Also this change will barely affect instanced PvE, it will affect open world players much more. The reason given by ANet for this rework is to improve its functionality, this change accomplishes the opposite, so no, this IS rly a reason to not rework it if the rework accomplished the opposite of the stated goal. Stop wasting my time, your main interest seems to be PvP, mine is PvE, provide your own feedback instead of arguing with mine because we have nothing in common. The community response to this change in PvE has been overwhelmingly negative, you're in the minority here.
  18. I'm providing feedback for the balance patch PREVIEW. If your response is "wait and see" then what's the bloody point of balance PREVIEWS?
  19. The problem isn't damage, the problem is its functionality (and flavor). This change was done with the assumption that it "improves usability", but it's going to accomplish anything but.
  20. I described my reasoning for PvE in plenty of details. As far as PvP is concerned - I've heard plenty of good reasons why this is a nerf in PvP as well: blocking/avoiding 1 attack is much easier than blocking/avoiding 3 attacks, so good luck with landing that F1 now.
  21. There is no need to tone down damage. PvE-wise berserker is in a decent spot currently. If anything, it could use even more of a damage buff considering that it's not capable of providing any group utility. Unlike, for example, reaper, which has a respectable arsenal of utility among its utility skills (which, of course, have an opportunity cost, but warrior has none whatsoever), and, completely unsurprisingly, has over 3x the playrate of berserker currently in raids, and over 9x in fractals. All while having effectively a very similar dps benchmark if you disregard weaponstowing exploits. EDIT: I see some confused reactions to this, so here, let me give you a rundown. I'll use my list of utilities from the last balance patch preview: Pulls: Berserker: - Reaper: Grasping Darkness, Spectral Grasp Pushes: Berserker: Stomp, Rifle Butt if you're willing to make that sacrifice, and you might want to say Kick, but the knockback range on that is insignificant Reaper: - Portals: Berserker: - Reaper: - Teleports: Berserker: - Reaper: Flesh Wurm, arguably Spectral Walk but only if you need to return back Projectile reflects: Berserker: - Reaper: - Projectile blocks: Berserker: - Reaper: Corrosive Poison Cloud Ranged dps: Berserker: - Reaper: - Burst damage: Berserker: entirely absent ("Graph" tab) Reaper: small ("Graph" tab) Boon strip: Berserker: - Reaper: "Nothing Can Save You!", Signet of the Locust, Corrupt Boon, Well of Corruption CC: Berserker: high, but also essential part of the rotation. more available through utilities Reaper: high, not as critical to the rotation. more available through utilities Aegis: Berserker: Banner of Defense Reaper: - Stability: Berserker: Banner of Tactics Reaper: - Summary: Berserker is better than reaper at pushing enemies away, and giving their group defensive boons that normally might be given by support players anyway Reaper is better than berserker at pulling enemies close, instantly repositioning via teleports, blocking projectiles, stripping boons, CC, and slightly better at burst power damage Dunno about you, but I can easily see which one between these two is the clearly superior choice. And the playrates support that.
  22. Arc Divider change displays a complete misunderstanding of the problem with that skill, attempts to solve an issue that doesn't exist, and in turn nerfs the skill to such an extent, that it kills the whole usage of this weapon in PvE. The problem with Arc Divider was the overly long AFTERCAST animation, NOT the CAST animation. This problem could've been solved by adjusting the timings on the skill's script to return control over skillcasts to the player slightly earlier, immediately after the 3rd damage wave, instead of waiting for the animation to finish. Or by fixing the weapon stow aftercast cancelling exploit to prevent players from using it to their advantage. What you're doing here instead is functionally nerfing this skill into non-existence. Arc Divider single-handedly defined the greatsword weapon in PvE as the "massive cleave" weapon. That became this weapon's whole identity, because without it - it doesn't have one. All other greatsword skills feel incredibly sluggish to use and/or have vastly undertuned damage to make using them desirable. Autoattack is painfully slow, you'll fall asleep before you generate even 10 adrenaline with autoattack chain, much less 30. The movement lock of Hundred Blades makes its damage a joke in any situation other than a completely stationary target, and yet despite this it's still the only GS skill worth using besides Arc Divider. Bladetrail loses half of its effectiveness if there's a wall/pit behind the target. Rush is so slow to deliver its damage that nobody uses it for that, only for mobility, but even the mobility portion is often questionable: when used against moving targets in PvP/WvW due to lag + movement prediction or whatever it can make your character dash in a completely opposite direction from the target or even throw you off a cliff. When a berserker is on greatsword - their goal is to use Arc Divider as many times as they can and switch the hell away from this weapon because it's horrible otherwise. Your argument that moving from 5.1 total power scaling across 3 waves to 2.5 across 1 wave doesn't impact the skill's damage because it's now faster makes no sense. It would've been that way IF greatsword had any other good skills to use BESIDES Arc Divider to occupy the time you save by reducing the cast animation, but it doesn't have any. IF Arc Divider didn't have a cooldown and relied solely on charging ardenaline (similar to how Decapitate works) then you could make this argument: spend less time in Arc Divider and more time regaining adrenaline to use Arc Divider again. But as it currently stands - the main limiting factor of Arc Divider is its cooldown, which isn't going away with the reduction to cast time Now about the loss of cleave functionality. Arc Divider was fantastic for clearing lots of low hp enemies, because they would often die from 1 or 2 Arc Divider waves, meaning that the 3rd wave - the one with longest radius - would reach NEW targets, because the closest targets already died. This is a big functionality loss. Players also had the ability to reposition themselves between damage waves and thus hit DIFFERENT targets with each wave. The on-paper 5 target limit in practice often ended up being way higher than that. Increase the number of targets hit from 5 to 15 and then we'll talk. Even if you're only fighting 5 targets, the 3 hits ensured that each of the 5 targets will get struck all 3 times. Now that there will only be 1 hit - you would have to make up for the damage loss with other skills (for which you now have the extra 1 second that was freed from Arc Divider's cast time), except - oh look - there are no other skills on greatsword that hit 5 targets! Skills 1, 2, 3 have 3 targets limit, 4 requires the targets to be in a line, and 5 is entirely single-target. This is a nerf both to damage and functionality. Not to mention that you said nothing about the radius of that singular damage wave, so, for the lack of better info, I'm assuming the worst: that it will use the smallest of the 3 prior radii: the 240 one. In which case - this nerf sets the skill's design back to 2015 end even further back actually, because even in 2015 its radius was 450, when it was just a fancier non-berserker GS F1. But hey, wouldn't be the first time you downgrade warrior back to the initial release design, so I wouldn't be surprised. Don't go forward with this change. You're "hoping it's a usability improvement", but in reality it's the complete opposite. Players will simply never use greatsword anymore - THAT'S the actual usability improvement that's going to happen here. Don't revert the only positive design change to GS that happened since 2012. Rifle changes are ultimately inconsequential. Rifle already was a "do a quick burst and switch away from it asap" weapon (just like GS, ironically), this just makes that burst slightly better. The bigger design issue with the rifle is its inability of SUSTAINED ranged damage, nothing was done here to improve this aspect. Rifle 4 change will probably make it better to use (but ONLY if the initial dodge has no casttime, otherwise this change is entirely meaningless), although I would much rather preferred if the dodge was a flipover skill which the player could CHOOSE NOT TO USE if they don't want the dodge, just the immob/vuln part. I have nothing to say about quickness berserker other than you better make it kitten sure that giving 100% quickness uptime requires a boon duration investment, because if I'm ever being told again to switch to bannerslave quickness berserker because "it's not a big deal you're only losing 2 utilities 1 dps trait" - I will be very pissed.
  23. There are people who don't play WvW. You shouldn't be required to play WvW to make a PvE build. Breaking news, more at 11.
  24. I will start giving a kitten about improving my struggling team's success rate AFTER arenanet starts giving a kitten about making berserker have competitive damage. How about instead of making berserk mode feel less useful (by lowering the disparity between being in and out of berserk mode, as you're asking) they make the damage IN berserker mode high enough for me to not worry about losing some of it to help my team with other utilities? Because right now berserker starts already at a disadvantage compared to spellbreaker and bladesworn, and has to perform extra hard to match them. That's why you're worried about your bar full of Rage skills - because you need to squeeze every ounce out of your build to even be able to compete with other specs playing leisurely.
  25. Haha, no, thank you, I don't want to be bullied into carrying banners around again, because I have no better utilities to slot beside them, except this time it's for quickness instead of imbalanced unique buffs. You may not have noticed, but warrior's utilities are useless for dps. Being forced to engage with your espec mechanic is a good thing. Learning to upkeep it and to drop out of it at an opportune time is a skillful aspect of playing berserker.
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