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AquaBR.9250

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Everything posted by AquaBR.9250

  1. Since you are buffing pistol thief can you instead bring Ricochet back? I don't care if you make the weapon weak in the process i just wanna have the same fun i had 10 years ago
  2. Only WvW? You completelly removed Specter's ability to res one downed person at distance, yet you allow necro to do the same with 5 ppl while also teleporting them
  3. Why did you say that? Making it a spear throw weapon will not make it not heal, just make it a support spear throw 😪
  4. Please, i only play with auto skills now, i really have to press the button 4+ times for the skill to be used, that is just unplayable, and in automatic the pet just don't use the skill when its avaible, leaving it off cooldown for some time for the sake of auto attacking, please fix that
  5. Theres already tons of teleports that are like that, i dont see you complaining about those, there are alot of skills that have second skill in it, axes too have a projectile that you can back, and ele have tons of abilities ta explode in a point, nothing you said made any sense, either you are new to the game or you hate new and creative things for no reason. My suggestion is very realistic, theres no way this can overperform, they are 3 different options in one skill, OH, are you thinking i said you could use the 3 skills in one go? Nonono you chose one of the three.
  6. Love how every skills feels (with the exception of water 2 wich feels too generic) The mechanics are simples yet add an amazing depth to the gameplay My main problem it that i think this weapon is amazing with quip yet instead of fireballs i shoot confetti, now i need an option to turn off unique projectiles from weapons
  7. You will need to change the entire physics of projectiles for this thing, when they go down the edges you just lose your combo because it follow the ground down to the walls, a projectile like this should go straight out of the edge and stay midair
  8. Skill 3 should have an animation for shooting on the ground to create the symbol Increasing skill 5 charge time and damage would make it feel better. That skill feel so good to use is a shame you charge it so quick, is to the point you will never use the level 1 or 2
  9. Sword 3 feels out of place, heres a very unique suggestion: Sword 3: You throw your sword into the target area, for the next seconds the skills 1 2 and 3 change skill 3/1 you pull the sword back to you spinning, it deal high damage to everything in its path skill 3/2 you teleport to the sword and grab it skill 3/3 a burst of energy explodes from the sword pushing enemies away from it hope you guys read this
  10. Axe/Pistol should actually use pistol instead of being a boring conjuration, like shoot the target and make the axes go into it with the bullet. Now i feel like this should be a hybrid weapon, the auto-attack should be melee to make it unique and diferentiate it from pistol
  11. Theres still time to rework that staff into throwing spears, we won't judge you. You have: Staff skins that look like spears Spear throwing animations (wich are not being used by any weapon) The paragon concept being a unique GW thing Spellbreaker being the spiritual sucessor of paragon We don't need another melee staff, neither another healing melee staff, you are just releasing rev's staff for warrior. Theres no throwing spears staff in the game, that would be unique, a melee heal staff is far from unique
  12. Brah they are literally ranged, are greatswords ranged? am i loosing something?
  13. 2k hours on p/p thief alone here Ok nice change to thief pistol but... I've been playing condi deadeye p/p and is more enjoyable than power because of two things: 1. skill 2 deals damage by applying immob because of panic strike 2. skill 4 deals damage by applying torment on interrupt with another trait So i don't just Unload, i use other skills and the gameplay is much more enjoyable because of that, the problem is i can't make shots pierce in this build cause no critical strikes spec, to make those aspects reflect on power p/p is very simple: Reduce cast time and improve vulnerability of Skill 2 (bolas shot) so you are rewarded with bonus damage for Unload. Make Skill 4 (headshot) deal a ton of bonus damage on interrupt, that will also not reduce my damage by 95% when a breakbar comes and i have to spend all init on that skill. Because right now power p/p gameplay punishes you for using any skill other than unload, also the stealth pistol attack needs and improvement i think it deals the same damage as unload, and theres no bonus for power builds by spending more Malice. (Also i think the initiative change could be taken to PvP and in no way that would make the worst PvP thief weapon OP compared to mech for example)
  14. Because GW2's engine is kitten? They had to reduce most elder dragon's size so the engine don't crash, you can't even make mirrors, the graphics are getting outdated, nothing really new is released since path of fire, the lighting looks like its from a PS2 game, we never had a graphics or gameplay overhall ever and never will because of the kitten engine. I bet a thousand people said sh!t like that before gw2 came out, imagine if instead of releasing gw2 they kept trying to build stuff in that thing that is gw1
  15. - You can move them mister brains - Disagree - No skill has scrapped in this concept, read again - READ
  16. But why turrets don't add extreme point control already? why moving them to the class mechanic would do it? you make no sense
  17. So what about ppl who don't like clones? but having the whole mesmer class revolve around something so specific would drive a lot of players away from it
  18. Mechanist became a vey popular elite after its release, but why? Many say because it is cool or OP, but many other elites are also cool and OP, so i give you another reason to add: less buttons, you can play it without the crippling finger pain of having EXTRA 5 skills that you have to press (some every 7 seconds) to play the class properly, this may also be a reason why rifle got popular after the rework with its 1111 rotation. With the point of making engi more enjoyable and less painful to play while also having an active and interactive turret gameplay i present you the engineer profession rework, by: a person with chronic tendinitis. I'll make it a simple read Remove toolbelt mechanic entirely Add turrets as profession mechanic. How it works F1 "Target": The turrets attack the selected target F1 F2 F3: Turrets you can equip on those slots 3 between the available turrets, if anet want to go an extra mile they can add new turrets to engies to learn, with new abilities just like rangers can tame new pets: Asura Turret https://wiki.guildwars2.com/images/8/86/Asuran_Turret.jpg Charr Turret https://wiki.guildwars2.com/images/thumb/9/96/Turret_(environmental_weapon).jpg/240px-Turret_(environmental_weapon).jpg Sylvari Turret https://wiki.guildwars2.com/images/6/6c/Sylvari_Mortar_Turret.jpg What about expansion exclusive ones? HoT: Scrap cannon turret (maybe an exalted turret?) https://wiki.guildwars2.com/images/thumb/d/db/Charr_Scrap_Cannon_Token.jpg/640px-Charr_Scrap_Cannon_Token.jpg PoF: Forged Turret https://wiki.guildwars2.com/images/thumb/6/66/Forged_Cannon.jpg/640px-Forged_Cannon.jpg EoD: Jade Turret https://wiki.guildwars2.com/images/thumb/e/e4/Security_Turret_(Active).jpg/640px-Security_Turret_(Active).jpg The turrets will work the same way they do as utility, with a few changes: They stay "charged" for 15 seconds, after wich they will stop attacking, interacting with them will "Charge" reactivating them for another 15 seconds (some traits may allow you to add time to that, like adding 3 seconds when you hit with an explosion) you can interact before they deactivate to reset the timer. They Overcharge again automatically after 20-30 seconds remaining charged. When placed the F2 F3 F4 skills change to self destruct. Utility skills and old toolbelt skills The utility skills you use will improve the turrets using the old toolbelt skills as a basis. F2 will be 7 F3 will be 8 F4 will be 9 When you use a utility skill, it will generate an effect at the assigned turret, the effect can be the exact same as the toolbelt skill related to that utility ones. Replacement for the turret skills Here we have the Command skills for engineer, with combo fields so you can combo with your turrets 🙂. Remote healing Your active turrets heal around them each second and repair themselves a bit. Combo field around turrets: Water Field Remote overcharge You Charge your active turrets and Overcharge them, the turret assigned to this skill stays overcharged for 33% more time. Combo field around turrets: Lightning Field Overheat turrets Your turrets deal 25% more damage for x seconds, the assigned turret also Overcharges and get this bonuses for 33% more time. After that the turrets get inactive for 3 seconds. Combo field around turrets: Fire Field Warp Turrets You call all turrets to your location (around the character not centered) Charge them and reduces the cooldown of turret skills, the assigned turret overcharges/recharges its cooldown after it is warped. Combo field around turrets: Ethereal Field Call supply crate The flavor of the elite can stay the same, but with the bonus of recharging the turrets on cooldown This is it, the hard part would be reworking traits. What about the elites? The elite mechanics will replace the F3 turret, leaving a scrapper and a holosmith with two turrets and the elite mechanic. About mechanist... Make the active mech skills passive, everyone leaves them on auto anyway, but for the two turrets, make them come out of the mechs shoulders and walk with it (nerf the entire elite spec in the process cuz this is op) Pros of this rework - Less button smashing - Interactive turret play - A more unique profession mechanic Cons of this rework - The 10 bucks you spent on your cold wirstband from ebay to be able to play engi painless will be wasted.
  19. Balance patch will be revealed this friday with Deadeye changes confirmed, fingers crossed for pistol changes
  20. You did good increasing True Shot's cooldown last time and then you undo that because the DPS is low? If the dps is low increase the damage, im tired of having thousands of buttons to press every second, most weapons/classes are unplayable without a full signet build
  21. I need Magnus Eye Patch back on the store, just lost an eye on tangled depths, damm chak... Also, please make a crossbow skin for shortbow, the ones for pistol and rifle are cool but real pistols and rifles are cooler, but a crossbow is cooler than a shortbow
  22. Moving during your big sniper headshot is wrong, wanna have us walk during "kneel"? fine, but you dont need to let us walk during every skill in the game, some skills have a unique feeling precisely because you can't walk while casting, and why nerf the range in pve tho? If is only when standing its fine, just like old deadeye. Removing ground targeting from skills is bad too, youre supposed to do the opposite. I keep my feedback that the vindicator dodge changes killed the entire identity of the class mechanic and made (at least for me) very unfun to play, id rater play draredevil who can do the same thing but 1 more time. And before i forget: bring Ricochet back
  23. That trait was the most fun i had with my main, a p/p thief, ever, i don't know what made you think that piercing was better than ricochet in any way, and i surely don't know what made you think ricochet was OP in any way too. People been asking for it to return for like ever and it seens its never enough, please listen to the person whos been playing p/p thief since launch and have 1,647 hours on p/p thief alone.
  24. This change killed vindicator for me, now he's no different from a warrior with reckless dodge from the Strength spec, it just have a cool animation, but overhall is the same mechanic: damage dodges. A bunch of profession have those, elementalist, thieves, what made Vindicator special was his single dodge, and the timing of the dodge being different, i just don't se a reason to play it now instead of any other profession with a dodge roll trait, the whole patch was garbage, zero trade offs between elite specs just means they'll all play the same, you are missing the point YOU raised when you made elite specs to begin with. Whats next? Virtuoso with clones? Reaper with two shrouds? Oh maybe Mirage will now roll on the dodge
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