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AquaBR.9250

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Posts posted by AquaBR.9250

  1. On 1/11/2024 at 8:26 PM, Rubi Bayer.8493 said:

    Transfusion is a trait that overperforms in support scourge builds in WvW

    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

  2. On 12/3/2023 at 10:45 AM, draxynnic.3719 said:

    Ahhh, yes, having all of two of them does mean that neither is technically unique. Warrior needed a proper support weapon if it was ever to really break into the support role.

    Why did you say that? Making it a spear throw weapon will not make it not heal, just make it a support spear throw 😪

  3. 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

  4. On 12/3/2023 at 1:30 PM, ShadowCatz.8437 said:

    Having three skill on one key (Sword #3) will probably cause even more problem as it would need not to be interrupted by any other skill, not to time out if you have too long activation time in between each skill and then you have the issue with resource management which is your Health Pool (ATM). Especially skills that ArenaNet deem to be powerful would most likely have a high cost in form of sacrificing Health and it could also lead to issues with how Life Siphoning or Life Force work based on how each skill will work. Getting a short reduction in HP might not be that dangerous if you have group with high enough Regeneration, but for single player that would mean to get too fast in dangerous low HP while doing Story content or any other content where you don't need to be in a group or want to be forced to be in a group (and here we have to remember that range does also matter as some players can provide support when they are stacked, but as fast you will get out of range then you suddenly are in this situation as you would be like a single player).

    Another issue here is what kind of Teleport that would be done, would it be based on ground based elements where obstacles can negate any teleport or if it even possible to make a teleport skill that in way you can teleport up or down (when there is a small elevation between PC and target from ground to target). Should this skill even be able to cross smaller gap or need check for pathway before you can activate this skill?

    Some skills in game that teleport skills or Leaps are very depending on having a target (in range) or that there is landmass that is without any gaps or obstacles before you can use that skill. I don't know how many times since Mesmer and Elementalist had their utility skill changed so you can not make any jumps across gaps and also need a target to get any where, which make these skills rather useless in WvW to get away when you get under pressure.

    Then we have to problem with when you finally land on or in range of target, how do one avoid to get stuck when a CC will happen? WillBender have at least Aegis combined with Stability from movement skills on profession skills which reduce some of this. (One reason why WvW player dislike WB so much as it can avoid to get trapped in CC or getting hit with skills that will do CC).

    All in all we need suggestion that are more realistic as I would suspect it would very fast become another skill that will over perform and later will have a series of nerf to stay in line with the combat philosophies of this game.

    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.

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  5. 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

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  6. 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

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  7. 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)

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  8. On 6/29/2023 at 3:47 PM, Ashantara.8731 said:

    Obviously not. 😉

    What difference does it make whether they alter GW2 in a positive way and update/expand its features or create a whole new GW game? Other than people having to start from scratch with a GW3 game, that is.

    What do you not like about the SotO announcement? I think it's sounding very promising -- better than anything we've heard in years.

    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

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  9. 8 hours ago, The Boz.2038 said:

    Cons:

    • Useless in mobile fights.
    • Minimal actual gain
    • Huge requirement for new turret buffs related to utility skills, while scrapping existing skills
    • Why?

    - You can move them mister brains

    - Disagree

    - No skill has scrapped in this concept, read again

    - READ 

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  10. 7 hours ago, Endaris.1452 said:

    Because it was ridiculously overpowered and completely choked out build diversity for instanced PvE, especially alacrity support, in its unbalanced state for several months. I would still call it overpowered in relation to the innate power it brings for the extremely low investment, especially now that your mech abilities can autocast.

    Plus your suggestion is more or less toxic for PvP as useful turrets imply extreme point control with bunker builds.

    So either you make them useful so people actually play your new engineer, completely screwing PvP balance or you make them weak and then you basically just made the core class even more worthless than it already is, given all the outdated skills it has compared to some other classes.

    Personally I was extremely disappointed by mechanist because instead of fixing their old "unit deployment" fantasy, they just ignored these broken parts of engi and wasted it on a new e-spec.

    But why turrets don't add extreme point control already? why moving them to the class mechanic would do it? you make no sense

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  11. 8 hours ago, jason.1083 said:

    And what about people who despise turrets?

    Some of us play engi but don't like turrets, I am ok with turrets getting buffed maybe, but having the whole class revolve around something so specific would drive a lot of players away from it. 

    Overcharging turrets sound nice, maybe you could add that on a skill from tool kit, so you can heal them and trigger overcharges every time that skill comes off cooldown, focusing the whole proffesion around them will really impact it's versatility. And it would be especially bad for people who don't like turrets, and want a more mobile build.

     

    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

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  12. 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.

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  13. 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

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  14. 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

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  15. 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.

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  16. 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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