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Megametzler.5729

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Everything posted by Megametzler.5729

  1. I should've said "relevant skill activation" and "not randomly spammable". :smile: I would agree weaver should get changes, but right now, I am just happy it doesn't get nerfed too harshly every patch anymore. But let's not focus too much on weaver in this thread. I'd be happy to discuss those problems in another thread though!
  2. Please don't nerf power mesmer. It is more or less fine as it is, minor changes for more fun to play and play against would be nice (CI, damage mantra...). It can be countered easily - with sage's weaver, I have no issues with them. More so with revenants, but I think, everybody thinks they need minor nerfs - better than buffing condi to counter them, probably. Apart from that, wow, I agree with mostly everything @bravan.3876 says.
  3. Haha, I agree. While I let people bleed in more serious matches, after a good fight I stomp or kill them quickly (usually). However, if he tries to interrupt or anything, I leave them... Would it be a solution to revive downed players more quickly if they get out of fight? Or the opponents he fought? This way the stomp would become necessary and bleeding out would stop... it really is an awful mechanic of an otherise nice idea (the downed mechanic itself). Hmm, people could still atack with weak skills to prevent ressing... not a good idea, I guess.
  4. Any other weaver build falls asleep fighting this. Also, guards, clever scourges and mirages, scrappers, prot holos. This build hits a ceiling at some level. I agree it might become problematic, but right now, it is worse than water weaver at Plat2+ and I doubt that will change - except for some compositions where you can troll bad warriors and thieves and such.
  5. I am having as much good experiences as bad ones. Try to be positive, give constructive suggestions, talk to your teammates... of course, sometimes people do get mad - myself included -, but making a plan at the beginning of a game can really help. Not only the match result, but also friendlier behavior as far as I can say. Just yesterday I had a game where our matchup wasn't quite optimal. But we made a good plan, everybody listened and did their part and after a great opening, we won easily. Several people didn't expect the outcome, but were very positive during and after the game. TLDR: Try to be a good example, I think it helps a lot. :smile: €: I noticed a lot more flaming on NA when watching streams over there. Here in EU, I don't think it's as bad - or it might be my own biased view.
  6. Honestly, I feel like it'd be better in some non-PVP-section. It sounds like an encouragement for other players not to be too quickly annoyed by general toxicity. I like it and I agree. :smile:
  7. WoW had this problem in many seasons where top players would farm to the top, sit on their rating all season (several months), and play a few games at the end of the season to fulfill the "active" requirement. GW2 seasons are shorter, so they're less prone to this, but it's still relevant. The main problem with decay is the ridiculous magnitude of it and how it affects people who aren't anywhere close to the leaderboard. But why are people getting punished for only being able to play at the beginning of the season - and people playing only in the last week popping up on the leaderboard are okay? Now people play 113 games until they have their rating, wait for weeks and play 7 more games at the end. Is that also okay? How are those variants better than people sitting visible on their specific rating? They can be surpassed, everybody sees their rating. Did Anet officially comment this specific topic?
  8. I forgot people always find a more intelligent question. Just for you, repeating myself:
  9. Yo. I will be on holidays during the end of the season. No chance to prevent dropping from the leaderboard. I might be able to finish 120 games before though - is there still a point in that rating decay when enough games are played? Do people really have to plan their holidays and weekends based on a three days window? Can we get rid of this rating decay which is basically redundant with the 120 games played (yes, I know there still is a difference)? To prevent more intelligent answers:Yes, I only play for titles. No, I will only be able to make the title this season. Yes, it is because my main class will get nerfed (lol). Yes, just dodge.
  10. Mesmer is a little underpowered compared to the meta builds right now indeed. There are better side noders and better +1s and better hybrids. But condi mirage is definitely not trash. Ele and thief are in a worse situation. If the dominating meta builds get nerfed, condi mirage might be fine again without buffs.
  11. Avatar is a fun amulet. :smile: What would you like to see on Weaver, if I may ask? I agree, Sword Dual attacks are more or less fine (as @Ovark.2514 mentioned, other weapon's dual attack less so), but I would still like to see some minor improvements. Just as you mentioned, make those kiting skills castable backwards again...
  12. "You don't agree, so instead of providing arguments, I assume you don't understand the game. lolgitgutbye" €: snipped something
  13. The problem is that other classes have powercrept away. So while they are good in a core/HoT context, they are lackluster in PoF. Not too much. No need to overbuff ele. But some small adjustments in ranges, projectile speeds and QoL (casting backwards, some CDs...) would be great. (...) Twin Strike is a key in the loop of both Fire and Water Weaver, that pushes your offensive capability to the max even when you're resustaining. Very few Weavers take advantage of where this skill is located and how to use it optimally, even popular Weaver youtubers completely skip over this skill.Twin Strike is not bad. But the direct damage is not great either and while the Chill is nice, the Burning is just one stack. (Side note: It is good to have two independant conditions on one skill though.) The damage is suboptimal and does not need to be evaded. Imagine not evading something like Deathstrike or Warrior Axe skills. It is also no real downed pressure - the range is so small that it is hard to hit more than one enemy. It hits for 3k ish damage with mender if both strikes crit +1k for the burning.* It has a 1s cast time. It has weak damage coefficients. And is behind Fire-Earth, not at all optimal for a FA weaver. About 4k damage on full zerker with Scholar runes.* Interestingly though, it is again a hybrid skill. Scepter doesn't really work in PVP with conditions, but they seem fixed on adding conditions to make up for weak(er) direct damage coefficients. Less burning but a higher damage coefficient would make this much more interesting and synergize much better with Scepter for Ele (in PvP). Other hybrid skills like Photon Blitz from Yolosmith do have great direct damage coefficients (2.4!) and still added conditions. Why not for Ele? Again locked behind Water-Earth. No air attuning for 8 seconds for an FA weaver. Hits a ton? On full Zerker with scholar runes it hits for 3.2k if everything crits + 600ish for bleeding. Not even 4k.* We seem to have different definitions of "hitting a ton" and "hard hitting skill". It is nice because it can be cast backwards though. And then we have a low damage skill. Again a hybrid skill which Scepter-PVP builds rarely use. Compared to Photon Blitz? Or Confusing Images, which is also a hybrid weapon skill now (lol)? Incredibly low damage especially with the broken version of it we had some weeks ago. My conclusion:The skills are kind of solid. But calling something "good" also needs to have some relation - and there is a reason Sword Weaver has problems punishing opponents. Twin Strike is definitely good enough to be used, especially with the synergies, but it lacks any significant pressure or acute danger. Nobody watches out for that skill to dodge it like Revenant or Warrior close combat skills. Increasing the range a little would enable Weaver to apply some AoE pressure. Increasing the damage would make the build more of a +1 role, focussing out enemies, also a possibility, but one that would not quite fit the sidenode bunker role. And there is a reason Scepter builds don't use conditions and waste a major part of the potential. I have yet to see FA weavers use these two skills to any major effect (actually rarely using them at all, only while kiting or as a combat opener respectively). I would like to see the direct damage coefficients increased or some conditions changed - Stone Tide could use some Chill or Cripple for kiting purposes, for example. €:*All on light armor targets, I should add.
  14. The problem is that other classes have powercrept away. So while they are good in a core/HoT context, they are lackluster in PoF. Not too much. No need to overbuff ele. But some small adjustments in ranges, projectile speeds and QoL (casting backwards, some CDs...) would be great. I think that post was meant sarcastically to begin with.Just look at those skills. Well, OP listes Pyro Vortex as very strong... I might have problems seeing sarcasm sometimes, I admit. I need smileys for that! Thing is, meta weaver is this low damage evade spam kitten. If you eat all the ticks of pyro vortex from a glass build I think you'll change your tune. Yes, you're right of course, but that only works after very specific skill rotations - Gale Strike, Updraft - or on downed bodies. If they increased the radius a little, things would be very very different indeed. That's why I have always been saying: Don't increase damage, increase ranges (a little). Enabling sword Weaver to be able to use very offensive amulets would also be an option, but I don't think they are willing to make such big efforts. And, to be honest, I don't think it is necessary. It's the same issue why Spellbreaker gets balanced around offensive amulets and noone really thinks of using mender there. Why would anyone give up so much damage when the healing is already great? @Grimjack.8130, don't be toxic. Just because someone disagrees doesn't mean they are wrong. Especially without any explanation, that'd be just arrogant. If you bring more actual arguments, I'd be happy to discuss.
  15. The problem is that other classes have powercrept away. So while they are good in a core/HoT context, they are lackluster in PoF. Not too much. No need to overbuff ele. But some small adjustments in ranges, projectile speeds and QoL (casting backwards, some CDs...) would be great. I think that post was meant sarcastically to begin with.Just look at those skills. Well, OP listes Pyro Vortex as very strong... I might have problems seeing sarcasm sometimes, I admit. I need smileys for that!
  16. Ele currently is one of the hardest classes to get into PvP, along with thief. Both have the issue of being incredibly squishy if you don't know defensive rotations, map awarness and stuff. I can only recommend: If you can, learn the skills in PvE. :tongue: A good build to get going in PVP is either: https://metabattle.com/wiki/Build:Weaver_-_Mender%27s_Sword This is a bunker for solo play. You don't have that much health, but you have good healing, many evades and can therefor learn how to play against single opponents and when and where to disengage and kite. Or: https://metabattle.com/wiki/Build:Tempest_-_Staff_Support This is more of a team support build. You can stick with others and focus on healing and reviving and using terrain. Both are subpar in their roles though, so you have to live with your life being a bit harder than when playing other builds. But ele is still great fun once you get the hang of it so don't give up! :smile:
  17. The problem is that other classes have powercrept away. So while they are good in a core/HoT context, they are lackluster in PoF. Not too much. No need to overbuff ele. But some small adjustments in ranges, projectile speeds and QoL (casting backwards, some CDs...) would be great.
  18. Its in WvW, dealing 10-12k unblockable auto hits from 1800+ range while having stealth and very good mobility. Getting Slb nerfed in pvp is one step closer to nerfs in WvW. Do you play the mode (WvW)? Do you realize that no reasonable and good commander will take a SLB in his squad? I hope you don't need the reasons why they don't take it? Really, why do we have to talk about this when everyone knows that SLB is not preferred choice for WvW? EDIT: ROFL ahahahah "10-12k Unblockable Autohits from 1800+ range"!!!! When you show me 1800+ range autohit of 10-12k in WvW I will give you 1000 gold. Wvw is not about zerging, there is also thing as roaming. And do not make so brave bets, cuz I think u can lose it Basically, for anyone who's confused between 1500 and 1800 range, autoattack fails and does not activate. Reason being you're out of autoattack range. But you can still land arrows.Please, educate yourself :)https://imgur.com/a/PGugmdBBarrage is 1500 range skill. Middle of the paw is 1500 range. Radius of the skill is 360. Still doesnt touch the golem and still some range left for it. Do the math or "educate yourself please :) " I respond only coz i see 2 likes of your post and I will repeat:"10-12k Unblockable Autohits from 1800+ range"Now, what do you miss here? Is it the dmg, is it the range or is it the autohits.Can we stop? Just give WvW the same build limitations as PvP. Don't mention this in the WvW forum, they love their imbalance. :tongue: Im a main WvW player and i would love the PvP Gear System in WvW. Better Balance + easy access for new players.I'd love it too. But every time this was mouthed in that forum, the majority was against it. Many people love their build optimizing, spending days and days crafting and spending money... well, to each their own.
  19. Its in WvW, dealing 10-12k unblockable auto hits from 1800+ range while having stealth and very good mobility. Getting Slb nerfed in pvp is one step closer to nerfs in WvW. Do you play the mode (WvW)? Do you realize that no reasonable and good commander will take a SLB in his squad? I hope you don't need the reasons why they don't take it? Really, why do we have to talk about this when everyone knows that SLB is not preferred choice for WvW? EDIT: ROFL ahahahah "10-12k Unblockable Autohits from 1800+ range"!!!! When you show me 1800+ range autohit of 10-12k in WvW I will give you 1000 gold. Wvw is not about zerging, there is also thing as roaming. And do not make so brave bets, cuz I think u can lose it Basically, for anyone who's confused between 1500 and 1800 range, autoattack fails and does not activate. Reason being you're out of autoattack range. But you can still land arrows.Please, educate yourself :)https://imgur.com/a/PGugmdBBarrage is 1500 range skill. Middle of the paw is 1500 range. Radius of the skill is 360. Still doesnt touch the golem and still some range left for it. Do the math or "educate yourself please :) " I respond only coz i see 2 likes of your post and I will repeat:"10-12k Unblockable Autohits from 1800+ range"Now, what do you miss here? Is it the dmg, is it the range or is it the autohits.Can we stop? Just give WvW the same build limitations as PvP.Don't mention this in the WvW forum, they love their imbalance. :tongue:
  20. Funny enough, I think they can get rid of the whole Rev situation without touching Rev itself: Simply bring back more condition builds. It might still need tweaks and still deserved to be on this list, you're right, but this would improve the meta already.
  21. I doubt we will see that build in any real mAT team soon. It is too easily countered. For it to work, I totally agree, we need cover condis - desperately. At least one or two easy access cover conditions. Otherwise, as long as the whole condi situation is not looked at - some classes with huge cover condi output, powercrept cleanses -, it will remain subpar and too easily +1ed. I very very much doubt we will see it in proper mAT teams anytime soon. However, the buffs I always suggested would help that build as well: Higher ranges especialy for dual attacks, some cover weakness, cripple or vulnerability mainly. Some CDs slightly reduced, make Focus a bunker option, Dagger an offensive mobility option. It would open not only the door for Fire condi builds but improve punishment options for all Sword builds, better identity of off-hand weapons... When can Ele get some work, please, Anet? Who will get the next rework?
  22. So take the fairness out of the whole system, because some people abuse it. Yeah. Seems legit. Match manipulation is a thing, but it is not the worst thing that happened to PVP. There are other solutions to this (get rid of AP, titles for finished divisions, actually ban wintraders). They simply have to work on swiss tournaments for teams. It is utter nonsense you have to wait for three hours for potentially a single game in an organised team. Tournamentss for teams, ranked for solo. This way both sides would be happy. This would mean they had to put in some work. So I guess we will be left with this suboptimal system.
  23. I think weaver was designed to be more selfish. There is nothing wrong with it, not necessarily. Ele has Tempest for group support (which needs buffs too - or fb nerfs). However, you are right about Weaver being not completely underpowered. It is kind of viable, just like it used to be since PoF dropped. That is also the problem though - we need small buffs to compete with other specs, but they never come. Frustration leads to overexaggerating. The spec needs some little changes. Easier damage (or more) to punish people. Some different way for defense. Some aura love maybe, for more synergies. Now, looking at S/D: Which skill ist a must dodge apart from Churning Earth memes? Right. Basically none, even with a little more offensive amulets. Step out of Pyro Vortex, stun break Natural Frenzy, both of them having tiny radii...
  24. That build does not work in higher ranks. Too few cleanses and the damage is mainly by one condition and therefor easily cleansed. It is a meme build, works until Plat1/2ish (and, again, depending on comp). Weaver is not too weak, but it is extremely hard to carry games with it due to low snowballing potential. Because of low damage (or low survivability with fire or FA). I just assumed this was a low rank post, as the ppl in higher ranks already know what is good and what is not. I play the fire weaver 10-15% of my matches, and in lower ranks what made me win matches as water weaver was "entertain" my enemies (2+) and not kill all of em, which is easily doable up to gold 3, where ppl start to be aware you just wasting their time while your team outnumbers theirs elsewhere.Well, you might be right about your assumption. :tongue: Fire weaver can definitely be fun! Many people are really surprised by the burst.^^
  25. That build does not work in higher ranks. Too few cleanses and the damage is mainly by one condition and therefor easily cleansed. It is a meme build, works until Plat1/2ish (and, again, depending on comp). Weaver is not too weak, but it is extremely hard to carry games with it due to low snowballing potential. Because of low damage (or low survivability with fire or FA).
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