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Shao.7236

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Everything posted by Shao.7236

  1. I do believe that if top stats actually did something like give a gold or w/e people would probably throw less. A match is on average 10 minutes, it won't hurt the economy since you can make way more than that in less time.
  2. Thing was slept on even before the changes. Literally outside having easier damage output, nothing else changed on Hammer. It's the same thing that I was recruited for a MAT when EoD was fresh. It didn't stop stuff like Specter from being massively broken tho. It also didn't have two evades yet I felt it was already in a strong position, but when they announced the changes, it was easy to predict that it would become the new problem eventually.
  3. I should clarify, Hammer and Vindi are two different things to me and I don't think both paired are much of an issue right now either, it's all about the Vindi ability to do damage at every evade rather. Hammer in my eyes slightly overperforms because too many changes were given at once. In my honest opinion, FotM Aegis is too much and it hits too hard, especially because if you're in a tf mid, you can potentially hit 5 people for 5k that are far apart. Should nerf the damage on it tbh. The rest? It's fine. Death drop damage would get balanced out if it gets put on F2. Likewise, that's just another thing getting fixed if Tenacious Ruin is switched around.
  4. Well, there's bound to be one that beats all to a certain extend and it's not like elites would stop it given that all weapons are available now.
  5. And in that sense, that's just how it goes by concept. You just need something to catch them off-guard and slow down the process. In my case instant low Weakness application is all I got to stop myself from being killed so easily. I'm definitely not against having Thieves in that position either because it just fits their role. Taking opportunity to pick up unsuspected targets.
  6. We're not removing the dodge damage, we're putting it where it belongs. In the F2 and it's going to be a long evade that deals great damage like before while not being the jank that is called energy meld. I would say even give it Stability so it can be visually accurate and not interrupted. There's a lot of requirements to give the Stability still and it's only 240 Radius which leaves the user vulnerable if they aren't in that radius contributing. People laugh at core support but it has the strongest healing and damage reduction in the game and arguably good boons since the Energy Expulsion change. The reason why people still don't care much for it is because all that takes a bit of time, anticipation and your team to give a kitten about it, so typical core guard support is preferred for it's quick boons and Aegis/Protection in a big radius. I'm not here to tell you it's not impressive but all this core stuff has been mostly around for a while(Years) and I've been doing good with it hence why I main it because it's engaging. And the suggestions don't take away from that. Like said, some skills could see buffs if Vindi's evade wasn't the way it was and rather the F2, less jank having to cast Energy Meld as well. Give more space to good traits and remove the Vindi nerfs on core traits like Unwavering Avoidance because it's not necessary if we change the traits on Vindi to more interesting concepts. Vindi deserves it's burst from utility, it should just not be in the evade so let's move it around. Hammer Core Rev flows EXTREMELY well and simple to the point in comparison to Vindi where you have more utility split and so more buttons to press too but the added evade damage is forced and unnecessary, it tips the balance too hard. This is really reminiscent of Spellbreakers when PoF came out, they could spam evades when tethered with might makes right and those evades would be unblockable and hit for like 5k, it was ridiculous.
  7. Just to say there was little people playing Hammer if not at all, but I was one of them using it for 4 years before and after the bad changes and I'd argue that Hammer was still good until they changed CoR but what really hurt Hammer is the loss of Quickness on Impossible Odds, that is just what really ruined it. I'd say though, Core has overall the most versatility, Herald is really good at countering conditions or playing as conditions, Renegade with the new changes still requires a bit more damage but they have the right idea at the moment and Vindi is just better at power. With the suggested changes Vindi would still be the better power spec too BUT it wouldn't be impossibly annoying to deal with, Arch skills are really strong hitters and Viktor skills are great sustainers. If anything Vindi needs to be more of an inbetween of everything.
  8. Vindi is bloated because of the evade by default but it's an impossible task to balance because it's statistically power crept to by design. Adding a more powerful evade (now 2 gutted but still potent) with more utility is just not feasible to balance without feeling trivial in picks. At least in Power, Vindi can just harass and on average hitting for 5k on every hit or so which is just ridiculous when you factor in all the evading and slightly more consistent and direct sustain, being countered by condi is just typical rev weakness because weakness condi exists and cleanses are limited BUT still better on Vindi than it is Core unless you're Ventari but you're losing a ton of damage with that, it's always like that unless you pick the tools against it truthfully. We all know however that if you go condi you can easily make up for the loss of damage power normally has which is what we have with core here again, just like when Condi herald was brought to the meta during PoF forcefully by some people, me included. I am aware of Cores strengths very much so, I've posted builts recently on MB and have experienced it before and after the changes. It is however FAR from as OP as you say if someone is built against it and understand how it works. Ventari prevents you from getting CC'd but anyone smart enough to know that would not sit on node trying to contest it until there's an opening. The foundation is strong but VERY flimsy at the same time, say Vindi if not braindead can easily take out a Mallyx Ventari by landing anything consistently without being CC'd which is not an impossible task, the tablet CC is pretty obvious and besides, if you get CC'd from far away the user doesn't get stability either, there's just so much counter play possible that I refuse to say it's plain OP and requires nerf if there's a work around that's not forcing specific tools, it's strong but definitely not unbeatable since all that keeps you alive is healing that has hardly any protection and whenever you catch a Ventari without stability, they're automatically forced to try CC'ing you (that's predictable) with the tablet or legend swap, like anything that has cleanses with boon removal like spellbreaker can eat a Core Ventari Mallyx easily if not wasting their CC's on the stability but rather focus on stripping it. I have suggested many things to make Vindi good without being this annoying and toxic to play against. Such as scrapping the evade entirely with Energy Meld and make the OLD Tenacious Ruin 2 second evade for the F2 of the elite and 20CD instead while bringing back normal evades to endurance, make it have something like Empowered for Ventari as well at the end. As it will double up for a offensive just as it is defensive, now you don't have to have a stupid traitline that is vigor focused which already exist in Retribution and give place to more interesting traits, which of some we used to have until they got gutted/removed. Not only are we fixing the toxicity but we're re-establishing function and removing jankiness in the animations. Alliance skills could definitely see themselves rebuffed/have some of their nerfs rolled back with that. I played alliances a ton until they changed the evades and it ruined it all the uniqueness for it to just plain being Core but better because you just have straight up more. Seriously, try fighting as Core Power Vs Vindi Power, the first thing you'll notice is that you're FORCED to take damage no matter how good you are on top of all the annoying sustain which is what SUCKS and makes Vindi OP, not to say "hurr durr make it even with core" this is basically for EVERYONE that fights Vindi, putting core and vindi against each other just makes the problem more obvious to the eye because being able to force damage in like that is just not good for the game, TBF even Virtuoso has that going right now with bursts 90% of the time being unblockable so you just have to eat damage after dodging what is essential death with just more death coming towards you. This is the overall that I might have missed some points on but I genuinely think that the MAIN problem is having Tenacious Ruin on evade and not F2, because then you have all these annoying poorly thought out traits that take up slots for more interesting and relevant stuff.
  9. https://i.imgur.com/gqLleXk.png If you want to actually argue anything properly, first stop assuming and I'll have a proper conversation with you. Because I say apple juice is good doesn't mean I hate orange juice.
  10. Imagine my shock seeing that people complain about Vindi being bloated. Haven't been saying that ever since it's been reworked at all.
  11. Again where are you getting this from and why do you keep implying I dislike everything? Uh, Vindi Ventari is actually good tho? Much of the same can be said for Ventari with anything. Guardian is only slightly better because it has Aegis, Druid? They're good at ressing but healing? Definitely not. Because it's literally free damage and you have to deal with that on top of everything else, it's annoying. It doesn't hold much meaning and feels randomly forced. I liked it better when the evade actually had something going for it and if we want to make it better, it may as well be just it's own skill rather than built into evades, it takes away all the negatives and the shoehorned energy meld. I'm even okay to make it i-frames or have stabillity so the skill is this unstoppable force like the visuals implies. Seriously, it's quite obvious that Tenacious Ruin sucks because it's forcefully used as an evade which is extremely often. Making it F2 is way better and completely nullify the need for Energy Meld to exist and is not whacky to balance.
  12. Oh believe me I know. Here's a shameless plug, I miss it very much. Especially at timestamp 9:50 While people were obsessing with condi spam, some of us were playing hot potato with it.
  13. Even with all of that, Poison spam is such a major issue to Revenant, they really need to come up with something that players can accomplish to counter it. Something as simple as Empowering Misery plain ignoring the effect can work but I'm not against conveluted solutions like being capable of ignoring the effect if having Resolution which adds a predictable cost to the endeavor because by default Mallyx can only get Resolution from Pain Absorption, this adds a dynamic if using Retribution too. My biggest fantasy would be getting a 3 seconds unique buff that completely makes the user immune to conditions on Pain Absorption which would fit nicely with your suggestions but also well with the nature of everything Mallyx is supposed to by self inflicting conditions from allies back into the enemies without killing itself too quickly while Resolution and Resistance granted are just side effects for the allies or whatevever trait you benefit from it. Seriously, PA is really risky to use in in teamfights and it deserves as much for being so close to be a self destruct button. Revenant doesn't have a Shroud that offsets and auto consumes condis when it runs out, unlike Necro which does. However I don't like having random clearing, it adds too much RNG to the transfers, especially if I wanted to transfer the most spammed condition back at someone such as Burn, to which focusing on damaging conditions for transfers is a brilliant idea.
  14. Try Relic of Vakeem with Shortbow, it's pretty nice in PvP on CC. If I had to suggest, Scorchrazor should destroy projectiles, have some form of defensive property that's on the offensive like many other weapons have such as Daredevil Staff or Scrapper Hammer do. Some more pushy ideas be that shortbow can inflict extra conditions such as vulnerability on bleeding targets per arrow from Sevenshot, buffing mostly condition damage in a fun way if played right while keeping power in check since the extra damage is after the fact.
  15. It's too fast. If the CC was something like the character quickly pointing at the location with the weapon with little to no animation with the old speed then that would be doable.
  16. I just feel like the speed is overkill and annoying in design, I like the changes don't get me wrong but I would have preferred hitting harder so that there's more value in each swing and it wouldn't so much as take away from what Hammer was before. It also makes everything that you do more valuable, like 4 hard hitting unblockables is better than 4 weaker ones for example.
  17. As someone who used Hammer for 4 years in PvP and seeing it's evolution. You're right on the money. It has it's own thing going as a high risk high reward weapon that would work well with all the side effects Revenant can gather. The change on the AA is welcomed but did have to be speed? Why not Power? Old Quickness Impossible Odds used to be what made the AA worth while but they gutted it which left it in awkward position to which I say now it's like you have Quickness on top of Quickness when you have it, it's just so weird and unintuitive to the idea of hammer and how it felt. DTH was cool with quickness, I don't think it being even faster was needed but I'll let it slip, if it's deemed too OP they'll revert that speed, however the REFRESH on CoR was much needed as a reward to the user, that should stay. FotM was also a good change, the Aegis a bit much but the instant cast and DAMAGE it provides was much needed and could be seen as just an AA that provides proj hate. CoR has many directions it could go but they just can't seem to understand and try really hard to stick with the ground magnet that it is, a shockwave like Bladesworn Dragon Trigger could work just as well visually and not SUFFER from terrain while still impossible to reflect because it's not a projectile but a wave of sort just like downstate 3 on Revenant.
  18. Tenacious Ruin should be the F2 at 20cd and not on evade, Energy Meld should be scrapped altogether, just toss all this endurance/vigor spam idea out the window for something more innovative. We're also not talking the weak version but the actually FIRST version of Tenacious Ruin we saw which could hit upwards of 10k or have good support and balance it from there on it's effects and coefficients so that it doesn't have to be so boring and spammy damage that doesn't feel fair, wouldn't have to look so fast and jank anymore either. The utility of Vindicator can easily be balanced one way or another apart of it, but chances are it doesn't need much however if it did and because people seemingly hate the freedom of having swapping "on demand" and not "automatically" for skills individually to mix Alliances skills, the cooldown of skills can just be shared in between Arch or Viktor, but again that's a big if the changes to the evade spam are enough beforehand. Anyways, those are suggestions that are in favor of giving the elite the possibility of having options and not be so limited around it's current iteration because it's literally just power creep of over anything else Revenant/Herald or Renegade has to offer which is why it's SO boring to play and constantly gutted.
  19. Hammer is a menace now, I'm afraid of the complains it's gonna get. On Vindi it was already good before the changes, now it's pushing even more. Nobody is talking about it but that 100% proj finisher is really good to spam cleanse for teammates as well. I swear they better not change it, that makes it unique as a weapon.
  20. Unblockables from F2 on Rev should stack with Phase Traversal, not be apart of each other. That would be a good start, if you really want to hit hard and always be unblockable Axe 4 is good for that. Most skills that do hit hard on Rev besides Hammer usually requires 2 hits so you're not getting much by asking for one unblockable per evade.
  21. Judging by what you said, the profession ain't for you. Try something else. Class is very unique and brings a lot of things the others can't do. Obviously you're gonna have to work your head at it since that's what it's designed with in mind, you're supposed to do a lot without having to wait on for much. Much of it is misunderstood by the majority because it tries really hard to be different which is understandable but it does have it's noticeable strengths that are often ignored in favor of simplicity.
  22. For all the criticism the skill get, it hits hard and that's all that matters even though it has the other benefits such as Weakness and barrier, whether appreciated or not, if you're a support it's better than having Mace or Sword. The potential behind ruining people's kitting is extremely good and I would definitely ask Anet to fix it so that it works properly because Scepter while definitely not the best CQB weapon has it's strengths going all around that makes it a unique weapon that's good enough at mid range which was intended but also that pull is MEGA good on thieves as such or setting up people to get attacked for the team, however it has no other damage sources which is why being able to hit hard with it makes sense and so much so getting the skill LOS'd when it can be evaded and requires to be landed in the first place is just plain dumb. While at it I'd say that also Otherwordly Bond should apply chill and not cripple, it's like they are afraid to give it and that would make it the only mainhand without any condition damage possible right now.
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