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Turkeyspit.3965

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Everything posted by Turkeyspit.3965

  1. If all you got was 10 AP, I probably would never worry about doing them.
  2. ANET wants you to buy them. They allow you to earn 3 of them per week by levelling a key toon, as well as giving you a chance to get them as a reward for map completion, a reward from Chest of Black Lion goods, or as a random drop. That you find it boring to level a key toon each week is exactly what ANET would want, as that could lead you to actually buying them.
  3. It will also give you max DR from Blood as Sand (9%) and max Concentration + Expertise from Sand Sage (+135 each). That's it.
  4. That's my thinking of well. To make Herald desirable in a group, they need to target Facet of Nature and give players a reason to want it in their group. Power Reaper + Condi Scourge also lag behind on DPS, but both bring more to the table to justify their place in a Fractal vs just adding another DH, with things like barrier, condi cleanse, boon strip/corrupt, etc. But if your fractal party has an Alacrigade and you join as a Herald, everything you bring to the table is already supplied by either the Alacrigade (Might, Protection) or the Healbrand (Might, Fury, Swiftness). If Facet of Nature was changed to just be a perma +20% boon duration increase, that would be something unique to Herald, but I don't know if that is enough of a change. We also don't want to give something so good and so unique that all of a sudden you MUST have a Herald in the group. But I think changes to F2 are the way to go.
  5. If It wasn't mentioned in the patch notes, I wouldn't have noticed. The fact that I see more DB's in use by full squads than those running 20+ debunks the notion that they serve as some equalizer for outnumbered players.
  6. It is the little things in life that bring us joy. Also something the "remove downed state from the game" folks always seem to forget - many players have spent time and energy to earn finishers and/or spent gold/gems to acquire something that is only used in competitive modes, or against Toxic Alliance / Legendary Bandits in Kryta.
  7. Yeah, what is shown in the video is just a meme, that while it shouldn't exist, it's impact isn't really worth addressing. That said, I maintain that the Warclaw's default damage is too high, and by high, I mean larger than 0. When a single dismounted player has to deal with a single mounted player coming at them, they either eat a 3-5k damage hit, are forced to use a dodge, or blow a cooldown to avoid/mitigate that damage...all while the mounted player has zero risk of taking any damage, and is dismounted at full health having used no cooldowns - heck of an advantage considering all they had to was be mounted. Skilled play at it's best, yes? For the defender, the best outcome they can hope for is that if they happen to be a Guardian, the Warclaw just eats their Aegis (which I'm assuming would block the Warclaw's Maul.....?). The Warclaw has faster speed, 10k health, makes the rider immune to CC, has Sniff, has lolchain pull, can dismount/tag things with Lance, and can do 1635 base Damage +20% vs downed players...and that is all it should have. We finally got rid of the insta-stomp on Maul, now all that's left is you get rid of the damage. If the coding requires at least a damage value to exist, fine - change it to inflict 100 damage, and also make it unblockable so it can't be used to strip Aegis. Because honestly people, if you object to this idea and think it's fine that the Warclaw can dish out damage with a dismount, then the only alternative that remains that brings this mount into some semblance of balance would be to either have the Warclaw's health be shared with the rider, so any damage it takes is removed from the player's health pool, or if the mount is downed via damage, the player goes into downed state as well (similar to how Bond of Life works). Personally I'm not a fan of either idea, as I appreciate being able to use the Warclaw as a bit of a damage sponge while positioning, so the tradeoff needs to be we can't inflict damage on dismounted players (unless in downed state, apparently)
  8. In each of the spawn areas we have access to a number of NPCs, including a Guild Master / Registrar which offers access to guild banks, etc. In the very near future, maybe the Guild Master could bring along Nathan the Bartender (https://wiki.guildwars2.com/wiki/Nathan_the_Bartender) or a clone to the camp, enabling us to change our Guild Enhancements? Last December's patch made Guild Enchancements permanent, which was a great QoL change, but there remains the issue of having a character that you use in multiple modes. While in WvW, I want to have the Guild WXP Gain enhancement, but that doesn't do much for my character when they swap to doing fractals or PvP. Adding this NPC would save us having to port to a guild hall to change enhancements each time we swap game modes. I personally would rather a drop down menu in the UI, but adding the NPC accomplishes almost the same thing. Should also add a copy of the NPC to the PvP lobby.
  9. Well, on a positive side, ANET just saved me 500 gems. Back in December I took my Necro full on Reaper, but use the second equipment slot for a Heal Scourge set for Strikes and the odd meta, etc. When they announced the shade revert, I was thinking of buying a 3rd equipment slot so I could play Scourge in WvW again, but I don't think that's going to be necessary since I already love Reaper, and it looks like it will be in higher demand.
  10. No the other day it had Afflicted, but you just make the most of it. If you have an Alacrigade they can pump out resistance. I was on my Reaper and I just swapped in Spiteful Renewal, Well of Power, and I run Signet of Undeath to stay in Shroud longer at 50% DR. I've completed it with Afflicted and NPNG up, which is even more problematic since I lose the boon strip/corrupt from my weapons. Stack tight, let your Healbrand sustain you, everyone else make sure to swap traits or utilities for added self sustain, and you win. The only real DPS check is the third invul phase when you have to kill 3 krait channelers - if you take too long on that phase, those conditions will do you in.
  11. The only problem I can see there, is that transmutation charges are given out in many ways, including daily logins. The same isn't true for Hair Style Kits, Bank Access, BL Trader, etc. Sure if you have any of those perma contracts, you will inevitably get a hair style kit you won't need, etc, but not to the same degree as the transmutation contract. Not only would it remove the value of existing charges, but it would also diminish future rewards. I've often thought that maybe Legendary items such as weapons, armor and back pieces should be free to transmute, as yet another incentive for players to work towards them, but with the upcoming armory reportedly making legendary items accessible to all characters on an account, that wouldn't go over with ANET.
  12. And Reaper gives less utility to the group. No cleanse/condition conversion, no barrier, no stability (Path of Anguish), no mini-portal (Sand Swell), no Ghastly Breach, and the cleave damage for Reaper is at melee range vs. 1100 units (900 + 180 radius) for Scourge shades. You're just talking about how much damage Scourge doesn't do now while ignoring all the group utility Scourge brings that Reaper doesn't. Now it seems like there is a choice between Reaper and Scourge depending on what you want more: barrier, utility and ranged DPS vs. higher melee DPS. And while Reaper has access to Axe , Scepter, Well of Corruption et al, they can't be used while in Reaper Shroud, which creates a problem when your comm calls out for Axe 3 corrupt while you're busying spinning+winning. I don't have enough experience with Core to debate its ability to compete with either Elite in a zerg. While we will have to wait and see, I feel if instead of every Necro in the squad being Scourge as it is now, if half of them change to Reapers, I genuinely don't see that as a problem.
  13. Except that the act of 'stomping' is supposed to have a cast time, whether it be done manually, Reaper Execute, Daredevil Finishing Blow, Warrior Battle Standard or even a Function Gyro. The Warclaw stomp was instant and by definition not interrupt-able. If ANET removed the health bar and cc immunity from the Warclaw but left the stomp, it would be more difficult to land successfully, but it would still allow a player to stomp instantly, something that normally has a 3 second cast time (or less if you use one of the abilities above), and normally requires some preparation to pull off successfully, either with stealth, stability, etc to avoid being interrupted. But a stomp is still faster than DPSing a downed state enemy (where players at even 1% downed state health can still get an instant rally) especially after the damage nerf in February, and meanwhile the Warclaw stomp was instant and AoE. So, many will say that if downed state didn't exist, there would be no problem. Well, downed state exists.Others would say if the Warclaw was never introduced, there would be no problem. Well, the warclaw exists. In a world where both downed state and the warclaw exists, ANET's decision to remove the stomp now fixes an imbalance they introduced. The warclaw no longer gives free, effortless and instant stomps, but players can still get in some cleave damage by pouncing on them. Now, if ANET can just realize that an attack from an 8k health CC immune mount shouldn't be critting for 4-5K in a competitive environment where average health pools are 16k, and nerfs that down to 1-1.5k or so, we'll be good. Maybe around October?
  14. Ack, good point. It would make the swim infusion useless. These are the comments I was looking for. That's why I don't think underwater skimmer will be a thing--as much as I'd love it.Unless the infusions increased the mount speed underwater... As I said above, I hate the rebreather and the baggage that goes with it, but can't ignore that people spent time and coin to get those infusions ,and it wouldn't be right to just turn them into vendor trash.
  15. the people who suffered most often from the mount stomp were those who were outnumbered...not from those they were fighting, but from the rando who happened to be passing by or returning to tag who scored a cheap, effortless and undeserved kill by pressing their 1 key. Yup we get lots of successful rezzes off while a swarm of scourges stand around us doing aoe. Same with traditional stomps, totally doable in the middle of an enemy zerg.<,< I honestly have no idea what people are talking about the bigger zerg using mount stomp.Honestly, I see very few scenarios that a 1 target stomp would benefit the larger groups, and in the ones that do, it really doesn't matter anyways. Because you're not looking beyond organized zerg vs zerg. That may be what reset night looks like, but the other 6 days of the week, spread across timezones that aren't prime, that isn't the norm. Instead what you have are two (or 3) groups of disparate sizes battling it out...and the randos that swarm around both, like toilet bugs, and that's where the issue is. The people not in squad, not in comms, free to do whatever they want...they are the ones that made use of the Warstomp. You move your squad into the Lords room or base of the tower, you fight it out, downs are generated on both sides, and then BAM...along comes some green on their mount, insta-stomping your downed players and rallying the enemy. This happens on both offense and defense, and I maintain that this benefits the server with more players because, statistically, the more players a server has on the field, the higher the probability they will be hanging around the zerg, or just passing by to score a free kill they didn't earn. If they want to join in the fight and cleave a downed player, or go through the work of an actual stomp - welcome to the party pal! But that isn't what the Warclaw enabled them to do. And before anyone gets on me for ragging on randos, the same applies to respawns, again on either offense or defense, someone riding back to the battle on their warclaw will take the opportunity to leap in and score a kill, while those dismounted can do very little to stop them if they are already in the middle of a fight, because 8k health and immune to CC, yada yada yada. And you're saying you've never experienced that? Ok. Well I won't call you a liar, but I will point out that just because you've never seen it, doesn't mean it doesn't happen, and happen a lot. In your average group fight if I get defeated 10 times, 6 of them will be by cleave, 1 by a stomp, and 3 by a Warclaw. Would I have been rallied those 3 times? I can't say, possibly not, and likely would have perished to AoE cleave. But I can also tell you the numerous times I've been in a group on SMC Lord's when a member suddenly went into downed state, and before we could get them up some John Mcclane wannabe pounced in on their mount for the kill. And that happens whether we are the 20 players surrounded by a cloud of 40, or 40 players keeping 20 defenders at bay. Because without concentrated / coordinated attacks, you're not dismounting a Warclaw player before they can stomp. . If that is the type of gameplay you want, fair enough, you're entitled to your opinion - thankfully after all this time though, ANET finally saw reason.
  16. You standing on the wall and getting nuked, powerless to do anything about it, isn't any less fun than attackers on the ground getting nuked from the wall, powerless to do anything about it. The reality is, both sides have recourse. Defenders of an objectiven can build siege outside of range, and players on the battlements can not be stupid and use stun breaks, stability, reflects and cleanses,while Rangers, Elementalists, Guardians, Engineers and Necros can drop ordinance on the attackers. Attackers can build siege outside of range from the wall, use shield gems, and players on the ground can not be stupid and dodge out of AoE attacks, use reflects, sustain and cleanses, while Rangers, Elementalists, Guardians, Engineers and Necros can drop ordinance on the defenders. OR, and here is the big brain move: get organized, stack, empower/stealth, and charge out to attack the enemy. Most times your typical rando wall defender is accomplishing nothing anyways, and the best strategy you have is to just drain the supply.
  17. Given it's titled "Flufosaurus", I'd say you could use that as a Raptor Skin as well. For Springer I'm surprised we haven't yet seen the obvious one: https://www.123rf.com/photo_46818952_stock-vector-cute-kangaroo-with-boxing-gloves.html
  18. Ack, good point. It would make the swim infusion useless. At the same time though, I want them to delete the re breather completely. Just remove it from the game, and let players see the rebreather skin on their helmet while underwater. This removes the requirement for a 7th Rune, and since there are no Legendary Rebreathers, removes the requirement for an additional rebreather for each set of gear you have.
  19. It makes sense, since the main reason you use Skimmer is that you're over water (or quicksand/lava/ouchy stuff), so you're not really going to use the Barrel Roll ability all that much, compared to your #1 key on Raptor, Springer, Jackel, etc. The only thing is, many of the water maps I can think of aren't deep enough to need an underwater mount. Maybe this is in preparation of the next expansion, Guild Wars 2: Wrath of Steve
  20. What do you mean "for no reason"? I am pretty sure that, for example, most Mirage nerfs are actually targeted at PvP, but ruined it for WvW, so a problem in one area is a perfect reason to ruin the class in another area of the game. Yeah, I think Condi Mirage was voted #1 favourite profession of all time by WvW'ers.... /s But flip the coin. The change to shades were done for WvW purposes, but didn't it also hit Scourges in PvP? I don't play Conquest much, but I would imagine the loss of damage around the player was a bit of a hit for a game mode revolving around node control. Regardless, I was talking about changes made to fix an issue in competitive mode that had negative consequences in a non-competitive mode. How many dodges does a Mirage have in PvE again? Right.
  21. That's how you choose to view it. For me, I see ANET fixing two mistakes they made: the first was giving Warclaws the stomp in the first place, the second was their attempt to reign in WvW Scourges by changing the shade mechanic last December, while also gut-punching Scourges in PvE for no reason. Now it remains on them to find another solution, a better solution, to Scourge effectiveness in a zerg.
  22. While I disagree with that position, ANET could easily design the meter to only show your stats. We have test golems, so obviously ANET recognizes that players need to be able to self-benchmark, but why they refuse to allow us to do so outside the Spec Forces training area is a mystery to me...though maybe that's on their To-Do list, right after giving us the ability to copy/paste from the chat box.
  23. Good luck convincing ANET developers that a mechanic that has been in WvW and sPvP coming up on 8 years "ruins" the game. I don't personally care if they do remove it, as the amount of times I get rallied on any given day can be counted on 1 finger. But if you're logging into WvW or PvP day after day, year after year, you can't convince me that downed state is ruining the game - you just don't like it. Well, sorry to tell you, nobody is interested in what you don't like, or what I don't like for that matter. You want downed state gone. I'd love stealth to be gone (amongst other things) But every time we log in to WvW or sPvP, we tacitly check off the box that says "I accept that there are things here I don't like, but I enjoy myself anyways".
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