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cat.8975

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Everything posted by cat.8975

  1. That's more of an issue with how the mistlock singularity interacts with unique class buffs. Ask them to nerf that, not the class as a whole.
  2. What if that was their overall goal here, though? They've done the exact same thing to a ton of other skills in the last year or two, due to condi burst being so hard to deal with in those gamemodes. Sure, the 17% lost in PvE sucks a little, but it's not so significant as to make the build nonviable.
  3. They already nerfed AotJ with the ICD change, bringing cfb rampup more in line with every other condi build. The 40k bench video is also a bit of a meme, as it's using 8 page and RF at the end to boost the final number a tiny bit. Without that RF cast, the sustained is closer to ~38-39k. The 40k bench is definitely a good example of someone doing a "golem speedrun" instead of a more generalized dps benchmark. We've seen this all the time in the past with ele, which probably played a part in it seeing so many nerfs. > Signet of Fire: The number of applied burning stacks on activation has been reduced from 4 to 2, and the duration of applied burning has been increased from 6 seconds to 10 seconds in all game modes. 4*6 = 24 2*10 = 20 20/24 = 5/6 A reduction of 16.6667%.
  4. Seeing these comments before reading the patch notes made me think there were multiple significant nerfs, but it was just a 16.67% reduction to fire signet? All of these complaints over a ~600 dps nerf to the build benching 42.1k. Incredible.
  5. This isn't actually true. Necromancer has been the most popular/played class for a long time now, despite what any DPS benchmarks and WvW metas would lead you to believe.
  6. Quickness only increases your attack speed by 50%. It's still incredibly strong, but nowhere near double.
  7. Sure, it "works", but there's never really any situation where it's the best weapon choice for a particular job. Perma prot is a meme, the CC skills are useless for PvE, ring of warding is buggy in pvp (people manage to slip out of it after getting knocked down once), hammer 2 damage is pitiful even when traited, and the immob is garbage. Hammer definitely feels like a remnant of launch days where some weapons would just have trash skills on them sometimes. (Anyone remember how bad ranger's axe 5 used to be?)
  8. It used to be a decent weapon in PvP, but the damage is no longer high enough to justify using it most of the time.
  9. Because you want quickness. F3 tome has a long cooldown, so it's not a reliable source of consistent stab. It's usually not necessary to run more stab, as you can aegis most of the CC skills anyway. The alacren is usually expected to run Jalis for a couple of fights where the extra stab is necessary, at least in pugs.
  10. Combos use the first field you enter (or the oldest field on the ground if you're not inside of it). If you briefly leave the stack when using blast gyro (step out of all existing fields), you'll guarantee the might blasts. It's a little clunky, but usually not too hard to pull off.
  11. The cooldowns on WT and SD make them significantly worse than LL+LM for PvE, sadly.
  12. If you read the thread, you'd know that nobody here is asking for the old retal to come back. We agree that supports should have some extra system put in place to normalize the rewards.
  13. Translation: Gimp the effectiveness of your build (thus sabotaging your squad) just so you can get some more loot/wxp. Not a good solution.
  14. Yes. The primary reason they reworked retal is because it was worthless in PvE, and obnoxious passive damage in WvW/PvP. There was no way to balance it in its current state. They could have gone down the ICD route, but they instead chose to rework resistance at the same time to create new space for Resolution. WvW loot bags + WXP had nothing to do with the change.
  15. Are you seriously suggesting they reworked retal just to prevent supports from getting kill credit in WvW?
  16. But the rewards were fine before the change to retal. Putting them back where they were would not be an issue.
  17. But it was fine before the update? Why fixing it magically become a problem now if it was fine before? Supports wouldn't be overrepresented for the same reason I listed earlier. There are significant diminishing returns when you run additional supports, to the point where you wont get anything done with a squad full of them. There's an optimal balance somewhere inbetween, and that's great.
  18. It was already "abused" via retaliation. Perhaps they could add some invisible 0 damage hits to attackers when you have Resolution (and/or other various boons). At the end of the day, supports that gave retal (primarily guardians) are getting less loot after the patch than they were before, so it should be no surprise that some people are upset about it.
  19. Look at it mathematically. If a group with 1 support and 4 damage is capturing more objectives/killing enemies faster than a group with 5 dps, the support is actually bringing more individual value than any of the dps players. There are diminishing returns, of course, but the first support or two in a group is almost always more valuable than any of the damage players on an individual contribution level.
  20. 1 support player giving 4 dps players offensive boons will do more damage than 5 dps players. 1 healer and 4 dps will do more damage than 5 dead dps. The optimal strategy in both WvW and PvE is to have at least some form of group support, whether it's through healing, boons, or both. Supports are contributing just as much towards the group success as the damage players, so why aren't they being rewarded the same?
  21. Not anymore. It takes around 17-20 seconds to reach its peak now. This is perfectly in line with other existing condi builds. If the quickness on scrapper is buffed a little bit, I could see the dps variant being a potential contender for tryhard runs where they phase bosses in <15s, and the heal variant being a solid stand-in for HB. People often overvalue aegis in parties with a healer. If you have strong enough healing and access to stability, the lack of aegis really wont matter. The only place where aegis is "overpowered" are full damage comps, but you could easily argue it as a risk-reward tradeoff where you're rewarded for the well-timed block. With scrapper, you could do a partial version of this via bulwark gyro + hammer block to nullify 35% of the damage from those big hits.
  22. If players weren't meant to play support builds, then why are entire traitlines, weapon skills, utilities, equipment prefixes, etc. all oriented around supporting? WvW would be a terrible gamemode without some people running that stuff. Their job isn't any easier or harder to do, it's just different. The disproportionate rewards really suck. Supporting your allies D I R E C T L Y C O N T R I B U T E S towards capturing objectives. If there aren't any healers, you wont capture a single thing outside of sentries/camps. Why are you having trouble understanding this?
  23. I wish taking damage from an enemy would "tag" them for kill credit. Would help out the support roles so much for loot.
  24. Alright, set the ICD to a single server cycle. As long as you don't hit two abilities within the same 0.04s time window then it'd be fine.
  25. If this is done, cfb would suddenly have a funny meme-tier zeal build that utilizes scepter 3, tome pull, hammer of wisdom, and sometimes sanctuary for damage. I haven't done super extensive math on it, but the damage should be relatively competitive with the current Virtues cfb build we have right now (probably a touch lower). (I really just want a reason to use Stoic Demeanor in PvE lmao) Edit: When you think about it, Loremaster being the best dps trait is kind of OP, as it lets you keep the f2 passive at all times. It's weird that it brings more damage than the other options (I'm not suggesting it gets nerfed though).
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