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Achillies.2860

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  1. Hello Anet, Escorting dolyaks from Camps to Towers in eternal Battlegrounds DOES NOT give credit for the daily "Escort 1 Supply Caravan to its Destination in WvW" and the Weekly "Escort 10 Allied Supply Caravans to Their Destinations in World vs World" I only get credit when the supply dolyak completes its trip at the Keep. I follow the dolyak, provide it superspeed and swiftness from the camp to the tower but do not get credit. I feel like since the dolyak 'despawns' when getting to the door of the keep that that is what is triggering to give credit. Whereas the dolyak from the camp to the tower does not despawn but instead continues on to the keep. At least in Eternal Battlegrounds. Thank you :)
  2. Lastly the warrior change of Arc Divider is bad, please do not go through with that change. Heat the Soul and Daring Dragon changes again I feel go against what you wanted to try and avoid, the spam skill playstyle to get boons. Berserkers would be forced to take Rage Skills to try and upkeep Berserk mode for as long as they can to SPAM Primal Burst Skills for quickness! Bladesworns would need to spam Dragon Trigger to give constant alacrity! Yet you consider Heralds spamming facets for quickness to be bad gameplay design? Plus Berserkers and Bladesworns would need an active target to hit to provide these boons, so they cannot provide these boons at the start of a raid or strike boss fight for example! As a suggestion for Berserker quickness application, I would have Last Blaze to grant quickness when using a Rage Skill, have Smash Brawler provide aoe quickness when you critically hit a foe with perhaps a 1 or 2 second internal cooldown on quickness application, or have Bloody Roar provide aoe quickness when entering and leaving berserk mode. While keeping the new Heat the Soul. This would help alleviate spamming Primal Bursts for optimal quickness uptime and provide a bit more choice in how to provide that boon on the Berserker specialization. Could also make Heat the Soul trait still have some play with the torch weapon by providing quickness when using torch skills. A one-time application of quickness on the skill Blaze Breaker and pulsing quickness from using the skill Flames of War. For alacrity Bladesworns I would move the alacrity application to Immortal Dragon because no one really uses that trait anyway and keep Daring Dragon trait as it currently is before this patch. Please! I would like to make you guys aware of Mukluks video on this balance patch preview because I feel he sums up very well what the community as a whole feels about this patch and the changes you guys are thinking of implementing.
  3. Finally the Herald changes, if they remain as they are will kill dps quickness Herald. The old Draconic Echo is what made quickness dps herald work and was a fun build. Please leave the old Draconic Echo trait as it is. But I would also suggest keeping the new Elevated Compassion for the patch release so it offers Herald players clear choices when choosing quickness support or quickness dps. If you decide to go ahead with the new Draconic Echo then perhaps provide us with a quickness dps Vindicator build because at the moment I don't really see why Vindicator exists other than a raw dps class with no real useful group boon application. I would add quickness to the trait Angsiyan's Trust and also Imperial Impact. Adding quickness to Angsiyan's Trust would alleviate Vindicator players from spamming dodges constantly to keep up quickness uptime. Im sorry it feels like a poor change to me for Herald players, especially if this 'additional bonus' from Draconic Echo(which you do not state what this bonus is in your upcoming patch notes) is not worth it and rewarding of a trait to pick.
  4. On another note the sword changes to Ranger are nice but I am not too sure why you seem to care about Ranger sword so much. I personally considered Greatsword, Axe and Longbow to be more power-orientated weapons for Ranger yet you seem to neglect them time and again. I am also sad at the fact that the cooldown reduction that used to be on Trappers Expertise will not be baked into the traps themselves when this patch goes live. Although the traps already have a low cooldown I would have appreciated some love for Frost Trap specifically in World vs World. You also didn't include "Guard!" in the reduced cooldown change which is a shame cause not many players were really using that skill, "Guard!" to begin with. On to Druid. Again I feel the same way as I did with the nerf to the duration for Scourge Shades. We are now being forced to mindlessly spam our Avatar form to provide optimal uptime on Alacrity. I would have Grace of the Land still give Alacrity but also bring back the thing where glyphs plant a seed when activated and make this planted seed, when activated, provide alacrity. I cannot remember what that Druid trait was called but that was an interesting mechanic. This would not force Druid support players to spam their Avatar Skills for alacrity uptime and open more options and ways to provide alacrity whilst keeping the Avatar skills for extra alacrity but also emergency heals for the group or squad when needed. This would also make the Druid glyph skills see more play in PvE. Lingering Light, although a nice change, will not see play in pve. In group-orientated content, the healer usually comes with boons to support the team as well. Perhaps in pvp it will see play but this would compete with Grace of the land in PvE. I would instead have the new Lingering Light affect trait baked into a minor trait on druid instead, albeit at a weaker form, so that if you do not include alacrity application on glyphs this would allow Druid players to more quickly have access to Avatar mode to spam the skills for alacrity. And keep the old Lingering Light as is.
  5. Hi Balance Team, I, as well as a vast majority of the community, am deeply disappointed and dreading this balance patch when it comes through into the main game if these are the changes you are going to stick with for this update. Please rethink the changes in this patch and listen to the community that enjoy and play your game. For me I dabble a lot in ranger and necromancer and a bit of dps quick herald on the side also. The inclusion of alac on scourge is unnecessary and no one in the community was asking for it. Gutting healscourge felt unwarranted just to ham-fist alacrity into it. Healscourge already didn't have comparable healing output compared to druid and firebrand but it had a unique class-defining feature in its resurrect of down player potential that no other healing specialization had. Please do not nerf Ritual of Life in pve. If it does need a nerf then nerf it from 7% to 5%. The drastic 2% is too much and no one will play that playstyle on scourge. The same with Transfusion. It was a unique and fun skill and doesn't warrant a nerf. I have used this skill to save many people in raids and strikes from unfortunate situations such as Sabethas flame wall. It feels rewarding and engaging to use. Perhaps reduce the number of pulses on Transfusion from 9 to 6 or 5 but not just 1 please. The inclusion of alacrity on scourge is nice but no one wanted it. As many people before me on this forum have already suggested keep Desert Empowerment as is and add alacrity to Sand Savant. For example, when choosing Sand Savant you get 1 shade that can only affect 5 players already... and make it give alacrity when you initially place the shade and when applying barrier on allies. There would be no need to nerf the duration of your shades from 20 seconds to 8. This change I feel goes against what you wanted to do from this patch, which was moving away from the spam utility skills over and over for quickness or alacrity. If the shade duration change goes through, scourge players will be forced to spam shades a lot more to upkeep the buffs from minor traits on scourge such as Sand Sage and Blood as Sand. This would hurt both dps and support scourges. Perhaps increase the count recharge to match the duration but do not nerf the duration. For example, currently Sand Savant shade has a duration of 20 seconds and a count recharge of 10. Change the count recharge to 20 seconds?
  6. Just an add on to this, a link to a reddit post that inspired me to write all that stuff out that basically summarises in a more concise way what i've been talking about.
  7. Dear Anet, I rarely post here at all but thought I'd give it a shot. I enjoy all your content you produce and hope the Guild Wars franchise thrives for years to come. It has brought me so much joy and satisfaction over the years and MOST aspects of the game I feel rewarded for my time invested. But then comes the rng..... I get it, its an MMO. MMO's are inherently meant to be grindy to keep the audience engaged and hooked in to attempt to attain that shiny reward at the end. I believe some grind is necessary, or 'time investment'. If I put X hours into fractals every X amount of days I will eventually get X amount of gold that I need to buy X whatever, T4 mats, mystic coins etc etc. You get rewarded guaranteed, you get currency to work towards that shiny that you wanted. Another example is the pvp pip system reward, you grind your face off and take all the smack talk from salty pvp'ers, eventually you will get those 120 ranked match wins for the emblem needed to create that legendary trinket! Thats good reward, good and worthwhile time investment! You are not handed the shiny thing on a silver platter, you are rewarded instead based on the amount of hours you invest into the game! Which comes to my point, unique infusions. Most notably; The Chak infusion, Liquid Aurillium, The Confetti Infusion, The Queen Bee Infusion etc etc and now most recently of March 19 2021, The Pristine Dragon Eye Infusions. I remember seeing these on the trailer for the last Champions Icebrood Saga release and thought they were a reward that I wanted and could obtain. But the drop chance is obscene for once per day. Yes, Dragonstorm takes about 20 minutes of my time, yes its easy to do and doesn't require set up and having to be on a map early to guarantee a good Meta map ( Im looking at you chak gerant). It doesn't matter! I play this latest content, which I personally find cool and engaging ,just for a very very minuscule chance at a reward that I want. Everytime I successfully complete a Dragonstorm encounter I am not satisfied in the knowledge that I am slowly progressing towards the shiny goal that I want. I am hoping beyond hope that I get that lucky drop that I wish to attain, only then to discover that all i got was an unidentified rare instead?..... yay? My hopes are dashed yet Im a sucker and come back the next day just for the same thing to happen again. There is only so much monotonous and frankly, pointless grind a gamer can take before they grow a brain and put down the mouse and keyboard and venture outside to make a life for themselves, know what I mean? I am sure there are many, MANY fans of this game who actively play and enjoy that rng aspect, that enticing carrot on the stick where you try to grab it yet the stick just keeps growing and growing beyond your arms reach. "But annoying player ranting on the forums!" I hear you cry; "Why not just do fractals and buy the infusion on the tp?" Because the infusions cost over 5k in game currency, if not more. Convert that from gems to real life currency.... it adds up and becomes a bit ridiculous. That is the same for all the unique infusions! They cost more than a generation 1 legendary. My solution at the end of this, is simple. Make it so we can outright buy the Prisitine Dragon Eye infusions for the defense tokens. Make it cost 1000. Heck it, make it cost 90000 if you really want to keep it as a 'prestige' item. Have it tied to obscure, hard achievements that the player needs to complete first in order to even unlock the option to buy that sweet infusion of their dreams! Make it cost a different currency altogether (but dont make it super grindy like the Frost Legion Infusion for the love of God please dont). The infusions as they stand are more expensive than a legendary and seem more prestigious and therefore more 'legendary' than all the legendary gear in the game currently. Im sorry for the waffle but I just wanted to get my thoughts out there for a game that I have enjoyed for so many years and hopefully many more years to come. I hope some aspect of what im trying to convey across comes under consideration for the health of the game and the longevity of the player base.
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