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Ghostof Luzifer.6159

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  1. Thaank you.. the pre nerf meta was def. worse than what we have now. Just think of sa one shot thief.. water weaver.. rampage etc etc they werre all very unfun. Tbf balance post patch was disapointing in a sense that we dont nearly get as much as was promissed. Specs like renegade should be hotfixed beccause they dont have a place in a fun meta. But thinking pre patch meta was better than what we have now is crazy. Also afaik meta specs are power not condi. Someone said that we are in a condi bunker meta which isnt true.
  2. I think guild leaderboards would be a great addition to wvw if implemented correctly. Concerning the problem with multiple guilds.. For alliances you will have to choose a main wvw guild as far as I remember so it wouldnt be aproblem. Edit: On an individual player level, once a player's guild has specified they are a WvW guild, the individual player will be able to set ONE of their guilds as their personal WvW guild.https://en-forum.guildwars2.com/discussion/26547/world-restructuring/p1 Imo it would be possiblet to create guild leaderboards using individual player metrics. However that might encourage exclusion from guilds. I wonder if that is the best way to go about it. I think it would be better to base it off the performance of guild as a whole. However that might advantage bigger guilds, which on the upside would be more inclusive which probably is better for the gamemode as a whole.
  3. players with banners could made visible on the map for everyone to see + a target similar too a pvp gizmo above their head. Might be a targetfor roamers to take these players out. Like a map wide bounty hunt.
  4. from what i have read the changes i think go into the right direction. lets see how it plays out. Keep it up! just maybe communicate more in between especially when you dont meet the annoounced scedule. Edit: unfortunately the more i read i see that there are aslo some really ugly changes. Especially regarding wvw. Imagine not developing your only unique and interessting game mode. Actually even actively fcking it.. atleast take wvw out for dinner first. have some manners Kapp
  5. Great video! I like the ideas you have. At this point I would be happy if only 1 of them gets implemented in 'the coming months' KappEdit: Especially the roaming style gamplay around the ruins I imagine to be amazing. Smallscale unorganized brawl for the control over all points would great
  6. 2 thieves couldnt, but thief is also just the lowest damage class by a pretty wide margin. Otherwise? 2 Guardians, 2 Engineers (doesnt even have to be Holo), 2 Rangers, 2 Warriors, 2 Eles, 2 Mesmers and 2 Reapers absolutely could. So uh, yeah, basically everyone other than thief can. I bet you 100 gold right now that neither of those combinations could do it to the same degree and speed. Any day of the week I'm comfortable with that bet. Edit: And that's without me mentioning that Revenant has far more sustain in comparison to any of those combinations as well. I'll take you on that bet, might take me a while to get a vid uploaded though. It's going to be hilarious watching you try. The amount of setup needed by the burst by what those two rev's produced is nothing like other classes. He literally dropped in less than 3 seconds. The setup necessary for the other classes mentioned is far more difficult. I know you're a smart guy but you also play Rev. You gotta know your profession of choice is head-over-heels above the rest in whatever respected category they want. Power Herald: Outside of Holosmith, it's the strongest power spec in the game that has mobility only second to thief with far more sustainability. Condi Herald: I can't think of any other spec that has the sheer condition output combined with near 100% up-time on resistance with other boon-spam. Said boon-spam is also applied to power herald without the resistance. Renegade: This spec is essentially an upgraded version of symbol-brand or any symbol guardian. The on-point pressure is 2nd to none. All of this and I haven't even mentioned the fact that two of the three mentioned specs have access to arguably the best heal in the game(infuse light). Enjoy the facts. Only took one holo to burst harder and faster than those 2 heralds combined no outside buffs required either. The heavy target golem in the video has 22,084 health and 2,597 armor. (https://wiki.guildwars2.com/wiki/Target_Golem_-_Heavy) even if the reaper was paladins it doesn't get that tanky. Give gold pls.I am not saying that either side is right but that vid only proves that the dmg is there. Now uplaod the video of you fighting a reaper on plat level that tries to avoid dying. Otherwise it doesnt compare to the twitch clip.
  7. I mean that sounds pretty convincing. My goal was not to convince anyone. It was to provoke thoughts and discussion(, which was achieved). That is the reason why I put this remark in the post in the first place. I dont like the way condition gameplay works, therefore I suggest a change and put up an idea of what I think would be a change for the better. If anet pays me I will put more thought into it. You could also send me some money if you want :) The remark is nothing but the truth. It is also true for most ideas, before they get realized. Since I havent done anything further than forumlate an idea, I dont get why you are so passive aggressive about it. So here it is without being passive: all the changes you suggested in the OP would fundamentally break the game, the entire combat system is designed around the idea that only the damage from conditions can scale with stats(they removed expertise as amulet provided stat from PvP because it broke this rule).Generating discussions which redirect attention from the actual issues is your right to do, but your suggestion is terrible, the conversation about it is pointless(nothing short of a full rework of the entire game could make scaling soft CC-s work), and I wish you hadn't made this post at all. Hope that was direct enough for you. Also, since you're the kind that's entitled to money for using basic thinking skills, please wait for payment before making further posts! Or we might just assume you do them for free.daamn spicyyou could for example set the baseline for conditions effects lower than it is now. So youd either have to invest into damage or debuffer potential or have a weakend hybrid version. There are solutions oout there you just have to find them. In that case it would be wise to scale this stat exponentially. So if oyu want to play a debuffer spec using cripple chill, slow etc (Edit: what if fear woould make you run faster, that way increasing the distance, but not the duration. That would be a lot of fun imo.) youd have to invest all into this new stat which will results in decreased condition uptime of the damaging conditions resulting in lower damage. On the same time if you want to put out condi damage youd have to invest into condition duration decreasing the effectiveness of debuffing codnitions. I like the idea that confusion only ticks when actiivated, bleeding could be like a burst thing and burning more sustained damage with low stacks and torment only if you actually move. Dont be so distructive, discussion fuels progress. Even if it is a bad idea it might produce good ideas. Take a deep breath relax, take a walk, there are many ways thorugh which you can relieve this anger inside of you. If you want we can talk about it.(On a serious note I am sorry if i offended you.)
  8. I mean that sounds pretty convincing. My goal was not to convince anyone. It was to provoke thoughts and discussion(, which was achieved). That is the reason why I put this remark in the post in the first place. I dont like the way condition gameplay works, therefore I suggest a change and put up an idea of what I think would be a change for the better. If anet pays me I will put more thought into it. You could also send me some money if you want :) The remark is nothing but the truth. It is also true for most ideas, before they get realized. Since I havent done anything further than forumlate an idea, I dont get why you are so passive aggressive about it.
  9. I don't see how the patches that we have gotten somehow don't qualify. You'd still be fighting immortal necros and being instagibbed by ranger pets to name a few. I feel people equate "I'm not getting the changes I want" with "there have been no changes at all". Then there is always the "but the changes are small...so easy to put in and don't need a lot of thought lol" posts. Whenever I read one i'm reminded of the Soul Beast damage changes where Cal goes into some of the thought process behind it for some seemingly small and benign number changes and its not a small, easy, or a straight forward as some like to think. Ok fair enough their have been balance changes to pvp for every month more or less. Maybe I am ignorant however I do think that what is delivered is not enough. 7 changes to 2 professions is hardly more than a hot fix. Especially, since reagarding condi thief it did not fix the issue. The patch before (april 28) was what I had in mind. Maybe a little less. 20-30 changes accross multiple proffessions. Condcidering that every second patch is rather loaded with skill mechanic changes done by the skills team it might be that I am asking for too much from one dev only. However imo anet should not promise what they cant follow up on. But if they do they should communicate about their struggle with the scedule, explain the situation and forumlate a new release scedule. Especially since their has hardly been changes to wvw, which I interpret as a lack of man power. Maybe we get another bigger balance patch mid june and then the rythm will be every 6 weeks with the possibility of hot fixes every now and then in between. Would honestly be fine with me since it still would be much better than the old scedule. However i still think anet should communicate it better.
  10. We can agree that the current balance isnt much fun. Imo the initial idea was good. However the follow up promise of regular balance patches was broken. Did we expect huge changes as in the beginning? Of course not! > @Cyninja.2954 said:
  11. Well although that probably will never happen since anet doesnt develop their interessting gamemodes... (a little salt as intro)what do you guys think of reworking conditions. Imo they are a somewhat boring playstyle one reason being that there isnt a big difference to the powerplaystyle.One idea (not fully fleshed out) that I had was anet could remove the condition damage stat and replace it by something like condition effectiveness. It would affect each condition in their own way. For example poison would get its healing reduction inceased not th damage, cripple its movement reduction, and maybe the damaging conditions like burning, torment, confusion would get a buff to damage + a reduction in duration in order to avoid op specs. That wwould make maybe debufffer specs possible + condi specs would invest into condition duration a lot more if they want to do damage I think balancing condition specs around a system similar to this would make condition gameplay more unique and fun than it is now. Oviously alot more thought would need to be put into the actual system, (which I havent done at all) , but i think it could maybe work.
  12. sustain on some classes and cc would need a nerf imo. sidenoders should be able to kill each other, but should not be squishy enough to totally get obliterated by a +1. Because of that I would like cc nerfed since cc disables kiting which would be an active defence vs multiple opponents for skilled players. Dont nerf sustain too much, for example tempest is an example of a pretty great teamfight support class. It provides heal, buffs but when focused can be kill relatively easily except if the player knows how to kite well. It is more active gameplay as opposed to old firebrand or tank core necro which I think deserved the nerfs they got.
  13. They should buff the speed and decrease the lance cd by alot. Make winning matter in a way that is healthy for the gamemode ie make cheese stratss impossible nightcapping etc Mounts are close to being useless which isnt the way it is supposed to be. They are an opportunity for a better experience in wvw. Stop the qq about changes to your gamemode. Changes are necessary. Instead give feedback to anet on how to implement these changes properly.
  14. If that is the actual reason alliances arent released yet it would be very bad/dumb management. Keep your gamemode shit without improvements too save a declining cash flow. They need to invest into the game make it better to draw more people in if they want to make money of it. If they just want to milk the game until its dry using said revenue stream why announce alliances in the first place? Other features to keep the community interessted wouldnt have brought them into the dillemma of loosing that revenue stream. on the otherhand it is kitten stupid to stop communication about such a fundamental feature and it certainly seems anet wants the community to slowly forget about it. So maybe the people at anet that make decisions arent very smart and you are right...
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