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Infusion.7149

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Everything posted by Infusion.7149

  1. Warclaw mount rental would be something beneficial to new players who haven't obtained one yet. The warclaw has balance issues (such as 3 dodges and the health pool), but at least this would level the playing field a bit.
  2. ^ Revs are meta in WVW but not PVP.
  3. I don't think you realize how many dev hours would be required for what you propose. Dev hours = money.
  4. Apparently cosmetics is "winning" now. Convenience items and cosmetics were the idea of the gemstore in addition to content you didn't log in for (Living Story). If not, they'd be selling expansions again.
  5. I've gotten a chili node from the vault of Khan-Ur so it isn't always just the value of the Recovered Charr Artifact. Not testing my luck further (chili nodes also drop from metas) so now I just sell my meta keys on TP. It would be nice if the Khan Ur headgear drop rate was increased though. You can't get that from the PVP/WVW reward track and the price is astronomical right now on the TP. Map completion yields one Recovered Charr artifact so unless you have massive amounts of characters you are only going to have a handful of tries.
  6. I obtained it through the WVW reward track but you can buy it from the chili vendor (after completing the concert achievement). It isn't advisable to get the weapons + expensive tradable armor pieces just for the T-shirt.
  7. Yay not another complainer. I have to agree with your sentiment, overall it's a change of pace and more activity-based.
  8. Other than the inability of some players to properly do the Flame Legion torch passing this week (a better explanation would have been nice) and the people burning after the Flame Effigy meta (a bug), I haven't seen anything that is deserving of negative feedback content-wise. There's things that are certainly harder than normal unless you like that particular type of content (the Ash Legion maze and the torch jump puzzle which has many mesmers portaling through it). Ooze pit was ok. People sometimes don't use the colored circles to make sure they aren't doing 0 damage to the ooze. Doomlore was ok , players like to stand in poison though. Concert was probably most well liked. Fireworks crosshairs could be larger for visibility, but once you know it is pretty seamless event. Strike Missions after the invisible pads were fixed aren't particularly hard at all. Barriers/heals allow you to just power through it. Feels like a T1 fractal, to be honest. The chef helper event isn't bad and neither is the bartending one. Kasmeer illusion event isn't difficult and neither is the demolition derby. The race events are standard fare , the charr helipad shooting range, and so is the magic orb collection adventure/activity on skyscale. The reward structure could use some tweaking (the Ebon Legion shoulders are at ~250g on the TP now but aren't part of the Merchandise collection, the Khan-Ur headgear is ridiculous) but that's my main observation. I managed to get 2 chili nodes as part of metas (and have seen people mention in chat as well) so that is a rather lucky drop or the drop rate isn't that low. For people saying the map is too big, it's map completable in less than an hour (done it 5x) and you can use raptor or roller beetle mounts. That is coming from someone that usually WvW instead of PVE... P.S. I'm not quite sure what Festival VIP title does, probably just a vanity title.
  9. I have to chime in here and say that this is probably the most universally liked part of the new Living Story per players ingame. I only have one question regarding the actual Metal Legion idea : what was the inspiration for each song? P.S. Looking forward to an asura techno themed rave party as Vagrant suggested above.
  10. I hope you're joking. Stand Your Ground is still 10 targets and 0 cast time with 600 radius ; if you trait Virtues' Indomitable Courage your virtue of courage is a stunbreak as well as stability. Until there's a better option, Guardians will remain a staple in WvW. If anything I'm waiting for them to reduce the number of pages in tomes back to 5 with a cooldown reduction on the virtues instead of 8 pages. Firebrand power level has a large difference to its core AH guardian and DH counterparts.
  11. The reason why Guardians remain the standard for stability is that "Stand your ground" has 600 radius , up to 10 targets, and 0 cast time being a shout. Inspiring Reinforcement change is a step in the right direction, but it is going to be precast over a bridge or choke. Then you need to hope of not being bombed to death by scourges.
  12. No Greatswords please. It's way overused ingame despite only 5 classes utilizing it (is staff and sword have 7 and 8 classes respectively). Offhand mace or warhorn maybe , although neither should be ranged damage probably.Mace only has warrior , rev (mainhand), and guardian using it. An offhand mace could function as a more condi damage oriented offhand than axe or provide hard CC (stun/daze/knockdown/etc) on a shorter cooldown at least for PvE purposes.Warhorn only has warrior, tempest (elite spec) , ranger, and necromancer using it. As a spirit conjurer or ritualist of sorts I think a warhorn would be befitting of revenants and could operate as a support weapon for alacrity/quickness/condi clear /etc (unlikely shield which has been largely gutted). Due to the uptime of fury, might, swiftness, and regeneration on heralds, this really isn't as appealing as what an offhand mace could offer.Scepter has 4 users and so does focus but neither seem to fill any gap in functionality if keeping the use thematically to magic only : warhorn probably is more befitting than focus and has fewer professions capable of equipping it.Torch has guardian, ranger, mesmer, berserker (elite spec), scourge (elite spec) using it totaling 5 so that's unlikely. Longbow , pistol, and rifle would also be options, but rev already has ranged hammer (power) and shortbow (condi). Current profession tally:sword = 6+2 = 8 <-- most possibly used (power/support mesmers, power revs, holos, some DPS guardians, condi berserker warriors, weavers, thieves use sword+ dagger in PvP typically)staff = 5+2=7 <-- seen everywhere (eles, condi mesmer , necros, guardians, revs, druids, daredevil, etc)axe = 4+2=6 <-- seen most often on warrior, but also on firebrands not using mace, power necros , support rangers , condi mirages + revsdagger = 4+1 = 5 <--- most commonly used by condi thieves and spellbreakers nowadays , rarely by eles, rangers, necrosGS= 4+1 = 5 <--- Greatsword : highly used by warriors, guardians, soulbeast rangers , power shatter mesmers, sometimes by power reaperstorch = 3+2 = 5 <--- used commonly by scourges , condi mesmers , condi berserkers , less often on condi (burn) guardians which may opt for shieldShield = 3+2 = 5 <--- common on guardians and warriors (PvP), chronos ; less common on engineers and revsscepter = 4 <--- heavy use by condi necros , mesmers, guardians , eles running Fresh Air scepter + warhornfocus = 4 <--- heavy use by power necromancers and mesmers, guardians in environments with few enemies , weavers in PvPwarhorn = 3+1 = 4 <--- used by druids (despite being for core ranger), tempests and rarely by necros & warriorshammer = 3+1 = 4 <-- seen often in WvW on scrappers/revs, spellbreakers ; guardians dropped this in favor of mace+shieldmace = 3 <--- rarely seen other than on support guardian mainhand , condi rev uses it in mainhand but warriors generally go for hammer over macepistol=3 <--- seen often on condi mesmers , rarely used by thieves (in mainhand) and condi engineerslongbow = 2+1 = 3 <--- mostly used by soulbeast (rangers) and DH , rarely by warriorsrifle = 2+1 = 3 <--- usually used by holos (engineers) and deadeyes, rarely by warriorsshortbow = 2+1=3 <-- used by renegades and condi thieves typically , less so by rangers Keep in mind it is highly unlikely a weapon would be added for a single profession and that the least used weapons (i.e. only 3 or 4 professions using it) have to receive priority due to the ramifications on ingame economics. It would have to be part of an expansion or something of that nature in order for dev hours to be put towards something of that nature.
  13. Does it actually change tactics though? It just encourages more pirateshipping. Current barrier (and condi cleanse) application is around the scourge as well, but with this change you just apply the barrier before you put the shades. The only way to change the way scourge is played is to lower base barrier levels and increase healing power contribution to barrier level. It seems they did address this part (barriers), but the carpet bombing of everything up to 10 targets in 900 range with the sand savant trait seems poorly thought out. Because each scourge is hitting more targets at range, you can spec into healing power and still have the same total damage output (at range) so long as your damage is at least 50% of what it was. As far as barrier goes, cele or marshal's has higher barrier amounts but when people are running multiple scourges the difference isn't as noticeable due to the barrier cap of 50% health. Condi damage does have an effect : it increases the damage of corrupted boons (burning, bleeding, poison, etc) and if you're running scepter or staff it has a direct impact on your outgoing conditions' damage as well. This helps nothing with regard to small scale (roaming) or PvP type scenarios where hitting 10 targets is not a given , boons aren't as plentiful, and barriers aren't stacked en masse.
  14. Don't know what's so broken about Dragonhunter in WvW? Other than Hunter's ward seemingly ignoring stability I haven't seen anything noteworthy. Big Game Hunter's damage bonus only applies to one target and it's blatantly obvious if you're "marked" so to speak.
  15. Might want to put WvW in the title. Herald is basically the only one that stands out, not scrapper. 10 man permaboons even if they're stripped is quite strong : maybe the interval can be adjusted so that boon removal is more effective. CoR will still do more damage than most eles will , as will phase smash and drop the hammer. Rite of the Great Dwarf from the Retribution traitline also happens to have a nonremovable damage reduction that works against all power damage and the colloquial stone road is getting quicker cast time. Scrapper was already slated for antitoxin rune nerf as well as stealth gyro cooldown increase. Unless they are able to camp hammer and still provide heals without minstrel I don't see anything broken (there's a tradeoff of using med kit and also using minstrel's). Against mainly power damage it relies on boons from herald revenants and firebrands for the med kit heal (which is mostly auxiliary healing with pulses or regen rather than a large burst heal) ; super elixir & elixir shell are both pulsed heals. Chrono is basically irrelevant in WvW now unless you run scepter because of clone reliance for shatters (which no longer have access to party stability). Signet of inspiration simply lengthens boons now, there's no copying ; gravity well doesn't outdo DH hunter's ward that much. Renegades pump out alacrity better while moving ; scrapper's stealth gyro is preferred over mass invis due to smoke field.
  16. Need to address the spam skills: sand shade skills and tomes (due to the traited 8 pages mainly). Otherwise it's condi "hot potato" even with rune of antitoxin changed , Cleansing Field in Med Kit is 15 cooldown and 4 pulses, Purge Gyro is 20s CD with 5 pulses, Fumigate (Elixir Gun) is 15s CD with 5 conditions removed in an arc, Super Elixir (Elixir gun) removes one condition and on 20 cooldown. I'd like to see scourge's F2 (Nefarious Favor) recharge increased from 5 to 10-12 seconds at a minimum unless Abrasive Grit is used (which means life force isn't as readily acquired other than via camping staff), along with the sand shades being toned down in strike interval. Scourges literally break the game as the AoE conditions strain the server more than power damage. Sand Savant usually isn't used over Demonic Lore in PvE so I don't understand why there is hesitation on changing it. I'd like to see firebrand's Legendary Lore boon spam toned down for tome 2 (resolve)/3 (courage) along with Archivist of Whispers trait turning into a 20-30% recharge reduction on tomes instead of 3 more pages (+60%). Perhaps Clarified conclusion should have its "condition to boons" removed and "charge recovery" recharge increased, but keep in mind mantras have a small arc/cone. Bountiful Maintenance Oil could also be toned down as it is a % modifier , perhaps having a flat bonus to healing power would be better. If you want to see how much powercreep we have, look at "Hold the Line!" or Purging Flames which were run several years ago and hadn't had major changes. Revenant CoR is slated to get a nerf in the near future per the dev post on Sept 6. If boons are to be addressed, boon application interval on facets (regen, might,swiftness,fury) should be increased so boon removal is more meaningful : i.e. instead of every 3s maybe 10-15s in WvW.
  17. The amount of work to rebuild all armor/weapon/trinket items would be immense for devs. If they acted on "just an idea" posts they would lose a lot of manhours on things that just aren't going to ROI whatsoever. This would make condi builds much stronger as well as builds not using ferocity currently You haven't shown any math ; most one shot builds rely on stacked % damage modifiers and not so much on ferocity
  18. If you're running as a guild group and ascended food is dropped you are foolish to not use it.If you're running alone or for a short time period where the bonus won't help much (i.e. just daily sentry/camp type stuff), unless there's a minimal price difference to what you usually run it's not worth the hassle. However, to deny it is powercreep is utterly shortsighted. The -10% incoming damage means your backliners/frontliners have more sustain, the same goes for ciilantro variant with a small amount of lifesteal. This is especially strong on rev where the HP pool is sufficient unlike on weaver. -10% incoming damage is equal to +200 armor more or less. I think food with % modifiers in general should be reevaluated (10% incoming damage, 10% outgoing healing at least in WvW especially in conjunction with Bountiful Maintenance Oil , -20% condition duration , etc)
  19. ^ siege was nerfed at the request of fight guilds players. The joke is most fight guilds quit the game after stacking servers
  20. I'm not even sure how you could have pulled that from anything I wrote. You made a very specific statement that the warclaw was a bad thing when all it changes is how fast you, and everyone else, move from point A to B. If that feature had not been added and wvw kept as it was, wvw would move at a pace that simply has no business existing in today's gaming and would be unappealing to new players. It would have ceased to be relevant in this modern world. Your statement essentially advocated for the return to a 20mph speed limit in a world that goes 75 today and tomorrow will want to go faster. If you're issue isn't with the introduction of the warclaw but with the time gating and massive # of wvw points required to max it out, I won't argue against that. The effort does seem completely out-of-proportion with the pve mounts. Your comment is that without the warclaw (which we did not have at launch and for years) that the combat is too slow and that there's "too much space". It's the same view that brought the powercreep that we have today. An even faster pace is only suited to younger people with low attention span : WvW never was an esport and only player-made GvGs in EOTM/Obsidian Sanctum with player limits are actually suited for an audience. The game already slows down in EBG with 3 map blobs (server side and clientside), so an even faster pace is a terrible idea (see Desert BL introduction with the lagfest laser event). It (warclaw) already disincentives flipping T3 keeps since the defending team can just run back (warclaw is faster on owned territory) and people just run from fights with triple leaps. When it was first released it was also super unbalanced to the point people were just using multi-player instakills with Battle Maul instead of fighting. If you played WvW when we had bunker meta or hammer train , people didn't vaporize to ranged AoE as much and zerg-busting / havoc was more common. My issue with the warclaw is mainly that it creates a barrier for new players , not just that it basically killed roaming and disincentives attacking tiered keep on alpine BL. It also makes alpine borderlands play a lot different than at launch. Unlike desert BL there is strategic value in holding towers since you can treb the keeps from them and the time from spawn to the Bay (western) and Hills (eastern) keeps is necessary to delay defense response. When warclaw was brand new , the entire week my server would help PvE players get the warclaw and leave WvW. That doesn't happen much now so if a new player is on a server where the matchup is poor and keeps aren't being flipped, that's a problem. It's especially a problem if the person is just there for the mount.
  21. You're more likely to be able to utilize legendary sigils than legendary runes, because legendary weapons don't exist for purely PvP/WvW players outside of trading post and some weapons generally are only used for power/condi such as greatsword , rifle, or torch. That said you'd need to weigh the cost of carrying an extra sigil or ascended weapon vs a legendary sigil and the value proposition isn't even remotely there. Legendary runes don't really make sense because you can remove runes from your legendary armor and you need to make 5 or 6 of them to be really effective. The cost of the runes really ought to be reevaluated. The cost could be cut by at least 5x maybe (~700g for full set) instead of something absurd such as 450g each. It's a convenience item so it can't be super cheap but at the same time the uptake on 450g per rune is likely really low.
  22. If you're talking about damage or healing it's a byproduct of extremes (i.e. minstrel vs berserker's) along with food+utility and bonuses along with it. In the past we had nomad's but that didn't have boon duration. Scaling everything to exotics, removal of ascended food 3rd bonuses, reduction of extra keep buffs is the way that could be addressed. Can't decrease damage or increase health, it doesn't normalize things.
  23. If they put ascended runes/sigils ingame it better be a PvE-only bonus such as +1% vs ghosts per rune. There's way too much powercreep from ascended vs exotic already compounded by damage multipliers. Before the inevitable "it's easy to get ascended" comments, if someone started now they will be at a massive disadvantage and people that have more than 10 characters and/or multiple accounts would need to aim for more than 10 sets of ascended runes/sigils. If you want to grind runes. go do the legendary rune gold sink...
  24. ^ rent a warclaw is a good idea but if it's only at spawn from the warclaw tender , how would people get from say a keep to the bottom of the map if they're red on desert BL? In addition until someone reaches rank 36 they won't be able to use the third warclaw leap (which was another bad idea from the start) let alone finish downed with battle maul. Add 60 points from war gliding lean and it's up to rank 96 just to have decent WvW mobility (1186 for all masteries in WvW). EmmetOtter, a lot of that has to do with timezone coverage and what server you're on. If you're not part of a WvW guild or your server community it is difficult to grasp what is going on because many times people are invis tagged or whatnot.
  25. I wish they would just remove the third tier damage from CoR. Nerfing this way (flat damage equal to second tier damage) is a buff to unskilled revenants actually. Well played revenants in WvW will try to get maximum range to get max damage; the change to a flat damage number will make it spammed more or less (see scourges).Heralds work best with spellbreakers and weavers and not condi scourges, because of 10-man fury.
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