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Jobber.6348

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  1. Nobody liked Amulets, and people hated it more when the Competitive split saw several stats removed because GEE WHO KNEW UPTURNING MAJOR ASPECTS OF COMPETITIVE (eg. Strike damage and Sustain) would cause Bunker Condi to be OP. Surely didn't see that one coming.
  2. Rev is no longer favored by the dev team and the classes favored by the dev team wins more.
  3. Stealth as a mechanic was never nerfed, it's just that the applications of it were nerfed, and nerfed for classes that don't even abuse it that hard. Needless to say, Stealth always ends up being a "nerf thief" subject because Thieves are the ones with Stealth so readily and easily accessible and has a mechanic built around it. Naturally any sort of change to Stealth mechanic itself will be a huge blow to them, so all the devs can do is slap down applications of Stealth, something that can still be controlled without destroying 1 class entirely. I'm more curious as to why Anet has never explored adding more Reveals or Anti Stealth to the game instead of just trying to balance around a tricky mechanic to balance. Would be simpler to just add a Relic that can reveal and call it a day because from that point on, it's purely skill issue if people can use it well or people fall to it.
  4. A more permanent solution would be to make WvW more lucrative in the end. Lockboxes and Weeklies did help increase the gold gain but it's still paltry and pathetic. At this point, I rather Anet gave everyone a WvW independent gearpage with a pseudo legendary set so that players can simply pick the stats and runes they want on the fly, similar to PvP amulets but on a much larger scale where each equipment can be individually customized. Heck, I'll say it's even a benefit for new players because they won't walk out of spawn in Green gear and get slaughtered. If that proves effective, port that feature right back into PvP because that game mode feels so sad with the stat amulets.
  5. If Anet does as you ask for this, they better be prepared to answer to how many thousand players who needed to stat change several times over the course of the game's balance.
  6. The fact they think this way is why I will never empathize with Willbender players. Blue class never gets an L and they take it for granted. Thank god we can still swing our weapon randomly without target and hope to clip their sneaky butt as they try for a driveby. My only desire is that if you do hit someone in Stealth, it either reveals them shortly after, essentially cutting short their Stealth duration from godknows how many seconds to just 1 to 2 seconds after getting hurt or that it leaves an outline indicator on where they were hit which lingers for a moment. Former suggestion is a hard nerf to stealth, making careless players pay the price. Latter suggestion is more of a much needed balance that we needed ages ago, letting skilled players take advantage of that brief outline to make calculated follow up actions to possibly deal enough damage to the Stealthed foe to get them to retreat or outright down them.
  7. They just need Sniff to: 1. Ping if there is an enemy Player in the large AoE and mark them in the minimap 2. If they are within 900 range, reveal them No one needs a PING A LING DING for walls and gates people have eyes to see and check. It's literally a "Ah, a wall is made of wall" kind of feeling. YES I CAN SEE A DARN WALL IS THERE, WHAT'S THERE TO ALERT ME ABOUT YOU DUMB CAT.
  8. Yea, the Boon/EoD creep epidemic really needs to be sorted out first. Aside from Bladesworn being a laughing stock, I think every EoD spec build is one of the stronger builds amongst their peers for each profession.
  9. Since you mentioned SA, I truly believe Shadow's Embrace Condi cleanse upon enter + exit stealth is too much. Thieves used to be more careful, because Condis are their one weakness. They had at best 1 burst cleanse and then the old SA cleanse which allowed you cleanse 1 damaging condition at a time per interval. This means when you do condi burst on a thief, they break off to lick their wounds for abit, which I feel was pretty fair for the thief and the opponent. These days, condi pressure doesn't work on Thief anymore. They just go into Stealth spam and quickly lose damaging conditions that way. What would previously be approximately 6 to 9 seconds to lose 3 or so damaging conditions is now entirely trivialized by the ability to go Stealth >continue attacking to Reveal > Stealth again. No momentum lost at all, just rewarding them for doing Thief things despite getting hit by crucial skills.
  10. Someone mentioned there is a possibility that the one Anet dev that plays blob v blob in WvW is behind that. A new mechanic that prevents boon application. What if your enemy zerg has a ton of necros that all apply extripate onto your boonball, resulting in a fight lost? Anet casually makes an excuse to remove the mechanic from the game. It stinks to the high heavens.
  11. It's really all about boons in WvW. Being able to upkeep 25 Might vs not being able to is a huge huge difference, Cele or not. Some specs really have ridiculous base duration for boons, and Willbender is one such example. Everyone else will have to run a mix of Diviners to achieve the same sort of boon output, if they even have that sort of boon capability to begin with. People need to open their kitten eyes and realize sometimes you lost a fight it's not because the dude is being carried by Cele stats, they are being carried by Perma Protection, Perma Resolution, 10+ to 25 might upkeep and Perma Fury. Oh how I wish we had more Boon rips in this game.
  12. Here's a wiki article for you to reference: https://wiki.guildwars2.com/wiki/Movement_Speed To make it simpler for you if you're on mobile: Shiro's Impossible Odds + 8 pip Rising Momentum will give you maximum in-combat movement speed. This means it's Superspeed levels of mobility simply by having it turned on, perfect for running away from groups of enemies. Swiftness + Speed Relic + 5 Pips Rising Momentum is what you need to achieve the same maximum in-combat movement speed. You can drop Speed Relic if you feel like having Shiro + Rising Momentum is enough to facilitate your escape, which opens up some Relic options: 1. Zakiros for life steal (not Life Siphon), granting you more sustain. 2. Atrocity for Life Siphon buff, which I only recommend if you are running Swords + Staff 3. Leadership for condition removal in case you are meeting alot of condition pressure from multiple foes 4. Evasion if you wish to have an additional Vigor boon which you can maintain, allowing you more dodges to evade enemy aggression
  13. I suspect this is also true for the PvP side of things. Anet being extremely sus when they decided to slap last minute Ventari hard nerfs for PvP for a build that was only really seen in MAT for such a short amount of time. And this is when the early patch preview specifically buffs Salvation traits for healing. What gives?
  14. Lol you do realize having a 4 step plan which also requires you to be OOC isn't really a good example of being OP. There's also a whole 15s cooldown in what I assume is WvW since you mention mounting after blowing your Elite so... you gotta be careful with that since you just wasted a valuable CC/Stability source. Hardly OP when you look at it like that.
  15. Hammer is indeed good against Willbenders, I use it myself when I'm not playing Herald. The tricky thing is actually being able to deal damage in such a situation because Hammer's damage capabilities are rather limited, especially against enemies who are hounding you in melee range. When using Hammer out of Herald, you should supplement damage with something like Retribution Vindicator so that your self Resolution not only reduces strike damage further, but also grants you more strike damage in return, allowing you to kite with Shiro and counter attack when they jump on you with Archemorus. I myself play Core as well, in which I will use Jalis and Shiro in alternation to reduce damage and kite. When an opening arises, you will simply use Swords or GS to counter burst.
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