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Yasai.3549

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Everything posted by Yasai.3549

  1. I feel the exact same way as well. This trait gives a little too much Might for such little effort. I think slapping on a 3~5sec ICD would be good enough. Players will still get their 25 Might with various Fury gain through traits and skills, but they won't instant stack 25 Might as easily. I hope Battle Scars would at least be somewhat stronger than the current Assassin's Annihilation in terms of healing and damage.Dance with Death has me very interested in making a sustain based Power Shiro build. It is.Evidenced with how other classes are being handled for their utilities or defensive cooldowns, they are smashing hard on any cooldown which previously "did too much" for a single button press (Weaver's ToF for example) It makes me fear for the future of Legends and Energy, if the only stopgap measure the Devs have to nerf anything is to increase Energy Costs by increments until it is impossible to sustain it, resulting in an entire rework, or a total destruction of the Energy system. Lol.
  2. I think they should just Rework or give an ICD on Deceptive EvasionThis is the trait which left a clone behind on Dodge. I feel like this is the entire trait responsible for the inherent clone diarrhea problem, where all Mesmer complaints/oppression comes from. The new Mirage heavy handed nerf to Endurance pretty obviously affects this trait directly due to simply missing an extra dodge.Clone generation is extremely prevailent on many Mirage builds, and this is a direct hit on any Mirage build which used Deceptive Evasion for their clone generation . TL:DR I feel like Mirage losing a dodge is abit too much. What should have been done is to nerf or rework things which made Mirage dodge spam a little too over the top, in an effort to reduce their combat efficiency A dodge is firstmost a defensive tool over anything else, and Mirage being able to capitalize on their dodge to deal damage is a part of their design, but it was getting abit crazy considering how offensively they are using it without reprecussions (heck, they still have Core Mesmer's Invul over the many evades they have)
  3. Thief and Mesmer are gonna be extremely powerful/problematic since they have their one weakness of being nuked being addressed. They aren't gonna be invincible, no, but they are gonna be very hard to kill. The only saving grace is that their Stealth-bursts are no longer gonna be as lethal as before, giving some builds a measure of safety while they limp out of the fight or simply tank them until the cows come home. People just need to think of the new balance patches forward as something like a refocusing and build with that in mind. Damage all around is being droppedThis means people may not have to invest so much in durability as before to survivePeople will start building more offensive statsClasses previously notorious for being very durable despite building pure offense are being hard nerfed (Holos, Soulbeasts for example)
  4. Are you sure? That wasn't in the notes, though it would be the most expected change if they update things. Yea, I went and double checked all Balance changes threads and saw no mention of Incensed Response anywhere. Considering Incensed Response being the single trait which is responsible for Herald Might stacking, it would be a huge deal if there was a removal or change for it mentioned anywhere.
  5. Retribution also having its Stability removed.Nothing is safe for Rev now, save running Jalis.
  6. The problem when it comes to Necro is when skill is put into the equation. Necro is pretty OPGG Facerolly.Every single Necro build is very face rolly if allowed to do so. But this changes when yu face skilled opponents, or at the very least, opponents who know their class and know Necro well.This allows other classes' flexible mechanics combined with skill to take free passes on any Necro, all a symptom of their extremely simple kit. A skilled Necro at the very least knows how to use Spectral Walk and Flesh Wurm to give themselves powerful positioning so that they can destroy their opponents, but even that has limits because they are both on pretty long cooldowns. At the end of the day, Necro's lack of CC protection and kit simplicity will be the downfall of a class which is extremely powerful on paper.
  7. I think they are intentionally doing this so DH can't fire Deflecting Shot behind them when running.
  8. Celestial in both PvP and WvW, but for WvW the weapons are Marauder stats instead. Both uses Scrapper Runes. Arcane : 3 2 1Water : 1 2 1Weaver : 1 3 1 Slotted Utilities : Signet of Healing (duh)Twist of FateUnravelArmor of Earth/ Lightning Flash/ Primordial Stance (this is my flex slot)Weave Self.
  9. IMO all they need is to put more Reveal mechanics which are similar to Magebane and Spear. SB and DH are very good for countering stealth hard because of their ability to stick a Reveal pulsing tether on their target, which pretty much shuts down a Stealth relient player hard. It won't hurt good players who can play it safe till the effect wears off, but it will definitely help to crackdown on those players who permastealth for 1shots and then scooting away. (though it may be less likely to happen once the power scaling of all skills are heavily dropped) Primary candidates for more Reveal skills may be : Mesmer NecroWhy Mesmer? Well Mesmer has been on the receiving end of Thief backstabs forever, more so than any other class.It would be cool if they had a Inspiration trait which allows them to "detect" players they evade. Something like a "sixth sense" sort of skill, and placing it in Inspiration will allow support type Mesmers to help in detecting Stealthed targets if they manage to evade them that is. Skilled players are able to dodge backstabs pretty consistently, so I think it would be kind of useful in that aspect. Now why Necro? This is probably get me killed but : Corrupting Stealth turns it into Revealed Okay bye bye, I'm gonna go pack my bags now before people are sent to kill me.
  10. That's why I shifted from the meta early and am trying D/D or D/F Weaver now. It's actually pretty good as a melee fighter, can be played Lightning Rod, can be played hybrid, can be played Celestial. Mixing Unravel into yur gameplay is gonna take some getting used to but Unravel is actually a pretty strong skill. Yu can use Unravel to even soft reset all yur current Attunement skills, so if yu needed to Projectile hate very badly, yu could cast Stone 2 and Unravel and cast Stone 2 again. I'm sure there are very skilled D/D D/F players out there who can expand on this.
  11. Yep. They really should give every class some way to reveal targets. Hell it could be as janky as throwing a random AoE into the dark but at least SOMETHING. Deadeye is also an issue, with their Reveal removal. They should really down the charges to just 1 in PvP/WvW.
  12. Link to changes here > https://en-forum.guildwars2.com/discussion/96747/balance-patch-preview-global/p1 I'm looking at a few changes here. Contained Temper (NEW): Gain fury when you disable a foe. This trait replaces Empty Vessel. NOW HEAR ME OUT. Core Rev lacks one thing compared to Herald : Fury pulsing.Due to this lack of pulsing Fury, Core Rev builds never really picked Incensed Response, instead favouring Spirit Boon or Rapid Flow.This change may open up Incensed Response as an option for Core Revs running Jalis/Shiro because Jalis does have a very neat 1200 range Taunt and Staff can also be used to trigger it with SotM.Offhand Sword may be hit a little, so players can also opt to choose Offhand Axe for the draw-in on Axe 5 which can also be used to trigger this trait, and by extension, Incensed Response. Unsuspecting Strikes (NEW): Outgoing damage is increased when attacking a foe above 80% health. This damage increase is 25% in PvE and 10% in PvP/WvW. Core Rev burst combo could be easier to achieve off the bat. This, combined with the new Minor (Destructive Impulses (NEW): Outgoing damage is increased by 5% for each currently equipped weapon) could net like, an easy 20% bonus damage to a fresh target. Now if yu queue up yur burst combo properly, this opening burst could very well drop someone really low (boo power scaling nerfs) Aggressive Agility (NEW): Movement skills remove immobilize. Finally something Rev can use. This should make Axe 4, Sword 3 and 5, Staff 5 and (maybe?) Mace 3 remove immobilize. No more getting locked down by poopy immobilizes. And lastly, I wanna touch on Battle Scars. There seem to be alot of support for this new Life Siphon buff in Devastation traitline which isn't strictly tied to Shiro. Stuff like Dance of Death (NEW): Each stack vulnerability applied to a foe grants a stack of Battle Scars. Battle Scars healing amount is doubled while you are below half health. and Thrill of Combat (NEW): Grants 1 stack of Battle Scars every second while in combat. can be pretty interesting to use. Like consider using them together with with Enchanted Daggers, swapping to Jalis Hammers and landing a Sword 3. This could maybe pull off ALOT of siphoning while evading attacks, which could be pretty strong. These are all theory crafts in the end. Core rev players, please stay hyped til the day the update drops.
  13. It's all meh. I can only hope that the base damage of SotM can at least carry some weight damage wise, and idk, at least chunk off 3k~4k HP. They clearly wanna make it so that all CC skills are used purely for CC and not have huge damage numbers on it so that players can 1 2 punch people with a heavy hitting CC and another heavy blow. At least SotM is still good for interrupting stomps/rez.When using Brutality, SotM combined with a PT is extremely powerful at totally shutting down players because it goes through block and rips stability. They mentioned also giving it a 500ms boost during the windup of the skill which is also covered by the Evade, so the tell of the skill is gonna be more obvious too, but if using as a mobility/disengage it could be kinda better than before (?) idk.
  14. Most likely Core Mes and Thief will go on strong, but they are gonna have the go through at least 2 bursting rounds to kill anyone. FB, Herald will still be strong because ANET DIDN'T NERF BOONS. Boons which are an extremely broken aspect of the game are still not nerfed.Nerf output all yu want, Boons themselves are a problem. Engineer. We may see more Core Engis because they love them bombs. Holos will still be strong, in fact, they may switch to using Zephyr and get Superspeed to stick better, relying on Elixir for Stability instead. Rifle Warrior of all forms may see play for a little bit, but slowly go back to the classic GS + Axe/Shield.Rest in pieces hammer. Ele. OHHHHHH BOI.Weaver of all kinds will either be forced to slot more Stunbreaks, or play better, using their kit with more precision.ToF nerfed hard but people will still use it because it is a Stunbreak + anti pressure baked into it. Too strong for too long. Nerf was really needed.They should have just kept CD the same but remove the charge tbh. No one stated that Stances must have multiple charges. I mean look at Warrior Stances. Powerful, decently long CD. Not spammable. God bless Obsidian Flesh nerf, stupid FA builds of any kind which uses them are obnoxious af. Fire Weaver needs to play better or drop a skill for Stunbreak. This will break their flow for sure. Not to mention heavy Condi stack nerfs. Personally am hyped for : Shiro, and Devastation in general. I think the new Battle Scars look interesting, and I kinda always wanted Shiro-Rev to be aggressive to sustain combat, so this new Battle Scars could aid in that aspect, forcing players to hit their Sword Autos for Vuln stacks to keep healing. This could open up new Sigil combos too, where a Defensive Rev build could instead run Sigil of Frailty. I can't wait to try building a Shiro-Jalis Core Rev which deals alot of Siphon damage.
  15. ?????????Isn't this already badmouthing????????????? But no. Staff remains slower than Sword, and when it comes to where Autos will matter in a competitive setting, Sword will be used to cleave faster. Not to mention new buffs which will increase damage for each weapon equipped, making 2 swords equipped do more damage than just 1 staff equipped. And we are also getting a new Precision Strike which will do more damage on Isolated targets, making it good for cleaving too.
  16. OK gusie listeni plae flame weverits god build, OP buildi think ho ho ho good build nobody beat, best build foreva BUT WTF ANET RELESE BALENCE NOTES nerf everythingnerf coondinerf wever why Anet why All is vain
  17. Good point. But then again, Battle Scars is a GW Shiro skill, so hopefully they are making it so that Devastation is a Shiro-esque traitline rather than it being a Shiro-support traitline.
  18. They want Shiro players to use their skills with more precision. Previously, if yu were being hard focused, yu just swapped to Shiro and spammed Dodge and Riposting Shadows non stop until people are off yur back, and weave in Staff Block and Charge of the Mists if it isn't enough. If yu wanted to hound someone, 1200 range Shadowstep with Unblockable and Quickness baked in is pretty damn strong of a skill. But still, I want to see how it feels when the update drops. If Battle Scars is as good as Anet seems to be painting it, it would mean when the player ever swaps to Shiro, it's "Kill mode" on, and yu are meant to try and sustain this "Kill mode" through life siphoning.
  19. I have been playing Core D/P with SA Trick and CS as well.Feels extremely good and feels more like a Thief than all the meta builds have been in years. Very opportunistic strikes, very short windows of burst before needing to re-stealth. I've always been a sucker for hit and run playstyles and I love this build alot.
  20. Like I have mentioned plenty of times before : Impact Savant just straight up sucks as a forced minor trait. I'd rather Impact Savant could instead take that 300 vitality and convert it into a 300 vitality worth of Barrier which Regenerates slowly when the player has not been struck for at least 5 seconds.
  21. They are basically forcing Weavers to pick 2 Stunbreak skills. Now that ToF is being nerfed to the point where it can no longer serve as a single utility slot stunbreak, and that Stability is being removed from all Stances, they WANT players to slot other Stunbreaks or Stability utilities or risk getting CC locked. This means players now have to either : Give up Lightning Flash for a Stunbreak or Stability utility Give up Primordial Stance I think the entire point of all these Ele nerfs is to force players to either drop Primordial Stance, or up their game and get to keep it. Primordial Stance is one of the strongest Weaver abilities, and also the main utility (sometimes used with Glyph of Power) which causes Fire Weaver to instant stack crazy amounts of Burning. So the result of the nerf would probably be : People stop using Lighting Flash for safety, making Fire Weaver mobility drop.People keep using what they were using before for Fire Weaver, but risk getting totally CC Locked and killed.
  22. Imo all it needs is a reduced Vuln stack. It applies too much Vuln in an instant for too little effort.
  23. Weavers were getting away with alot of pulse damage with Primordial Stance anyway. Forcing them to choose between picking ToF, Lightning Flash and Primordial and another Stunbreak may be the intention here.
  24. Anet : BALANCEEEEE Also Anet : BUT NOT FOR EVERYONE
  25. If yu think about it, everything seems to point to one single culprit. Boons. These are simply, without a doubt, the most unbalanced aspect in the entirety of Gw2. But for some reason, instead of nerfing Boons split between game modes, they start hitting classes and skills. Why? Don't they see that they should just make Boons less oppressive in a game mode which people test their skill? No one is gonna feel good about being beaten by someone who is perma-booned or has insane Boon uptime.
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