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Yasai.3549

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Everything posted by Yasai.3549

  1. Take it from me and yu heard it here first : They are gonna continue "balancing" classes to the point the entire Triats system will be overhauled again.
  2. They literally turned them into mobile wells and labelled them Gyros. Those aren't even Gyros. Could have done more interesting stuff with them, as I have mentioned in another post, to make a Gyro skillset which will remove Gyros from the utility bar altogether and give more bruiser-esque or support style utilities in their place. Example : F5 will toggle open the Gyro module which has Function, Blast, Purge and Bulwurk Gyros which players can either cast on location or cast on target to follow, and a 5th recall button to recall all Gyros and refresh the cooldowns. Healing Gyro will still be healing skill, Stealth Gyro will still be an Elite skill, and utilities can be replaced with Barrier manipulation, because Scrapper could have been the class which specially played around Barrier gain or Barrier stripping. Utilities could also have a stronger gap closer with CC to support Scrapper's intended Melee gameplay too.
  3. Condi Bunker Scrapper was pretty dominant in PvP before the Barrier nerfs.
  4. Honestly Renegade is totally boring. The spec was designed to literally never dodge to keep the crit buff, sit in Summons AoE, and just pew pew pew pew. Other than the fact that all the summons cost a literal bomb to cast, the Profession skills also cost alot to cast. I can see the intended gameplay too : Kalla was probably meant to be a commander sort of class, where yu poop out summons, order them to do things, and rouse them with Fervor. What it ends up is a boring class camping a single weapon, sitting in their snug little AoEs and pew pew pew pew pew. If not for the fact Energy system and other Legends exist, there is no reason to swap. In fact, one reason to swap was already removed : yu can't swap to Mallyx anymore to spend excess Energy in rotation to drop Torment fields.
  5. Be careful what yu wish for. Next patch : Phase Traversal no longer gives Unblockable, damage boost or Quickness, but we reworked it to instead pull the target towards yu. Also it's a slow projectile now but it has awesome 2000 range!Oh and it costs 40 Energy.I hate Shiro, Rev players die. -Anerf
  6. Meanwhile MH Sword be like. Seriously though, when I first picked up SB, I was imagining some sort of wild beastmode playstyle where I jump on my target and start ripping them with 2 daggers. I end up scratching them alot so Condis kill them. Why Anet Why.
  7. Or we can make other Elites more useful... ha.. ha.. I'm just kidding guys ha..ha...
  8. Pretty sure that deep down inside the solution isn't so simple. Anet seems to hate autonomy, ridiculous btw because they allow minions to exist for Necromancers. But let's say they do make it exactly like yu suggested. Prepare for the storm of players going "omg turret spammers in pvp and wvw" "turrets op no skill" But that won't happen either because Turrets are a joke even when it comes to the damage department. So is an entire skill line for Engineers gonna just stay useless? Then we come back to posts like this : people begging Anet to rework Turrets. Like I said, Anet would either rework it by making it totally-not-a-turret or just ignore it. Guess which is the easier option.
  9. The best thing they can do to turrets is what they did to Gyros : turn it into something it's not. I'm still under the impression that turning Gyros into mobile Wells is the most lazy way they could have updated Gyros. No doubt they will do the same to Turrets, if they even care.
  10. Engis are already in a good do-it-all spot tbh. Core Power and Condi are pretty simple but not very interesting to play. Condi Scrapper is pretty nuts. (Especially when yu combo Pistol projectile finishers with Poison field Toolbelt and Fire Field Blast Gyro) Power Scrapper is a decent bruiser. Power Holo is a good bruiser fighter Condi Holo is kinda weird but has decent bursts of burning and bleeding. What I want for Engi is to simply have some updates to Kits. Kits used to be the defining feature of Engineers : a cool class with multiple tools for the job, a real handy man. With Elite Specs becoming more dominant in every way due to specific focus of strengths that the Elite Specs are designed to do, Kits become more clunky or an afterthought. (And I sure as hell do not want an Elite Spec which is gonna simply be im a Kit master, I have all these Kits!)Hell no. I rather they rework entire Inventions line with traits supporting Kits, alters Kits, alters Turrets, and rework Turrets altogether. Like I would be 100% down for a trait which turns Turrets into Kits. For example I can pick up a Rifle Turret for a short period of time and use it as a machine gun, or pick up Thumper Turret and use it as a bashing melee weapon.
  11. People need to understand that the intended target trade off was meant to target balancing between Scrapper and Holo. Holo gave up their Elite toolbelt, Scrapper didn't. Problem here with Anet is that they are essentially trying to balance replacement of 1 skill for Scrapper vs Holo trading off Elite toolbelt for A WHOLE WEAPON SET This is what's unfair for Scrapper right now, this is why people hate the Function Gyro on F5. Anet could easily integrate a new "Scrapper mode" into F5 which gives access to special Gyro command skills but I think that would take too much effort to balance. Just some suggestions off the top of my head if this ever were to exist : 3 Gyros to function at once, last Gyro summoned will be destroyed upon a new command. Gyros can be targeted and destroyed. Skill 1 - Function Gyro (stomp or rez) Skill 2 - Gyro Scan ( AoE reveal at a targeted spot) Skill 3 - Defense Matrix (pulses Protection on the target, or pulses Protection on self when not targetting an Ally) Skill 4 - Recall (Cancels all Gyro's current commands and returns them to the Scrapper, giving 750 Barrier per Gyro recalled) Skill 5 - Seek (Cancels all Gyro's current commands and sends them to self destruct on the target enemy. Inflicts vulnerbility and knocks down. Scrapper mode is automatically put into a 60 second cooldown)
  12. All professions should be able to use all weapons, with the Elite Spec approach. Some traitlines enable the usage of one or more weapons, so a player with 3 traitlines equipped should have access to additional weapons. All profession will have their core weapons, but can equip more based on which traitline is equipped. Example:Thief has access to Shortbow, Sword, Dagger, Pistol by default. Deadeye unlocks RifleDaredevil unlocks Staff Maybe Acrobatics unlocks additional Offhand sword Deadly Arts also unlocks Axes. Shadow Arts can unlock a Focus with more support abilities.
  13. Other classes core weapons : around 5 or 6 with at least 4 usable combinations and options. Engineer : 3 weapon types, with 3 weapon sets possible. In the past I would be like "but engineers have kits! That's like 4 more weapon sets!" Now I'm like : wait a minute, Engineer doesn't have a whole lot of options for anything huh. All weapons kinda feel like "filler" weapons which yu press around as soon as yur not using the kits or when yu aren't swinging out yur Elite specific sets.
  14. They could have put Function Gyro on an ammo system each with a minute cooldown. This will instantly make Medic Scrapper a very good safety net team addition to training raids. People however are more miffed at the total removal of Elite Toolbelt, which had certain pretty powerful skills in the arsenal.
  15. Wait a minute... isn't this a little like playing Soulbeast except without Stealth and or insane 1 shot bursts? Consistent ranged damage check CC check High Protection uptime check Good HoT Sustain check This could be an interesting dueling build if people put effort into practicing it.
  16. Exactly. Impossible Odds now cost too much for just a simple raw damage skill. Either lower upkeep cost, add a different utility, or rework it all together. -1 Upkeep wouls be fine. Or Increase attack speed by 15% during IO to put a little edge back into it due to loss of Superspeed which made Rev stick to targets very well. Or Rework Impossible Odds and Jade Winds at the same time. Make Impossible Odds a 30 Energy Condition Cleanse, converting up to 5 Conditions into Quickness and the next 5 strikes from the Revenant will be double strikes and deals slightly more damage. Make Jade Winds an Upkeep skill which can be toggled on to apply Vulnerability in an AoE up to 5 targets, and when toggled off, will stun and damage targets, with stun duration increasing based on Vulnerability stacks. 1 - 8 Vuln = 1 second stun9 - 15 Vuln = 2 second stun16 and more = 3 second stun
  17. Longbow is fine. The problem was the insane damage boost from Sicem and unblockable stacking. What I want reworked would be Sword tbh, because it is a highly evasive weapon (which is great btw) but as such the damage portions of S2 and S3 are just too clunky to land and not used in anyway. Like make S2 do a leap to the enemy and an evasive retreat after would be kinda nice. S3 could be made into a parry skill instead of an awkward spin.
  18. I wanna see this in a Pirate ship fight.
  19. We can make Sword 4 into a legend stance. Just think bout it. Legendary Shackling Wave Stance. Channel the might of Legendary Sword 4, Shackling Wave. Heal : I don't need heal, I'm not a pussyUtility 1 : Breaks stun and cast Shackling Wave in the direction of the person who inflicted the CCUtility 2 : Shackling Wave in a 400 AoEUtility 3 : Shadowstep to the target and cast Shackling WaveElite : Upkeep skill to cast Shackling Wave every auto attack
  20. I didn't know Death's Judgement is a Preparation, brb need to go and reflect on my life.
  21. Well there is a huge problem with Thief, mainly that they are a great dueling class, or ganking class, but horrible at finishing fights fast when they get caught. If yur faced with any decent player, they will never fall to traditional Thief bursts, and will reset fights repeatedly against a Thief. And since Thief has lesser durability than other classes, it is only a matter of time or a mistake to occur which will quickly and swiftly end the Thief. Also with the DD steal nerf, Staff DD which is pretty strong for dueling and has very good consistent damage, was robbed of their engage tool as well. Which is why I see more people shift over to Mesmer, because not only are they able to have portal shenanigans, they have usually very good utility, punishing burst, high survivability, and basically a better Thief than Thief is. And Deadeye. Phew. A class with no Unblockables, but wants to rock several thousands of damage per shot? That's asking for a well timed reflect to just kill yurself.
  22. I think Spite would be better if it corrupted boons or dealt more damage per boon (similar to Spinal Shivers)
  23. Vet players who try necro fall into the same trap too though. Necro vets specifically don't. Scourge is also one that took me a few months to master. Now, mind you this was at release of path of fire. However in the same duration I quickly picked up on Revenant to where I'm doing comparable damage to raid Renegades without knowing the proper rotation. Scourge is really easy to mess up. So much so that vet necros still don't fully understand how to use it. And the raiding community has been evolving with strats only used recently. The misconception around necro is that it's super easy to play. That's not the case. It has a hard reward cap on good plays. Necromancer is supposed to be a low risk low reward profession. But this entirely depends on the context. It always has that low reward but its risk varies. This gives it the illusion of being a low skill profession when in reality it's more medium skill than anything.That's what I meant by game knowledge. Anyone including a 6 year veteran can be a total scrub when encountering a new class for the first time. My stance is that Necro of all other classes are easier to pick up in all its aspects. I should have mentioned that as such, having an easier entry also meant a smoother and easier mastery. Meanwhile there are other builds for other professions which is harder to pickup and master, like Revenant, Engineer and Elementalist. And this is due to mechanical simplicity across all specs for Necro : Shroud. Remove Shroud and all yu get is a mage which throw stuff at people. This is extremely different from removing Steal from Thief, because they still have Stealth attacks and Initiative. Remove Legends from Revenant and they have Energy but their profession also falls apart. Remove Toolbelt from Engi and they have Kits. Remove Attunement from Ele and they have Conjures but they also kinda fall apart like Revenant. Only others which also fall into this same trap as Necro is Warrior, Guardian and Ranger. ( though it is not exactly similar since Warrior has a core trait which encourages frequent weapon swapping, Guardians kinda support Aegis play with their traits as well without their Virtues, and Rangers are kinda also slightly affected by the need of Pets, Pet diversity and having an entire skill type called Commands)
  24. They are not back, prove it! :) To be fair i have seen one thief so far that was running some weird condi build with the confu trait on steal and he didnt got revealed once while applying his condi's/cc boonrip,i saw him down/finish someone with it aswell,never revealed once. But those are extremely rare and so far no one else has picked up on the build yet.Sounds like he just Steal to someone and the dude in question paniced like an idiot and died to confusion. Steal can be traited to be extremely overloaded : Poison on StealConfusion on StealBoonrip on StealMug (Damage and Heal) on StealThey can also slap yu with a Stolen item during the Steal, and some have very deadly conditions like Throw Scale and Tooth Stab. (Especially Tooth stab which is a minute long Bleed which can deal well over 10k damage in Bleed alone) Without Condi cleanse yur already dead many times over without noticing it.
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