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Yasai.3549

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Everything posted by Yasai.3549

  1. Everyone should have an innate Stunbreak in their Profession mechanics! Innate Stunbreak upon entering ShroudInnate Stunbreak on Rev F2sInnate Stunbreak on Ranger Pet SwapInnate Stunbreak on Engi Toolbelt EliteInnate Stunbreak on Thief Steal
  2. Best way to nerf Burning is to make Expertise no longer affect it. Burning was designed to deal heavy DoT, but over a short duration of probably 1 - 2 seconds.What ended up happening was that Expertise allowed this heavy DoT to stack up and do damage over several seconds, which results in the problem we have right now. In fact, this is an Expertise problem altogether. Conditions should be balanced in this way : Bleeding : Longest duration, stacks in intensity, perfect for consistent DoT damage.Poison : Second longest duration, stacks in intensity, an alternative to Bleeding and does slightly more damage.Torment and Confusion : Action based Conditions, SHOULD NOT stack in intensity, stacks in duration and should have their damage adjusted to reflect this.Burning : Highest damage, shortest duration, Expertise does not affect it, or lower the scaling to 50% to benefit long duration Burn skills and render the stat useless for short duration Burns. (Stuff like Engineer Blowtorch for example, is pretty okay. Stuff like Spirit Blades stacking Burn per hit is not okay)Torment and Confusion should punish players for using their respective actions, but not to the point where it deletes their health with every step or skill use.Long, extended duration would force these players to play under these effects for much longer if they have burnt a Cleanse prior, and have their current damage increased. Burning should straight up not be allowed to stack to ridiculous amounts.Having alot of Burning is okay.Having alot of Burning that stacks up is not okay.
  3. It's obvious if yu read my entire post, it's not DPS I'm talking about, but Burst damage. Firstly, let's ignore Thief in this equation though, because that class is playing their own game outside conventional game balance. Power damage in player vs player combat is limited by the skill which deals the burst, and Condi also has similar skills which stack many Conditions at once.(example being skills like Signet of Fire or Spirit Blades or Mesmer Torch) Power builds always have to wait out their cooldowns after their power burst is spent, but Condition builds can continue pressure stacking Conditions even when their Condi burst is spent. (be it from their weapon autos or cover conditions from traits or profession mechanics) And more often than not, their Condi burst skills are numerous and on much lower cooldown than a Power build's arsenal.Condi burst skills like Mesmer Sceptre, Necro Sceptre 3, Guardian and Scourge Torches, Mesmer Pistol, have cooldowns which are at least 5 seconds lesser than the average Power burst skill (not multi hit mind yu, but skills that deal a huge chunk of damage in a single hit) Also Fanged Iboga pet AI has a spammable 5s Cooldown Crippling Anguish that inflicts 6 stacks of Confusion and 1 Torment in addition to Ranger's other utilities, Weaponskills, and skills of their other pet.
  4. Imo they should put Explosion on the Hammer autos instead.Hammer for Scrapper is something like a rocket powered Pile Driver and it would both be great gameplay wise and thematically for each hit of the Auto chain perform an Explosion. This is great for many reasons because while Hammer auto chain does give Might, it isn't used often because Scrappers do not wanna camp weapons for long.But if the auto chain was made an explosion it could potentially open up the use of Sharpnel for Scrapper to apply Cripple and stick to their targets better.
  5. I welcome Explosive on Electro Whirl. More Vuln for me and without needing to take the Disable trait from Scrapper Master tier.Scrapper could use more Vuln application to make it truly terrifying in melee.
  6. They need to make Condi bursts cooldown gated in some way. The main balance between Power vs Condi right now is that Power builds can be easily shrugged off and they are vulnerable during their cooldown period, while Condi builds can continue pressing stacks indefinitely and kill the Power build which failed to pull off their burst correctly. This either leads to alot of resets and circling until someone finally messes up their skill rotation and dies, or it goes on until a third party interferes and results in one side's death due to overwhelming odds. Condi weapons should retain their ability to stack condi with their auto attacks, but any of their "condi burst" skills need increased cooldowns to make it less oppressive.Stuff like Utilities, Pet skills, Profession Mechanics and Traits need to be seriously looked at to prevent easy cheesy Condi oppression. If yu don't know what I'm talking about by Condi oppression, just roam solo or smallscale for abit : if yu ever meet a multiple Condi builds in a group(like Druid, Guardian or Rev) , high chance yur gonna get perma immob or CC'd and have 4 Spirit Swords dropped on yu inflicting the notorious 11k burns.
  7. Imo what would be cool is to rework Minions and integrate them into Necromancer's Profession mechanic. F1 F2 F3 F4 will be reworked minions along with their flip skills (main feature will be either letting the Minion live to continue attacking or activating the flip skill to kill them and put them into cooldown)F5 will be their Shroud. When the Necromancer uses F5, they will absorb their Minions into their Shroud giving them bonus stats if they were not consumed prior to activation, and upon Shroud ending, these Minions will be released from the Necromancer to continue attacking, but their flip skills will be on a short 3 second cooldown before allowing activation.
  8. Tied to attacking a Weakened enemy. If yu actually land a hit. Unless yu have a teammate that coughs Weakness 24/7 and that the enemy has no cleanses, this activates way less than often.The most common Weakness applications for DD are from Weakening Strikes which is tied to Dodge, Crippling Strike from Sword 2, and Weakening Charge from Staff and also Lotus for Condi builds. Weakening Strikes is great for uptime but is tied to dodging. If yu are spamming Dodge as DD yur using up very valuable mitigation. (same with using Lotus because it is tied to Dodging) Crippling Strike Sword 2 could see some problems with consistent use but then again, Sword builds already use Acrobatic which has alot of Vigor access already. Who spams Weakening Charge for a Staff build?There are more useful stuff to weave into yur autos like Dust Strike over spamming Weakening Charge over and over. Besides it could only be a small 2 stack of Might for 8 seconds and 2 seconds of Vigor which won't make it extremely strong.
  9. Ability to inflict Exhaustion is too unbalancedIf yu can actively force someone to run out of dodges, it would be too strong considering how often Thieves can interrupt someone. Thieves are already extremely oppressive because of their quick burst damage and their extreme mobility, which is already alot to handle without them actively making people unable to continue dodging just because they landed a few lucky interrupts spamming Headshot or Choking Cloud. There are better ways to implement OP's vision, and inflicting Exhaustion on Interrupt is absolutely not one of them. And especially not for 2 whole seconds. Imagine being in a teamfight in progress and Mr DD just comes round the corner and chucks a few Choking Clouds and suddenly yur entire team is unable to use their most basic defensive maneuver. This will make it all to easy for the Thief's team to just continue chucking poke until yur team is forced off node or all.
  10. Any half decent player knows Revenant's weakness and how to force them onto the defensive, which is very bad for Revenant since their weapon skills and utilities all share the same resource bar. (which is made worse now that alot of Weaponskills now has significantly long cooldowns) Problem is alot of poorly skilled players are extremely vocal about whatever manages to best them and only want to see it die.Herald was pretty strong, but it wasn't because of Revenant, it was stupid Offhand sword. Revenant already being a profession with double limitation to offset their strength was made even harder to play because people kept calling for nerfs to the point where the effects of these nerfs are outright crippling Revenant's gameplay. At least we still have PvE right? pfft.
  11. Unrelenting Assault needs to be made instant like SlB Smoke Assault.It's always the long windup which makes it cancel itself or disrupt itself when targets move to different elevations. It makes no sense why Revenant's trademark skill which was featured in HoT trailer as well as used by poster boy Rythlock would bug consistently and always fail to achieve its full potential. It could also use a slight range increase as well to make the casting smoother. Imo it should be made 500 Range and instant cast.This should fix a majority of the problems it has with target cast and tracking.
  12. Yea they should make Rising Tide also affect Condition damage. And it's not simply "MOAR DAMAGE MOAR DAMAGE MOAR DAMAGE" for the GM line. It's damage for high Fury generation (Herald mainly)Damage for good sustain or builds that don't want to get hit and want to burst (Stuff like Shiro focused builds with Core or for Renegade)Critical Chance boost (For people who don't like building Precision for some reason)
  13. It's extremely powerful for Condi Heralds with Mallyx.Everytime they CtA someone, they get free Might through Incensed Response. It also has only a small 1 sec ICD, allowing the player to potentially CC multiple players in a row for more super Might generationThis allows them to now maintain Fury and Might in Mallyx if they wish to Area control for longer instead of switching back to Glint to Boon up again. What makes no sense is that such a situational trait is forced into a Minor slot.Meanwhile, dumb traits like Spirit Boon which has really little benefit and is essentially Rev's version of Elemental Attunement is a stupid Master tier trait. Invocation would be so so much better if all the existing traits were shuffled around. Example :This is Current Invocation ----------------------Cleansing Channel -------------------------------Spirit Boon-----------------------------------------Song of the MistInvoker's Rage ---Rising Tide------Ferocious Aggression--------Rapid Flow-------Contained Temper---------Charged Mist-------------------Glaring Resolve-----------------------------------Incensed Response-------------------------------Roiling Mist What I would change it to : -------------------------------Cleansing Channel---------------------------Contained Temper------------------------Incensed ResponseFerocious Aggressio------Song of the Mist--------Charged Mists------ Rapid Flow-----------Spirit Boon-----Rising Tide-------------------------------Invoker's Rage---------------------------------Glaring Resolve----------------------------Roiling Mists Adept Tier which revolves around swapping Legends. Master Tier which are more or less situational or build defining traits.Grandmaster Tier which has powerful traits which are picked based on build. Charged Mists should have really been a Minor.Spirit Boon should also have been a Minor Rising Tide is strong.The reason it isn't picked is because Cleansing Channel is a MUST have on Revenant which suffers from low Condition cleanse on every single build except Ventari and Mallyx which doesn't need it anyway. Glaring Resolve is actually pretty strong but very situational because lol Stunbreaks on Revenant are so bad that yu never wanna use it if possible, hence Master tier.
  14. It really matters not what is added to Force Engagement, it will forever be a pretty screwy skill with that projectile speed.Most players who run Jalis already run Retribution and when they run Retribution they run Dwarven Battle Training, which makes all yur CC skills apply Weakness anyway. They should make Force Engagement a 300 AoE Taunt with Stunbreak. Jalis identity along with Retribution also contradict each other. Jalis has alot of tools which focuses on standing ground and fighting, forcing opponents to fight and high durability.Retribution has Minors and Traits that focus on Dodging, Anti Ranged, and durability. While I'm okay with Traitlines not being tied to Legends, alot of things about Retribution and Jalis are all over the place. They should streamline and focus Retribution into just Durability and Retaliation, and benefitting the player if they have Retaliation or if an enemy hits them while they have Retaliation.
  15. They need streamlining for sure. Retribution should focus on the Retaliation stat and Weakness, which compliments Jalis well.What we have now is a weird mix between Retaliation (several bad traits which can't work alone), Dodging and Vigor (again to support Dodge Retaliation trait which makes no sense) and two competing Anti range traits in the same Adept tier which again, makes no sense. (Dome of the Mist vs Close Quarters) Devastation could be streamlined to boost critical damage, vulnerability and burst damage as well as engagements.Yet we have 1/3rd of the traits dedicated to a Siphoning skill for no reason.Imo they should move the Siphon to Impossible Odds, reworking the skill entirely, and fill the 3 slots taken by Battle Scar traits with more options for Vuln application or Critical strike (as someone mentioned above, moving Roiling Mist to Devastation) Invocation is mostly a "general" trait for critical strikes, but doesn't have any proc on crit effects strangely.It also deals alot with Legend swapping, but not as Minors, but as Master traits for no reason. Salvation - orbs lmao
  16. Both can play Ranger. In fact, both can play any of the same Profession.Gw2 is a game where each profession can, through traits and skill choices as well as gear choices, make their character either do alot of damage, or sustain well or a mix of both.Two Rangers also come with two pets, which also participate in combat and take hits from enemy mobs. Gw2 also has personal healing skills for each player, so there is no real need for a healer unless it is an organised group that wishes to dole out roles to their members to be more efficient.The build freedom for open world is what makes Gw2 such a fun open world MMO game, and it is what makes people enjoy PvE.
  17. Just make Stealth cost 1 gold per second. People buy Gems and turn it into Gold to fuel their degeneracy. Anet profits.
  18. Condi never changed. What changed was things that preyed on Condi aka. Power builds. I want Anet to balance this but I don't want them to simply buff power. I'm sure this is an exciting challenge for them to balance. In 6 months.
  19. Give us a trench map lol.
  20. I don't trust them to rework anything, after what they have done with Chrono.
  21. It already is.Just like Fractals are the "new" Dungeons, Strikes are the "new" Raids. Fractals are bite sized dungeons that can be completed within 20 - 30minutes.Strikes are bite sized Raids that can be completed within 5 - 10 minutes.
  22. And too frequently. Burn guards are able to spit out alot of Burning at a fast rate.Condi Rangers are also able to do the same with Bleeding. If they are allowed to reapply Conditions so frequently in addition to stacking them quickly, I don't see why Conditions should be allowed to stack to ludicrous levels to essentially enable "Bursts per second"
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