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Icewolfnector.1487

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Everything posted by Icewolfnector.1487

  1. Ok as a more casual WvW player that got more into the game mode recently to get some lvl ups to finish those skirmish and reward tracks faster, my experience with the new system is as follows: In general mostly getting bronze for capping towers and silver for keeps. Before I was getting decent level up progress, especially with the birthday bosters i have saved up. Even with those extra wxp vials you get here and there, I now get less wxp and karma overall than I did before going around capturing objectives. It feels way to hard to get hier tier reward levels now and it's get worse and worse the more people you got in your group, which feels kind of counter intuitive that you want less people with you, because otherwhise they drain you of your rewards... When it comes to defence, it is nice and all that you now get those equipment bags, but when it comes to wxp you need to get gold tier to get the big wxp boost. But from what I saw so far, to get gold and get the added big wxp, you have to wipe the enemy zerg and tag most of them. Because if you just defend your tier 3 keep/tower kill like 5-15 players and drive the rest of them away, you just get bronze which doesn't give much wxp. So in general in my experience it is kind of a frustrating experience so far, because you have to struggle to get the level of wxp you got before, as capturing and defending both are really hard to get the higer reward tiers, even as a dps, let alone as a supportive player. The lucky servers are those that regularly whipe big enemy zergs who attack their high tier keeps or smc, because that gives quite nice level progress and rewards, but just regular successful attacking and defending feels kind of lackluster to me even if you manage to defend and capture stuff. So far it doesn't really feel much like and improvement compared to the way it was before most of the time imo.
  2. If anyone is playing reaper with that mindset they won't get very far. Because it is far from that. As I said the substitute for all the mitigation mechanics all the other classes get. Way less save than mesmer or ele invulnerability or all the blocks guardian gets and so on. 2+ players can burn through that shroud health very very fast and if you get yourself condi bombed, they stay with you after you left shroud and you die anyway. It doesn't safe you either if you get yourself way out of position and overextend. Delaying your death by a few seconds doesn't really help much. Personally I think the cd generally feels fine, I kind of understand that they don't want necro or it's elite specs to have too much stab or too often. I would just like that stab on the reaper 3 skill to be extended by 0.5 seconds.
  3. Thankfully I finally finished the achievements for this map last week and it only took me about a year XD
  4. The ranked season just ended, so I think there is a good chance we will see at least some balancing soon. Maybe there will be something there for warrior too
  5. You do seem a bit biased against reaper I must admit. What you don't seem to realize, is that this second health bar is the only "mitigation" necro gets. they don't have all the other ways of mitigation other classes get like all all the blocks on guardian paired with high amount of heals or all the dodges and stealth on thief or invulns on mesmer ect.I would take any of that in exchange for that second health bar, but it would destroy the flavour and uniqueness of the class sadly. That 0.5 second of stab more wouldn't change anything about that choice you have to make. It would be just enough to roughly cover the stomp duration. If you fear first and then start your stomp it still wouldn't last for the whole time you need for your stomp. i never said that those 10k damage are that hard to do. I even said I do agree. Sure, maybe I didn't word it the best way.But I used those 10k as a starting point to compare it to other traits that also work in shroud and provide the same health for way less effort/time. Given they are grandmasters and should be better, but they also go to show that there can be even better traits that work in shroud without it necessarily being broken.Furthermore I also talked about even 100k and 200k damage. And still over a whole match it wouldn't even be that massive, game breaking heal, but rather a bit like a small amount of regeneration you get from time to time.In no way would that change the fact how easily you are to spike down in team fights or how easily an overextension will just kill you. Also when we are talking about that damage dealt you have to consider, that you are in shroud for it and in melee range, which can be very tricky in group fights with a lot of aoe or even 1vs1s. There is a reason that reapers despite having that second health bar aren't considered node holders. they just can't stay on point all the time against several classes.It might be somewhat different with tanky core necro builds, but those we aren't talking about here Personally i feel like it was a justified change, as before it would just come out so quickly, there wasn't any way of counterplay if you didn't just anticipate it. Especially considering that it can drag you along and do serveral ccs at once. You also still got the evade frames on it even at start up.But I can see that it would feel quite slow now, so maybe we can reduce the start up a bit? From like 0.640 seconds it is at now I think to like 0.5 or so?
  6. So let me start by saying that this thread isn't meant like your usual "I think this build is op or underpowered", "we need to nerf condi thief" ect.I feel like there are enough discussions about this level of balancing.What I rather want to do with this thread, is discuss very specific small changes to single skills or traits, that need just that tiny bit more to be where it feels good, or just are a little bit to good.So we aren't here to talk about meta shifting changes, but rather those nice quality of life small things, that would help out good or decent builds, or shave some outlier skill down a bit.I wanted to make this thread to maybe help the devs find those minute details on certain builds or skills you only really feel if you play them (almost) exclusively.So, let me start by giving two examples of what I had in mind. After that feel free to add your own very specific little changes and why you would like to see them. 1. Infusing Terror (reaper shroud 3)In the last big balance update, like on a lot of other skills, the stab duration on this skill was reduced from 6 to 3 seconds. On first glance, you might think, ok that's fair.But after a while of using it now one thing that really stuck out, is that you don't get long enough stab now to cover a full stomp anymore.If you activate it directly after initiating the stomp, you just get ccd in the last ~0.5 second. And if you wait a bit at the start you are very easy to get interrupted in any group fight. Which from personal experience happens a lot. So you are kind of stuck in this awful situation of either getting constantly ccd at the start of a stomp or at the end (arguably worse,because more time wasted).Maybe that was even intended by the devs, but if not, I feel like raising the duration of the stab by 0.5 seconds to a total of 3.5 seconds, would help a lot with stomping on a reaper.Often enough you still get corrupted or ccd through the stab anyway in group fights with competent players, so I don't think I would be to strong to give reapers that little bit of quality of life.Especially considering, while they are a "good" build in the current balance, they are far from meta compared to a bunch of other builds. You are very easy to spike in fights and charging in or stomping in aoes often just gets you killed. So you have to play fairly carefully to make proper use of the tools you have and be actually helpful to your team. 2. Soul Eater (Master tier trait in the reaper line)While this trait is definitely a good trait , there is one small change I would like to see with it.One part of the trait makes you heal for 5% of the damage you deal at close range (300 and less). So a bit more than melee range.Now, the thing is though, that this part doesn't work in shroud. The time you are mostly that close to enemy players. I would like for that to change.You might say now, "are you crazy, that would be way to good". But let me put it into numbers.To gain 500 health from that trait you need to deal 10 000 damge in melee (because your are in shroud).500 hp is less than basically any auto attack does. 500 is about the amount of health you get from Signet of Vampirism for getting hit just once , if you are using the Signets of Suffering trait, which also works in shroud.500 hp you get in about 2 seconds just for being in shroud with the Unholy Sanctuary trait without doing anything for it.You think now, 10 000 damage isn't that hard for a reaper to do in shroud and I do agree to an extend. But let's take it up to 100k for the whole match.That's 5000 health you heal from that trait over a whole match.Or Even at 200k damage (which would have to purely come from shroud) you would get about 10k health over a whole 10-15 minute game.It would just be that little bit more sustain for reapers and I don't think it would make them overpowered or "impossible to kill" in any way. So what are your small changes you feel like might get looked over in the balancing discussion, but you would like to see?
  7. I would already be happy if they manage to fix it and maybe give us 1-2 more days for SAB, so like today/tomorrow isn't a lost day for daily ect.
  8. I REALLY, REALLY hope they can fix this. It is so disheartening when so much progress and time spent is just totally gone. Especially when I was already putting in a lot of time the last 2 days to finish several things before SAB ends. I thought I would manage with today and tomorrow, but now I can't even do anything, because who knows what would happen with that progress now. Also I lost my drive for the game now that my work over the weekend was all in vain. :(
  9. Same problem here. Was despaired when I logged in and saw 2 days of gold, items, reward tacks achievement progress lost.I lost like 20 hours of gameplay, quite a few achivements, 200+ gold and expensive items I bought (they even still show in my trading post log), all the baubles, achieemnts and dailys from SAB and super adventure weapon drops I can't just get back, all the work I did in wvw tracks and pip rewards, like 3+ whole pvp tracks I needed to finish my super adventure weapons, pvp tournament rewards, ascended daily crafting and all the mats I collected for it in the last 2 days and so much more.I'm honestly kinda shaken and it totally ruined my schedule with all the things I wanted to finish before the SAB festival ends. I don't even know what to do know... Q.Q
  10. Would love to finally see the "feathers of the zephyr package" come back to black lion statuettes or black lion chests. I have been waiting for this for ages now.
  11. Huh, Interesting. Well it definitely is news to me and apparently the support guy didn't think about it either. Still weird I now always have to empty my trading post to get my at rewards XD
  12. At the start of April this year I did my first automated tournaments in PvP. After the tournament I didn't receive any rewards of those that were listed in the UI for said tournament.As I didn't know any better, at first I though I might have misunderstood something and just did more tournaments the following days. And again I didn't get any rewards despite the other people in my teams getting them.So after several of those tournaments I contacted support and they told me that they couldn't help me and give me the rewards I didn't get.Ok I thought, but what about my future tournaments?After all I now had completed 8 tournaments without ever getting anything. Some more talking later, support told me my rewards were marked as delivered and it might be a bug that prevented me from getting them.So I filed a bug report ingame and hoped my problem would some day be fixed, so I could try doing tournaments again.Fast forward a few more days and I was in the PvP lobby clearing out some items from my trading post I bought over a month ago and I didn't retrieve yet as my several of my characters inventories were getting full. Then suddenly it happened and 4 of my tournament reward chests just popped up out of nowhere, almost a month after I did those matches.I thought "oh, did they do something because I sent in my bug report?". Yet still a few more of my tournament rewards were missing, but I didn't mind to much, as I had already considered them lost and was happy about the 4 I got.The next day I thought I'd try another tournament and see if the issue is actually fixed for me. And to my surprise, I didn't get my rewards...again.But after the tournament, I did some more cleaning of my trading post slowly emptying it from items I had bought weeks ago. When suddenly another tournament reward chest popped up. At first I thought it was from the tournament I just did, but after some more emptying of my trading post, lo and behold, another tournament reward chest from long ago popped up. So after all of this weirdness, I decided to make a post here in the forums. It seems like to me, that there either is a bug or some strange interaction between the trading post being full and the system that is used to deliver automated tournament rewards that blocks them being delivered if the trading post is still holding items. Only by clearing the trading post out are those outstanding rewards being delivered.While I don't know if this really a bug and should be posted in this subforum here or not, I thought I might as well let you guys know about this specific behaviour of your delivery systems. After all it might help with other players that create tickets because they didn't get their rewards because of a full trading post.
  13. Maybe the problem isn't just lightning rod, but weaver getting all those ccs on top of it. But the whole thing definitely needs to be looked at I feel.Also it really isn't fun in teamfights when you got the ele on you and maybe a second player and basically cant get chain ccd so much you can't even get off your auto attacks.Very much not fun on a class with low stab access.Also +1 for core necro nerf. Too much survivabilty for too little effort.And rangers also need some looking at with all their evades,blocks and mobility we really don't need pets that hit for so much damage and constantly dish out all those random ccs in addition to the rangers. Have evaded most of the crucial attacks of the ranger and maybe even got him down in a close fight? Guess what, his pet just randomly ccs you and you die anyway.Apart from the birds and maybe the tiger you can't even really kill those things with how tanky they are.
  14. Wouldn't mind seeing boon removal be entirely for skills/traits only. Would at least make it a bit easier to do a class by class balancing effort concerning those game elements, if you don't have to take the sigil into consideration all the time. You know, a bit more specialization which classes/builds can actually remove boons and how much access they have to it.I think that wouldn't be so bad and could see a benefit for the game depending on future balancing efforts.
  15. They are definitely a bit CC heavy and very annoying. I especially love mid fights were 3-4 players just chain cc you for like a minute and you can't even really get any attacks of and just try your best at kiting.
  16. So I can now confirm it's not just the potions I don't get, I also don't get any gold from tournament placement. Got to 3-4th place bracket in a tournament today and got my 15 qualifying points but not the 15 gold that were also listed.And the system is still bad at telling you where you placed. Have to pay attention to your QP all the time or you don't even know where you placed.
  17. They stayed for the whole run though. 3 of the tournaments I was in we had no one who left the group and everyone even waited till our qualifying points were updated, so I don't think that can be it.
  18. Either I'm misunderstanding something here or I'm not getting all my rewards for automated tournaments.Have done 4 tournaments across two days now and while I do get the qualification points I never get anything else. Perhaps you didn't place high enough you might say now, but what about those PvP potions you get just for participation? I never got any of them and I even checked my reward track progress after each match to see if they might were auto consumed or something.But nope, all I got were the 700/350 Points you get for winning or losing respectively. Nothing else.So what is going on here? On a side note, the UI/notifications you get for the ATs are really not telling you much about what is going. You never get any notification that you were eliminated from the tournament after your first 4 rounds or which reward tier you actually qualified for in the end. Your are just left with a big question mark after everything is over and it is very confusing for someone trying to get into those tournaments.
  19. So I just noticed the new achievements for the 2vs2 season don't work at all. Didn't get any progression on player kills, wins or games played, even though I have already played 13 games.Hope you can fix that soon and maybe apply the stats retroactively. Or did I misunderstand when those apply and the 2vs2 now doesn't count?
  20. Yes there really needs to be paid more attention to the context of a lot of these cc skills. Stuff that has the main purpose of being a cc (static field) or has other good benefits (like bulls charge evade+mobility) are fine to lose all damage. But others were the damage is a main selling point of the skill should get looked at again (head butt, executioner's scythe e.g.). Especially when we take stuff like weapon skill sets into consideration like others have mentioned.Increase cooldowns, make some of those ccs less efficient or maybe remove a few entirely if it's really needed, but keep damage on some of those. Personally I'd rather see a game with some less (severe) ccs, especially when we take away stab and stunbreaks in the first place.
  21. Ok let me start of by saying that I do like the idea of this patch. Less extreme spamming of a bunch of stuff with like longer cooldowns and some more purity of purpose on skills sounds quite nice. Generally a good direction for the future I'd say and I hope to see even more culling of extremes. Regardless if it is extreme damage or extreme survivability. But...If I could change one thing for necromancer, it would be the damage on executioner's scythe. This is a change that kinda ruins the theme of the skill.I feel like they looked at this skill from the wrong angle.Because it isn't a CC skill with some (more or less decent) damage added on top of it, it's a damage skill that also has a CC portion. It is supposed to be a "finisher move".I mean, it even scales damage with the enemy's health which is absolutely pointless if the coefficients are basically 0.Reduce the scaling to something like 1.25/1.5/1.82 or whatever, but don't just erase all damage on it. Especially since it's a slow single target skill, despite what it may look like.Just applying everything exactly the same way to every skill that falls in a certain category isn't always good since a few of them started at way different levels.Losing the damage from a skill like static field might be annoying, but that damage was more "nice to have", rather than really that big of a deal. With executioner's scythe on the other hand, it's a big deal losing basically all damage on it.
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