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ArielRebel.3426

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Everything posted by ArielRebel.3426

  1. idk how you even get hit by that to begin with, you know this game has dodge action key right? That and I call "kitten excrements" for 21k (total) damage arc divider.
  2. haha! Too true. I'd like this. I would just change it a bit so it applies 2 "effects" :-> the effect on the enemy would pulse every second. Each pulse (total of 5) would give 1 sec of weaken and slow.-> the effect on yourself would pulse every second. Each pulse (total of 5) gives you 1 sec of superspeed, quickness and resistance. Charges could have a 35s cd to make up for this but not more than that, as it's a really selfish shout (no effect on allies beside the AoE heal if you spec for it).
  3. I don't expect anything until right before EOD release. But getting it on the radar can get something me baby steps rolled out. If only devs actually communicated with their player base outside of update posts to at least confirm that they are aware that warrior is significantly struggling atm and how/if they are planning on doing anything about it (which the pessimist me highly doubts will ever happen). Shame. No communication is a major step toward failing as a game developping company and most if not all of the major triple-A flops in the recent years happened mainly because devs were out of touch with the state of balance/their game and didn't listen or communicate with the active playerbase.
  4. In any case, it's kind of pointless to argue/debate semantics because we both know the devs won't simply take our words. They'd buff it (if enough ppl voice for it) but they would obviously not buff it by a crazy amount. They'll most likely buff it by an insignificant amount and call it a day "see you in another 6 months" kind of patch.But yeah I'd say it's base damage should be something like 250 with a 1.0 coeff the moment it strips one or multiple boons (it would not be scaling off of the amount of boons stripped). If you want to keep it as "deal damage PER boon stripped", then it should be something like 75 base damage with 1 coeff. Just remember that Lightning Rod is 250 with 0.95 coeff while also dealing weakness which IS HUGE in terms of helping with damage mitigation yet LR procs whenever they simply disable while ours has to strip boons to work. Side note: I feel spellbreaker should also have a reliably way to deal weakness.I'd keep it as per boon ripped, so 75 base with a 1.0 non critable modifier. Since CCs had their damages removed that added damage shouldn't be too bad and would one way of getting their damage back, especially as it cannot critical hit. The other being the suggestion to change Body Blow to function like Lightening Rod in that it would deal damage instead of bleed.I'd totally agree with BB being changed so it's direct damage that can crit over bleeds. As we would have to choose between that and Forceful Greatsword, then I don't think it would be OP as I still don't think ppl would pick it over FG because of how mandatory greatsword (at least for spellbreakers). Maybe it would see some use for core or zerker. @Lan Deathrider.5910 said: Also, in FotM use Endure Pain if you are caught in 100B when you need to mitigate damage. That or use it after Defiant Stance. Or run Axe/Axe Power Berserker and be mobile anyway.Sure that's a "solution" but my point is that we should not have to use a 60sec CD "solution" that wastes a utility slot because we are the only class with our main burst ability rooting us in place lol. Obviously, if it gets to be only 2sec channel (with the same damage, obviously) then yeah it would be much safer to use and it would leave us less prone to sudden AoEs requiring us to move out of the way but still. For the sake of consistency and balance, either everybody with a similar ability gets rooted or nobody gets rooted. Hell, it would make more sense if ranged equivalents were rooting the user and melee equivalents didn't (as the latter is much harder to land on moving targets).
  5. In any case, it's kind of pointless to argue/debate semantics because we both know the devs won't simply take our words. They'd buff it (if enough ppl voice for it) but they would obviously not buff it by a crazy amount. They'll most likely buff it by an insignificant amount and call it a day "see you in another 6 months" kind of patch.But yeah I'd say it's base damage should be something like 250 with a 1.0 coeff the moment it strips one or multiple boons (it would not be scaling off of the amount of boons stripped). If you want to keep it as "deal damage PER boon stripped", then it should be something like 75 base damage with 1 coeff. Just remember that Lightning Rod is 250 with 0.95 coeff while also dealing weakness which IS HUGE in terms of helping with damage mitigation yet LR procs whenever they simply disable while ours has to strip boons to work. Side note: I feel spellbreaker should also have a reliably way to deal weakness. @Lan Deathrider.5910 said:
  6. I would add Loss Aversion's base damage should be increased back too, not just coefficient.27 damage is a sad joke. Why is lighting rod a thing yet Loss Aversion was nerfed into the ground? They should either buff back the damage of full counter or give it's damage back in one of the traits. 1000blades should also not root us in place (on top of making it a 2s channel). Thief Pistol/Pistol #3 and holoforge #4 are similar attacks and RANGED (so much easier to land) yet they are allowed to move freely (and even jump) while using it.
  7. 100% agree with this. Hate it when an enemy brushes against you (even if he's still in front of you), the bladetrail will fail and enter a mini CD. This is a sticky one. Would these skills function better as ground targeted skills? Tremor perhaps, especially with the requested change away from being a projectile, but Blade Trail would function best if the projectile ricocheted off of the terrain rather than being destroyed.That's what seemed to have been discussed by the person I quoted. IMO Bladetrail should become an object that moves according the the ground target (similar to GS #3) and would come back the moment it either reaches it's max range or enters in conctact with non-scalable terrain or wall.
  8. 100% agree with this. Hate it when an enemy brushes against you (even if he's still in front of you), the bladetrail will fail and enter a mini CD.
  9. Does it mean you advocate for removing self root on every skill in the game? Because otherwise this reasoning seems inconsistent and biased, just saying :p I do in fact. That kitten needs to go. In particular for anything channeled. A 1/4s self root is one thing a +1.5s self root is another. But sure get rid of them all.I know im a bit late to the discussion but yes. Never understood why GS #2 for example resquires you to stand still when ranged equivalents (P/P thiefs #3 or holoforge #4 to name a few) do not require you to stand still. It's complete kitten-excrement if you get my drift. Also, why in the hell is it 3.5 sec channeling, that's an eternity in this game. It has to be lowered to 2sec!
  10. I think you mean shield 4. Shield 5 is just a regular 3s block. Shield 4 is a small leap that bashes and stuns the target. But yeah, you are right. Dagger/shield + GS is the best combo imo.
  11. In english please? If I understand correctly you are saying thief players should be rare... why? Makes absolutely no sense. In a healthily balanced game, all classes should be played (about) as much.
  12. 25 sec for a single target + 50% for each additional target. You can use it on a group, but you need to use your Defense Field while you're on top of them to protect them from projectiles and CC. Obviously, I'm talking sPVP group fights (like 3v3), not in zergs on WvW where obviously the gyros are all instantly blown.
  13. This idea is okay, but doesn't necessarily fix some of the issues Engi suffers. If kits were to be buffed specifically for core without the elites gaining the benefits, it'd have to be like cooldown reductions and additional effects or something. Then the negatif passive for E-specs could be "longer CD" for example. It doesn't only have to be less pow/cond damage. It's an extremely simple solution that would fix most of the issue.
  14. I agree. Just like Mesmer and greatsword and thief with staff - it's nice to have a profession out there that uses a weapon in a very different way than others do. How about melee scepter? Sound odd? well:https://en.wikipedia.org/wiki/Stick-fighting Or ranged dagger - throwing knives. Or revenant flips it on its head, main-hand scepter and off hand focus? They never said that the weapons also couldn't fill different slots. Since rev is basically completely backwards it could work. And melee scepter should be fine; Though Im not sure what they'd give it but anything that can give Condi-core a second weapon set. Weird idea guys : Melee Pistol. I'd be down for dual wielding pistol rev non-ironically. Close-range swashbuckler? Could be neat. Could give us a core Corsair legend too to go along with it; That'd be pretty freak'n cool.Indeed. Just one thing, after "maining" Rev for so many years, when I decided to finally let go of him and to recently try out Engi (which is considered by many as harder/clunkier to play), I find it quite easy actually. The legend system of Rev just forces you with so many restrictions that don't bring anything to the table beside being there for the sake of being there. Engi can swap kit on the fly without being locked out of his favorite utilities, heal and/or elite skills (tho yeah he has to sacrifice a skill slot to use/equip said kit) and without having to deal with a 10sec CD between swaps. When I went from Rev to Engi, it was much easier. I haven't looked back ever since I created my Engi (which I decided would be my new main from now on lol). Sad day in a way. F for my Rev. You will be missed (I do miss the look and fashion of Rev but nothing else lol). So yeah, they would have to bring a REALLY interesting Stance that brings great skills on top of a interesting BUT STRONG weapon set for me to return on my Rev.
  15. I agree. Just like Mesmer and greatsword and thief with staff - it's nice to have a profession out there that uses a weapon in a very different way than others do. How about melee scepter? Sound odd? well:https://en.wikipedia.org/wiki/Stick-fighting Or ranged dagger - throwing knives. Or revenant flips it on its head, main-hand scepter and off hand focus? They never said that the weapons also couldn't fill different slots. Since rev is basically completely backwards it could work. And melee scepter should be fine; Though Im not sure what they'd give it but anything that can give Condi-core a second weapon set. Weird idea guys : Melee Pistol. I'd be down for dual wielding pistol rev non-ironically.
  16. I am 100% AGAINST locking holosmith out of kits (eventho I personnaly don't use them with my holo build) or killing/locking tool belt skills because, as said by Kodama, it further kills build diversity. If you really want to buff core and not elites, you need to take an approach similar to how Scrapper has reduced vitality to make up for passive barrier creation. In short, kits in dire need of buffs (which is most of them) should simply be buffed (that it'd be their stats getting increased or they are completely reworked or they get a QoL buff like nades and mortar being able to finally autoattack, etc. ) but add a "negative" passive to the "photon projector" trait of Holosmith. It could be as simple as number tweaking like Scrapper's lowered vitality and give holo a passive that makes it so "while using an engineering kit OTHER THAN HOLOFORGE, you lose XYZ amount of power/condi damage" or something to make it so the kits are usable but arent as strong as they would be when used with core only traitlines.
  17. I think what gives is that most of us don't play PvP either at all or as our primary game mode. Yet there's plenty of balancing done JUST for PVP and WvW players.
  18. One of my ideas (for scrapper) is to make the toolbelt skills become the gyro well skills (besides the heal), making them unchangeable but providing the utility from the wells, and making the gyro toolbelt skills (example bubble from bulwark toolbelt) slottable utility skills that you can choose to take if you want, as a tradeoff for taking scrapper. Trading in your toolbelt skills (besides heal) for gyros since the theme of scrapper revolves around being a tank and gyros.For Holo, i think the forge mode disabling kits for a period of time is fine, so I wouldn't change anything on Holo. Some of the gyro's tool-belt skills are mediocre and removing the control of the player on what he brings on his belt would kill the elite spec for me. I actually don't even enjoy using most of the gyros anyway. Scrapper is fine as is about that. Instead of "nerfing" scrapper or holo, we should ask for what really needs to happen for engi: QoL buff on base kits/core engi. Allow nade #1 and mortar #1 skills to autoattack the target when "autoattack" is activated on them. It's stupid how grenades can be used that way underwater but not on ground and it's stupid how mortar just doesn't work underwater. Bomb kit needs a buff too. I don't know how to make it work but it needs something. Maybe more CC. Because, as of right now, unless somebody is trying to be close enough to smell your rear, no opponent (outside of PVE) will remain close enough to you that your bombs will reliably hit them. It's really only useful against melee builds that never kite. Tool kit's skills #1 and 2 deal pitiful damage.Turrets are a joke outside of PVE. Similar to bomb kit, nobody will stay in their AoE. Also, most of the time, only their overcharge is useful so you drop them and then either instantly pick them back up if you want shorter CD or you detonate them. Rifle is in a dire need of damage buffs and fixing it's intended playstyle. Right now it's all over the place as net shot and overcharged shot would make you think we (the engi player) are supposed to stay at range but with jumpshot and blunderboss we need to get/be in melee range to deal the maximum damage. Also, the damage in general from rifle skills is really pitiful. And that self knockback is just sad lol.Pistols needs a "direct damage" buff too. It applies decent conditions but is mediocre when used in a power or hybrid build. I don't agree. I think the only gyro toolbelt that's ok-ish, is chemical field. But even that can be useful when fighting on a node and you want to stunt your enemy's healing potential on the fly to secure the kill. The other gyro toolbelt skills are actually really good.and I forgot to mention the elite gyro wouldn't be included either as the F5 is already replaced with the function gyro. I agree with turrets needing to be investigated. A shame they died like they did, they were nice. If anything, the necro minions needs either their survivability cut, as they're mobile and they hit hard, or their damage cut, as they're pretty high in health and mobile. Engi turrets in general need defensive boosts, since they're quite stationary. Currently the only trait that can benefit from having laid a turret on the ground is Experimental Turrets in Inventions, and even that is useless right now because the turrets die way too easily, so you really don't get to benefit from the trait too much at all. Rifle doesn't need damage buffs imo, it can still hit pretty hard especially with rifle 5 and 3. Pistols don't need a direct damage buff, but what they do need is a buff to their auto cast times. Currently, it reads a .5 cast time, when in actuality including the after cast of the auto, it takes .8 or so seconds to complete 1 auto attack. Meanwhile, ranger shortbow reads a .5 cast and actually reflects this cast, being able to shoot quick shots in succession, which is why it's actually a bit dangerous as a condi weapon.Regarding Gyros, that's your opinion, I have mine. It also depends on the builds and most people would agree with me because they run with a single gyro (function gyro not counting), just look at metabattle builds. In WvW, some use sneak gyro just for the AoE stealth, but outside of this niche, people either run with ZERO or a SINGLE utility gyro. If the gyros were so good, every scrapper build would have multiple utility gyros equipped. They don't need nerfing like the original poster (that I quoted initially) said. Regarding rifle, it OBJECTIVELY needs a buff. Not only in damage numbers but in the way the skills interact with each other as it makes no sense that some are made to keep the enemies at a distance and others are better used in CQC or to get in CQC. If you don't believe me that it objectively needs more damage, just go on your engi and look at the damage numbers on the rifle skills and compare them to holo's or scrapper's respective weapons skills, you'll see how bad it is. Regarding pistol, I would agree it needs faster RoF on the autoattack but, as engi lacks weapon diversity, they should make core weapons have good coefficients and base damage for both power and condi builds. That's why I strongly believe they need to improve those coefficients on the pistol skills so you can also use it in a power or hybrid build, not just condi.
  19. I agree with everything you said. I even tend to get away from Elixir Trait line because every engi runs it so I made my "own" scrapper build using Tools instead. But yeah, base/core weapons all need buffs in many ways, not just number tweaks, and a lot of traits need to be buffed to become as useful/interesting as Explosive and Elixir. Just one thing, I wouldn't say Explosive is overperforming though. I find it strong but balanced, it's not like we are daredevils with 150 endurance that we can spam dodges.
  20. One of my ideas (for scrapper) is to make the toolbelt skills become the gyro well skills (besides the heal), making them unchangeable but providing the utility from the wells, and making the gyro toolbelt skills (example bubble from bulwark toolbelt) slottable utility skills that you can choose to take if you want, as a tradeoff for taking scrapper. Trading in your toolbelt skills (besides heal) for gyros since the theme of scrapper revolves around being a tank and gyros.For Holo, i think the forge mode disabling kits for a period of time is fine, so I wouldn't change anything on Holo. Some of the gyro's tool-belt skills are mediocre and removing the control of the player on what he brings on his belt would kill the elite spec for me. I actually don't even enjoy using most of the gyros anyway. Scrapper is fine as is about that. Instead of "nerfing" scrapper or holo, we should ask for what really needs to happen for engi: QoL buff on base kits/core engi. Allow nade #1 and mortar #1 skills to autoattack the target when "autoattack" is activated on them. It's stupid how grenades can be used that way underwater but not on ground and it's stupid how mortar just doesn't work underwater. Bomb kit needs a buff too. I don't know how to make it work but it needs something. Maybe more CC. Because, as of right now, unless somebody is trying to be close enough to smell your rear, no opponent (outside of PVE) will remain close enough to you that your bombs will reliably hit them. It's really only useful against melee builds that never kite. Tool kit's skills #1 and 2 deal pitiful damage.Turrets are a joke outside of PVE. Similar to bomb kit, nobody will stay in their AoE. Also, most of the time, only their overcharge is useful so you drop them and then either instantly pick them back up if you want shorter CD or you detonate them. Rifle is in a dire need of damage buffs and fixing it's intended playstyle. Right now it's all over the place as net shot and overcharged shot would make you think we (the engi player) are supposed to stay at range but with jumpshot and blunderboss we need to get/be in melee range to deal the maximum damage. Also, the damage in general from rifle skills is really pitiful. And that self knockback is just sad lol.Pistols needs a "direct damage" buff too. It applies decent conditions but is mediocre when used in a power or hybrid build. Exactly!
  21. Sad thing is, for revenant and depending on whether you go condi or power, you are always stuck using 2 weapon sets if you want to be competitive and not gimped :Power weapon sets are : Sword/Sword (For max damage)Staff (For a bit of damage but mainly for support, condi cleanse, evades/blocks and defiance bar breaking)Shortbow-ish (Since hammer is dead, this is the only good ranged power weapon for revenant and you should have one because some events or bosses are much easier to do with a ranged weapon. It has good burst damage but you need renegade stance to maximize your damage as you depend on SoulCleave's Summit for your burst.)Condi weapon sets are : Mace/Axe Shortbow (less reliant on Renegade summons to perform it's damage so you can use say demon stance with dwarf or assassin)Both builds are viable but you can't really use Mace/Axe if you're a power build and you can't use Sword/Sword if you're a condi build. You gotta choose one or the other.Power builds bring more burst (mainly with SoulCleave Summit or Shiro's Impossible Odds and Enchanted Daggers) but less sustain damage and, without SCS, you essentially have no real sustain healing. Best at single target damage, ok AoE damage.Condi builds bring more sustain damage (though you can stack really high amounts of torment really quickly so it's not like there's no burst either) and better sustain in general (mainly via Runes of Tormenting which heals for every stack of torment you apply on an enemy but those runes are about 10 gold per piece so it can be pricy for a newcomer). Good at AoE damage and single target damage. For stances, if you're power, there's no choice really, it's Assassin+Dwarf stances if you don't like the renegade stance.For condi, I'd suggest going Demon+Dwarf stance if you really don't like the herald stance as Assassin's stance brings a good stun breaker and gap closer but is more suited for power builds. Once you decided which to play, go at http://metabattle.com/wiki/Revenant and look under the "open world" category and search for a build that suits your play style.
  22. No idea. They never really announce when the next one is about to drop. The last time it was asked on stream, we got the answer: We just sent it to the QA team... It took them 3 weeks to actually ship the patch. (the current one)The PvE balance cycle was one big patch every 3 months, that is when major reworks usually happen*. It might be different because of the expansion in the making. *We had several traitline reworks in February, then weapon reworks in July, so there should be an another one in this year.Source:February balance patch: https://wiki.guildwars2.com/wiki/Game_updates/2020-02-25July balance patch: https://wiki.guildwars2.com/wiki/Game_updates/2020-07-07 In short, we will most likely have to wait until feb or at least 2021, eh? lol...
  23. You can't win fights by simply passively letting your character AA. The game can't be "playing itself".Yes you can hold it, doesn't change anything to what we said.
  24. Yup. I can only imagine why a lot of people with say carpal tunnel just won't bother trying to play Engi with kits like Mortar or Nades.
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