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Zexanima.7851

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Everything posted by Zexanima.7851

  1. I don't think that the number of players for raids needs to be changed. As others have stated there is already 5 man instanced content. However there has been a growing amount of toxicity in this game across all game modes compared to when I first started playing. I think that's what needs to be addressed. They could start by facilitating cooperation and diversity more. When it comes to raids the issue seems to be (at least to me) some people want to run a meta composition but others just want to have fun and play the profession they like. I get that raids are suppose to be hardcore content but no matter how you market it this is a game built around casual play. Having the 'meta' zone out entire professions or force people to play something they don't enjoy isn't good. A quick and dirty fix might be to give each profession a unique 10 man passive buff that doesn't stack that is only provided in raids. This would probably still result in some professions getting optimized out of the meta. Another solution could be to increase the reward per unique profession in the squad. Also, this presents its issues. None of these idea's I'm saying are best but I'm just trying to provide some ideas centered around what I think the issue is.
  2. I would try to kill the enemy player if it seemed favorable. Only logical thing to do in an open world pvp area.
  3. Just brainstorming ideas, they could be good or bad. Limit duo queue to have to be within a certain rating of one another. Base points gained/lost primarily off of individual performance. (This would be hard to do for various reasons I'm aware)Add an "Avoid player" option.Add/change content on a more regular cadence to bring in more players. Add some version of a "Preferred role" when queuing.
  4. I know this is a matter of skill first and foremost. Some are more suited to surviving in a 1vX situation than others though. Which do you think is best suited for this scenario? EDIT:Bonus points for why and explaining what it takes to win an outnumbered fight.
  5. EDIT: Numbers obviously would need balancing.Revenant - Dagger/DaggerChannel the power of sprits from the mists to enhance yourself. Can be traited to have lower/no energy cost at the cost of another resource in its place (health, endurance).The idea would be to juggle resources for strong effects.Examples:Heal:1 second cast timeCooldown 30 seconds3k base healConsume all stacks of pure mists, heal for 1k per stackConsume all conditions, take damage for 500 perConsume all boons, heal for 500 per2 seconds of evasion Skill 1-3 energy-100hp/secUnaffected by regenGain 200 toughnessTrainsfer 1 condi to surrounding enemies every 2 secondsIncoming healing increased by 33% Skill 2-6 energy-10 endurance/secDodging only costs 25 enduranceDodging does not evade, gives 1 1/2 sec stability insteadPulse superspeedImmune to immob, chill, slow Skill 3Cooldown 15 seconds-3 energyLose 1 boon every 2 secondsGain 2 stacks of 3 random boons every 2 secondsGain 2 stack of 2 random damage condition every 1 second.Deactivation this skill converts 2 conditions to boons. Ultimate-4 energy 150hp/sec15 endurance/secGain a stack of "Pure Mists" every second. (Max Stacks 15)Pure Mist: Each stack increases all stats by 25 points and increases movement speed by 5%. Stacks last 15 seconds.Pulse cripple (130 range)Pulse unblockable damage. 50/sec (130 range)Dagger skills would grant you various resources to compliment these skills. Traits would increase/decrease the cost/effect of these skills. Just an idea.
  6. so? that has no bearing on reducing weap swap on other classes. in fact, eles and engis have either no cd or a very short cd on their weap swap equivalent, so this argument makes no sense to me. It does though. This means all professions that use weapon swap get a buff while ele and engi remain unchanged. It would basically make ele and engi weaker overall.
  7. I like this idea. Rampage would transform you into an avatar of whatever element you're attuned to. Fire would make each hit in rampage apply 10 stacks of burning, Air would give you pulsing quickness, water would give you heal on hit, and earth would give you 50% damage reduction from all sources. Flawless.
  8. Shiro+Glint is only really high risk in metas with a lot of condition builds. It's not really that much harder than any other build meta build. Hard is subjective and also relative to how much time you've put into the game/profession and the opponent's skill/profession also has to be considered. For a lot of people rev is considered a hard profession because it doesn't have a ton of safety nets and relies on well timed evades and good energy management.
  9. I would like to throw in that Rev is a high risk, high reward profession so it's not really a bad thing that it's so powerful. "Broken" and powerful are two separate things. It takes practice, knowledge, and a bit of luck to get results with it. It's not a faceroll profession. Broken to me would be something that has low risk, high reward. I get poor results on my rev cause I suck. I'm obviously bias for the profession though.
  10. you... you do realize rev only has one viable build for pvp in general right? Which is herald/shiro power build. If they nerf it then rev's will vanish completely from the game mode as its all they have to run; They dont get to make the same choices you do with your class. Glint is the most useful legend in the game due to one thing, the heal on its own. Now if they buffed up their other choices and made rev capable without glint, alot of the problems would vanish completely because as it stands now glints heal is one of the few reasons to take her over other specs. (For ten seconds it turns all damage received into health, pretty good with the zerker face roll meta we have.) Infuse Light only lasts for 3 seconds.
  11. This skin is OP, plz nerf. This just completely broke FasionWars balance, now skimmer is too strong.
  12. Need to add the title of "Serf of the Arena" for the absolute lowest ranked person, that way I get a title.
  13. Fair, but this wouldn't have an upkeep. Maybe it could pulse resistance instead. That might be too OP though. Retaliation? I'm not sure...
  14. People tend to throw a fit if you suggest a buff without a nerf, so I figured I would throw that in there. I agree though, it doesn't really need the energy cost increase.
  15. I really like using the shield but it seems like it has a lot less impact than off-hand sword. It should be comparable but in a support way instead of damage. Shield 4 is neat in concept but the numbers just feel weak on it and Shield 5 feels like it lacks team support or something. I'm still a new Rev but here are my change suggestions, feel free to tear them apart. Shield 4 (Envoy of Exuberance): Send the energy of Glint towards the target area that heals allies in the path and removes 1 condition in the target area and 1 condition when it returns to you. (throw it on yourself to cleanse two conditions basically). EDIT: Also destroys projectiles. Shield 5 (Crystal Hibernation): Channel a shield from the mists to protect you, blocking attacks and regenerating health. Pulse protection to 5(maybe 10?) allies. (1 sec per pulse, so 4 seconds of pulsing protection)To balance these the energy cost of both might need to be slightly increased. I'm not saying these are the BEST options to make shield better, just what I thought up.
  16. Just take you're good ol' https://wiki.guildwars2.com/wiki/Skinning_Knife to Caledon Forest, plenty of fancy stick skins there.
  17. Personally I really dislike it. I hate going through the same content over and over and over again with there being no difference. It really gets me burnt out on the game. I'm having to put a huge time sink into something I have zero interest in doing other than for the reward. If I didn't need the gift I would never bother.
  18. Something I've been doing lately for the gift of exploration. I'm not asking for any kind of changes regarding it, I'm just curious to how everyone likes it.
  19. I know why they didnt but I sure wish they didnt announce this so far out, that's a hell of a wait.
  20. This, thief just doesn't have the damage. If a boonbeast dies to thief then that was a really bad boonbeast or a godly thief. Even if you have bountiful theft it just isn't enough boon strip to deal with them. If you do somehow manage to kill one as a thief it will have been a monumental waste of time as you could have done a lot more useful things in that amount of time.
  21. @bigo.9037 said: You're playing Necro. That's the problem. Lol. Pretty much all necro builds will lose to soulbeast. Sure necro is weak against long range attacks. But that's exactly the point.The soulbeast oneshot build that goes around right now doesn't have a big weakness It does have a big weakness. Most classes have some kinda dmg mitigation or at least being able to survive the initial burst. After that the 1shot soulbeast basically has nothing left. He has his weapon swap but his utilities are gone.. no stab.. no dmg immunity ( unless he uses SoS but that sucks anyway ) That's not really a weakness. LolYou can run away, reset, try to burst again.Where is this a weakness?I'd love to do that with my necro. You even can get dmg immunities as ranger while still doing insane burst dmg and having maybe one of the best mobility in the game Ofc you can reset against a necro. But whenever I fight these 1 shot rangers ( ofc they tend to get me the first time cus I'm not always expecting it, or if I'm busy fighting someone else and they show up ) I literally just dodge enough of their burst to stay above 50% health and then kill them with no issue. I see other classes like holo do that to them as well. And vs warrior their build doesn't work cus of passive EP If a ranger looses a 1v1 right now in wvw.Either the ranger player was freaking bad or the opponent just much much much better. Rapid fire can do around 34k dmg. (And you still have time after that to autoattack for 6-8k per auto)That's killing low health classes 3 times, medium 2 times and even against high health classes that's easily enough to kill them from a range, that no other class has counterplay to other than popping invincibility.No counter play.. other than dodging, or evading, or line-of-sighting It's strong, but not OP. Only time I find myself getting killed by this is from poor positioning or because I was checking some menu and not expecting it. That's how a good mobility based profession should play, yes. If you don't have mobility you need to lock them down or bate them into a position where their mobility won't matter. Majority or rangers don't know how to use GS effectively so when they pull it out they are dead after stone signet/block. Boonbeast does need tuning back but I was specifically talking about the rapid fire skill in respect to sic 'em sniper because a lot of people seem to think it's some kind of auto-win for rangers and it's really not. I would say there are only a couple builds in the whole game that have 'no counterplay' and that would just be in reference to bunker builds that just end up stalemating because they can out sustain most all damage. Then again you shouldn't die to those builds either. It's strong, not OP. Just like getting caught up in a few million necro shades pulsing over 9000 hours of 300 different conditions is strong. Not impossible to deal with, just really strong. Some matchups will be harder than others. For the most part professions soft counter each other but there are a few hard counters (like ranger - necro)
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