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darkwarrior.1670

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  1. Watchtower is both a good, and bad feature in wvw. Its good because it tells you enemies are attacking your tower so you can defend, at the same time its bad because its tells enemies youre hitting their tower. This isnt the problem i have with it. The problem i have is the radius of the watchtower mark area. Theres certain towers you simply cant hit without a treb. North East tower in Alpine bl you cant hit this without a treb. Otherwise youll be marked with cata or obvs ram. The other issue is for example this week SBI has been farminv BG by taking BG green keep in ebg, and the towers surrounding it. Spawn camping in ebg happens alot, and for the most part theres side exits out of spawn to be able to leave spawn safely. On green side you canttt leave without being marked by andons or jerrifers. Its impossible not to get marked. Im not trying to make this about being spawn camped, its about not being able to move passed certain towers by being marked. This happens also due to location of towers and such since the game didnt come with watch tower. If the radius was smaller or maybe watch tower triggers when hit, it wouldnt be as bad. Idk just a thought
  2. Ok so we all know the current meta is condi after the power nerf. I'm a power build user and i think it was needed, but at the same time some skills need to changed a bit. Anyways this isnt going to be about power but condi needs to be nerfed a bit more now. Anet needs to see whats being too overpowering and tone it down. Power shouldnt go up just yet otherwise the power creep starts again. I think the main issue with condi builds is not just the skills, aoes, and how fast condi is applied/stacked. The problem right now is the armor for condition builds. Ill explain what i mean, and im going to use power as an example. For me to do good damage on power i need the following, power, precision, and crit dmg. If i run armor such as soldiers/sentinels/ or wanderers which give you power, but give you tougness, and vitality i wouldnt hit as hard as if i was running zerk armor. Imagen running into a power build user with 23k health and close to 3k armor, and he hits you as hard a he would if he ran full zerk, wouldnt that be a little overpowering? where would be the risk in running that armor? thats basically what trailblazer/dier armors are. Theres no real risk armor that you need to run when playing condition. I think that condition is lacking from needing another stat to base its damage from. Example again, power needs 3 things to make it work, with out one of those its not going to hit as hard as it should. Condi doesnt really need anything else, condition duration its just a utility but not a necessity. I think condi builds should require to also need precision kinda how they did before HoT dropped. Condi warriors, and mesmers ran rampager armor because the crit chance allowed for more condi stacks. That all went to shit as soon as you got trailblazers/dire. Yes theres people who do use crit chance and understand there is more dmg that way but its not the safe thing to run. I also think some condi aoe skills need to be interrupted when the caster is cc'd, Example i was fighting a scourge, and it did an aoe move, i cc'ed it but the aoe continued to go even thought the caster is on the floor. I think Anet needs to go back and make some skills only last as the caster is channeling them, kinda what they did with spellbreaker bubble. I know anet already has done that but theres more skills that need to be reworked. Ok now downstate, and this needs some serious work. Mount stomp should go away, its stupid, and its a good way to ruin a good fight. Instead the cast time to stomp should be lowered, so we can spike faster, and also the health when in downstate needs to be reworked. Some classes are reallyy annying when in down state, and with the current speed time of spiking it takes too long to kill a downstate. i think the damage on downstate needs to be changed too, i was just in a fight with a condi thief, and he went down. Using only auto attacks from downstate he stacked me to 6 stacks of poison, i cleaned them, as as soon as i did he stacked me to 10!!!!! wtf is that shit. How can you do so much damage on downstate. Please change this and sorry for the massive post
  3. I forgot to mention that running trailblazers should be the same as a power user running wanderer's or soldiers
  4. Hello fellow WvW players, as many of you already know the big patch is soon to arrive. As some of us fear condition/tank meta's might be making a comeback, and bring us back to the times of Heart of Thorns. I'll be making three suggestions to Anet to consider changing for WvW. I think that critical chance should affect the amount of stacks condition builds apply. Ill use Revenant Axe 3 skill Echoing Eruption as an example of what I mean. The skill currently does the following. Leap at your foe and deliver a massive attack that cascades outwards. Each attack area is a blast finisher.Damage: 367 (1.0)?4 Torment (8s): 704 Damage, 1018 Damage if MovingWeakness (3s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)Number of Impacts: 3Number of Targets: 3Radius: 180Combo Finisher: BlastRange: 1,200 As you can see the default stacks of torment is 4 lasting 8 seconds. If properly geared this duration can go up to 16 secs just on this condition alone. This is at less than 20% critical chance, I think the default should be 1 stack of torment lasting 5 seconds (if low condition duration). If you have high critical chance you should be able to stack more than one stack. If you're at 100% critical chance you should be able to get to the 16 stacks of torment that got applied to me earlier by someone having close to zero critical chance. This will make players have to risk some health and armor to get those nice condition bursts. Just something to think about Watchtower tactic: I think the radius of this tactic needs to be lowered to just cover the tower, allowing certain towers to be hit without being spotted. Ill use north east tower in alpine borderlands as an example. Theres no way you can cata that tower without being hit by watch tower. Lowering the radius will also allow roamers to go for these towers, and force people to actually have to scout like we used to. Finally Downstate: Downstate needs to be toned down in regards to health when in downstate. Also in WvW I feel everyone should have a similar skill option when in downstate. Everyone should have an auto attack skill, and a rez skill. There should be no CC, tele, mist, etc skills when in downstate in WvW. Also PLEASSEEEEE get rid of the 1 second invulnerable period when entering down state
  5. Hey Anet I have an idea, why don't you try all these lil fun things you have thought of in Edge of the mists? for real like as actually fun as this might sound, I don't really want it to ruin a week of wvw. Please utilize what you have, and not force everyone to do these events you create.
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