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OddFinrir.6801

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Everything posted by OddFinrir.6801

  1. It should be pretty easy, considering my friend worked on a game and I watched him block a speed and teleport hack on the one he was in charge of without even restarting the server in 5 minutes flat. No clue how he did that though.
  2. I've been thinking about how to fix this weapon and the only thing I can come up with is to make the skills have charges and to make a talent similar to Ranger's shortbow one, but it could switch the base support effect skills for quicker more damage based explosion skills, letting you choose between what you want. 1 could also interact with the vials by adding vulnerability stacks while they are sitting there so you don't feel obligated to detonate them immediately. Idk I'm not a game designer
  3. I barely do any damage with pistol. Having to choose between 2 or 3 to get the bonus on it feels like a fake choice because the bonus on 2 for every element is bad, so you always need to go 2 > 3. Air 3 is just clunky and feels like it was tacked on because it's a short movement dash on a pistol, which is strange. Fire 2 is the only thing that does decent condition damage provided all the second hits connect, which btw, is a blast skill that is missing on the skill info. I don't see why you would every use this weapon in its current state. Other weapons do everything else better and they have more visual and audio impact when using the skills as well, where with pistol I feel like it's just firing air.
  4. 1 says it inflicts weakness instead of vulnerability. The weapon is also just way too slow. It seems like it's for ranged support, but you basically need to spam everything and even if you don't, you still end up stuck on very weak auto attack. It really feels like it was meant to be a kit and not a weapon. They need to have more effects when they are first placed, even if it's just damage.
  5. The axes seem to travel over or through about anything, so if you call them back they can just not work. They can also just be knocked out of the air while they are waiting. Further, you can just walk and avoid them because they go towards a point and not a target, so with 900 range, they miss all the time.
  6. Make it so stealth is just see-through, you can't target it, and it breaks target. The teleport spam can be mitigated by moving it to evade energy so they can't leave as easily.
  7. I went out and tested it on my necro against the engineer in sPvP. The first cleanse with sigil or Spectral Walk cleansed 2. The second cleanse only cleansed 1, so there is an internal cooldown working on it. It's more problematic for classes who have a ton of cleanses they use ever few seconds, like rangers who have Wilderness knowledge and eles who have Smothering Auras and Cleansing Waters, who were already shutting down condition damage builds.
  8. It needs an internal cooldown on Smothering Auras and Elemental Shieldings, long enough that it doesn't affect anything much other than catalyst, and then a maximum distance on frost and fire aura effects. It's still OP and the passive spam needs to be addressed. Even then it still might be OP because the pulsing resolution and protection that can be used while CC'd, which stacks with the passive damage reductions it already has with traits(10% dmg reduction), signets(10% cond duration, 10% dmg reduction), and runes (20% cond duration). Now to wait for someone to tell me catalyst has been this way since 2012 because that actually happened last time I commented on a mechanist thread.
  9. Try this: http://gw2skills.net/editor/?PSwAEh3lJwYYOsEWJO0WbtKA-z5IWCqOAA If you wanna stick to staples like Wurm and Spectral Walk, you can. You'll just limit your options and you can't have everything on one build. This one forces a lot of people off points or away from you and is generally tanky if you switch between shroud at the right times. Also hits well and has an easier time with conditions. I beat plenty of people with titles and meta builds on it, so it's a valid option for you if you wanna try. 😅
  10. Use your shouts with the rune of the soldier and well of power. You get multiple cleanses and stun breaks that way and the timer reduces if you take the trait to reduce cooldowns the more you hit with shouts. I don't have many issues with conditions on reaper with this.
  11. Sorry, I was just tacking on more issues I found because the GM just said to go do it here and I just picked a random thread about the damage issues. I'm lazy. The lower damage is from the player btw. The 10k hit is from the mech and the non-crit damage is more than the player can crit for and it's the same for the little rockets (800 vs 2.4k and reliable damage every 3 seconds). No boons at all on that hit and it's an assassin amulet :D. I really just wanted to highlight an issue and then ghost out. My bad.
  12. It's using PvE trait damage in PvP: https://i.imgur.com/rt5G3Zk.jpg. The skills seem to be the same but apparently that's not a bug since the GM told me that what I said was a suggestion and not a bug.
  13. You can get a large amount of might generation on core, scrapper, and holo. Really they need to adjust that and the annoying blind/damage passive (I'm blanking on the name and I'm too lazy to look it up). It's not really the grenades that are the issue for any of their builds. The whole class basically has assassins signet with 100% active uptime in some form.
  14. It doesn't work on anything in any situation. It's also weirdly formatted like a Holosmith heat level bonus.
  15. I'm not saying it's the main issue, but did anyone notice that Repeater is interacting with Deadly Ambition? You can effectively spam another ~4200 on someone in about 5 seconds and the cost of the skill is nothing.
  16. I tried to skim through all the comments on my phone, so apologies if I someone else said it. There are many aoes that can be placed behind walls using the lock on target option for placing aoes in the menu. As long as a player inside is targeted by a player outside and there is enough range, you can ignore line of sight usually required when placing aoes. I can't test for wvw right now, but in spvp you can turn this on and fight someone behind walls with almost any skill that is placed. The wall doesn't count as distance units either when turning this feature on. I'm wondering if this is what's causing the issue for you all and if you can do it with other skills.
  17. So everyone is complaining about a trait that hits hard in WvW. Where everyone is a glass build or under-geared. Where there are damage foods and sigils. Where they can have party members boost their damage to the absolute max instead of having to do it themselves. In the PvP forum. Just stop making things up. In PvP it's hitting maybe an average of 1k unless you are pure glass, in which case it hits maybe 1.9k if you always crit; past that you need tons of buffs and tons of vulnerability applied and you'd be dead because you'd have to use the Rune of Aristocracy with Tornado on another glass cannon as you stand in one place and hope you don't die.
  18. It's almost the same, it's just a few things got moved up a tier in viability because Spellbreakers and Heralds can't one shot you with a macro anymore.
  19. Like every other game, never. Bots make it look like you have more active players. They could kick off a lot of bots with probably 30 minutes of work if they wanted...
  20. I just tried a build that would be minimally affected by the nerfs and it simply will not die unless you have multiple people target you with CC's or you already burned everything up in a fight before and you get ambushed. If you take Death Magic you are basically immune to condition damage while you stack up tons of toughness, which will be even more effective after nerfs. Take Blood Magic and you'll still heal a ton because it was barely touched. Trevor is right, it's too tanky and it gains its life force back too easily with some traits and skills (Fear of Death (15% - 5 sec cd); Spectral Armor (8% per hit per sec with 64% max - 45 sec cd after patch)) while healing for set amounts with minions, Vampiric, Vampiric Presence, and wells during Shroud. The removal of Foot in the Grave also didn't change anything because you already get spammed with CC's anyways, so it's nearly worthless now. I'm seriously struggling to come up with a way to kill this after the patch without four glass cannons on one person while one person perma stuns and that's just awful for both sides. It really needs to be looked at.
  21. Where is this? Because that's incredibly condescending and lazy.
  22. This wouldn't really work. You'd just be switching between builds the entire match and a majority of it would be for boon spamming zergs at the start and then hard countering specific people later on. You'd also have no idea if the enemy switched and you'd be going in to almost every fight completely ignorant of what to do instead of maybe just at the start.
  23. I have a feeling it's just going to be core necromancers everywhere. They didn't nerf any of it really and you can switch out blood magic for death magic to take almost no damage or condition damage. You can tank 2-3 people now for a while, so I can only imagine how bad it will be after the patch. They also increased the fear duration on shroud, so 4 second traited DoT CC (~4k dmg). Past that, I guess: renegades for the ridiculous heal on the elite that wasn't touched and is now technically much stronger, condition ranger because they forgot how much damage the traps, roots, and dagger skills do, maybe conjure spamming elementalists because they forgot to nerf those too and they hit like a tank while stunning and can be shared, firebrands because screw druids and tempests being useful support, and any thief builds in general.
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