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OddFinrir.6801

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Everything posted by OddFinrir.6801

  1. it's funny how you think ele is actually weak, when fire weaver is literally the dominant duelist in the game currently.It's also funny how you seem to have missed all of the nerfs across all of the professions and specs.FeelsBadMan I'm not sure if this is a strawman argument, poor reading comprehension, or both. O_o
  2. I like how they tried to nerf Elementalists into the ground so they do absolutely no damage, as their damage is low on most skills already, and completely forgot about the other skills. Anyone else see what they forgot? Same for rangers. It's funny and hits 12k in Marauders.
  3. As I've seen so far, the current pistol whip build being used just spams teleports and CC with almost no way to die unless you want to, just like some mirage builds. Hopefully it's being looked at since it's talentless and unfun to play against. Anyone defending it with excuses of being the only viable build should probably double check why that is, because that's the actual answer to this thread's title.
  4. This in particular is what I see as a problem. F1 shouldnt gen might on you AND heal you at the same time, especially when you can run healing signet. That's not fair to any class that needs to play ranged or depends on slow burn dots or lots of low damage hits racking up. Definitely should still hit you like a truck if rush connects though. I earned that/you deserve that. This is actually the entire problem. There is no internal cooldown on the might gain from crits and the health regen from that might gain. For fun, I have a soulbeast setup that uses the trapper rune and Dagger/Dagger + Shortbow. They completely ignore the condition damage this class specializes in by spamming attacks on multiple players that also hit like a truck.
  5. The issue with warrior damage is the might stacking (as well as the perma-stunning), which has already been called out by the devs and should be adjusted later on. Anyone saying the damage alright is in denial and likely only plays classes that spam damage immunity, which should also be getting toned down. Even with higher toughness and protection, it only takes a handful of attacks to kill any player and they do this while regening massive amounts of health that nearly negates bleed and poison damage.
  6. Take Shadow Arts and Stealth utility skills to try to stay in stealth as long as you can. If you are by yourself, mark someone getting near (but don't attack) so they will freak out and spam dodges and skills. They will usually avoiding trying to take a point when this happens. Hide in Shadows and Death's Retreat cure conditions pretty well, so use those to escape when targeted as well as dodging with the Silent Scope trait. For mesmers, take Collateral Damage, which works on clones. They will die quickly, which means you can spam quickness, blind, and aoe damage on anyone around the clones. Switch between decapping points and killing the other team based on your own judgement; if you can't kill anyone, there is no point in staying to attack them. Just because you might want to save someone doesn't mean you should. Sometimes waiting in stealth while your teammate dies is a better option so you can immediately decap a point when they leave. Bonus tip: queue in as a Daredevil and switch to a Deadeye build at the last second. They won't put anti-projectile skills on their skill bar and instead put condition cleanse skills on it.
  7. It's not the only one who can get away from it and mist form only has one function. It can't damage, CC, or hide like other classes can and you can't be revived while in this form. It's not exactly like the skill is affecting the average win-loss ratios on this map. Other classes also have different advantages when downed depending on the map, like sending the opposing player off a drop to their death.
  8. +1'd it. This really does need to happen with how much revive power is in the game now. Oh and to those who are out there requesting it, please stop asking for no downstate spvp. it's not going to work and it would break the game mode in so many ways that it isn't worth testing. If you can't self identify why this is, I'm not going to explain it because if you had EVEN gone into wvw and seen what happened with the transition of meta & dynamic during no downstate weekends, you'd immediately understand why this would be broken in conquest. Just one example is how no downstate would allow very dominant players to quite seriously 1v4 and 1v5. Are you ready for that to happen? Because it would get real in a hurry if no downstate was added in spvp. Judging from the amount of complaint against duo queues and 1800 players in general, I don't think that 95% of this community is going to be able to handle that. Ur last paragraph shows the exact issue with downstate and why it should never been added lmao. It would allow dominant players to 1v4? If u and 3 other people lose to a better player or make some serious mistakes to the point u lose when facing a player u outnumber than u should die not get razed and ur hand held while ur other buddy keeps the player busy so u can try again. Downstate is one of the things breaking the pvp modes. Especially given some downstate are grossly op compared to others as well as some specs revive ability. I'm pretty sure he's referencing the builds that can dish out 100k dmg on a few players, but can't down them easily after. There are a lot, but they are countered by downstates and reviving. If there weren't downstates, all you'd see are one shot builds teamed with someone who can stealth.
  9. Actions are already tracked because each action is logged. This is in pretty much any game (and software in general) for tracking down bugs. Processing that data for every last person is hard and expensive. You'd have to set some thresholds for what constitutes as afk'ing and there are countless ways to afk in a match. To use ML, you'd need to seed it good data, so you run in to the same issue as manually setting thresholds. Even if you did have good data to create thresholds, you'd still end up accidentally tagging players who could just be lagging. Another note, just thinking about the combat in this game makes me realize how much harder it would be to implement this system effectively because of how skills may or may not connect. I'm going off of general knowledge here, so an expert might be able to tell you more.
  10. What if we make quickness cause reduced damage with your skills? It already works that way with Meteor Storm.
  11. Being able to quickly communicate over chat will always be better than not having that ability. Making your builds match up with a partner is also an advantage you will always have, as opposed to those who queue solo and have to roll the dice on if their build works well with another. Both of these are the benefits of a people queuing together and they give a massive edge over those who don't have that. Your high solo score rating doesn't change a fact, nor does my own score change that. When you match up against a team that has more DuoQ people than your own, you are at an unfair disadvantage. To say someone who queues alone doesn't have skill because they are actively targeted by a duo who can easily and quickly coordinate moves with these advantages is disingenuous at best. How do you know they are on voice? A lot of the top duos are just good players. They don't need the comms for ranked. Mm let me ask you this. How many rounds on average do you think the daily AT winners get on VC? I'm not arguing that duo ques aren't advantageous. But they aren't unfair. Everyone can duo. It's the skill level that people are complaining about.You're presenting a straw man argument.
  12. Being able to quickly communicate over chat will always be better than not having that ability. Making your builds match up with a partner is also an advantage you will always have, as opposed to those who queue solo and have to roll the dice on if their build works well with another. Both of these are the benefits of a people queuing together and they give a massive edge over those who don't have that. Your high solo score rating doesn't change a fact, nor does my own score change that. When you match up against a team that has more DuoQ people than your own, you are at an unfair disadvantage. To say someone who queues alone doesn't have skill because they are actively targeted by a duo who can easily and quickly coordinate moves with these advantages is disingenuous at best.
  13. I just tested this as well and got 60s too. Seems like its a hidden buff but not unlike the warrior's Arm's Signet Mastery which gives +100 ferocity for 60s. Perhaps this is intentional considering the number is a perfect minute and there are other traits that are similar. Burning Rage definitely has the 10% damage still present and this needs to be fixed. In sPVP you're getting a 450 bonus after you activate it with 10 stacks of might. It is giving a base 150 after activation to all atunements and then adds 300 attack if you are in fire for about a minute. 150 attack is immediately added while in fire. It is probably a bug given how it's functioning like someone forgot to order the buffs when they were making it. Idk where to put this, so sorry. You get 150 Power when you attune to Fire while having the Fire traitline active because of Empowering Flames.My bad. Long day. Should have realised.
  14. I just tested this as well and got 60s too. Seems like its a hidden buff but not unlike the warrior's Arm's Signet Mastery which gives +100 ferocity for 60s. Perhaps this is intentional considering the number is a perfect minute and there are other traits that are similar. Burning Rage definitely has the 10% damage still present and this needs to be fixed. In sPVP you're getting a 450 bonus after you activate it with 10 stacks of might. It is giving a base 150 after activation to all atunements and then adds 300 attack if you are in fire for about a minute. 150 attack is immediately added while in fire. It is probably a bug given how it's functioning like someone forgot to order the buffs when they were making it. Idk where to put this, so sorry.
  15. For pvp I made this: http://gw2skills.net/editor/?vlAQNApXlnnNWMTyJvmRNlZzsoytZ4UZ3MIs8bmFTl6PFfxaMNAOgIYtGyhgA-jJxHABDt/AAPBg6LDo8pAAA It has issues with bursts, but it has decent support heals, can literally sit through condition spams while transferring them, helps cleave and revive, and puts dps pressure on. It's pretty fun to play, but you get put on target quick.
  16. Deadeye's Mark > Double Tap > Double Tap > Kneel > Steal skill > Assassin's Signet > Death's Judgement You get the same damage this way.
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