Jump to content
  • Sign Up

SpaceMarine.1836

Members
  • Posts

    102
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

SpaceMarine.1836's Achievements

  1. No they haven't. They put exactly as much effort into it as they put in WvW - none. All of the jokes in the April 1st patch notes were completely lame sanitized corporate humor that no others than complete losers find funny. It didn't even make side of my mouth twitch once. It was a safe, corporate humor, which is on the end of the spectrum opposite to actual humor.
  2. After recent patch, it is no longer possible to target Snap Pull skill on warrior staff without casting it. Before, the skill worked similarly to Greatsworld Whirlwind attack, where press down of a button would display cast area and release would trigger the skill. Now, Snap Pull instantly triggers on press down, disallowing the player from targeting the skill before casting it. It's infuriating that casting area mechanic doesn't work consistently even in a context of single profession.
  3. You are missing the point. The point is that even if the weapon get's massively buffed, it will be just moderately used, instead of underused. For example, you don't hear people saying that Guardian Greatsword is broken or overpowered. Let's compare Warrior GS #2 vs Guardian GS #2 in PvP/WvW mode since balance matters much more in PVP game modes: Warrior: Cast Time/Recharge: 3½/8 Damage (8x): 1,128 Final strike damage: 323 Number of Targets: 3 Range: 130 Hits targets in cone in front of the player Locked in place, fixed direction Guardian: Cast Time/Recharge: ¾/8 Damage (7x): 1,127 Projectile Damage: 40 Number of Impacts: 7 Number of Targets: 5 Radius: 130 Combo Finisher: Whirl Range: 600 Hits targets anywhere withing the radius Free movement during casting Can't you see how insanely overpowered Guardian GS skill looks compared to Warrior GS skill, yet no one complains about Guardian GS being broken? This shows that the buffs GS needs are massive, and small number tweaks don't solve anything: Both skills have 8 secs recharge Both skills deal same damage Guardian GS deals that damage in 3/4 seconds while Warrior GS deals the same amount of damage in 3 and 1/2 seconds. Much, much longer. Guardian GS allows you to stick to the target to deal that damage, while with Warrior GS, it's impossible to imagine enemy player will stand in front of you to let you deal all that damage unless you are downed. Warrior GS deals lame final strike for just 323 by the time enemy is already not in front of you, While Guardian GS launches projectiles 600 units away during the entire short duration of the casting. Warrior GS can only strike 3 targets at once, and ONLY while they are front of you, and you can NOT move while casting to redirect that front cone somewhere else. Guardian's skill is also a combo finisher, Warrior's isn't. Both are core class weapons. I just don't have sufficient words to describe how ridiculous this disparity is. What I am trying to convince people is that we need more radical changes than just little damage/cast time tweaks. I personally would not like it to become just another Whirling Wrath, because the direction based mechanic is interesting. Here's what I would do with hundred blades: Allow movement during casting Increase attack range in front cone to 240 Increase max. targets to 5 Give a boon or condi if final attack hits: For boons, possibly swiftness or stability, because warrior has some good related traits. For condi, cripple or vulnerability stacks would be nice. Or possibly weakness. I don't mean both boon and a condi, but whatever the skill design team would decide.
  4. Sorry for the stuttering in the video, GW2 doesn't play well with NVidia FastSync Vsync mode: There's a bug with range of Balanced Strike autoattack skill on Warrior's Staff. It is a 130 range melee skill, yet it can hit enemies on top of the wall, even without line of sight.
  5. You guys need to stop tip toeing around the changes. Take a look at the recent updates to Guardian's Hammer: 3rd auto-attack chain skill, which spawns a symbol, got recharge reduced from 0.9 to 0.7. This is huge when you combine it with quickness and symbol duration trait, as you can stack quite a few symbols on top for huge damage. 2nd skill, the huge DPS, can now literally port on top of the enemy automatically 3rd skill, the 1200 range immobilize with good DPS now got also barrier on hit, buffed even more in subsequent patch, AND reduced cast time from 1.2 to 0.94 4rd skill now marks the enemy to teleport to with the 2nd skill, and instantly recharges the 2nd skill, the top DPS one, so you can use it twice in rapid succession. THEN it also got amount of targets CCd (launch) increased from 1 to 3 5th skill got reduced recharge from 30 to 25s Why am I writing this? Because Anet literally made one of the Guardian's most under utilized weapons more than twice as powerful. It added absolutely extreme buffs without any counter balancing nerfs to pretty much every skill, more than doubling its DPS and CC potential, while at the same time adding even more defensive stuff like barier. It's almost a different weapon than it was a year ago. AND YET! When I run around in WvW, do I see almost every guardian running hammer? No! Even such extreme buffs brought the weapon from almost never used to just sporadically used. So you really need to stop thinking about balancing the old, outdated weapons so carefully that it almost changes nothing. The weapon balance in this game is much less fragile than you think, if more than doubling the power of outdated weapon design increased its use just slightly, instead of making it the new meta. If you are talking about greatsword revamp, don't be afraid to suggest bigger changes than just adding or removing 0.5 of something here and there.
  6. Also, the problem with having regular burst skill available to elite specs is that it's no longer a tradeoff. Warrior is currently worst off in this. There's simply no point playing core warrior compared to berserker because berserker simply gets everything core warrior has + more on top. Elite specs should open up a new play style through some tradeoff, but in some cases, elite specs simply kill the core class.
  7. Bladesworn fails because it's overcomplicated specialization for profession focused on simplicity. I'd simply remove the gunsaber nonsense altogether, let us use weapon combo we want. THEN, replace dragon trigger skill bar with a simple, adrenaline based, single burst mechanic, like on core warrior, that does exactly what Dragon Trigger slash skills do: Once you enter it it, the longer you wait, the more damage you do. So similarly to (older) berserker, you'd press F1 once to start charging Dragon Slash, and F1 again to release it at desired charge level. Then, the grandmaster trait of Bladesworn traitline would simply decide which Dragon Slash the burst skill is, if its Force, Boost or Reach, and provide some buff on top: For Force, some melee combat based buff, since it's melee skill. For Boost, some mobility based buff, since it's a mobility skill. For Reach, some ranged combat based buff, since Reach is ranged skill. It would be simple. It would be fun to play, and it would work together with current burst focused traits much better than the whole flow nonsense.
  8. I play Shout builds a lot. We have Pure of Voice trait, which makes shout skills convert condis to boons on Shout skill use. You can get double condi cleanse with Relic of Trooper, which is really good if you run almost full shouts build like I do. Now, we also have Relic of Reaper, which chills nearby enemies on use of the shout skill. This idea would make Relic of Trooper pretty much useless compared to Relic of Reaper, because why would you take just nearby ally condi cleanse when you can have nearby enemy chill AND nearby ally condi cleanse with such trait. It would be too OP in this combination. Also, guardian traitlines just have way too many condi cleanse traits. It's already currently possible to make pretty much condi resistant build. But guardian traitlines do also have already too many healing traits, so I can understand the backlash. I would like some more creative trait than yet another "gain health or boon when disabling enemy" trait.
  9. There is something really weird about Pistol skill 2. The combination of the dull sound effect and soft beam makes the skill feel like it does nothing. I mean the damage numbers do show up, but the skill has no feeling of impact or action. It's really weird, but every time I use it I feel like just nothing happened 😐
  10. So even Zealot's Defense finally gets movement during casting but warrior's Kill Shot burst skill which actually consumes professional mechanic resource still gets locked in place cast with its half a year cast time?! It appears there is no systematic process of polishing outdated skills but rather a dice roll which randomly picks a few legacy skills to fix.
  11. Amazing forum system BTW. The submit reply button works with no issues ✔️
  12. Just because there are more ways they push you to buy expansions doesn't mean neglected core classes isn't one of them. I mean, certainly you would not believe that people part of whose job it is to do stuff like monitoring profession usage statistic, and they do that for a living (8+ hours a day) and are paid to think about it don't realize that for example core elementarist, core engineer or core revenant are professions not viable in 2 out of 3 game modes (PvP and WvW). It's equally hard to imagine they are aware of it, but don't know the solution. The most obvious answer is that they are aware, but why would you fix the problem if the problem existing allows you to sell more expansions? Competitive game mode players are easiest to milk. If you are running around eternal battlegrounds with your core guardian and get one shot by burst willbender, it's very easy to persuade you into the thought process of "I can spend $ and have that burst willbender too".
  13. Just because there are more ways they push you to buy expansions doesn't mean neglected core classes isn't one of them. I mean, certainly you would not believe that people part of whose job it is to do stuff like monitoring profession usage statistic, and they do that for a living (8+ hours a day) and are paid to think about it don't realize that for example core elementarist, core engineer or core revenant are professions not viable in 2 out of 3 game modes (PvP and WvW). It's equally hard to imagine they are aware of it, but don't know the solution. The most obvious answer is that they are aware, but why would you fix the problem if the problem existing allows you to sell more expansions? Competitive game mode players are easiest to milk. If you are running around eternal battlegrounds with your core guardian and get one shot by burst willbender, it's very easy to persuade you into the thought process of "I can spend $ and have that burst willbender too".
  14. Just because there are more ways they push you to buy expansions doesn't mean neglected core classes isn't one of them. I mean, certainly you would not believe that people part of whose job it is to do stuff like monitoring profession usage statistic, and they do that for a living (8+ hours a day) and are paid to think about it don't realize that for example core elementarist, core engineer or core revenant are professions not viable in 2 out of 3 game modes (PvP and WvW). It's equally hard to imagine they are aware of it, but don't know the solution. The most obvious answer is that they are aware, but why would you fix the problem if the problem existing allows you to sell more expansions? Competitive game mode players are easiest to milk. If you are running around eternal battlegrounds with your core guardian and get one shot by burst willbender, it's very easy to persuade you into the thought process of "I can spend $ and have that burst willbender too".
  15. Then you should be able to use your skills instantly and there should be no invulnerability. If the enemy can deal enough DPS to obliterate even your down state health bar instantly then they deserve to deal that damage instead of wasting it on some lame invulnerability equalizer. People like no downstate weekends because it makes the gameplay more fun. Dealing with downstate is just a chore. The only time downstate is fun is when it gets you out of the situation you've lost just barely, instead of being overwhelmingly destroyed. And in such scenario, couple seconds of invulnerability would not make much a difference anyway. It's just insanely bad concept clearly designed by "everyone deserves a participation medal" kind of brainlet.
×
×
  • Create New...