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Nero.7369

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  1. A friend and I joked about how we did the meta 3 times to fill up that stupid bars and expected we have to do it again then for another story sequence just because of stupid reasons 😉 At least that was not the case. But yea way to much filler again, i'm always annoyed by those fill bar with events story "aspects".
  2. Once leaving and reentering guild hall i have to select the balance mode again. Not sure if intentionally or not: but shouldn't be the balance mode forced on everyone? Really strange that ppl could use different balance sets at the same time. Is it so that there could be seperater fight stages? Some do PvP while others do WvW?
  3. Thank you! Finally! This skill struggles the most with being unreliable in a small scale enviroment like pvp and wvw roaming because ppl dodge or port out often and the port and heal does not happen. Also hfb often struggles with bad mobility. I'd raher see a higher cool down and the port restriction removed. Alternative a bigger aoe would help a lot for friends who dodge out of it. Another option would be to make it only work when you select a friendly player and always port onto them/ in their direction. This could also possibly help with porting targets, unless they port out of range ofc
  4. Endgame is Fashion, would be really nice to see a storage system for different styles independent from the actual equipment (stats). Similar to the Build Storage.
  5. I never said it's unfair. Also: harbinger can still use them, same for druid, both can weapon swap. Yes we can't weapon swap but we have kits. So we can take those. All fair. Would be also fair if we can weapon swap when we don't use a kit.
  6. Hey if you take tools and middle upper trait you also get goodies so it's fine 😉 Fun aside yea the depandancy is my biggest issue. There are also other crazy ideas on my.minds, like fixed toolkit slots. So we can always take two kits, and won't lose the utility slot anymore. But it wouldn't be that simple probably. Imo the initial suggestions are simple wouldn't break the balance if only one is applies. Both changes without further adjustments might be a bit rough tho.
  7. Oh I don't mind the 1500 range.. really strange tho that it surpasses even that range limit, which is not the case for other weapons. And even more strange that rifle range is also shorter than rifle. So yea the rifle range should be bumped up or the lb range turned down. But that's another topic 😃
  8. toolkits are not the only the point of the engineer. Cause there is stuff like necros shroud which also provides 5 skills for free. Or soulbeasts, dragonhunter, willbenders which also got good 3 additional F-Skills. And if we want Sth like elexier u as a stun break, we get this incredible toolkit skills with 3 sec superspeed, which I don't need and want in that build. And that's the case on many of those utility skill and toolkit dependencies. It's the combination of tool belt skills and kits which were more specially to be engineer. And I'm not talking about ele here at all that's a whole other topic. Could be interesting there as well yes. But much more complicated. For engineer.it.could be simply limited a check if you also have a kit with you. And no I am not restricting my self, but I'd guess sth like a hammer+rifle engi could be a lot of fun to play. "Wait behind rev" lol rev was released much after engineer. And yes I also asked for an utility skill pool per legend for the rev in beta. And there is no priority. Also rev beta without weapon swap was annoying for me. Just making suggestions and provide ideas. The game changed a lot in those 10+ years. There is no reason why stuff like that can't change too.
  9. 😅 Ranger still needs to trait for piercing, seems like other classes are masters of bows, but Rangers are not. Lol
  10. Suggestion A: Enable Weapon Swap in Combat when no Kit is equipped. Many build use 1-4 Kits. Would really like to see more love and options for kitless builds. But I feel like the missing weapon swap is keeping engi behind. SD Engi in Core times was really lovely imo. And even better with Holo, but got kinda nerfed to the ground years back. It kinda is okaish now in some matchups. But in others absolutely pain. And ofc there shouldn't be a 3Kit + Weapon Swap DPS Rota in PvE. Suggestion B: Don't fixate Toolkit skills on Chosen Utility Skills, let us Pick our Toolbelt Skills. There are many interesting utilities but often those come with Toolkit Skills we don't need. Specially when we have to use kit's the selection of utilities in a competitive environment is hard, because we need stun breaks, cleanse, stab, boons and already sacrificed a slot. It would help a lot if we could pick those freely. At least F2-F4. Being able to pick Medkit Toolkit Skill with another Heal than Med Kit would mess the balance for sure.
  11. It exists and is even better than just blind immunity it's called Relic of Resistance https://wiki.guildwars2.com/wiki/Relic_of_Resistance 30sec cd and on elite tho
  12. Well nice to have it on top but usually Zealot's Embrace is a Burst Setup Skill for me 😄 I'd really with to have Ring of Warding to give Intial Barrier and also placing the symbol of protection below you. ofc with either reducing cd or giving out 2sec prot per pulse and removing the symbol from aa.
  13. General feedback +++ I really welcome the Main hand for a Healing Build -- Force of Nature Stacks last to short, when you only play one of those weapons -- Force of Nature Stacks take ages to stack when you are only play one of those weapons, specially with the mace in offhand. Plus I dont see any point in using both in a build right now. Skill 5 ++ Good that we can move while using it ++ Good DPS, could even a tiny bit more Skill 4 + Condi Cleanse on a Weapon Skill? Nice! --- Feels really wired to use, I dont get this facetank the hits with some barrier thing, often the barrier is not enough and you'd prefere to dodge, i'd prefere a block or an evade here. - Damage is also really low Skill 3 ++ Good skill over all with stun and prot - Leap range is a bit to Short: Could really need an increased leap range of 600! Skill 2 ++ Good Support Utility overall - DPS is a bit low if Mace/Mace Bruisher shall become an option this has to be higher Skill 1 ~ It's an autoattack after all 🤷‍♂️ Skill 1 Ambush + Nice to see some ranged aoe stuff on it - A Bit Weak Damage wise - No Support effect. Would really like to see some AoE healing and Boon/support effect on this, so support untamed become more of a thing
  14. I didnt test mesmer too much. But i really appreciated another kind of playstyle with the rifle. Rifle Clones should be attached to allies as tho. Specially for those Ambush skill to actually being able to hit you allies reilable.
  15. Well my feedback was mainly on the flow of hammer gameplay in wvw. As xellink said it just has a much better combo play now. Specially With the port on Skills 2 Also the speed up of the skills like Skill 3 help the better flow feeling. Tho i still feel it could be a bit wider, because it still misses quite often. Hitting multiple people with hammer skill 4 was really needed as well in larger fights. Imo It's still not on par with the greatsword imo, specially when fightinting those nasty cele stuff who just facetank your hammer 2 with about 3k damage. But that's not an issue of the hammer but the overall current state of the gaming with all those damage reductions. Over all it offeres a different kind of playstyle that is enoyable and i really like that. The 30k autoattack is a really a nice meme build gaining profit of a faster autoattack chain with those symbol procs. The faster autoattack was really needed tho^^
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