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Elxdark.9702

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  1. eh, I don't like the changes to death detreat and advance either, they are for sure unnecessary, the rest of them are all good though.
  2. surely it may feel like a "dead" spec but that's only because it was beyond broken when using with SA, it was playable even before stealth on dodge was a thing, so it's definitely playable now. You just can't go freely around the map with superspeed anymore and you will die way more often if your awareness isn't good, but it's still deadeye at its core, range damage and stealth.
  3. Deadeye still plays the same way, with the exception that now you actually need to use a bit of your brain to play it efficiently without dying. Actual good changes, the synergy with SA was disgusting and needed to be removed from the game entirely since it was incredible annoying to play against.
  4. gw2 pvp in a nutshell thanks anet for the laughs
  5. they also need to disable one in the chamber in pvp, it's beyond stupid, you literally 2 shot people with stolen skill lol
  6. soulbeast damage was and it is still disgusting, why? well all the pet damage modifiers go into the player when merged so yeah sic'em + moment of clarity can give you those huge mauls and worldy impacts it mostly affect soulbeast since you get all the pet % boosts when merged. definitely needs some nerfs.
  7. nerf shadow arts, better if you just remove it entirely.
  8. this is the thief curse, 3 spam. No matter the build or weapon set you always end up spamming 3 as your main source of dps, that's how the class was designed not sure if intended and with the exception being d/p. Also Daredevil makes it even more spammy with more dodges.Pistol whip will probably receive a damage nerf then it will be split into 2 skills like they did with LS. But imo I think the real problem is Escapist's Fortitude, for some reason anet thought merging the condi cleanse x dodge trait with heal x dodge would make a fair trade for daredevil but obviously it is not, this also was an issue with staff staff thief as well. I'd like to split the trait again but tbh I think it just needs a cd increase, between 3-5 seconds would be fine, I think with that and a damage nerf to pw would be enough. I personally don't really mind thieves running this and I can agree that the build is not exactly hard to play but if I have to choose between this and condi thief I would pick up this any day.
  9. it's an unhealthy build for the game but that doesn't mean it's a good build. it is bad, and you know why it seems good? because people actually fight it, the only role this build has is 1v1 side, if you don't send anyone to 1v1 that then you are 4v5 because it does 0 damage in tfs and doesn't have any chase potential outside vault lol. the fact that this build is now usable in mats, it tells you how bad the game has become that there isn't a single rotation as a team, thief is gone portal is gone, everybody just zerg and press buttons until enemy is dead, rinse and repeat, there is not strategy no combos no sinergy, just spam your abilities because everything do so much damage that it doesn't matter.that's when staff staff shines, when the only way to play the game is 3 points so you always need to 1v1 the staff thief instead of 2 points and decap but again there is not portal or thief there is just damage.
  10. Hey there and Thank you for the Update. I have to ask, are the sentences in bold ment as questions for the players or an example of what is the Team going to ask themselves when balancing/spliting? Also, you say it should be focused mainly on splits, does it mean we should not expect changes to functionality of skills, but instead simple number tweaks? Would for example, caping might stacks at 10 be considered a split or somewhat complicated change that is for now off the board? For this post, these questions are for the players as discussion topics. They are also things that the team is discussing internally as we look toward these balance updates. I want you all to focus on splits because those are the changes we can do with no impact on the rest of the game. If a split makes sense for PvP or WvW, we can just do it. Functionality changes require larger discussions about the impact on the whole game. We are starting discussions internally about things that are not addressable with numbers changes, because there are things that need a functional change but need to change for the sake of competitive modes. Game mode-specific boon caps is something that we have talked about, but there are other ways that we can solve some of these problems. For the example of might, I'd want to look at the sources and durations of might applications. 25 might isn't necessarily a problem if it requires significant investment from multiple team members, but a single player self-stacking 25 might is something that probably shouldn't happen. There's also the possibility of splitting the effectiveness on a game mode basis. im glad ur back at arenanet (: but yea delete condi thief Very near future release note: Deadly Ambition: The internal cooldown of this trait has been increased from 5 to 10 seconds in PvP only. The stacks of poison has been decreased from 2 to 1 in PvP only.We're not sure it's enough but hopefully a good start. NO, please stop with this pattern of nerfing/buffing things, changes like these are why the game is totally unbearable today. The trait is good at it is at the moment, it helps a lot of condi builds that are not even viable or good, the only one that is overperforming is condi s/d.Please instead of nerfing a trait/skill until it becomes garbage (like most of your balance patches) start looking at the bigger picture. What's wrong here is sword #2 interaction with panic strike, and it has been long before PoF (remember condi thief ventari rev meta) you never removed condi thief, you just nerfed it and people realized core was better now it's the same, you nerfed core power and people realized condi thief is much better. Remove the poison from panic strike, it's the easiest solution you can do, it will literally have 0 effect in any situation, what makes panic strike worth of choosing is first the other traits are worse and the immobilize effect is crucial in some situations for thieves (chasing) that's it, the poison is unnecessary so remove the poison and add anything else, boom you delete condi s/d thief for good and you don't nerf other condi builds. They are looking at the bigger picture. The problem lies in Daredevil s/d because the traits that allow it to stack 6 poison in one go, on top of other things that give poison, are what causes Daredevil s/d to be as unbearable as it is now.lol no they aren't, the problem lies in SWORD #2 not Daredevil, do you really think people would still use s/d condi if they can't poison with sword 2? I'm saying that instead of doing what they always do (nerfing a skill/trait until it becomes unviable) remove the poison from panic strike which gives the free poison ticks for sword 2.
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