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SkyshaAdbinderMoonshard.70

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  1. So anyone got any reasonable explanation why the same person suddenly does 20 times the previous damage. Rarely one to assume hacks but https://ibb.co/dpWbY3K In addition to some overall disgusting numbers from basically every player involved here. 3.2k armor FYI.
  2. "People disagree with my inherently subjective post" "I guess they can't read" Lol. State of forms in 2020.
  3. Which is a fair point until you're off-cleanse for 4 seconds and find yourself 1/4 health suddenly. It's not like vs power builds where you can apply protection or utilize damage-reducing traits, you're just screwed if you get caught off-cleanse. Am I whining? That seems unfair to me. There's a much much more powerful boon than protection against condi its called resistance. Also there's no way there's more dmg reducing traits than there is cleanses in the game. It requires you to manage your clears (or to just run something with enough clears to be essentially immune to condi /shrug). Managing your clears is a skill like any other and imo a far more interesting one than whatever skill is needed to avoid power dmg. You can have the opinion that condi is overpowered or unfun or whatever, that's your prerogative, I think you're wrong and that it's very much an l2p issue but it's kinda hard to prove one way or another. However saying it has less counterplay than power is just objectively wrong. Counterplay to power Dodging Blocking Invulns Damage reducers (protection, toughness, ascended food etc) Healing Counterplay to condi Dodging Damage reducers (righteous rebel, second skin, some food, various runes) Duration reducers (ascended food, various traits and runes) Resistance (!!!) Cleansing (traits, skills, sigils, runes, the best one being available at extremely low opportunity cost) Invulns Healing In addition to this, condi by design gives your more time to execute said counterplay than power does.
  4. You're totally right, trade offs are required. That is at the core of balance. But I struggle to find the trade offs for using dire/tb/minstrels. You don't lose dmg (or support ability for minstrels), you don't lose toughness, you don't lose hp. You're gotten away with countering builds (such as burst builds) that are supposed to combat yours without actually making a concession. I'm not against condi I'm against stat sets being no brainer decisions. There are reasons dire/tb/minstrels don't exist in spvp, and it's not because spvpers don't know how to properly counter builds. There's a lot of nobrain sets for all roles. This. Most roles only make a decision between 2-3 statcombos, condi tbh has one of the more interesting decision making when it comes to builds as expertise is capped and finding out what combo of dire/tb is ideal takes some math. TB/Dire(/apothecary/settler) for condi Minstrel/Nomad(/giver) for support Marauder/Berserker(/a few extremely niche combos including crusader, diviner and valkyrie) Imo we miss a lot more statcombos that would be awesome to have Demolisher Marauder but with healing power instead of vit Marauder but with small conc instead of vit (not diviner) Above but with big fero instead of big preci Big vit TB (instead of tough) TB with healing power instead of vit TB with healing power instead of tough Condi+Healing Power+Expertise+Conc A ton more that I can't think of right now that would be amazing for all kinds of builds. Imo the game should just allow us to make our own somehow, would require a bit of a rework of the crafting system I suppose but the result seems worth it. Anet's been reluctant with adding new combinations. And with the removal of amulets in PvP, I doubt we see such thing soon.Would be a shame, limiting start combinations imo feels like such poor balancing. Especially for WvW. I would love 5 stats been thinking about it a lot myself, with like ~15% more stats than 3 stats (4 stat is ~10%)
  5. So I have to pay 500 gems to move every 4 weeks instead of every 4 weeks to get out of t1 lag/zergfest where there's 0 fights, wonderful, well wonderful for anet at any rate. Would rather see serverlinks removed
  6. You're totally right, trade offs are required. That is at the core of balance. But I struggle to find the trade offs for using dire/tb/minstrels. You don't lose dmg (or support ability for minstrels), you don't lose toughness, you don't lose hp. You're gotten away with countering builds (such as burst builds) that are supposed to combat yours without actually making a concession. I'm not against condi I'm against stat sets being no brainer decisions. There are reasons dire/tb/minstrels don't exist in spvp, and it's not because spvpers don't know how to properly counter builds. There's a lot of nobrain sets for all roles.This. Most roles only make a decision between 2-3 statcombos, condi tbh has one of the more interesting decision making when it comes to builds as expertise is capped and finding out what combo of dire/tb is ideal takes some math. TB/Dire(/apothecary/settler) for condi Minstrel/Nomad(/giver) for support Marauder/Berserker(/a few extremely niche combos including crusader, diviner and valkyrie) Imo we miss a lot more statcombos that would be awesome to have Demolisher Marauder but with healing power instead of vit Marauder but with small conc instead of vit (not diviner) Above but with big fero instead of big preci Big vit TB (instead of tough) TB with healing power instead of vit TB with healing power instead of tough Condi+Healing Power+Expertise+Conc A ton more that I can't think of right now that would be amazing for all kinds of builds. Imo the game should just allow us to make our own somehow, would require a bit of a rework of the crafting system I suppose but the result seems worth it.
  7. Celestial is a mediocre statcombo. Minstrel and trailblazer (and nomad/dire) are fine. The "50%" modifier to power dmg is called crit. You get it with precision and you increase it with ferocity, maybe if you made use of it on your power builds you could kill the healers. Also food+2 (maybe 3 sigils)+utility+runes is almost the majority of a build. That you give up very powerful stuff for (and the combo you mention is mediocre btw) 4 stat ones give roughly 10% more (most of them slightly less) , backpack gives the most but not even remotely close to 11% much less 30% If they have the same amount of stats as a 3 stat combo they would have no purpose. You get rewarded with 10% more stats due to the tradeoff of them being less focused. Just no. If you want that there's sPvP, it's got much worse balance than WvW it's lack of builds options is a big part of why, but I think you would enjoy it, most things you complain about don't exist there. I take it you've never played against mercy runes. Higher Revive speed should just not exist anywhere at all. Healing modifiers aren't problematic anywhere. They would be if they affected the user, but they only affect others. Making targeting the healer an even more obvious choice.
  8. If it's availability, duration and cooldown was similar to the 100% less power dmg taken buffs (all 4 are personal, 1 is from warrior, 1 from ranger, and 2 very rarely used ones from soulbeast). Roughly 3 sec duration/40 sec cd. All of them personal, sure why not, current state is worse imo. With current levels of availability, no. Tho corrupting/removing it is already rather meh because most sources are pulsing, cutting the duration by 40% (assuming 80% duration) isn't necessarily a buff Overall I'd really rather see it reworked to like 33% less condi dmg and immunity to secondary effects (still very powerful).
  9. Gonna comment primarily on the condi rev aspects in WvW as those are the ones I am most familiar with and care most about. Overall a fan of these as it gives condi rev something useful to swap to. An alternative could be to make herald pulse fury for a longer duration at a slower pace. Like 6 sec every 6 sec, or some other number. The trait feels fine outside of it's interaction with herald. Gaining 25 energy is however very powerful. I think 10 is too low however as it's sometimes really clunky to "find" a skill that gusts the right amount to put you below it, especially when you're within the 15-20 range. I would say 15 or 20 could be a good requirement, maybe even 25. Disagree. Permeating pestilence is very strong right now, to the point where our already eclipses the other 2 traits, its 240 range so you need to use CtA first of the enemies are spread. I would personally want demonic defiance slightly reworked to have no cooldown but shorter duration (like 0.5-0.75 sec, so you'd have to cast 3-4 skills/5 sec to hear the current) and most importantly trigger at the start of skills. Condi Rev doesn't need to be able to gain anywhere near permanent resistance. Heal will giving some amount by default would be nice (or even it just always ignoring poison), as suddenly demonic defiance wouldn't be quite as much of an obvious choice. Disagree. But wouldn't kill condi rev so could be worse. As I usually play with dwarf obviously this would be a fantastic change for me, but rev heals are weaker on purpose than other heals (because you have 2), giving them almost consume conditions would be kinda overpowered. I do however love the idea of barrier/condi while keeping the limit of 5 condis. I'd also say that historically (power) revenant was always weak to condis but now that you can clear up to 4 condis/swap it's a lot less so (ye I know cleansing isn't class specific, but interactions with runes/sigils are a big part of what makes classes strong/weak) The skill is already quite powerful imo, the game doesn't (and condi rev in particular doesn't) need more stronger CC, 15 sec is pretty short for what it is, I would however want it to not be counted as a projectile. Yes, I would say even shorter casttime, it's 40 energy to reduce dmg after all, not become invuln to it. Regarding dwarf I'd also really like inspiring reinforcement to give stab as soon as it starts, it currently has a very very small window in which you can get interrupted, where the skill doesn't happen but goes on full cooldown and still costs 30 energy. Hard disagree here. True nature - Demon feels randomly thrown in there and very overtuned (but we're discussing this in another thread already so not gonna spend too much on it here) Suffice to say I feel that true nature - Demon is the reason why condi herald is so much more common than condi core/renegade due to it's rather obscene powerlevel. Sure, all good ideas There's no good option for the 2nd pickable trait in PvP (mostly cause shortbow is bad and condi renegade doesn't stunbreak much). If renegade had good stunbreaks or shortbow was good this wouldn't be an issue. Otherwise replacing the stunbreak trait with something along the lines of Stunbreak on using any citadel order skill (could be too strong) Take less dmg for each stack of fervor (like 2-5%) Each stack of fervor reduces the duration of hard CC (like 6-10%) Heal some small amount whey gaining fervor Or something offensive, either way would be nice with at least 1 (preferably 2+ good traits to pick from in each tier) It's 15 seconds in all gamemodes as far as I can tell (at least according to wiki and looking in game). Only difference is 35 energy in PvE and 30 in WvW/PvP. I would want this to use energy at the start of the cast rather than the end. This would allow you to use it at 30 energy and instantly swap stance during the casttime, this would make it a lot less clunky with charged mists too. What would be very cool would be is if the ordinance would track downed players (ie shooting all the ordinance evenly spread between downed players in the area). Overall I mostly like your post, residual the structure and the effort clearly put into it, I agree with a lot of it, disagree with some of it.
  10. Depends a lot on the casttime (and imo also the animation, because currently there is none). For 360 to be an acceptable range for as powerful as this effect is I personally feel a 3/4 sec or even 1 sec casttime would be warranted. Smaller radius obviously makes a shorter casttime more acceptable, with 240 making something like 1/2 sec reasonable. Invoke torment (and related traits, most notably permeating pistolen) and embrace the same are both 240, it's a common range for condi rev and one you generally try to be within anyway, making it a logical choice imo. Invoke Torment is the most similar ability condi rev has and it certainly doesn't feel like it needs to be any stronger. Either way anything except the current 600 radis, almost instant, unavoidable version would be nice.
  11. Let's make protection 100% less power dmg If the enemy is condi, it's badIf they have boonstrips its badIf they have corrupts it's even worse
  12. It is most definitively the biggest problem. If I get hit by some condi rev attacks and get some torment, that's completely okay. But if I can get 30+ stacks of torment from a 600 radius unavoidable transfer that's a lot less okay. Permeating isn't particularly problematic because of it's short range (and to a lesser extent it's delay). Or we could start by nerfing the most problematic part of the most problematic of the mallyx build and see where that leaves us. Condi herald is very common right now in WvW, condi renegade (and condi core I guess) are both much less common. This was true last patch too. True nature is why. Also what's wrong with the support role existing? It's been a core part of wvw for as long as I can remember
  13. Ye that would help a ton, also lower range, 600 radius is bigger than almost any other dangerous skill (only one I can think of is chilled to the bone)
  14. There actually isn't a lot. Especially not that frequently pops off 30+ stacks from range.
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