Jump to content
  • Sign Up

nthmetal.9652

Members
  • Posts

    472
  • Joined

  • Last visited

Recent Profile Visitors

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

nthmetal.9652's Achievements

  1. I'll raise: Add back in the old map event, where you could fire a big cannon in the desert, have some NPC factions really mix things up. And bring back the big ball you could steal from enemy keep. Bring more dynamics back to WvW. If you add more travel time, while doing nothing about the "numbers matter most" thing, at least give the runners more things to do. Or don't and simply keep gliders and mounts as they are. It's fine IMO.
  2. Just tossing this in: This does affect not only NA, but also EU server. Crashes seem to preferably occur during larger battles, crashes affect a lot of people at the same time (often more than 10-20 people crashing, a few times the majority of the zerg crashed - but not everyone), they do affect us (Gandara), but also enemy server (one time a Dragon Banner defending against us suddenly vanished together with our own crashing people, which was surely not intentional). I am pretty sure, crashes are not targeted at one group. Reducing the number character model limit seems to help, setting character models to minimum quality and standard models also seems to help, but these statements so far are anecdotal, not really proof of anything really helping.
  3. From my point of view, the opposite is true. The only piano-playing spec I know is weaver, I am much more unhappy with the performance of Low Itensity builds. They do have their place, but they should not perform as good as they do. Also LI builds should not be limited to specific professions, but an LI build with ~60% performance of top-tier builds should be available to any profession.
  4. Warrior: Spellbreaker bubble is mostly useless No countermeasures to rebalance damage lost from CC powers in competitive enviroments (mostly affects warrior hammer) Elementalist: (mostly support perspective) overall design is fine IMO what I hate most about is that it gets both outcleansed and outhealed by a good(!) druid and not by a small margin Scrapper: (support) healing and cleanse is still fine when played and traited right but it suffers from lack of reliable boon access or some comparable reliable features when doing above. Examples: druid and ele both offer alacrity very reliably druid also offers resistance and fury ele offers auras, which cannot be stripped Firebrand: (support) after all this time is STILL the only spec offering reliable access to stability, it is STILL the ONLY PRIMARY support
  5. I am still waiting for the day, when Spellbreaker becomes viable again. Since you have dealt with the "overbearing" bubble by nerfing it like 4 times in a row, it's been pointless to use, and combined with other nerfs to spellbreaker it has lost its place as a support. You see them every now and then, but for strips and control people better take scourge (which also brings barrier or AOE denial and damage), for damage beserker is the way to go. I'm waiting, but I don't hold my breath ...
  6. For my part, I am happy that Antitoxin is back. Yes with 5s ICD, but much better than the previous nerf to it was.
  7. Well, that's the same thing for staff tempest, if you want to grant alacrity, and as this is such a powerful buff, I'd say it should be used over the additional healing (but again: you can choose on tempest, but you HAVE to choose. Either alac, OR more healing - and while druid does have a similar choice from what I understand, from the view of tempest it's the choice of more healing and even more more healing) - still you do have additional range on your staff powers and can place them where they are needed without needing to be there yourself. Same for druid. As dagger tempest you do not get that choice. You can play Tempest celestial, but for the additional damage to actually matter, you'd have to alter the build in a way that undermines your mission of cleansing and healing so substantially, that it doesn't work anymore. You can theoretically go damage tempest, still grant auras and boons, but there's a reason (almost) no one does that. So this additional flexibility is maybe a theoretical idea, but not a practical one because without major trait adjustments it doesn't work. Bottom line: There's not really any choice for tempest either. You basically and realistically get to pick between: - alac or more healing via the major grandmaster trait - stability+range or more healing/cleanse via staff vs dagger. If you really want to go damage, you are much better off going weaver or maybe even catalyst. There's also a white mage build, which offers quite some more healing, but the cost in cleanse is so substantial, that I cannot really recommend going down that route - when the result is still just heals that linger around the same levels as druid, but in turn you lag far behind in cleanses. It is more relaxed to play IMO, though.
  8. Also, I totally forgot: Dagger Tempest have to do their support in the thick of battle, not at range. Going range means staff, which reduces cleanses significantly (but is still a solid choice). Druids offer their support at range either way, again no need to sacrifice anything. In terms of risk / reward this also isn't right from a design point of view.
  9. What brings you to that conclusion? I don't really share that impression. It does bring some things to the table, and I think it does it in a good way. Support Tempest offers Auras, which cannot be stripped, and with staff it offers access to stability and superspeed (in addition to the superspeed offered by its stunbreak). When looking at the boons, I want to categorize them into "premium" boons, and "standard" boons. And here lies the problem: Without the need to sacrifice anything in its build, Druid gets these "premium" boons: fury resistance alacrity (minor !) stability plus, as I stated above, rez power without sacrifizing anything in its build. All this is while not sacrificing anything. Ele gets the following "premium" boons: alacrity (and even for Alacrity you sacrifice significant healing ability! You only get either to give alacrity on overload, OR heal on aura) vigor (although I find vigor debatable as "premium" boon, it surely doesn't compare in impact to fury or resistance. For meaningful amounts of additional "premium" boons, like stability and superspeed, you have to go to staff, which means you sacrifice quite some cleanse potential. Which is fine! IMO this is well designed, you wanna do more major stuff, you have to sacrifice something. Tradeoffs. The reason Druid is so good isn't, that it's well designed, the reason is that it brings all that it brings as a package without the need for choices. And to add insult to injury, it typically tops a well-played tempest in cleanses and in healing. And I am aware that scrapper got nuked, it's part of my criticism about the current state of balancing. That's also one of the reasons I am staying on Ele support. I think it is rather well designed with tradeoffs to tweak what you want to be doing, so I don't expect any major nerfs. ... But while saying that, I am aware that Spellbreaker support got hit like 4,5,6 times in a row, reducing it's most useful tool "the bubble", to basically nothing. But if that happens I can also always still learn something else 😄
  10. I think you should take a second look at the balancing of the support specs. From a WvW perspective I see quite some room for improvement, as there is only one true king of support at the moment, and that IMO is druid. Looking at the stats gathered over a few weeks now, it seems Scrapper is nonexistant, Tempest and Druid do. With its Meta build (Daggers) Tempest provides: Boons: might (it can easily reach top might output for squadgroup) vigor alacrity regenration and some minor protection and some minor swiftness theoretically you can use staff and provide stab, too, however at quite some cost in the cleanse department and superspeed cleanses heals rez potential with glyph at the cost of losing cleanses auras (but while they are not strippable, they are also not as impactful) Druid with its meta-build seems to provide: Boons: might (not quite as much as tempest, but still relevant) fury (!) (something tempest severely lacks, unless you want to give up your support healing role) alacrity (on same level as tempest) regeneration (on same level as tempest) stability (not really in a major way, but in a pinch it can help - and druid doesn't have to sacrifice anything to do so) Resistance (!) some minor resolution some minor swiftness - still more than tempest typically offers cleanses - when played well, more than tempest roughly twice the healing tempest offers without the need to sacrifice anything. rez potential while temporarily sacrificing cleanses - but unlike tempest no permanent sacrifice is necessary Both tempest and druid seem to offer roughly similar amount of CC. Dagger tempest shines a bit more, when your group is not well coordinated, and your commander doesn't know how to call out his movement, but in most coordinated scenarior druid clearly wins thanks to double the output in healing, higher cleanse potential, and some important buffs like resolution and fury, that complement what it already does, that tempest doesn't get access to. Vigor on tempest-side is quite important, but doesn't make up for fury and resistance access IMHO. Druid cleanses are a bit more burst-heavy, but since in battles, attacks typically also occur in bursts, that isn't a disatvantage. Yes, Tempest offers a bit more constant cleanse and heal compared to Druid, but that sadly in reality only means you have potential, when it's not needed. Ideally your group should probably have both Tempests and Druids, but Druid lies quite ahead. (YMMV, feel free to change my mind). Scrapper doesn't exist at all in this meta at all at the moment, which might be the design goal for the moment. It doesn't mean that it's a good design. But then again, looking at Druid and Tempest, and comparing it with the primary support role - Firebrand - it's still pretty good. Even after all this time, there is still no other primary support, that can replace Firebrand. It would be nice, if we could finally get some spec variance here and establish a second primary support role.
  11. and I am one of them. That doesn't mean I don't spend time in the game, yet still by some arbitrary measurement (sinking gold and time into legendary runes vs not doing so) I am determined to be a "lesser" player for some reason and recieve less compensation. It's just not fair toward the majority of players. I know, neither of us provided proof for the wealth, I am pretty sure Anet could easily figure it out, and I am pretty sure, if you look at the accoutn value of the people with legendary runes, they are all wealthy.
  12. Hello @ArenaNet Team.4819 and @Rubi Bayer.8493 - what you are promising here is actually presents to those, that already have everything. The functionality of legendary runes is NOT the 6th rune bonus. The functionality of runes, no matter if legendary or not, includes a bonus for the 6th rune. The players, who have legendary runes can be considered wealthy already, after all they were able to sink a lot of gold into runes. The players who don't have legendary runes can (at least on average) be considered less wealthy. The wealthy are considered to be compensated. The normal folks aren't. Thanks a lot.
  13. For players that do not enjoy repeatedly doing hearts and spending time completing maps, attaining gifts of exploration / gift of Maguuma mastery / gift of Desert mastery / gift of Cantha is a tough ask. The current state of Map Completion is centered around installing BlishHUD / TacO to have fun in the activity and doing your best to find the quickest task at for every renown heart, while beset by random NPC mobs. I propose that there should be a way to obtain map-completion related Gifts through WvW reward tracks or events.
  14. Repairs also still happen to waste supplies - I think it turns out, that if people want to waste supplies, they do it regardless of rewards and it makes sense: You don't wanna just hand it over to the enemy, who is already winning and taking over your objective, enabling them to win more. So all those steps taken to reduce the wasting of supply do not only not help, but go contrary to the the intended design.
×
×
  • Create New...