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Vova.2640

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Everything posted by Vova.2640

  1. instead of removing alac and stuff, you should give other specs access to a little bit of alac and quickness. like heal scrapper to have quickness back. If you think quickness or alac is too op in wvw (it is not) then nerf the boon a bit (kind of like fury is 25% in pve and 20% in wvw). removing it outright and replacing with useless stuff might is just horrible.
  2. I had 14/15 rifts closed. I just closed 2 T3 rifts in Straits of devastation and neither gave me progress. I went to Skywatch Archipelago and did a T3 and thankfully that gave me progress. So it seems the Straits of Devastation T3's do not award progress. I do not know about other map's Rifts. Can post vid of this is needed.
  3. same here. wvw only players. all my guild with wvw dailies are also log in + 3 dailies only....
  4. also thanks for the update. keep the good communication coming.
  5. Grace of the Land: Increased alacrity duration from 0.75 seconds to 1 second in PvE only. Desert Empowerment: Increased alacrity duration from 1 second to 1.5 seconds in PvE only. id say make druid 1.5 sec and scourge 2sec... and make it in wvw also please. also guard gs qol is good update
  6. The tactic was horrible and glad to see it nerfed. Breaking into some objectives was already hell due to stacking ACs, catas and trebs, as well stuff like supply drain traps.. If you actually manage to get the wall low before your siege dies then invuln is pulled and defenders can just repair back to full and its back to square 1. At least now you can pull it early it will slow down, not outright make you afk for a full minute waiting out SI....
  7. this is a good change.. this was honestly ridiculous in its previous state. u have ppl afk on trebs with macros set up for hitting smc walls 24/7(sadly this is likely not addressed yet) and then u have ppl constantly draining supply to repair the smc walls to get easy rewards. with this change hopefully there will be less afk repairers clogging the ebg queues. one thing i will add- if they can add dealing dmg to enemies to award some defence participation that would be good. i do agree right now if u dont get a kill u likely wont get any credit- and it is hard to get kills if u r outnumbered defending.
  8. Mantra should not be nerfed yet. We need other specs to replace FB when we have a few more specs that can pump stab reliably like FB - then they nerf FB a bit. Until then - this change will only make wvw worse & pirateshippy.
  9. Firebrand Mantra of Liberation: Ammunition reduced from 3 to 2 in PvE and WvW. Recharge increased from 25 seconds to 45 seconds. Dont nerf this in wvw !!!!! You are going only make pirateship meta even worse...... buff other specs to give stab then consider nerfing this. Until then all nerfs to FB in wvw will make the gamemode worse.
  10. Hey Anet, what about other game modes?? I get that you only care about PVE... but come on.............
  11. Is this an out of season April fools joke? meta unchanged - even worse still no other souce of stab. scrapper still best support, none of the other potential healers can stil lcompete with the amount of super speed+stealth+healing+cleansing scrapper offers. dh unchanged, no other dps alternatives made available. chrono basically removed from the meta with the tides of time change. maybe 1 per squad for the IoL. Absolutely terrible....
  12. Same issue. Game instantly crashes when I open gem store on my main. works fine on my alt though. Seems it is an issue related to the account itself then?
  13. So I hopped on the to check out the beta - here's a few issues we noticed. 1. Our small guild was split between servers. The guild was assigned to server 'A', me and a few members got assigned to server A as expected. the leader a few others were all assigned to a different server 'B'. I guess this is the main one most people experience. 2. It is so confusing to figure out the map you are on. There 3 different things showing for checking your map. a. if you check the guild panel it will say players are on "server A alpine BL" b. if you press M and look at a map's name it will say for example "server B alpine BL" c. if you hover over an icon - for example the garrison - it will say that the objective belongs to 'server C' 3. Me and 2 other guild members got the same map - on blue bl. (lets say members A B and C). we could see each other on the map and everything. 3 other guild members also went on blue bl, but they were in an entirely different matchup (lets say members D E and F). when looking at guild panel to check - we could see that map names as follow: Members A B D E F were on the same name map. Member C was on an entirely different named map in the guild menu - but in reality he was on the map with members A and B. -> so guild panel is kinda completely broken.. but........ What is weird is members A and B could see their blue dots on the map/mini map. But members A and B could not see member's C blue dot on the map even when standing right next to each other. 4. Map colours do not match the color of who actually owns the objective. It seems the only way to tell which colour team owns the objective is the supply depot. MY speculation is the colours we see for objetives are coming from activity on the same map but from another matchup example if in "tier 1" blue side flips bay on blue bl... in "tier 2" this will visually reflect - blue bl bay will become blue.... however in reality the objective will not change ownership. only visually on the map. Last thing - And I dont know if I was drunk or what... but a yak left a camp that had green icon, and blue colour supply depot (so likely owned by blue) The yak was blue colour on the map. The yak was walking towards hills which had green icon and supply depot... half way to hills.. the yak changed colours (and teams) and became green on the map..... That's all I can remember off the top of my head right now hope this helps even a bit...... good luck 🙂
  14. So overall.. I hate this spec. It is slow, complex for no reason and has low payoff in return. The F5 is really bad. It is a small stationary field and gives a bit of boons. Other classes can do what this does 10x times better. At least make it pulse STABILITY and give a SMOKE field in earth. might make it somewhat useful in competitive game modes. Still it has BOTH energy and a cool down.. like come on. Hammer skills overall meh at best. The 3 skills : Projectiles that break if touch a reflect/projectile breaking skill. Making this USELESS in wvw because there is so much anti-projectile skills always down. So all 4 of those skills are virtually useless in wvw. Fire: 1 & 2 - projectiles = useless in wvw. Why arent either of them projectile finishers?? 4 - why is this not a dmg pulsing FIRE COMBO FIELD? 5 - its ok, maybe a bit faster & make it a bit bigger radius. Air: 1 - Another projectile. 2 - skill is very cool. probably the coolest in this entire spec. but why not make it a WHIRL finisher for the combo trait? 4 - ok i guess? It goes off w.e u target apparently and not opposite of where u face so thats kinda bad. 5 - Projectile..... you will probably stun ur own party more frequently than u will stun any enemy (cause reflects) Water: its just so slow. who are u going to hit with these skills.. 5 - why does this only hit ONE TIME? And has a 3 target cap !? And why is this NOT A COMBO WHIRL FINISHER? Earth: 1 - cool skill good cleave. 2 - slow af, will likely get interrupted a lot. 4 - make this block all dmg for like 1.5sec - to give us a time window to actually swap to an attunement for the aura type we want. 5 - pretty cool, good skill but maybe a bit faster and bigger radium would be cool. Augments... really bad. Id say make them 5 target to share with allies MAYBE they will be decent then? idk. just bad I wouldnt use either except maybe the fire one. Also lower the CD all across the board. Heal skill - kinda bad. little reward for how much it requires setup (used in water attunement AND inside the sphere combo) Fire Augment - only good one. But again 5 sec is so little. Water - looks decent but eh. idk just does not feel rewarding again for the setup that is required. Air - maybe make this stun break allies also? Earth - make this give a barrier to allies also Elite - noob trap. if u make this affect allies MAYBE it will be good. As for traits.. The top line - First I do not understand why there is any focus on auras at all. that was what tempest was all about. This makes the spec only less unique. For this... maybe merge the first 2 (dmg reduction and dmg outgoing increase) and give it to tempest. The 3rd one give it to base ele earth traitline -- grant stab when u grant an aura. its about time honestly. Then rework the top trait lines to be something more useful. Maybe around the augments? And Make the GM trait have augments share effect with allies? Idk. just leave Auras to tempest.. please... middle line - they are decent but.... it is realistically very slow to get to 10 stacks and seems to be not easy to maintain currently. these are the only ones worth taking tho out of all the trait lines. bottom line - idk... dont even know what to say. very underwhelming. very pointless. very clear that anet has no idea what they want the spec to be so they slap some shared boons and try to play that whole line off as useful for boon share. in reality is barely anything compared to some other "boon share" classes. Overall... I am very very disappointed in this spec. It still have little survivability, no extra health or armor to compensate being melee. limited access to barrier in 1 mediocre utility. little access to blocks. The spec is not a viable frontliner because it will still die very fast. And no, the 10% dmg reduction from slowly applying auras is not going to help....... limited dmg all around, has some potential to do dmg with fire augment + 20% stat bonus - but needs a lot of testing how to actually keep the 10 stacks and the fire augment only 5 sec so not enough even for a full meteor shower cast... Also there are so many mechnics to "min-max" this spec.... but at the end of the day the payoff to minmax is so minimal. Just feels pointless all around. Just a last second "what can we slap together and call it unique" spec.
  15. ? Currently scrappers utilize swapping build templates in gvg to quickly go between equipped skills for providing/blasting smoke and then revealing the other group. bomb kit+rocket boots then util goggles for the reveal and lastly back to healing skills (if was not put in combat)
  16. >> In the near term, we are adding 'Stealth' to the buffs removed when you change traits or templates, as we believe this will be a positive change to the competitive environment in World vs. World gameplay. huh? idk about that................... either way weird nerf to scrapper in gvg lol
  17. make elixirs apply their effect also if traited for "boon share" by that I mean let us stun break allies also, let us cleanse allies with the cleanse elixir etc. Obv shouldnt apply for the healing skill heal effect to affect allies (that'd be a bit op) also the stun break elixir should give like 3 stacks of stab for 5sec. that might make harbinger viable in wvw zerg setup as a boon/cc/corrupt bot with a bit of dmg.
  18. Heal skill does not cast if you target an enemy and turn ur back to them.
  19. from a strictly wvw perspective: class might be good in roaming/small scale but has no chance to be good in gvg/large scale zerging. it has some potential tho. especially with some of the utility skills. F1-F2-F3 -> all projectiles = easy to reflect/block - there is simply too much projectile hate in wvw. F4 -> really solid skill - but i feel like it is bugged as I still took dmg sometimes while using F4. Dagger skill -> all projectiles = have no chance in wvw. I was hopeful about dagger 3 but the skill does not seem to do dmg sometimes even when it travels thru enemies. I would say make that skill do dmg in much faster intervals. heal skill -> horrible right now. if you have an enemy targeted and you face away you CANNOT use the heal skill -> in interrupts and goes on a 4sec CD. Sword and decimation & rain of swords -> really solid skills. only suggestion i have is to add different color to distinguish friend and enemy skills. psychic force -> its not bad but the CD a bit too long. blade renewal -> Im not sure how I feel about this one. It seems strong in a 1v1 situation but outside of that the 60sec CD makes it unviable. elite skill -> very very bad design currently feels very clunky and feels like it simply doesnt hit even when visually it lands. Also projectile..... enough said. traits... idk. i only tried top top mid. only tried power set up and could be viable in 15-20-25+ kind of zerging situation... the top grandmaster is a joke - on the tooltip it had 89 dmg in full zerker+scholar runes with 1 sec ICD.. what is the point of that if it does virtually no dmg? blade generation? then just go middle trait and get blades passively anyway in a more reliable manner. tl;dr Too many projectiles. Too many clunky skills. likely to be decent roaming spec. has little to no chance to be viable in large scale - has good dmg spike but then dmg falls down to virtually nothing after initial rotation.
  20. – Medic's Feedback: Reduced revive pulse from 5% to 1% in PvP and WvW. Honestly I think these are such bad changes. Same goes for the previous changes also to the necro heal well, guardian MI, ele geyser, etc. It only kills certain builds and make build diversity worse..........
  21. hi. Not sure if this is a bug or not... .Glider skin and dyes are the same in all templates. I wanted to make 1 colour theme for template #1, different colour theme for template #2, etc. But currently all armor works like this except gliders which are having its colours persist throughout the all templates. It hurts my fashion wars 😞 Please check this. thanks.
  22. ah ok thanks for clarifying. its not the same armor precursor - 1 set triumphant and the other is mistforge triumphant so i guess the dupes will stay in the armory tho will be kinda useless. The GS thing tho is still weird. so if u have eternity before the patch - after the patch you will end up with 1 GS in the armory + all 3 skins unlocked. if you make eternity after the patch - and you bound the twilight and sunrise - and use tokens - you end up with 3 GS in armory + 3 skins unlocked? seems like is better to craft it after the patch then unless I misunderstand how the token works...
  23. Hello. I have 2 wvw rings - Slumering Conflux and Conflux. So I understand that Slumbering ring will not go into armory, only Conflux. Since it says the NPC to upgrade will come at a later time - I gotta ask - will the recipe to manually upgrade still be available? Its only 13gold so I personally would rather just upgrade rather than wait. Also I had 1 full set + 4/6 piece of light legendary armor (start crafting 2nd set before armory was ever even brought up) - both sets are WvW armors. Does this mean I will part of that 0.008% who will be reached out to? Lastly, Im confused. Doesnt this mean that after the patch if you were to craft an eternity - you would end up with 3 legendary greatswords? Sunrise, twilight and Eternity - which is more than what you can fit in the armory? Unless you dont need to bound Sunrise and Twilight anymore?
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