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Antycypator.9874

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Posts posted by Antycypator.9874

  1. On 7/30/2023 at 10:23 PM, Batalix.2873 said:

    For very mobile fights, melee rotations are easily screwed with.

    Then bring a proper class instead of calling for nerf everyone that does something better than you. Deadeye doing good damage? Just nerf it and never mention that DE has literally zero cleave and has to pick targets 1 by 1, while Reaper can burst 50k against 5 targets at once. Don't forget that there is more content than Raids and Strike Missions, so balance should never be based on golem benchmarks or only Raids.

    This is just the class design and there is no "ideal" class for everything.

    On 8/3/2023 at 10:52 PM, JTGuevara.9018 said:

    there is no counter to anything ranged

    Have you ever heard about Reflecting projectiles? About projectiles being blocked by terrain or objects between you and your target?

    • Like 1
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  2. Mesmer: Too many trade-off: super DMG and 0 survivability, or good survivability and zero damage.
    Elementalist: Staff — the iconic weapon of every mage — sucks.
    Necromancer: Requires quickness to be playable, otherwise you might fall asleep.
    Thief: Feels unfair, because everyone does similar damage, but AoE. What's the point?
    Engineer: Kits often don't fit any specific role, but you need them.
    Ranger: Pets are too weak.
    Revenant: Poor choice of weapons.
    Guardian: Low HP.
    Warrior: Whirling skills.
     

    • Like 9
  3. I would start with decreasing quickness effectiveness from 50% to 25%, because it's causing combat to be too fast. It's so fast, that it is ADDICTIVE.

    Sharing perma quickness with low Concentration (or even zero Boon Duration) is also a problem. I like how some personal-quickness skills won't allow you to have perma quick, even with 100% BD. Haste, Quickening Zephyr or Elixir H are good examples — quick, situational boost.

    Alac is fine, because it always require you to choose between powerful DPS trait or access to quickness. Quickness is already huge DPS increase, so even if you have to decide between dmg increase or quick, then quickness makes your game faster with the same damage.

    • Confused 1
  4. Sword Catalyst — It's fun. I don't know if it's damage will be worth using in any end-game scenario, but S/D Hybrid Catalyst will be 100% one of my favorite builds in Open World.

    Pistol/Torch Scourge — You can finally get rid of clunky scepter and use Parasitic Contagion without 50% damage loss.

    GS Power Harbinger — Pretty solid option for Open World, but little more fragile than Reaper.

    Shortbow Herald — Condi Herald is finally here.

     

     

    • Like 1
  5. S Tier:
    Mesmer — Even if mesmer is constantly raped every patch, I still love Mirage. Mobility and fancy colors above everything.
    Thief — I love putting an effort to actually be behind my target and deliver huge hit. Rewarding class.

    A Tier:
    Engineer — Most important thing about Engineer is using technology instead of overrated magic. Explosions are fun. Directed by Michael Bay
    Elementalist — Mashing lots of buttons makes me feel advanced.
    Guardian — I'm gonna put it somewhere in the middle, because Guardian is impossible to hate, but also not the best and not the worst. At least more fun that everything below on this list.

    B Tier:
    Necromancer — Necro doesn't feel challenging. Reaper shreds things so hard that it feels unfair, but in other way Scourge is too clunky, and Harbinger is too repetitive.
    Revenant — Very limiting due to having only specific set of skills, clunky for solo play. I like it in raids and fractals, but only there.

    C Tier:
    Ranger — It's the most disappointing class here. Pets do almost nothing and you can't rely fully on bows.

    Garbage Tier:
    Warrior — Whirling is pathetic. Warriors are good only at dying, because this is what they're born for. Pretty lame.

    • Like 2
  6. Bound buff is literally "buff something to let people think we care about Daredevil".

    Who cares about Bound damage? It's only there for 15% damage increase, but since it lasts only 4s, it's still terrible thing and 2x more damage to just Bound won't make Daredevil better.

    Wouldn't it be better to buff whole staff AA chain? Rework some traits to move this spec from 2015 year? Do you even remember why Vindicator's dodge was reworked? Because no one likes dodging off-cd.

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  7. Warning: this post is about PvE, not WvW and PvP.

    I'm surprised that no one is talking about how bad and forgotten Daredevil in PvE is. This class is literally stuck in times even the oldest players probably don't remember — full berserker Daredevil does worse job (in Open World, solo) than meme celestial Willbender/Weaver/Catalyst/Mirage and other similar builds.

    Lack of boons, lack of damage, clunky traits forcing you to dodge every 4 seconds to keep damage boost, and of course draining your endurance to 0 because otherwise you lose damage.

    Power staff daredevil is bad even for soloing open world. I hope next balance patch will fix Daredevil to something that's worth playing over literally every other spec.

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  8. I have to say: this game is more and more unplayable, thanks to all visual clutter caused mainly by new Legendary Weapons.

    I hope ANet will understand that we NEED to see the game and enemies, not flashy effects. I want to play Guild Wars 2, not Guess What's On The Picture. Of course I can lower character limit&quality to lowest, but it's not enough.

    • Like 9
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  9. 1 hour ago, Khaos.6479 said:

    The point of building legendary is the skin and show it.   

    The point of crafting a legendary item is to change it's stats for free and never buy this type of weapon/armor/trinket again, because thanks to legendary armory, you can use them on every character.

    Who cares about lege skins? If you want a nice skin, then check gemstore, they're 100 times better.

    • Like 5
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  10. For life stealing Toughness would be much better than Healing Power, because life stealing traits and skills have super low healing power coefficient (it's often less than 0,1).

    Why Toughness? Because you will take less damage, and maybe you will be able to out-heal more incoming damage.

    • Like 1
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