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jcgreece.6870

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Posts posted by jcgreece.6870

  1. 3 minutes ago, Malus.2184 said:

    To be fair it never gets stuck on the platforms in 98, it just paths the long way down instead >.<

    I've taken to despawning it when I jump from a platform in 98 and 99 so I can at least crash it down on someone.

    It can get stuck on 98 on the first boss on the platform where mistlock is. Not every time but it has happened a few so far. Also it doesn't happen only in fractals.

  2. 17 hours ago, Double Tap said:

     

    • Mechanical Genius: Combat attribute bonuses to the mech are now reduced by 50% if the engineer is more than a range of 360 away from the mech for a certain amount of time.

     

    How about you fix first that the mech gets stuck on different platforms (eg on fractal 98, 99) and doesn't "Return" unless you recall it first and then spawn it again which wastes a ton of dps.

    Fix that first and then we can discuss nerfing it based on distance.

    • Like 3
    • Confused 1
  3. 1 minute ago, Mariyuuna.6508 said:

    Every Machinist in the squad (except the HAMs) are still the top DPS in every content I do. Maybe its different on a golem, but in real-world situations nothing seems to've changed. Other classes just can't keep their damage up under stress, while Machinist still has zero problems doing so.

    Exactly what I said earlier... how can you have a dialogue with these arguments? 🤣

    • Thanks 1
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  4. 5 minutes ago, Ashen.2907 said:

    If there is no debate then it is not based on scientific principles.

    There can't be a debate when half the community thinks that because mech was doing good in open world it should be nerfed in every content, without even considering that in open world there are multiple enemies and piercing. How can you even have a dialogue?

    • Haha 2
  5. Just now, A Hamster.2580 said:

    Because Anet looks at other metrics besides the Snowcrows benchmark page. All those numbers on that page were calculated using a stationary punching bag.

     

    Using the Snowcrows benchmark page as justification to not nerf power mechanist is a flawed argument to make. On that same page, the condi untamed spec deals the highest damage at over 42k yet we rarely see them played anywhere. If you went into a dragon's end meta map, you will maybe see one untamed player out of 50. You will however easily see over 20 mechanists, and the top 9/10 dps in that meta will be a mechanist.

    I never said anything about benchmarks on the golem. I am talking about high level instanced content such as Fractals/Strikes/Raids. Also just because you see less players of one class doesn't always mean it's worse to play if you know what you are doing. It sometimes means it's less fun to play for the majority of people. If 50% of the playerbase find mechanist more fun to play even after the nerf, then there is something wrong with the general design of gameplay with all the other classes in gw2.

    • Like 1
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  6. 13 minutes ago, felix.2386 said:

    such a new low, there are people complaining about warrior having too much buttons now

    It's not that there are 2 buttons. It's that the Eviscerate should be 1 button and the Berserk / Decapitate should be the other button which gameplay-wise would make sense.

    17 minutes ago, felix.2386 said:

    you need more button to have fun

    I had enough fun in Elden Ring with less buttons. You don't need more buttons to make interesting or hard content.

    • Thanks 1
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  7. 1 hour ago, Mariyuuna.6508 said:

    This is how it was before, they've changed it back to the way it originally was. What you knew as normal is actually the nerf imposed on Berserker as a "trade-off" which has now been reversed.

    Moving a skill to a random different button is a nerf? Noone spoke about damage. This gameplay-wise it's a bad design choice. It proves they never play warrior for more than 1 minute.

    The berserk skill (decapitate) should be in profession slot 2 and not 1.  Or they should let us bind our skills however we want.

    • Thanks 3
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  8. Banners have been useless in most game modes for a while now.

     

    They reduced their duration from 90 seconds to 60 seconds.

    They reduced their stats from 170 to 100.

    They reduced their effectiveness with the trait "double standards" from +100% to +50% and then removed the effectiveness completely to be used for 10 instead of 5 people just to make them a bit usable in some raids.

     

    All these made them useless in 5 people content.

     

    And now you need to pick them up again and carry them but they last for less time now. If they revert the previous changes why not revert everything to what it was and admit they were wrong? They somehow manage to keep the worst from all the previous decisions every time...

     

    Picking up and placing banners EVERY 60 SECONDS and now having to carry them as well is not fun gameplay.

    • Like 5
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  9. This takes back the game's progress a few years. Wasn't picking up and carrying a banner a bad mechanic that the previous updates was supposed to fix. Now you add this back to the game.... Did you at least fix that the warrior could only carry one banner at a time? Are you going to add the ability to carry 2 or 3 or 4 banners this time? Might as well add the ability to carry everyone else's bags while they actually play the game...

    • Like 3
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    • Haha 8
    • Confused 1
    • Sad 1
  10. It would be nice for next time when achievements are disabled to change their ingame description with something with big red letter such as "Disabled" or "Marked for review" so that we know not to waste hours trying to complete something that possibly does not work.

     

    Also it would be nice if there is an announcement about an achievement being disabled to update that specific announcement when the issue is resolved. It's a chaos already trying to keep up with all the bugs and searching for random forum posts to find if something currently works.

     

     

    Thank you.

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