Jump to content
  • Sign Up

Zephoid.4263

Members
  • Posts

    190
  • Joined

  • Last visited

Everything posted by Zephoid.4263

  1. Condi necro is tanky, but the damage it puts out is kind of pathetic. Maybe slightly too tanky, but it doesn't do well in team fights and doesn't have a lot of focus pressure. Herald is tanky because of IL+Crystal Hibernation giving you effectively 6s on invuln every 30s. Burn guard isn't tanky at all. Very low base hp, bunch of cleanses, but low protection uptime and problems gaining swiftness and movement speed without lynx runes. mesmer... well just doing generic mesmer things. daze+distort+evade+block. Knowing when to attack shows how squishy they are, though its really hard with all the animation spam. Currently most of the best classes are still power. Yes, you have to slot more condi cleanse because fights last longer, but condi is much easier to counter than power.
  2. Some people don't play for dailies. In ranked 5 ppl like it, 4 ppl don't, but in unranked everyone dislikes it. If you DC once in a while, you get like a 5 min dishonor. If you DC every 3rd match, you get punished more and more. Team games come with the expectation of teamwork. If you aren't providing teamwork, you shouldn't be playing the team game mode. Its like saying 'why won't people want me in raids when i DC every other fight'. That you are allowed back in an hour after dcing multiple times within a few games is far more lenient than i would have made it. Your crap infrastructure is your problem. Making it other people's problem is inconsiderate and entitled. Online gaming comes with the expectation of stable internet. If you can't even meet the baseline, stop trying to make game mechanics seems like the problem. Its like asking why your 1995 machine can't run 2020 games then blaming the game for being 'unoptimized'.
  3. Dishonor isn't about ANYTHING to do with you. Its about the 9 other ppl that now have to waste their time waiting for a 4v5 match to end. Even with a surrender system, its still wasting their time. It doesn't matter that it 'wasn't your fault'. If you are repeatedly ruining other people's experience, you deserve the dishonor.
  4. ok sure, but 1 hour dishonor ? come on you ruin the game for 9 other people. 1 hour is perfectly fine if you are continuously doing it.
  5. Its not hard to see why. IL+Crystal Hybernation is a huge finger to any focus fire and allows for a ton of durability. Their burst is rather mediocre, but they have a TON of cover condis and condi variety. I'd argue condi rev's damage is balanced, but the built in durability you get for free is the problem. Nerf IL. Its aways been the stand-out ability. Its one of the biggest reasons to go herald and is clearly overperforming compared to every other invulnerability. At worst, 3s invuln on 30s cooldown, at best a full heal for 3s.
  6. I strongly agree with this, though each cc should not be treated the same. Amplitude of the CC resistance should be based on the CC you actually take (not the theoretical maximum it could CC you). Each person has a CC resistance. It starts at 0%, and each sec they are cc'd it increases by.. say 30%. Each sec you are not cc'd it reduces by 30%. Lets say you got 2s cc'd. After that you got 2s cc'd. You would be cc'd for only .8s on that 2nd cc. If you then got hit with another 2s cc instantly after, you would have 84% cc resistance ((2s+0.8s)*30%). 2s Numbers can be played around with, 30% is arbitrary, as is the decay. However, chained CC becomes less and less effective. Stun breaks stop the cc resistance, meaning this only applies to CCs you actually take.
  7. 300s cds are bad for the game in every way. They are a kneejerk reaction to abilities being hard to balance. Balanced the skill on its merit, not on an arbitrary 300s cd. Unholy sanctuary is NOT the problem though. Eternal Life is. Passive lifeforce generation is a HUGE early game plus. Being able to early pop into shroud with 1/2+ lifeforce is great, and having a near guarenteed 40% lifeforce every time shroud is off cd is huge. The huge protection uptime is silly also. I took rune of the grove in 2v2 for stacking duration protection.
  8. Again, core necro is the best resing classing class in the game. Blood magic gives three beneficial traits for reviving. You have signet of undeath. Your partner goes down, you pick them up easily. Again, being the block of hp means you can combat res like no other class. Cleave barely works as their full damage output In 5v5, you often have 1v1s and 2v2s all over the map. 1v1 core necro is nearly unkillable. 2v2 its still incredibly tanky. Yeah, in 3v3+ your entire team can burst down a core necro, but ANY class can get bursted down in 3v3 so thats not a good argument.
  9. No, no you can't. I played tons of core necro in 2v2 and its nearly unkillable even when focused. I had many fights last until the areas of death. In 1v1 there is almost no class in the game that can kill you, though you probably can't kill most in return unless they bork their cleanses.
  10. Core necros don't 'rampage'. Thats part of the problem. Very little that a core necro does in shroud matters. Its just a hp block. However, with how little damage people are doing right now, combat resing is super strong. With free last rites in blood magic, you can very easily res people many, many times in combat. You are also the best tank in the game atm. Eternal Life's free lifeforce regen is rather incredible and easily puts you at a good block of shroud every time shroud comes off cd. The combination makes for frustrating fights and really isn't a good spot to have a class in.
  11. Imo, resing isn't a problem with most classes. Necro is really what breaks reviving. Last Rites is an absurd trait in a very good trait line. I'd make people who go down start at half revive hp, but have a damage reduction that degens every sec. That would make it harder to revive quickly and balance a lot of the revive traits and utilities.
  12. 100% agree here. Both elite specs pretty drastically changed how necro work to make it competitive. Core necro was always just a punching bag. Previously an ineffective one, but now probably too good. I don't know that tweaking numbers on shroud is going to get you to a happy bunker sustain level. I would rather see the shroud 2-5 skills cost lifeforce at the tradeoff of being buffed up to compensate for that lack of durability. Core necro shroud really is outdated anyways. Condi/power hybrid that don't do either well.
  13. All that "can be used while attacking" is nice, when you don't care about losing your healing skill. Maybe you are that good, that you don't need a healing skill and 3s of invulnerable attacking grant you a 100% win rate. .... you have 2 healing skills.The patch brought condi builds to significantly higher prevalence. That buffed IL significantly. No one else has a 3s block on a remotely similar cooldown. Guard's 3s invuln is an elite on a 100s cd that channels the whole duration, for comparison.
  14. Because AED is significantly more conditional. instant cast vs 3/4 means it can be interrupted. Damage needs to kill you, so has to be activated at low hp (see problem with interuption). Condi needs to kill you, not just damage you after your 4k heal. If the condis just put you to 1000 hp, you don't get anything else. Allied healing fucks this skill up hard too. None of this applies to Infuse light. In fact, almost all of the drawbacks of AED are not present in IL. At worst, IL is a 3s invuln with ability to act. Thats already one of the strongest forms of defense in the game. Almost all other 3s invuln has been nerfed heavily at this point. Even ele's Fortify on earth shield got nerfed recently to be a full duration channel.
  15. That's only one Herald condition build. I was playing that one in the 2 v 2 season, but now I'm ridding a Jalis/Mallyx Renegade and also saw people running core condition Rev. How is Infused Light (which has a clear call and only works on dummies) broken if is only present in one of the multiple builds that are being used? How can be Infused Light a problem except to bots which can't stop spamming attacks? Is like people advisedly entering in a Scourge shade: you known what you shouldn't do when you hear the whistle. Is broken the chess pawn because can be promoted to be a queen if reaches the 8th line? Or is fault of the adversary for not preventing it? You might want to read the, you know, 3 pages of comments detailing all the reasons why. Rather than spouting off on your own tangent. Please tell me how to turn off field pulsing and condis on target at a sec's notice. Please tell me how a minimum 3s invuln+ full heal vs condi with 30s cd and instant cast is balanced. Again, compare to consume conditions.
  16. The most damaging condi is burning. Almost all burning have 4s duration or less. IL negates all but a single sec of that and full heals on most numbers of burning stacks. Also, because of IL's reverse damage, a 6s condi at the time of IL's cast is going to be effectively 0 damage. Also, almost no condition is 10s+. A few abilities can apply bleeding >10s, but everything else has been significantly nerfed. No expertise stats and nerfed runes means condition durations don't go up a whole lot more. Condi rev can also use rune of oor which is -25% incoming duration. Even if condi durations are >3s, IL is a FULL HEAL 3s INVULN vs condi. How is that a remotely balanced. Compare to consume conditions, again. Not even close.
  17. Mes is a mess. Its damage is so front loaded that its OHKs, condi burst, or nothing. Its probably going to take a lot to put it into a state where it isn't broken and isn't useless. Chrono just needs help in all forms. War probably needs some damage buffs. I don't play war, but i've seen enough 1v1 war fights last forever lately that its kind of sad. However i would like to see the sheer quantity of cc they can bring toned down in compensation. Getting stun locked by ~6ccs from a single war isn't fun. that no damage is done is the saving grace, but its still not enjoyable gameplay. Ele has had pseudo bunker builds for a long while, but i've always felt they were sub-par to scrapper or war. More evades, less of everything else. Burn ele was cute pre-nerf, not competitive now. Esp not with all the condi builds running around. Probably should get a similar treatment as war, where some of the ccs are nerfed in compesation for damage on other effects.
  18. That rev even has a 2nd heal skill that CAN be on par with every other class is already putting it at a HUGE sustain advantage. IL Is the strongest heal ability in the game bar none. That you even have a backup to it isn't balanced. With PVP turning into bunker and condi wars, IL is clearly putting rev leagues over almost any other condi class. That IL is both a anti-condi and anti-power heal skill (3s of actable invuln) is really not balanced. As i mentioned earlier, Consume Conditions got nerfed for being too good and IL is easily better than a 1.25s cast time consume conditions. Especially with the condi duration and condi rune nerfs.
  19. Unfortunately, there are a lot of skills that have been really, really bad in pvp. This last patch added a bunch more to the useless pile. I would really like to see them start buffing some of the least used utilities up after this last round of nerfs. Thief traps just got their rework, how about guard consecrations or shouts. Engineer gadgets, elixer gun, tool kit all need work. Ele needs frost bow and fire axe needs reworks along with the arcane line and utilities. I could go on, but its so unlikely any of this will get fixed.
  20. Again, still not powerful enough to be meta. If anything, its what makes core burn guard remotely viable. Look at the entire core guard skillset and trait set. Almost nothing PRODUCES any significant burning stacks except F1, traited sword of justice, and zealots fire. There are almost as many traits enhancing burning as there are ways to apply it. And thats the ONLY damage condi guard can produce. Complaining about the only trait that keeps core burn guard fringe viable is laughable. Why not just go play it and see why its not very popular. lol... 'your false claim'. By your own admission, 300s is the longest in the game, but there are more than one. So ok, TIED for the longest cd. That it can be traited to be less doesn't really matter. Taking 2 traits to make your 5 min conditional trait 'only' 4 mins isn't viable in any world. Stacking a conditional passive that grants the worst boon in the game on a non-viable trait actually seems like a positive thing.
  21. Its a thought, but an awful one. Now, not only is the rev invulnerable, everyone is. Best support ability in the game. Invuln to everyone in the area for 3s. It would go from hating on condi to demolishing power builds (since condi would be unaffected). A better idea on the same thought, the infuse would cause the next X hits by enemies hit will heal for XXXX quantity and cure a condition from their target. If you put the number in the 1.5k range, most abilities can't deal damage. At minimum, it needs a cast time. Almost every heal in the game has a cast time. FB's no cast time heal got nerfed into oblivion. Why is rev keeping the absurd quality of heal and keeping no cast time.
  22. Ah yes, all those 'unblockable' abilities that are still in common use. Literally only TWO non-elite abilities in the game can break you out of it. necro staff 5 and thief shortbow 5. Both are on weapons without high pressure capability. Yeah, condis continue to tick. Thats why its infuse light into a sec or two pause into crystal hibernation. Almost all condi duration got nerfed and most abilities aren't ticking after 5s. The combination of the two is 7-8s where you CANNOT focus fire the rev and the rev effectively full heals. Consume Conditions got heavily nerfed. It has a 1.25s cast time. It also now gives 5 stacks of vuln. At minimum, infuse light is now better than consume conditions with the condi duration nerf. 'rev have nothing against conditions' is such a complete and utter bullshit answer. Fix the class, stop relying on such an incredibly overbloated and absurdly powerful heal. EVERY OTHER CLASS has had this treatment for overperforming single abilities.
  23. Again, as stated above, 'don't attack' doesn't work. -instant cast time means there is no animation to watch for unless you aren't attacking them (in which case, they aren't using the ability). Why did anyone think instant cast heals were a good idea.-Your first 1-2 hits are going to heal them even if you attempt to stop-All condi pressure heals them. Even incidental condis (they exist on almost every class).-Pulsing fields heal them a lot. Guard symbols, neco wells, even mesmer illusions often a free full heal. Even if you only hit them once, Infuse Light is a 3s invulnerability that doesn't require a channel. So its already the best invuln ability in the game. Add in the above cases, and its probably the single best ability in the game. As stated by other posters, it single handedly carries herald. Add in the commonly used Crystal Hibernation on shield and you are looking at 6s invuln on <30s cd. Thats absurd.
  24. Isn't reviving ppl half the point of necro? They have an entire trait line with an ability at every level dealing with reviving. The signet isn't the problem. Last Rites is. The signet's passive is nearly worthless and the revive ability is on half the classes in the game. Last rites enables near instant revives and is a passive part of one of the better trait lines. It also allows necros to synergize with each other incredibly well. The 1 heals then while they don't lose health when down, meaning just proximity is enough to bring each other up, rather than active reviving.
  25. All the damage on gs focused on one abliity? Wana look at guard hammer? Hell, last patch saw the ONLY damage source on the weapon (2) go from 4s to 10s cd. Trying to defend ranger GS when thats what they did to an already weak weapon is pretty hard.
×
×
  • Create New...