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Profanity.6829

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Posts posted by Profanity.6829

  1. So they start the patchnotes with that DE was overnerfed.... and tell us we get compensation

    Quote

    "Quickness deadeye was significantly overtuned when it was introduced but got brought down a bit too far from that point. This update includes a few tune-ups for the build's damage to hopefully bring it more in line with other options."


    However they decide to completely FUKCING DESTROY Deadeye PvP....

     

    Quote
    • Meld with Shadows: Reduced the superspeed duration from 1.5 seconds to 0.75 seconds when the Silent Scope trait is equipped in PvP only.
    • Shadow's Rejuvenation: Reduced the initiative gain on enter from 2 to 1 when the Silent Scope trait is equipped in PvP only.
    • Death's Retreat: Increased the initiative cost from 6 to 7 in PvP only.
    • Death's Advance: Increased the initiative cost from 4 to 5 in PvP only.

     
    Barely superspeed now to move/kite....

    and COMPLETE initiative starvation with this...

    "YAY my shots now pierce....."

    3 cheers for ANET

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  2. So i see all the good players doing the about face thing fast and perfect and I want to learn to do this as wel.

     

    so you hold [W] + hold [LMB] + single press [AF] to run back while keeping camera orientation. 

    then single press [RMB] to run back again, keeping your original orientation.

    (and then weave your attacks in ofc)

     

    However: when i do the [RMB] too fast, the camera turns. This does not happen when i wait for about a second.

     

    Is this intedend? I have the feeling other people in pvp vids can do this way faster without getting turned around

     

    (wouldnt it be nice is aboutface would hold your camera position by default? Or if theres a keymapping tool that would always do [LMB] + [AF] and then map it to a single key... but thats probably against the rules...)

     

     

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  3. Jagged Mind, it ad a 1 sec low damage bleed... and you need to crit for it...

    Bloodsong? 25% damage on bleed and a whole blade on 5 stack? also kinda hard to stack that through Jagged mind (because of the 1 sec). Only really works with shatter (blade) crits or Pistol?

    Seems like they didn't give it any thought at all.

     

    What am I missing?

    • Like 2
  4. Like the title claims, my opinion is probably a very unpopular one, but maybe I'm wrong... Just made this to hear what other people think about Stronghold.

    I LOVE stronghold with the moba PvP-style and NO! I don't want to play LoL/HotS/whatever, because i can't stand this whole mouseclick-to-move garbage. I want to be in the action and having direct (keyboard) control.

    Let me get this straight, I think the current 2-lane design is not done very well, but what if:

    1. They updated the current Stronghold map to a better 3-lane map
    2. Add 2/3 other Stronghold maps
    3. Maybe make it a 8v8 or 10v10 player mode (whatever is balanced and works well with the mapsizes)
    4. Make Stronghold a seperate game mode with a ranked and unranked mode. Just like conquest. Meaning you don't HAVE to play it 😄

    I think this could be a awesome competitive environment and the haters/dislikers could still choose to not play it. Maybe this will even attract a broader PvP scene? 

    I don't think this is even that time consuming to implement? You already have all the techniques in the game and in current Stronghold, like summoning bosses/anti fortress bots/anti guard bots. Adding some NPC camps that you can defeat and have fight for you is already in WvW... I mean, you have everything there? Most time would go in adding good designed maps (Should be easy to get some map design inspiration from all the moba's out there) and then testing?

    Ill probably get burned for even mentioning this, but ah well... 😅 

    • Like 3
  5. Surge of the Mists was a very strong multi-utility. It did okay damage, made you evade for a very short window, interupted enemy players if hit, and could be used to engage/disengage. Great design, and not OP when you looked at the cooldown. Nerfing the ability was justified and in line with the rest of the patch I think, but the small self-root they added, kicked this ability into (almost) uselessness...

    Damage:All damage was taken from CC's and that's fine. Its debatable if Surge of the Mists was really a cc, as it was more a interrupt, but sure, removing the damage was fine and seemed fair.

    CC:However: the pre-load time / self-root is just absolutely rediculous. You will never land this on enemy players in PvP if your enemy isn't a complete potato. They don't even need to dodge, merely strafing aside will do...

    Mobility:But of course it's a versatile skill, we have always used it (when needed) as a disengage tool as wel. Well, that's now also gone. The self-root now completely trashed the utility of disengaging, LoS'ing etc, because you see the (dis)engage comming way to easily. Is that bad? Yes it is! Isn't current philisophy that only long CC's have a obvious tells? Why did they added such a huge root/tell to something with such a low CC impact?

    So how to fix? Options:

    • Remove the pre-load and self-root altogether.
    • Remove the self-root that's attached to the pre-load part. So keep the pre-load time, but allow the player to still move and aim.
    • Keeping it as it is now, but drastically lower cooldown.

    Other ideas?

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