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aintnoprophetjr.7068

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  1. So like yeah I think I agree! Somehow making those selfish dps classes regardless of it being condi or power, take top spots. However, Even if you do go full cdps firebrand, the amount of utility that you have is insane. more than anything weaver throws. The other two tomes that you use create a way for you to heal and buff resistances as well as continuing to proc the dot damage. It is a little over the top. Things like cdps scourge can do this too. The issue I see is that Anet goes for nerfing the heals before they ever nerf the condi. However, its become no fun to just run into groups in dungeons that run all cdps and one healer. Then having the lowest damage being the pdps. But yeah i think that makes sense. Yee, again I aint asking for nerfs at this point, but for some buffs. Someone brought up a good point that this impacts things such as wvw and pvp. I think they have made the precedent for keeping those things differing in nerfs and buffs. Truly im looking for some dps equality. For lack of a better term lol. But gaining this by buffing and not nerfing I think is the path advocated for! TY for your response!!!!!!
  2. So afaik, cfb doesnt need to drop too much damage rotation for defense, at least in dungeons and stuffs, as in theory a well rounded team would have a healer that keeps your dps up. I mean you still need to dodge and stuff and do mechanics so I could see it. I think another thing, thats my bad for not pointing out, is that condi persists. Condi uptime is beeg for sure. So most melee's need to be on the guy for that damage. ranged even needs to be constantly doing damage on that guy, going through rotations. However, condi can stack some things, stop attacking all together, for a short amount of time, and not lose much dps uptime. But yeet! thank you for the discussion!!!!!
  3. DISCLAIMER: I'm excited for a bit of a hot take, but I'd honestly like to know if anyone else feels the same way I do. So with that in mind, I'll throw it out for you. What has been, since imo most of pof is a crazy change towards condi damage in the game. I see nerfs on things like the catalyst today 3/15/22 or nerfs on heal brand "removal of aegis on heal skill fb", yet burning and now torment continue to take main stage with damage. Burn damage has always seemed unusually high to me in all of the game modes, however people getting 40k dps from fractals (t4s) just by doing a simple rotation "The basic idea is to maintain high symbol uptime while spamming Burning with Tome of Justice , Mantra of Flame and Zealot's Flame . When Tome of Justice is not available, axe skills are used to fill the downtime." seems a bit off to me. I know this is not technically all there is to the cfb, condi firebrand, however its generality does show how accessible this class is. I do not hate the class for the accessibility however trying to compete with its damage on anything that runs power instead of condi is futile. I think the general rule is that if a fight goes on longer than approximately 30 seconds, then condi will do more damage. As someone who enjoys playing the game as a power dps always, this is discouraging. I'll be honest here, I have always wanted a nerf to torment and burning builds.... however, this will anger a lot of people. Instead is it too much to ask for a buff to some power classes? Nerfing Elementalist every chance you get for what? Real question at this point: How do you test damage Anet? I had a fractal group the other day, someone running the new willbender, getting 40kplus dps on a burn build. When asked what kind of rotations or what gear he was running, he claimed oh i just hit the buttons. I really enjoy playing an ele sword weaver pdps, im super squishy, its kind of fun, I follow a rough rotation... very intricate.... ill link it if you dont believe me. https://metabattle.com/wiki/Build:Weaver_-_Power_DPS_Sword you'll notice 38 steps on your main rotation. I get, if im lucky, 15k to 20k dps. Half of what the condi builds will get with an good amount of extra effort. I honestly dont want everyone down to this level, I just want to be able to compete at their levels. The solution imo, don't nerf, just buff. That's all I ask, if you agree with the statements above. I'll be coming up on the 10 year anniversary of my account here soon, and I have loved the game. However, it is very discouraging to see that similar to the Nerf slogan, its condi or nothing. TLDR: The scales are tipped towards condition damage, and away from power. To fix it please buff and not nerf. Its not fun to press a couple of buttons and sit there as burn and torment kills everything that exists. If you agree I'd love to know! If you don't, and don't mind a debate, we can figure it out! I hope that you see this and address this Anet!
  4. THESE ARE MY REVIEWS FOR THE BETA AS OF 12/2/21 *lemme know if this isn't the correct place to put this. **Sorry for my awful grammar and confusing sentence structure. My current excuse is that I was hard multi-tasking as writing this. However, that doesn't excuse my lazy writing so sorry. Went through and hopefully cleared stuff up! ***Or.... give me some tons of confused responses so that Anet will wanna know what the heck is going on with this post XD. Catalyst: I’ll start off with the idea that the jade orb has been changed. I think that the new idea of just throwing it down, multiple times, is good and then it doesn't have to continue eating energy. I think the recharge of it is a bit confusing for how to get more jade orb recharge, at least the text doesnt specify how it recharges, that I could find. One thing I will say is that when you switch to a new attune, the jade orb acquires a cd for like a half of sec this is annoying. I dunno what else to say about that. As its super annoying that I cant switch to air throw down jade orb instant and switch back. It makes it a bit clunky. I would hope that you could get rid of that half a second cd on the jade orb when switching. As most of the “damage” potential that I see from the class is condi damage, Air has no condis except vulnerability. Which, Vulnerability is great, but very easy to get access to without the ele wasting their time. It seems like this is a boon support person with quickness, fury, and might uptime. I see the potential of that, as well as I see the potential of wvw roamer still. Have yet to decide if that's the way to do it or not, but it seems a bit more clear. The Hammer is the next point of conversation. I see that there has been a change to the aura and you added one aura in the 4 skills of earth. I still feel like there are a number of better options for fun and aura mancing and even condi, then hammer. I hate the 4 skills on air for the hammer. It throws me too far away from everything. I dunno about the 3 skill things on the hammer. I am kinda unsure as to its use, especially if i throw it down and then lose the orb that circles me then it has a cd of like 20s. I do a good amount of switching between fire for might and burning, air for quickness, earth for bleed and downtime filler. Water imo seems useless, jade sphere should be giving people regen, not resolution in water attune. Resolution on the water jade sphere is completely eclipsed by earth's resistance. So what's the point of resolution? I love the earth's resistance, that could be an amazing save, but it makes the resolution that you get from water useless. You are in general a boon support that hopes to find some hybrid damage or condi damage, but that's the role I can see for Catalyst in fractals. However, that damage is still nothing compared to every other condi dps in the game current. That and Hammer for an ele is still not it. Slowness shouldnt be an ele thing. Overall, There have been some fixes, however if we were to just throw in the catalyst into the current game with the metas, there'd be no point for them. Heal brand does quickness and might and fury. Plus tons of healing and has access to saves due to aegis. Else you have alacrity uptime from either mes or revs, and catalyst has no access to that. So currently I don't see a use for this spec in pve other than maybe openworld running around to not die. Or for wvw as a roamer. And even in wvw roaming, what is it supposed to do other than just put a thing down that goes away in like a sec and then does nothing. Damage potential I have yet to find personally. However, I really like some of the smoothness that you have implemented with the casting of the jade sphere, where I can cast it as I'm attacking, don't get rid of this please, this is the most fun I've had with this spec. But you know what would be even better? I wish you could switch into an attune and then throw the jade sphere instantly. On the trait line, there's a mean choice that plagues me in the 2nd column. The two traits spectacular sphere and empowering auras are mutually exclusive. This kinda sucks, at the moment, I cannot foresee ever not using spectacular spheres, but the empowering auras would help a lot with some of the self damage. Also would be nice if this damage buff could also work for auras you grant as well, to work towards an aura build that helps with the damage potential of the entire party. This helps solidify a support that also damages buffs. Currently the only damage buffers besides might stackers that you have are banner slave warr or maybe spotter on ranger. This would create another cool and good reason to use the Catalyst. This could be a new trait, but please don't put it on the 2nd column. What you could do instead of keeping things all the same for the most part. First, the hammer is a terrible choice for an ele. I have yet to see you guys do bad with a greatsword, its still that melee that you are looking for and way better than hammer. Hammers are boring and slow and not fun. Get a greatsword, hell keep some of the same moves, make it better, it wouldnt be too much to do. Secondly, Have Jade sphere cast on you and move with you. Its a melee thing and its way more interesting sounding than other things. You have positioning to care about from there. The idea of positioning your ele to buff your team or do the dps. Also the boons on it are wrong. Regen needs to be on water. Also make it persist more. Have that energy thing, but like have it be sustainable if you are attacking or using skills or something. Thirdly, Give us some traits that do something. Currently what are these trait lines aiming us towards? More celestial stats? Or auras you cannot summon? Or boons that are crappy minus quickness. Make catalyst have choices like a lot of other of your specs you've come out with. Give me a choice for pdps or boon support or condi or healing or something. Not this. In conclusion, fix yo shiz. No TLDRs ele is important to me. Vindicator: So this is one of the more interesting class specs that has been thrown here. I am very glad that you gave this class more access to endurance regen. Having one dodge is seriously gimping. The 3rd trait column for vindicator is changing the dodge. The ideas of dmg, or healer, or boon support all based off of the 3rd column is cool. However the trait Imperial Impact says “grants boons to allies” but doesn't specify the boons granted. So maybe a bug or something, but I am not sure. The endurance regen seems better, and the fact that you've given a special skill to give endurance is nice. However, the 20s cd seems a bit long, but thats my opinion. Though to be honest the vind traitline seems to be all centered around this dodge. So I would argue that the cd of 20s to get another is a bit much. But it is a dang fine improvement. The build up of the dodge is a bit long too tbh. The jump is cool, but the time it takes to get the jump is a bit much. Especially if you are a healer you don't have access to this heal and it is a delayed heal which is going to create huge issues for timing. However, not saying that it cant be done, but that it creates some barriers to entry to this class for healers. Speaking of barriers to entry. The change of the utility skills is actually a good choice. The issue before was that we sat there and it was another barrier as it got really confusing. I was interested and semi up to the challenge. However, the change is understandable. One issue I have current, is that you cant be everything. The red ally skills are all based on damage and giving yourself boons. Whereas the blue are all based on healing and giving boon support. If I am playing this, I will never switch between allies. If I've built this guy as a healer, then there is no reason for me to stick on red ally. If im built damage, theres little reason less maybe self sustain to switch to blue. I think there is a fix here. Maybe giving a trait or something to make it so that the boons gained in the red ally stance can be shared. This would also give some boon support to a healer with maybe some quickness and fury uptime and stab. And with damage you could be a dmg with boon support too, giving both of these ally stances reason to switch. If damage you can switch to blue to self sustain, like a reaper that runs blood traitline, you do a lot of damage but you also help carry unorganized groups. Also the last skill on blue the urn, says you have a threshold heal, but the threshold isn't given. PS why does fury give so much in your build? I couldn't find where life steal came from... TLDR: lots of missing flavor text for things. And need to give red ally skills boon share with allies. And there is more access to endurance which is awesome! But may need a bit more. Willbender So this is a pvp build. Lol, I mean thats what it seems like. I see theres a lot of movement, and my damage potential super low, but that doesnt matter if the other team cant catch me. So like thief but less damage? Also am confused too as the virtues don't express any passive. Is there no passive for these virtues? So idk stuff seems weird and still a bit clunky, I didn't play much of the willbender last time so I cant speak too much to it. The use of charges on the virtues is kinda cool and maybe should be expanded. But I hesitate to speak too much of how to buff this thing, as you all love the guards to im sure it will be the best when it comes out. Else wise its kinda just like a roamer or pvp build, so i don't really care too much. The pictures for the new skills are off btw, they dont look right. Just something to think about with it. TLDR: I am salty against guard cuz fb is too good. But this is pvp and ig that's fine. Bladesworn: *others opinions Cant change gunsaber look Clunky Goes against traditional warr which is big hack and slash and stomps The atk animations are clunky “The special says it all” I see that going samurai is mainly in theme for the expansion, but you have a willbender that's kinda doing such. Tbh, I dont like warrior at all, and was not wanting to do it so some guildies were talking and I asked questions, cuz they do warr alot so i dont. These are small points on the ideas. TLDR: Read someone elses thing on warr, I dont know anything about it or care lol. But these are others opinions. Specter: Im actually pretty excited about this spec. A healer that give some good alac is gonna be good, Im interested to see some of the changes to that were made. I believe I gave a lot more barrier the first time around. Though I don't feel too much of a loss without all of the barrier. So this is a good spec that I am excited to use. I think the alac is awesome for uptime and fury a bit and even a smidge of quickness all at the same time of running heals. I am quite confused on the shroud skills though. The tether I don't know exactly how to choose who I tether. This healer is a target healer, however, the game as of now is hard to do targeting especially on friendlies this is one of the big issues that I see with this build and spec. Its all target and there is some good aoe stuffs I mean all the shadowsteps are, but my scepter skills are targets. So this is a bit harder to control and do. However overall I think this is a unique class and I love playing healers. It'll be good to knock some of the meta out of place with this new alac/healer. Also the shroud is very confusing to be honest. I am not sure what healing comes from it. When does it drain and when does it gain? How do I choose tethered person? Where are some stun breaks in it? TLDR: cool alac heals. Lost some barrier i think. Targeting is still an issue with this spec. And shroud skills are confusing. Virtuoso: Ok, to start off, Wow… This thing is so good. Its fluid and its pretty and its damage potential is fantastic. I have always disliked mesmers illusions because they are single target, but you are giving me a beautiful fix to this issue. I will almost guarantee that I will use this character spec, with out a doubt. I may build her up to run fractals with. I love this spec. The visuals are stellar. The knives running around all over the place the beautiful damage and the amazingly purple death knife rain makes this class already start up to be one of the best things. The knife shatter skills are all super cool and feel amazing to use. The only “issue” I have with the visuals is the placement of the knives that are around you when they are in reserve. So this is picky, but I wish they were closer to my character. I have a weird monochromatic knife rainbow over me all the time. If we could move those closer or like have em circling around my back or something, that would be cool. I dunno what else to say about the visuals, but they are some of by far the best. The gameplay of this class, is right down my alley. I love the pdps builds and just dishing it out so fluidly and cleanly, all of which this spec excels at. The rain of knives on opponents the knife clouds, its amazing. And you beautiful people put a stun break in this too? What did I do to deserve this kind treatment? But seriously, this spec is prob one of my fav, I think there is a good amount of just innate damage with in this spec. However, my main complaint will still hold true, which is… Bring pdps up to a level of cdps please. Other than that, this spec is awesome! Solid work and I cant wait to use it! TLDR: Best spec out! I love it! Fluid, good dps, very pretty, much wow! Read above, for good compliments. The floating daggers could be placed diff around the person to make it look cooler. Harbinger: So ill preface a bit, I hate condi builds. This one is interesting with the health mechanic, but I hate condi builds cause they are boring, So i wont be playing it. I think that the mechanic is cool with the blight and stuffs, other than that my opinion on this is not much help. Condi builds are boring and op currently and Power dps builds are underrated and way more fun and need buffed cuz condi damage is bs. TLDR: its a unique spec, but its condi and I hate condi. So not fun for me, but it is unique. Ask someone else lol. Untamed: So, this one has come super far since the first beta of it. I do like how there are now some actual reasons to unleash. However, I dont know where the damage potential is of this class. The unleashed mechanic has like one good thing for pets and i think like one skill for ranger. The pets Enveloping haze is cool and has some awesome utility. And I think the first attack of your unleash life steals. Its kinda lame though. I would hope for something cool that it could do with the unleash trait. I think the idea was to go for a pdps, but this aint it. I think it has obviously improved, but tbh still a long way to go with this guy. I thought about making a “disable” build with this, but am not sure how thatll work, if i have cc moves then I assume the disable procs, or do i have to break defiance bar before the disable procs? There seems to be some good paths to some good moves against cc’d enemies, however unsure as to the viability of that. The cantrips seem lackluster as well. Trying to fix the cantrips maybe making them look cooler, or do things, right now it feels like a button I press and it sneezes on an enemy or doesnt really do much damage for me. Even the x6 cantrip doesnt really do good damage. Not a fan of the untamed, its kinda boring to play as and not very visually appealing. As well as lack of damage throws it to an unsure as to what to do with it. Also holy crap, I need to rebind the attack my target and come back to me? Thats a lot of special buttons here to keep track of… 7... TLDR: Def better from the first time, more substance, but still lame and boring. May need more for damage or more for aesthetics or something. Mechanist: This is an interesting one. Like, it has some really cool things and then some things like wut? So ultimately. The mech seems to be the boi to do the damage. You gave a build where we had power tough and vit as our stats. Then I read that the stats go from you to the mech…. Minus precision. Ok……. Why? The crit thats built into the mech is like 30 percent and thats with the spec that gives more precision. So I am unsure why the mechs crit is so low. The stats are really weird. And also why did you give me explosion traitline? What explosions do I do? Like does the mech do explosions? I think damage is there, but mech crit is awful and so thus it is a lot less then it could be. Now what I do think is cool. The mech takes your stats minus the one… but you can build your mech. When you stat gear its really aiming at building your mech. Thats cool. Not only that, but also to run the trait line. It is the coolest trait line that I have seen. You choose skills per column. Like you can choose healing skills or damage skills or condi skills for the mech. This is super cool. I could make this guy basically a proxy me. I just need to sit back and do like some supporting for my mech running everything. This is super interesting and I actually like it. Its completely opening new stuff. Wvw, have a frontline mech healing people, fractals, mech getting in there pdpsing, and condi sucks in general… lol. But honestly this is a really cool idea. I like the idea her behind the mech and the traitline is super cool. I would build my person just to make my mech do cool stuffs. Im kinda excited for this. The issue still is maneuvering the mech a bit as it just has attack and retreat. But its ranged so it just does ig…. But idk. To move it towards people or to maneuver it still needs some work. Plus the 7 special skills is a lot. Also in the raid training place, the mech can't get all boons. So maybe influenced some damage and other things. I had all boons and my signet said it'd give em to mech, but it didn't. TLDR: Why does precision not scale off of my stats? Super cool idea with you having a proxy that plays for you. I wish he were still more controllable. Give me a skill to aoe him to go somewhere, not the Ranger pet skills! Turtle Tank: He seems a bit floaty. I like this momentum idea and he needs to feel big and tanky. But you need to add something more to make him feel that way. Right now he's an ice skater. Add friction to the turns or add some noise to jump jets. Add noise to his stomping. My guess is maybe firing too (No one wanted to test the turret with me :’( ). Add him kicking up some ground and tear through stuff animations. Smoke on the jump jets. Make him a beast!!! TLDR: He’s Ice Skating and he needs to be destroying and burninating the countryside.
  5. So final 3 specializations have come out and they are interesting. Almost anything is better than the awful spec for the ele. However, I am really loving and excited about some of these ones for sure. SPECTER: Ok, so this one I want to start with because holy sugar this is cool. A heal thief. I love this idea make it different and unique, that is what gw2 is all about. So doing this one is an awesome idea. I have a couple of diff issues though. One is that for offhand the thief doesn't have many good options especially for support. So this is something that I am unsure of how to fix or how you will do with it. Could be very interesting to see what the move is here, but I am unsure that dagger is the best idea. Two, I think that scepter skills need to bounce more. Some of these things are single target and it won't be super useable in certain situations. However, I think that the auto of the scepter does bounce I think, but not enough. Make a spec trait that causes these things to bounce more or something. You could even lower the barrier if you bounce more. Thirdly, I am pretty confused by what the shadow shroud does. It can tether which is unique. However some big issues is you don't as a healer have a specific target that you need to heal. Its just the whole team needs it which is why I vote for more aoe or bounces on this. However this is such a cool idea the wells are awesome and seem to have a lot of potential. You could absolutely use this guy a lot in fractals or other dungeons for healing and or alac. This one is the coolest out of the three. MECHANIST: I dont mind this one per se. However, the mace seems counter intuitive a bit based on its damage. The build seems pdps but the mace has a lot of condi. I think this one has a bit of damage potential at least from what I saw. I built for a dps, but total around 7-8k dps. It has potential, but maybe I wasnt doing good moves with it. However the robot is super cool. I don't like pets in this game to be honest cuz the AI can mess you sometimes. I wish there was a way to move the bot better diff from the sigil that blinks you and the bot. You could also think about fusing with the bot to do something super cool. Or hopping into the bot, just for ideas. But this bot is cool. I have found that sometimes when I activate skills in the bot they don't happen and I have to spam it a couple of times. Also I can only see cooldown timers on the middle robot skill. Also what is the connection between toolbelt skills and the bot skills? are they the same? Else wise this one is cool and has some interesting dmg potential. The bots attributes seem a bit broken though. UNTAMED: I like the idea of the glass cannon it is fun to dish it out but you gotta be careful. However, this build kinda seems boring. As well as the dmg doesn't seem very good either. The hammer is too slow and the dps from it and or the unleashing is negligible. This one was boring to play as, it was very slow and clunky. I dont really understand what diff if any happened when I unleashed or my pet did and then from there it did like maybe some diff skills for pet that felt like no dmg and then for me I dont hardly feel any difference or see any. I saw a little bit in animation, but it doest hit me at all. I dont really like the ranger current, the best dps in the game is condi so thats always the move, which i wish we could up pdps a bit. But yeah I wasnt a fan of the ranger, I didnt get it, I dont like hammers and it was meh. TLDR: Thief healer is super cool, needs some more aoe on scepter. Engi has good potential dmg, but should make robot controllable. Ranger was boring and kinda no pay off to using skills.
  6. Dear Anet, I just finished the review on the last 3 guys. This series of review is being done while the rev ele and war are out! So hopefully, maybe, this one will be a bit more technical as I have the spec stuff infront of me! Catalyst: As of current the Elementalist is my favorite class in the game. It is what I main! I use both the tempest and the weaver for different reasons. When it comes to the catalyst, I am not a fan. The hammer is slow and clunky. It is waay to slow for an ele. Sure the staff is slow, but it does some amazing cleave damage and aoes! Or with the weaver the sword and dagger is an amazing combo that just is super fast and feels like there's a higher skill cap. One that I have yet to get! Ele is kept fresh with these 4 different attunements. The ele never needed a second weapon it basically has 4 with the attunes. The weaver makes it even more complex and I love that about it! In WvW it has some good condi cleanse (Eventhough you nerfed it, because it was becoming better than the scapper? Tempest shout 10 people skill). In pve heal tempest is one of the highest hps output in the game at least it feels that way, however it doesn't have the boons associated with it, so Guardian HB wins cuz utility over hps. And the weaver feels like one of the best pdps things in the game, of course don't worry guard is still better with cdps burn brand and pdps dragonhunter. So, my question, Why make the ele slow and clunky? It is totally against what it has been. When looking at the catalyst trait line, why? Elemental Empowerment is dumb. It makes the entire idea of dps/support useless. Like what am I supposed to do with the catalyst? run it in pvp or wvw roamer? It is a trait line that is equivalent to celestial gear. And then you make it dependent on auras? But the hammer skills don't give auras. Oh wait, the 4 skill on the earth attune... one skill...? The 4 skill on the lightning attune is useless, it would throw you away from the entire group in anything, with a knockdown as your compensation. The Jade sphere is unknown as to its uses. I see maybe the boons for it. however you need to spec spectacular sphere over empowering auras. The lightning attune for the sphere is the best one, with the quickness and fury. This brings to another question about the catalyst. What is the role here for? Support, pdps, cdps? pdps is like 4kdps and cdps is 5k. Support would need some healing to back it up and that seemingly doesn't exist. The boons even specd with boon uptime and such is way less then the heal brand ever gets. I would really like to see a dethrone of the heal brand. And maybe you can do that here with this spec, however its not doing it atm. Why is it that if specd spectacular sphere that the water attunement gives you vigor? Why not regen? Or why resolution? Wouldn't that make more sense on something like earth? I don't know exactly what it is that catalyst is supposed to accomplish, but from what I've seen its a master of none, without the jack of all trades. TLDR: If you are a dev and reading TLDR, this one is important so please don't skim over the top part. Else wise, the hammer skills are slow and clunky and not built for this thing at all. The catalyst doesn't seem to have anything that its good at. Bladesworn: I think warrior is boring normally, like banner slave is the only thing its good for apparently. However I don't play it alot. Though I'm not sure how the mechanics all work well with it. This one is really cool and fun! The fact that you actually gave it a gunblade is so freaking cool! And the sheathe mechanic thing, thats bad kitten. The design is cool. But for me its confusing on what the Dragon trigger does when it can be ran in dungeons, its build ups are slow and the cooldown is long. So I dunno. But its not seemingly helpful. However for design its super cool. Seems pretty straightforward as what role its going for, and there seems to be some wiggle room. However again Im not an expert on Warrior lol, but the desgin is cool! TLDR: I dont know much about warr, but the design of this spec is cool. People seem to like it! Vindicator: The greatsword is my favorite weapon in the game! So anyone its added to is exciting to me! The legendary Alliance stance to me seems so freaking cool and the complexity and the uniqueness of changing the skills two over and over is awesome! I really like the design and the build seems interesting! It seems like this guy can either be heals or dps. Possibly, need to look closer, I love this thing and the skills are awesome and the gs is fun to use. My biggest issue that I have is that the dodge imo should not to be messed with. The dodges in the game are be deals and I know the daredevil does change it, but it adds more dodges and has options for what dodge to do. The mirage also does it, but I hate the mirage also for the dodges being changed. At least give the option to choose what kinda diff for dodges there are to be. In dungeons and fractals and raids and strikes and wvw and pvp, dodging is crucial. So you've nerfed the class right out the gate with giving them one dodge that is not the best thing. Elsewise this class would be something I would absoultely play. However, seeing the dodge mechanic getting pooped on, I doubt ill use this thing. Especially since rev is big in alac already this doesn't seem like a valuable alternative to alac utility dps. TLDR: I would really love to play this class and its spec, however the single dodge kills it for me. Cool design though! That would be my thoughts on this go arounds specs. Please Anet really look at and work with the ele it has some serious issues. I'm partial yes, but It is very important. I hope this finds anyone reading it half way beneficial. A faithful random player!
  7. Hello Anet, I'd Like to give my 2 cents on some of the new specializations and the betas surrounding them. I have played gw2 since beta in like 2012, so I love to help this game out anyway I can! These are my takes on the specializations and how they fit into the games current state. Harbinger: I found this class's spec very interesting. It was clear to me one of the only main ways to use it in current is condi build. It is interesting that you want to make it cookie cutter like this. However, I was only able to play with it for a time. I think it is a unique thing to remove health for dps, and makes the necros health pool have its own drawbacks. All in all this one was fun to play. My issues with this one and some of the other ones is that instead of saying dual pistols you only allow it for offhand. (A bigger overall issue) I don't see the reason to not allow dual pistols on the necro for this spec. But I guess this could be said about most all of the specs that add a one handed. I feel as if there are enough weapons in the game to allow for a numerous amount of future specs based off of them without artificially holding back on dual wielding. I digress, the necro seemed interesting but very cookie cutter like you can only play it one way. TLDR: Necros are a good class, you guys like nerfing, but oh well. This spec has specific builds, but is really unique and I look forward to seeing it. Willbender: I will be honest here, It seems as if you the Devs and GMs only like to play about 2 classes. One of these is Guardian. The guardian is incredibly OP in the games position and has been forever. Heal brand or Burn Brand, not to mention that the Dragon Slayer has some of the highest burst Damage in the game. It seems as if this is the class that you want to play and kitten the rest. With this will bender you allowed dual wielding, but I understand that it also is based off of that guard can use sword to start with in core. The willbender seems like its built special for something along the lines of a WvW roamer or PvP. Since Guard is already the master of all in PvE, the willbender seeks to claim that title in PvP? It is certain that the brokeness of the guard in the game has created a level of toxicity in guardians. Don't believe me? Try public lfg in T4 fractals for a bit. So the take my take on the will bender is soured by the fact it is a guardian, however it seems like it was also following the designs for a specific purpose. TLDR: I hate guard, you guys love the class its op. Willbender boring, but obviously for PvP gamemodes Virtuoso: I have always disliked playing as a mes, mainly the illusion are useless imo as they disappear aft killing the one summoned on it. However, with the Virtuoso and the Knives this problem seems to be remedied as the knives persist after. This is awesome! I am really excited for the Virtuoso! You guys outdid yourselves on the skills animation and style as well as usefulness! The one complaint I have is that there is no clear understanding at least in my opinion, on the differences between knives summoned and illusions summoned. The virtuoso is already running some amazing dps and is fun to play. I wish that there was either a distinction between illusion/phantasms and the knives. I honestly wouldn't mind upgrading the knives a bit and removing the illusions/phantasms from the class when specd to Virtuoso. TLDR: I don't like the mes's Illusions and Phantasms cuz they do not persist. The knives do and the animations are awesome! Best one out of the 3 imo. Thanks for the Game I look forward to playing it more as it continues to change. I hope that you see this and at least look at the TLDRs. I'll continue after this with the ele war and rev. Regardless of it you asked for it XD sorry. A faithful random player!
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