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Chromazene.4807

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Everything posted by Chromazene.4807

  1. Upon usage of the Particle Accelerator F-row skill for Holosmith Elite Specialization, when the physical projectile passes through a Water Combo Field, the heart pops up declaring that "Regeneration" Physical Projectile combo finisher has completed successfully (and even hits an enemy player, so stating that 'it needs to hit an enemy' is not a valid defense of why this does not work properly), no heal is granted to the Holosmith player. The regeneration boon is also not granted. Simply put, the combo finisher for Physical Projectile does not work for Holosmith players when they are using water field combos. I have a YouTube link to prove this in action - even the combat chat does not say anything about the physical projectile healing (and again, no Regeneration boon is granted). Here is a link demonstrating the existence of the bug: https://youtu.be/HzqeilWO9EY Prismatic Converter Does not Take Priority over Sigil of Cleansing - where a player would expect a chill to be converted into alacrity (and all the other condition-to-boon conversions), instead, Sigil of Cleansing prioritizes itself, reducing the potential of Prismatic Converter. I would like to suggest that Prismatic Converter be prioritized. Using Holo Leap skill in combat in PvP game mode will increase the time it takes to use Deactivate Photon Forge, prompting unnecessary overheats. It is a reproducible bug. I can send footage if I really do need proof.
  2. This is definitely a better balance change than in the past, although I would've kept the 600 range of Holographic Shockwave and instead reduced the skill's effectiveness by turning it into a single blast that the Aegis boon could actually block and that individuals could actually dodge one instance of successfully (instead of having to dodge several doughnuts of the same CC attack). I am happy that Scrappers will not lose 3000 base HP anymore.I am, however, disappointed that Coolant Blast was not buffed. It's still not advantageous in any game mode vs. any of the other healing skills (Healing Turret, A.E.D., Elixir H, even Med Kit).EDIT: I am still waiting for a rework of Photonic Blasting Module. It's a useless trait. I am happy about the Necromancer nerfs. Thief poison nerf was definitely needed, good job. I'm still concerned that Magebane Tether isn't nerfed; that duration makes a lot of invulnerability skills moot (and given the boon-stealing abilities of Spellbreakers, stability isn't usually the answer, either).
  3. Annnnddd still not fixed XD. Come on, Anet. Rune of Resistance is also bugged on Engineers using Elixir X... ugh.
  4. Scourge Scepter skills 4 and 5 should have their outgoing torment duration increased by 25% with Sigil of Misery, but this does not happen at all, or at least, the game doesn't seem to recognize the change when hovering over the skills. Interestingly enough, Rune of the Tempest DOES change the torment duration on Scourge Scepter skills 4 and 5 (as well as the Burning duration on Skill 4, and you can see this for yourself), but the Sigil does not change the torment duration at all, even though it is expected. Sigil of Smoldering even works for Skill 4, but not Sigil of Misery.
  5. If you lose a match to evenly matched team, make the loss no more than 10 points. If you win vs. such a team, make the gain no more than ten points. If you defeat better people, make the difference 20. So on and so forth. What I've seen in PvP ranked is that no matter what, I am losing more points from losses than I gain from wins, and it is so statistically improbable for me to be always facing better players in PvP that account for my losses that I can tell the ranking system unfairly punishes losses and does not properly reward wins. This needs to be fixed because it's imprisoning many in the ranking system in a downward spiral.
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