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Clownmug.8357

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Everything posted by Clownmug.8357

  1. Yeah, some things definitely seem too fast or completely unavoidable. I don't mean like bursting from stealth or teleports though, it's subtle stuff like getting hit by Explosive Entrance procs or Reaper flashing shroud so they can hitscan you with quickness boosted axe skills.
  2. Those players never die, but never really contribute to the fights either. After the fight it's like, "Why's there a little house suddenly floating in the air?" then "Oh, there was a thief here this whole time."
  3. Balance team is thinking they can satisfy us by making up a bunch of random stuff every 3-4 months, while probably only spending a week or two coming up with any of it.
  4. Would be a solution to have people fight Yeah, would be super exciting having fights of 50 attackers vs 5 defenders.
  5. More than Mirage? I don't know about that. Personally I think it's easier to deal with condi revs because they're pretty much all low-mid range (< 600 radius) and only apply torment + 1-2 other conditions. Mirage has got torment + confusion + bleeding + burning + 1-2 other conditions and most use weapons that have at least 900 range.
  6. I can't speak to others. I am not talking about waiting at someone's spawn. This about rebalancing the tactical advantage that downstate affords a larger group, that normally by definition would already have other advantages in the fight before they are even downed. So giving them additional benefits while down doesn't make sense. Its ok that they had more people and will hit harder, but why should they also benefit while downed. Again not speaking for others, but if you want to encourage fights and you want people to take a stab at the zerg, they need to have a chance. The fact that you have more health when down then when you were up and about, that only makes sense in zerg v zerg, and odds there are people will not stop to mass rez anyway, so it just translates to when its a smaller group attacking a bigger one and the bigger one will have free bodies to getting the downed up whereas the other won't. So in the least get rid of the extra health even if not doing more. Again I side on the harsher end, if the defeated from the losing side have to run back, so should the attackers else the attackers need to take time while fight not to have their people defeated. Forcing a team into rez tactics should be a strategical move, instead it's just a matter of having more since you can just get everyone up after the fight. And I say this from a havoc perspective that would be even more punished when losing people in a fight. Defeated (winners and losers) should carry some price more than to just not earning free xp by tagging a target and running along. I'm not talking about spawncamping either. There's also the tactical advantage of a few players in voice comms calling targets and focusing them with CC and burst one after another until the whole enemy zerg disintegrates. In a world without downstate the only counter to this is having the same level of communication and organization. It wouldn't be healthy for a game mode comprised mostly of casual players to have them be expected to come together using uncoordinated builds and competently fight back.
  7. It's probably True Nature - Demon causing this problem. Sending back your conditions with only 1/4 cast time and 600 radius, all the actual Mallyx skills are very visually apparent otherwise. Are they? Maybe I'm just blind because I see when they go into glint stance, but I have no idea what to dodge when they go mallyx. All I can dodge is mace attacks they shove out occasionally.The AoE pull (Call to Anguish) is pretty much the only skill you'd have to dodge, and it's pretty obvious when they're leaping right at you. Other than that there's the elite skill (Embrace the Darkness) with the big pulsing torment field around them that you don't really dodge, just stay as far away as possible.
  8. Making pubstomping and ganking easier doesn't "fix" anything.
  9. It's probably True Nature - Demon causing this problem. Sending back your conditions with only 1/4 cast time and 600 radius, all the actual Mallyx skills are very visually apparent otherwise.
  10. Not really the same. With the new #3 skill the arrows always come from the direction your character is facing rather than random directions. This is much more consistent in hitting since you just need to chase the target a little for all hits to land, also works much better at short range. The downside is you can't use the skill while facing away and it even goes on interrupt cooldown if you try.
  11. Dealing with CC isn't much of a problem if I'm paying attention and dodge them when necessary. The high vigor uptime and +25% endurance regen (Enduring Recovery) helps. Also if I'm the one doing it first (with Scorchrazor and Darkrazor) then I don't need to worry. Last resort for if I do eat a stun is swapping to staff and using #5 skill to escape follow up attacks and hopefully recover some hp on interrupt with Sigil of Draining
  12. I don't know anything about those sPvP builds, but this is my go to build for WvW roaming: Renegade WvW Build Some of the highlights: Nearly 100% uptime of fury, vigor, and might (averaging 15-20 stacks)100% crit chance with fury and full enduranceCritical hits and flanking attacks grant mightCC applies weakness and grants 5-6 might15% reduced damage from vigor25% increased movement speedIf the new Sevenshot works as described, I'm thinking we'll basically have a land based version of the trident #2 and #5 skill.That kind of change could make a big difference for me. The only time I can really "burst" a target is when I land Scorchrazor and follow-up with other attacks. Now it shouldn't be as big a deal if Scorchrazor is dodged or missed since I'll hopefully have an additional high pressure skill that works on its own.
  13. Hurray for Sevenshot change! Did it really take 90+ days to come up with everything here though?
  14. The fights weren't that interesting but good music choice, especially the last song.
  15. Half the hp of the vines. There are no physical vines, I forget to mention that part. It just shows the vine icon on your skill bar and you can dodge the effect (no pulsing) after the "fuse" expires.
  16. I have a solution for Ancient Seeds. Instead of allowing a trait to instantly trigger an elite skill every 10 sec, we make it so you have to use an elite skill to trigger the trait. Also, increase the cooldown to something like 45 sec and have the immobilize occur after 3 sec delay and be dodgeable.
  17. Way too soon, it's only been 3+ months since the last major one.
  18. Are you saying fighting certain guilds is like getting hit by a frying pan?
  19. We've got multiple minor traits from Invocation and Renegade giving fury though. Why would someone give up Incensed Response that capitalizes on it just for more fury?
  20. Yeah, thinking back over the years I'd say a few thieves I've encountered were probably covering up hacks. Not just repeated stealth without animation, but doing the teleporty speed hack or instantly resetting health while in stealth. Warrior, guardian and revenant also seem like they're preferred by hackers in my experience. For warriors and guardians they usually slap on some -10% damage food as if to pretend they're a tanky build, but are actually resetting their health whenever taking damage. The revenant ones are even more subtle, they allow moderate amounts of damage but always have Infuse Light off cooldown to save them somehow.
  21. Sniff doesn't apply Marked or affect stealthed players in any way, if that's what you're thinking.
  22. I'm done arguing over Herald, but the fact that you and some others suddenly start calling Renegade OP shows complete ignorance of the EP. Renegade has literally been the only 'garbage' EP since PoF launch. It's current position is still not 'meta'. Renegade managed to 'crawl' closer to being 'meta' only after the 'Big Nerf' patch that rightfully reduced power-creep for all classes. Please, try to at least play the class before posting such ignorant generalisations on the forum. Thanks!P.S. Been playing Renegade in ranked since PoF launch. I guess something being OP to them means having to deal with it on even footing. Renegade hasn't received any significant changes in the past 3 years so I don't know why else it would suddenly be a problem. Maybe it needs to be emergency disabled like Chaotic Interruption was if I'm understanding typical pvp logic.
  23. I think the shortbow is fine in wvw and pvp. Not sure why people expect any decent results when they play it as pure condi and pair it with skills + traits tuned for melee. The auto-attack has better power scaling than thief or ranger shortbows, and several other 900 range weapons... And I don't know what people expect for defense, another silly backwards step while evading 3/4 sec skill? Revs aleady got Riposting Shadows and Call to Anguish for mobility options, Scorchrazor, Darkrazor, and Forced Engagement for CC options. I hope it's not people thinking something as busted as Infiltrator's Arrow would be reasonable.
  24. I can't even imagine having problems with crev while having access to antitoxin runes / sigil of cleansing that cleanses 3 / food Yeah, makes fighting gimmicky condi builds even more trivial. Probably not worth mentioning they also have food and non-watered down sigils.
  25. You pvpers are so cute. I can't even imagine condi revs without dire/trailblazer stats and access to tormenting runes being a threat.
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