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Khaliel.3918

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  1. Don't entirely agree with that. I think all 2-handed weapons should have at least one defensive option (and by defensive, I mean anything that can be used to on-demand negate an enemy's attacks, including ability to CC/interrupt them or that gives you mobility such as a leap), and for the most part they do. So too does LB on DH but it's worse than all of the others by far. Blind is one of the weaker defensive options out there, and if it was a reliable attack I'd be fine with it, but the blind is attached to an aimed skill shot which is slow (so it's practically not on-demand). If LB got knockback by default (so you could have HL and BGH at the same time), but no one else got nerfed, it would be balanced. If everyone else got nerfed, but LB and HL were left as is, it would be balanced. That's my final position on this. If your target moves outside your f1 tether range, you lose that +20% damage. Of course BGH is not a melee-only trait, however if you tether someone at 1200 range, then they can very easily break tether, which is why a melee build lends itself to maximizing BGH's potential. Am I missing something? You WOULDN'T be able to keep the 20% damage after pulling someone because that breaks your tether. And for this reason, BGH does not synergize with Test of Faith, because pulling someone immediately causes you to lose that +20% damage. Unfun, maybe a bit, but it's not overpowered any way you want to slice it. You're interpreting its strength in the most ideal possible situation to where it is maximally effective. You can't only evaluate skills in these scenarios otherwise you can make certain skills sound more broken than the dreams of the entire Millenial generation. If someone notices (purely by reaction speed) that they are in the center of your Hunter's Ward aoe, then can begin hobbling and in some cases (if they have swiftness or superspeed) simply walk out of the aoe without needing to burn a dodge. Let's go over them 1 by 1 to see if i think it's fair or not.(just responding to your points, not quoting)Alright but good luck fighting them close range when you lack counterplay options on LB. Also, if you cancel cast to dodge their burst, then as it turns out, they have made YOU burn a cd, and a dodge, and are likely to follow up with another burst/pressure right after your dodge. A smart opponent can force you to trade with them if they are aware of you and see you casting LB5 and DH is not very good at trading once their f3 is on cooldown. So then your ability to use Hunter's Ward is completely obsolete against a majority of encounters? Everyone who is directly focused on you is either going to be attacking you in melee range or ranged themselves.Sure it does. The vast majority of classes have access to stability in an accessible form as part of a meta build (either by default or very little change needed to access stab if they so choose).Sure you burned their teleport.. maybe only after you have burned both your LB 5 and a teleport of your own when you come in for the burst. If you trap a mesmer or a thief (the only two classes you will ever trap with LB 5 who won't use stab to get out), then teleport in with either GS2, or sword 3, then can blink/shadow step out.In the middle of battle once the enemy is not healthy, you're not going to want to be using LB5. They can simply continue auto attacking you (out-dpses you while you are casting + regen endurance), dodge the big hit at the end, and you just came out on the bottom of the trade. Yes i wish we had more situational skills instead of "just mash everything on cooldown", that's great. I should not be buffed to 2.25 channel time tho, because ranger's LB5 is TERRIBLE. The cooldown is long because it's a strong skill, it's just not supposed to be used off-cooldown, but a -5 seconds would be nice to make the weapon a bit more attractive. Well I sure don't. Not on a weapon anyways. Mash everything on cooldown is better than mash 1, and occasionally use 2, 3, 4, and 5 when necessary. Also, why shouldn't it be buffed to 2.25 seconds? That's a really inconsequential buff. And the cooldown is long because Anet THINKS it's a strong skill, not because it objectively is. You know what the cooldown used to be on Virtue of Courage in vanilla GW2? 90 seconds. Retreat? 60 seconds. Are you going to tell me that a single block is so strong that it merits a 60-90s cooldown, even in vanilla GW2? Because I would disagree. Agreed. It's unlikely to happen though. Why nerf 8 when you can buff 1? Anet only has so much time and resources and that's apparent. That's the reason I call for minor incremental buffs and nerfs rather than widespread nerfing to everyone else EDIT: I'll add one more thing: I do appreciate you discussing Hunter's Ward with me. It's made me think about the skill a bit more. I can honestly tell you that in pvp/wvw, I do use the skill at least once or twice per match, but it is a bit disappointing that I don't get to use it in more situations. I am just of the opinion that some minor changes could be made to Hunter's Ward that would functionally keep it the same, would not increase its damage or it's dps, but would make it a whole lot more usable compared to what it is now. Just imagine if you had some changes like:I also appreciate the talk, not gonna respond to anything else because i don't think we can change eachother's mind much on this, but for sure it's a good talk. Thank you! A. Hunter's Ward takes 2.25 seconds to cast instead of 2.75 seconds.B. Hunter's Ward cast takes 2.75 seconds until final impact, but you only sit there casting for the first 2 seconds, leaving you some time to set up another skill before the final impact (could possibly overtune it too much)C. Hunter's Ward could be used while moving (also likely be overtuned lol)D. Hunter's Ward had a shorter cooldown (30-35 seconds) - maybe less CC to compensate.E. Increase the damage a bit (buff final impact 10%, and all initial hits 10%). I'm a fan of scenarios A or E at the very least. I think the skill has too long of a cast time and too long of a cooldown for the amount of foresight it takes to land it and the amount of reward you reap for landing it. I think the D and A would be the best buffs for it, it would make the weapon more fluid and probably wayyyy more attractive to use (if anet at least try to not buff everything else -_-) Or maybe they could rework trueshot into somtehing that deals 2 or 3 periodic hits, and make it hit a bit harder? Maybe trueshot deals 50% of its damage on impact, then the other 50% as a "DoT that can crit" like the new focus #4. Maybe that's a way to make it better and more fair to play against, who knows?At the end of the day i think i just appreciate them not buffing everything to the sky like other people in the forums are suggesting, people say some really extreme stuff here.
  2. It does make it incomplete if you're playing any build other than a pseudo-deadeye, 1-shot TS build. If an opponent knows that your deflecting shot doesn't knockback, they will not respect this attack AT ALL. They will literally let it hit them and just keep attacking you since it does the damage of an auto attack and has no further effect other than an easily removable blind. If you're on longbow and you have an opponent in melee range pressuring you, then you don't really have any skills on your weapon to deal with them. That's the whole reason knockback on LB3 is good since it gives you that option. It forces foes to respect you (by either maintaining distance, or strafing a lot while approaching you which makes kiting for you easier). I don't think we should have to choose between having CC and doing additional damage, I think we should have to choose between being rewarded for landing our CC and doing additional damage.You're supposed to use the longbow to harass targets away from you, not close up targets. Blind have a good use, it's just aegis but you apply it to the enemy instead of yourself.No we shouldn't have CC+20% extra damage for 8 seconds, that's just insane. BGH and HL should be used in different situations, if anet just let us have the knocback+BGH, nobody would pick any other grandmaster trait no matter what. This is not healthy for the game, like i said before, we should bring down overpowered specs instead of just mashing everything in the traitlines together just to keep up.As for your comments on BGH: I don't doubt it. One of my favorite builds to run is a full melee DH that doesn't use traps. While tethered to someone with f1, you do such insane damage that it actually outclasses core-guard during your 8 seconds of f1. It does however equate to less frequent bursts, your burst is almost entirely reliant on landing f1, and you have to be within 1200 range of your opponent for it to work (which is why it synergizes well with a melee-DH). These factors considered, I think BGH is perfectly balanced for LB and has counterplay options. I played a BGH-longbow build all but a handful of times (mostly pvp, not so much wvw), and it does great when you're +1ing but it does SO poorly for a handful of other situations (vs. spellbreaker, holosmith, reaper, daredevil in smaller scale or 1v1 fights) that it's just not as usable as meditrapper imo. That would completely change to more even matchups should BGH-LB build gain access to a knockback on LB3 and I don't think that's overpowered. I mean the core wombo combo of meditrapper wouldn't really even synergize with BGH. You'd immediately lose that 20% extra damage as soon as you try to pull someone across ToF.Traps are terrible, we should look for a rework of those instead of powercreeping the traits. BGH is not a "melee only" trait, it's a 20% damage bonus that lasts for 8 seconds, it works well with anything. I think you guys should let the "i'm a medritrapper, i CC and do big damage!" mentality go, that build will never work again unless anet nerfs all the stab sources available in the game. And being rewarded with damage when you cc-chain someone (instead of CC-chaining and doing damage because they're CC'd) is pretty cancerous anyway, because you either do a lot of damage to someone with no stability or you do zero damage to people with stability.And yes, maybe giving D-shot a knocback isn't OP, but BGH is OP. Being able to keep the 20% damage after pulling someone is not far/healthy, since people would just pull them into traps anyway.Meditrapper is a unfun build to play against, and honestly i'm glad i don't have to play it anymore since i can just play BGH and murder people with my weapons instead of relying on them not having stability. My argument is that it's not a powerful CC though.A 5 seconds ring that won't let people cross it unless they use stab is not powerful? Ok.The damage is absolutely nothing to write home about (channeling damage is negligible and the final impact is identical to truesho iirc),The first few hits remove aegis, blind and apply cripple, i'm ok with them not doing a lot of damage. The final impact is a trueshot with the advantage of the enemy being cripples, without aegis, you won't have blind AND they can't dodge away from it. I love it.and the CC itself is only useful if you're going to capitalize on it (follow up with trueshot, or some other burst combo).Why wouldn't you captalize on it? I show 0 mercy to people that don't dodge Hunter's Ward. Of the 7 points I made to you, 3 of them were scenarios in which you get hit by the final strike and are trapped in the ward. you have so many counterplay options (to either avoid, or to react once struck) against Hunter's Ward that it just equates to a fairly ineffective skill. Let's go over them 1 by 1 to see if i think it's fair or not. I almost agree. Nerfing the overtuned should absolutely be a priority right now, and maybe that would result in a game balance where DH never needs these buffs. Also, I think other weapons/skills need buffing on guardian before DH or LB do.Yeah that would be fantastic, the game would be so much more interesting imo.I always make these arguments for LB buffs though given the current meta, or even recently historical meta: DH could receive baseline knockback on LB3 and it wouldn't overtune the spec at least not in pvp. I wish they took a few patches to nerf things that are overperforming a lot, then found a "level they want elite specs to be in" and put everyone around that level of balance, specially for PvP and WvW.
  3. That's good! Having counterplay against powerful CCs like that is fine, you have to use it at the right time to either bait their dodges/stability, or trap them if you know they used those already. I wish we had more skills balanced like this in the game. If i were to choose a small buff to the skill i'd choose 5~10 CD reduction, but i don't think it's necessary honestly.The damage is pretty OK imo. It's a bit stronger than a trueshot, and the first few hits takes care of aegis and blind, i'm ok with how it is currently. If anything, anet should nerf overperforming builds/specs instead of making DH overpowered. Powercreep is not good for the game in general, we should be asking for proper balance betwen specs instead of screaming for our favorite class to be buffed like some people in the forums do.
  4. DH's longbow is balanced currently.The damage/cooldown from trueshot is fine.People only want deflect shot to have base knockback because they want the damage from Big Game Hunter and that wouldn't be very healthy for the game imo.Puncture Shot and Symbol of Energy could use projectile speed, not attackspeed, but it's pretty fair the way they are currently.Hunter's Ward is "slow" and have a "long cooldown" because it's a very powerful skill, it's a 5 seconds imobilize that cancels actions of the enemy tries to walk out of it without stability and if you don't catch them, they will at least burn one or two dodges, giving you opportunity to hit them with trueshot and puncture shot. Or they could reduce the ring duration from 5 to 2 seconds and reduce the cooldown accordingly. But if you guys are having so much trouble against everything and think ranger's longbow is much better, try playing it instead of guardian.
  5. Asking for support weaver buffs is like asking anet to buff support dragonhunter.Weaver is in a good state, so why mess with it? Just work on support tempest, it sees no play in ranked or wvw.
  6. Wow, so constructive.Anyways, I voted to reduce it to 150. That seems much more reasonable to me. I'm unlocking a mount, not a legendary. It shouldn't be reduced below 250 because getting map currency is easy enough and doesn't take long. You can use pvp/wvw daily potions, gather on different characters, do hearts and buy 5 of each per npc per character, etc. I did it, and you can do it too!It isn't a "legendary" but it's something at the end of the story arc, all those currencies are something anyone that actually play the game should've gathered. For people that just started or didn't even bother playing the other maps: Oh well, i guess now is the time you guys have to actually put effort into the story maps like everyone that already have the skycale did. I'm glad the devs made it this way. It feels good having to do things to get cool stuff, it makes gw2 feel like a game instead of a movie. Hopefuly we have more stuff like this in the works! Yeah, cool. You did it your way. I'm doing it my way. I'm not going to break my back doing content I dislike just to "speed" it up.Well you're free to keep doing what you're into but that doesn't give you the right to "pay less" for the same reward because your subpar way of playing the game doesn't work.By the way, only need Branded Masses and Mistborne Motes now.Good job! Almost there!But sure, I must be "lazy" because I think this should be reduced to a more reasonable requirement: 150 of these currencies. 150 still requires effort and for you to play the map, if that's your argument and logic.250 is a reasonable amount. It's not our fault you can't "break your back" and do other things to speed up your progress. 250 requires a lot of effort, yes, but it's a pretty damn cool mount. Cool things that require effort to get are good for the game, way better than things that require less effort because people that can't be efficient think it's "reasonable". lolI bet the huge majority of people that have skycale didn't complain in the forum about it, they just went there and did it. What makes you think players that don't play the game have the right to get things easier?
  7. Wow, so constructive.Anyways, I voted to reduce it to 150. That seems much more reasonable to me. I'm unlocking a mount, not a legendary. It shouldn't be reduced below 250 because getting map currency is easy enough and doesn't take long. You can use pvp/wvw daily potions, gather on different characters, do hearts and buy 5 of each per npc per character, etc. I did it, and you can do it too!It isn't a "legendary" but it's something at the end of the story arc, all those currencies are something anyone that actually play the game should've gathered. For people that just started or didn't even bother playing the other maps: Oh well, i guess now is the time you guys have to actually put effort into the story maps like everyone that already have the skycale did. I'm glad the devs made it this way. It feels good having to do things to get cool stuff, it makes gw2 feel like a game instead of a movie. Hopefuly we have more stuff like this in the works!
  8. Your vote should be "nerf downstate" if you are in support of no rally. Voting to keep downstate means to keep it as is without any changes.I support it staying as it is, but i would be "ok" with the nerf. So i voted on what i want, but commented on what would be "alright".Also, please do not give general vague opinions. Give specifics, how are those roamers bad? If they are having to secure a down, the other team would by default be the less skilled players, or at the very least the ones that made a mistake in the fight. Calling them "bad" because they can't finish a downed player before they are rezzed etc in an out numbered fight does not make logical sense. If the fight is even numbers it comes out to a draw and downstate itself matter little, it is also why it's not broken in sPvP as sPvP is a forced equal numbered fight. When you get into equal numbered fights (almost always the case in WvW) the mechanic favors those with greater numbers due to a number of factors such as rally, near instant rezzing thats many folds times faster than a stomp, or the large HP pool that has to be DPSed though which is impossible to do when another player is actively rezzing etc etc when they already had the advantage of numbers.Roamers that complain about downstate are bad because they believe they deserve a medal if they burst someone down quick and run away. Everytime i see someone talking about this and try to understand their point, i find out they're either playing a very tanky build made for outsustaining the enemy, so they can't really cleave because they don't have enough damage, or they are playing squishy, one shot builds like longbow sic'em soulbeast, rifle DE, power chrono/mirage, so they will most likely die if they ignore the other enemies and come close to the downed target. I can agree that ressing is a bit overtuned and reducing the downed hp a bit would be "alright", but doing that because bad roamers can't 1v2 properly is not a good reason to push changes for the game at all. The game is focused on ZvZ, and downstate plays an important role in that. Whenever i play DPS on a zerg i always make sure to tag downs and cleave them, be it staff weaver, hammer rev, condi firebrand, scourge, meme shortbow venom theef, because the enemy only dies when they stop breathing.If someone is fighting (1v1, 1v2, 2v2, 50v50) and they think the fight is over just because the enemy is down -> they don't make sure they stop breathing -> get killed after their ress the downed enemy, that's on them, not the game mechanic.One of the most satisfying things in this game IMO is fighting 1v2 or 1v3, downing someone, then finshing them off with either safe-stomp (because i saved stability/invuln for that) or cleaving them down with AoEs and downing one or two more enemies. I usually have my havoc/roam builds built around that, so i'm always sure i can secure kills or at least keep the enemy that is being ressed down so my allies can finish the fight off. I really like how downstate works and aside from minor changes, i hope it stays like that.The statement also assumes only roamers would ever want no downstate, however that is not the case and people who enjoy lots of different fighting styles also want to see changes or removal of downstate.Yeah but downstate is a cool mechanic for zergs too, and working around it is not hard. If you get downs, pressure them so you can rally/ress your friends, or ress your friends so the enemy can't rally. I don't think any of the complains i've read about it are justify removing an unique cool mechanic like this from the game. So because someone was unaware, but in a larger group, they deserve to stay alive is your point? I will say again, the over performing builds need to be reworked period, with or without downstate.If someone's whole playstyle works around "killing unaware people", maybe they should change, not the game
  9. Warclaw brought more cheese, more people scared to fight,ganking, k-trainers, rallybots and took away build diversity. PvP wise Warclaw is a disaster. How is it supposed to be played If its not roaming/havoc/duels ?Because its clear to me that blob fights are unplayable.Is it GvG ? ? Nah it's just zerg. Anet doesn't care about GvG either. ??
  10. The damage multiplier should be reduced, but the reveal duration and range increased.
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