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Nemmm.9120

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Everything posted by Nemmm.9120

  1. As an Engineer enjoyer, the changes to Holo are very much appreciated, but I am not quite certain that they're that big a deal to make Holo that much more competitive. But i will have to wait and see for how they work out. I'd like to say that Holo's main issue, for me at least, has always been its relative squishyness. While the 100% heat changes will help in these regards ... they don't really fix the core problem. But I also realize how well a holo does is a combination of experience and practice, so it might not be quite as bad as the first impression. It could be also be worse, though! I am massively disappointed by Scrapper changes. While it is a fun specc to play (solo and as a commander in PvE), I would have hoped for an increase in quickness buff duration in PvE, to make it so I am not "forced" to use the gyros on cooldown to make sure my Quickness uptime is stable. Since, you know, the DPS is already sort of meh, and aside from Quickness, Scrapper is a far cry from what it used to be. The changes to Mechanical genius must be a bad joke. There's other, far better ways, to make the public realise how middling mechanist is outside specific circumstances. The main issue here is how easy to use mechanist is. This change will not stop the average player from playing how they used to. And it will, thusly, probably achieve nothing but annoy players that actually care for their engineer. So congrats on that, I suppose. The changes to warrior have me curious. I also laughed quite a lot about the FB changes. The entire elite spec has been in the way of the balancing, you dance around it every time. I'm half expecting these changes to turn into a big buff and make FB even less balanced.
  2. Hello, As the title states I need to vent about this horrid pile of garbage that the current UI is. Dear ArenaNet, why on earth is it still the same as it was ten years ago, for the most part? Why is the additional content, like mounts, chairs, the Jade Bot's features, confined to such ... worthlessly tiny, stupidly placed plates? Why are keybinds neither stored locally, nor stored seperately for each character? Especially the latter would help make a game that allows you to switch characters so quickly to fill in the need of a group even more appealing. Why can I not report afk people in PvP if I don't have their portrait, or their name in the chat? Why are keybinds not seperate between different "character states" (i.E. mounted, submerged, on foot, flying) AND locally saved? Why can't we move parts of the UI around to fit our playstyle better? Why can we STILL not tone down the absolute flood of pixelvomit that gets shoved into our eyes whenever we have a party of more than 5 people? Why's the Guild UI feel like you put it in at the start, and then promptly forgot about it? Why is the buff bar such a horrid abomination when it's not compacted (the one in the top left, Group UI, that is. I don't even bother looking at the one above the skills, because it's basically out of view when I focus on the actual fight)? Why is the Trading Post, something so incredibly vital, about as stable as a sand castle facing a tidal wave? Why is the keybinding menu itself so utterly devoid of any semblance of sense? No search bar in a menu so stuffed (and scuffed), and yet vitally important? Why do I have to confirm every little thing? Like when I want to leave the PvP arena AFTER the game is over. What do you think I wanna do? Take a vacation there? Why can I, aside from immediately after the match, not see ANY metrics in the Game History list of my PvP Panel? Why does the "Your (PvP) Match is ready" textbox DISABLE EVERYTHING until I accept or decline? Why is half of your UI so disruptive towards gameplay? Why do SECONDARY keybinds overwrite PRIMARY keybinds when pressed? Why does the Achievement tab in my Hero UI not remember which page I was on the last time I opened it (in the same sitting, not talking about character switching or logging out)? Why is the daily list hidden as soon as I am following/watching a singular achievement? There's enough space below the daily list! Why do you keep adding functions (that are really useful!) to the Pet Bar, yet you do not allow Keybinds per character, keybinds per character state, OR keybinds to have more than two uses at once? Because I am fairly certain "Attack" command could be bound to the first ability of the pet, too, and it wouldn't be a big deal. And this doesn't even cover the complaints I heard from new players (like those coming in with steam release) that almost immediately (latest after about a week) lose interest in your game because your UI is so, so incredibly outdated and bad by today's standards. I would really, REALLY recommend you finally buckle up and update this outdated mess. You're losing new, very interested and willing to pay, players because you refuse to finally get your rear in gear and fix this pile of trash you call a UI. Just allowing Keybinds to be character, or -state specific, would be a ginormous improvement.
  3. Mechanist Mech Commands Rolling Smash: (PvE only) Bleeding stacks applied reduced from 8 to 4. Discharge Array: (PvE only) Confusion duration per hit reduced from 5 seconds to 3 seconds. Crisis Zone: (PvE only) Stability duration reduced from 15 seconds to 6 seconds. Barrier Burst: (PvE only) Base barrier value per pulse reduced from 434 to 260. Might stacks per pulse reduced from 3 to 2. Mace Barrier Blast: (PvE only) Base barrier value reduced from 434 to 260. Signets Barrier Signet: (PvE only) Base barrier value per pulse reduced from 434 to 260. Traits Barrier Engine (Passive): (PvE only) Base barrier value reduced from 434 to 260. You are asking for feedback, so I am happy to give my two cents _________________________________________________________________________________________________ Aside from the fact that I am, obviously, not very happy to have my favourite class' elite nerfed, I think some of these changes feel like overreaching. For one, you're not exactly trying to be precise or careful. You're just whipping out the nerf hammer and hitting everything with a roughly 40% nerf (slightly more, but that's not the point). That feels, if anything like "We don't quite understand why mechanist is such a preferred support class, so we're gonna slap the barrier about and see if that makes the other support classes more desirable." And I have a hard time hoping this will work. However, what I feel I can agree on, is that there's too much barrier available. Not the amount, but the ways to acquire it. I, honestly, feel that the amount of barrier per trait/signet/ability is actually pretty laughable and pitiful without picking gear with stats for it. It is in conjunction that they work well. As far as their actual value goes, this is pretty minor in open World PvE content. The big value of mechanist is not the barrier, and potentially not even the (pretty big) on demand healing you can produce with water fields, it is verything else. Protection, Fury, Might. All the great buffs you can provide, in part thanks to the turrests, is why Mechanist support is so fun. This is something that is, at least it seems that way, hard for the people working in balance to understand. There's a lot of people that enjoy playing Mechanist support because they can give all these buffs so their allies/friends/guild/whatever, don't have to worry about the uptime in the back of their minds. Is it extremely powerful? Without question! Should that be something to worry about? Well, looking back at Firebrand the last few years, apparently not? But the sarcasm aside, I am honestly not sure nerfing the barriers across the board is a good idea. What I would recommend, is instead buffing single use sources, to promote a gameplay style that works against big attacks and encourages players to use their cooldowns when they know the enemy is going to hit hard. Which also seems what is intended anyway, looking at the change to stability duration, at a glance to the change to Crisis Zone. Buffing Crisis Zone, and Barrier Signet , potentially increasing the cooldown of Barrier Signet to make it more obvious it is meant as something you use reactively when you notice the enemy started casting something big/when you need some barrier to get everybody back up to safe levels after a big burst, or proactively if you know the fight and the incoming bursts, the others ... i'd honestly prefer you to reduce the nerf to maybe 20%, with potentially Barrier Burst going down by 30%. (On a personal note, I'd be okay with a nerf of ~40% IF you instead increased the scaling.) The nerfs to the Confusion and Bleed-applying skills is okay. With the mech being put on auto, it feels like the specc does too much dmg for too little effort. But then I see Rifle Power mechanist exists (and our Fireboys), and I'm unsure the condi mechanist is your biggest issue. Then again, from my limited playing of Condi FB, it requires more inputs than mechanist (unless you play the kit-based condi spec, which I can not judge). Ended up being more than I had in mind initially, but I hope it's comprehensible.
  4. In 100 Words? Oh boy. Pro:Mounts are amazing! Animation, skillset, everything. Awesome! New skills are nice, new things to learn! Always good. Hero Points are not gated behind stupid encounters like in all of HoT, very good! Areas look amazing! Every single zone looks really good. (personally dislike Desolation) Few but very fitting Renown events. Exploration seems to award more exp. Con:Every trashmob and their mother love to dismount me. World is cluttered with trash Bounty-target areas cluttered with trash -> makes the actual bounty a pain for groups <10ppl too few Waypoints Tomb Mastery requires glitching -> hesitant to do it. No single-player bounties (sometimes, I just want to murderate NPCs alone) (edit) Renegade feels bad Need more Words
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