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Kirnale.5914

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Everything posted by Kirnale.5914

  1. Anet! Please FIX this one as soon as possible. My whole desgin is based on these wings.
  2. My impression for WvW: Jade Sphere are useless. No damage, the energy runs out too fast, and the boon gain is underwhelming. Aura gain is too low. You need to build up catalyst energy, which takes a while. Then you are suppose to use jade sphere and combo on it. However, Jade Sphere runs out too fast, the energy loss too fast, and you still have CD on elemental change that prevents a more fluid combo field usage. The utility skills are some of the worst ever. Duration too low, minimal effects. Block is not even a stunbreak, so it is useless in a zerg build. Heal is SUPER LOW. Most skills work better (but still useless) in your Jade Sphere, which again, takes too long to build up. Even worse, some skills only gain advantage on specific spheres, which makes the already bad effects even more useless. Skip on these. Trait: You have 3 ways to play it. Aura build, Stats stack build, or boonshare. Aura is useless, too little combo availble. Boonshare can be done with a rev MUCH better and easier. It also relies on an aoe, which makes it even more an inferior option. Finally, Stats stack - which is only achieveable when you keep dodging enemies aoes. Most likely the only option. However, I doubt Empowered Empowerment can be stacked for a long time, making it kinda useless. Damage is plain bad. And you are still not tanky enough for a melee combat. Combine bad damage, melee, and squishy ele and you gain another useless specialization. Healing is waaaay too low (repeat intended). EDIT: Improvements that can be done: Change the way jade sphere works. Make it an AOE that follows you just like tempest overload. Change the effects too: Give it 3 Tiers. Tier 1 for energy 0-10, Tier 2 for energy 10-20, and Tier 3 for energy 20-30. Tier 1 should give you a minimum duration of 4 seconds. Each tier increases the number of boon that you can gain (e.g. tier 1 just might, tier 2 might + fury, tier 3 might + fury + quickness). Increase the stats gain duration. 15s is too low when considering the way you gain them. It also needs a way to gain them on a more consistent basis. Give more access to combo usage. Or reduce attunement CD when on catalyst. Increase duration of utility skills except block to 8 s. Make it less reliant on a specific jade sphere, and let the second effect take place under any jade sphere. Give the block a stun break, and maybe make the super speed for invigorating air a group superspeed. Reduce the CD on Jade sphere. Calibrate it based on the changes that needs to be done. Give hammer some more ways for healing in water. Change the stats for ele in general to deal with the low survivability (increase it to mid, or even high tier health, since we are OFFICIALLY a melee class with our third melee specialization).
  3. Isn't it under wvwstats - Match History ? I can see a server's MU all the way back to 2016.
  4. You played during wrong play hours for your server - every server has a prime time where the most action is, and typically, you would see one to multiple commanders during these times, at least in EU. Join you server's discord/ts you will find a tag there much easier. Ask in map chat about these datas. Don't worry you don't need to talk.You didn't join a zerg. Any wvw beginner should start the game with a zerg. Zergs were always the main attraction to WvW, everything thing else is for more specific people. You didn't bother asking where to find commanders. You can ask these questions in any large pve city too if WvW is dead during your play time. Who know you might even get a guild invite, then things will get a lot easier. If you are on a dead server or serverlink, then you need to transfer to a more active one. The higher the tier of your server is, the more active it is. Check what server you are on.flipping camps is less about having fights like in spvp, but more about getting supplies to siege objectives. The larger the objectives, and the higher the tier of an objectives is, the more players will come to defend it . Players are limited per map to something around 60-65 players. So you can't expect to see enemies everywhere, therefore, people prioritize certain objectives. This is especially true during off time where there is a lack of players to defend objectives.Not blaming you though, this mode is not very beginner friendly. But it never hurts to ask around for more information. I recommend watching some videos from commanders, like bezainaz in twitch (not intended ad), then you might understand why people play it.
  5. You can reach 300k+ dps for a short time. Not my video.
  6. Anet don't forget burnguard, stealth and the removal of thief ports
  7. PLease Arenanet consider balancing stealth. Give some counterplay to it or nerf the insane stack duration. At this rate both roaming and the keeps will be full of deadeyes as they cannot be burst down anymore. Cap stealth per minute or something, I don't care how but address it
  8. I really want the shrine cat ears to complete my egypt style. Please put it back into the tp!
  9. Please relink this month like last year. https://en-forum.guildwars2.com/discussion/63708/world-links-coming-this-week-12-21-2018
  10. Isn't it theoretical possible to play a heal core engi as you can still use med kit and elixir gun? And elixier B's F skill still gives stability as a replacement for bulwark gyro and you can use utility goggles for detection pulse.. Kinda like a weaker version of heal scrapper, but still useful.
  11. Here is what I experienced so far from 2 high servers, if we just take a look at the weekend. You can compare them with your full server if you like. Server A: Here is a "high" server's weekend: almost no players on friday (from main server no leads), most people are from linking partner and one guild 15 people from main server. Players starts playing on saturday night, usually 1-2 zergs, with the support of link. Sundays morning 10-15. Daytime is carried by roamers of link + main and some no voice tag. Sunday night 2 zergs, one bigger 40+ and the other smaller (10+) no queue. Server B: Here is another high server's weekend: 3x40+ zergs on reset with minor nightcapping and couple of roamers. Saturday morning + daytime = small zerg, usually 10+. Primetime 1 public with 30+ and 3-4 guilds, which lasts for 2 hours. No nightcapping. Sunday early morning a couple of people, not more than 10, short playtime. If lucky, another one tags up. Again, a few people during daytime. And if lucky 1public + guilds or just guilds during primetime. No nightcapping. Comparing both: Server B is stronger during weekend, but weaker during the week. Both are labeled at high by anets system. One have low queue on fridays reset (B), usually 10-15~, one doesn't have any at all (A). Now, is it high? If you add both up, you would have a really active linking. That's too much for anets standard though, thats why high servers usually gets linked with medium servers.
  12. I'm sure I will be repeating some stuff, but here are my opinions anyways. I won't discuss what I'm posting, since this is just what I think and for anet to collect data on player opinions. Stability:A small suggestion i have is to spread shareable stability to different support classes such as ranger/druid, engi/scrapper (current one is not good as main stab.), ele/tempest so we can make use of more than just a firebrand. The lack of firebrand in our server is due to the fact that firebrand isn't fun for everyone. Other people prefer to play scapper or tempest as support, so it would be helpful if those classes can also be main stability spreader. Druid as a forth option is to finally make them zerg friendly so people don't instant deny them. Retailation:Rework this one entirely. Some classes such as eles or even holos does a lot of fast damage ticks. All these damage ticks will return to the caster no matter where they are. It's fairly broken and receiving damage can be as high as 9k per second. I literally die in two ticks if I drop my full bomb on a stacking zerg. Sometimes even from 100% life to full death if I hit a lot and all of them have retail. Stealth:This one needs to be addressed. If this stays strong like now, then make them less available. Veil is the prime example of how stealth should be shared: Short, shareable, but with long CD and requires a bit of coordination with the commander. Everything else is overkill. Stealth should not be stacked with combo fields, similar to why invuls are not stackable with combo fields. Also lower all damage that comes straight from stealth by x % as a 2 second debuff after exiting stealth (this also counts for the first strike). For both zergs and roaming, a stealth bomb can easily kill the other party without effort. Reducing the damage from stealth will give the other party a fighting chance,thus longer and better quality fights. Boons in general:Similar to blade and soul, you can make each class or build a specialist in a single boon. On top of it, make it shareable for 10 people, so people can start creating groups of 10 instead of 5. This adds a bit more of build plays and rewards organized groups. For example, if I choose weaver, I can share might with the others, If I choose tempest, I can share stability. If I go for herald, I can share fury etc. Corrupt+damage:Needs to be either tuned down, or make corrupting skills less power efficient. Currently, it does too much damage on top of the corruption it offers. Or reduce it to 5 targets, because I don't get why necro is the only one that can target 10 people. The original 5 target was already deadly, now the 10 target is just plain overkill. I've seen squads that constists of more than 50% necros, which is insane. Projectiles:Make all "projectile reflect", absorb instead. Decrease the aborption rate by 50%, so half of the projectile will still go through or hit another absorption barrier. That way, zergs can still be safe from projectiles, but requires twice the amount of shields. Damage vs defense vs healing:Currently, it's either receiving deadly damage or none. I would honest tune down all active defense that reduces damage by 100% to something like 80%. Dodge should be still 100% and cannot be tuned (regenerated) by bufffood or builds. Mirage's dodge should make all their damage to zero while their dodge lasts. Dodging damage should cut all the way down to warriors dodging damage trait. Daredevils dodge uptime is more than it's downtime, which is overkill.While all damage reduction will see a nerf, all damage should also be reduced. Might and power can be directly nerfed to cut down damage across the board.To prevent absolut bunker, also nerf all healing source to make it useful while also not unkillable. Offtopic: Increase squad size to 60. Get a better server, current lags are horrible even outside of EBG.
  13. We actually do, but the smaller squad doesn't see squad marks. The moral is also much lower, people tend to leave much faster and look for other maps where they can join the main squad. It's really not quite the same as if it's a run with a guild.New players on the map also won't see the second tag if we hide it. If we show the second tag, then some people find it disturbing in a fight.
  14. Is there any reason the squad size needs to be limited at 50? Couldn't it be incresed to 60 or 70? I have been wondering about that for a while. More than often our commanders gets more than 50 zerglings, especially on reset fridays. Other people, even with correct build and skills, can't get in and have to live without support, heals, etc.I would say the same problem persist in PvE too, but strangely, no one have questioned it, or at least not that I am aware of.
  15. simply limit the range of retaliation (like 900 range) or like steki said, give a cooldown for each attacker.
  16. The worst part is that you use it in the first battle, then you died midway, teleport back to spawn, join up with the commander and stack until people are gathered and face another zerg after going out of spawn, but FGS is still on CD. As far as other classes goes, they might also have long CD elite, but they don't have to use it. They have better choice with shorter CD, but eles have to stick with FGS. Edit: talking about WvW
  17. -10% damage global damage while attuned to fire-150 power because we are going air instead of fire 60 ferocity for Raging Storm+180 condition damage 150 all round ferocity - 30 (compared to before) while attuned to air3% swiftnessSo it's -10% damage -150 power VS +3% damage +60 ferocity +180 condition damage unless I am missing something. Not to mention that the skills in air are worse than fire anyways. In my eyes it's a nerf for staff ele. Not to mention you need to double tune air in order to get elementals of rage, since your are not double tuning fire. They messed up the rotation entirely.
  18. It's really sad that they really have to nerf a build that is barely playable in GvG. Guess they really don't want players to play anything other than their meta builds.
  19. Yes that's where the problem lies: Skill. It is possible, I can make it possible too on an average GvG. But seriously, if you need that much skill, then this class has balance issues. I played the heal scrapper and it took me only a day to stay alive as long as my weaver and doing the full support role it offers. Same for the rev on the damage side or the necro. Instant damage is also something most guilds are after, and weaver doesn't have that besides small burst, mainly because stealth->reveal->spike can win you a lot of fights. Image weaver on a rating of 5/5 being cellofrag / crann or other big talents. Then the big weavers are at 4/5, playing the class effectively while only struggling at higher tier play and your average pug at 1-3/5, who usually gets outdamaged (or same damage) by revs.That means that only the tier 1 player are qualified for hardcore GvG (including tournaments), while the 4/5 rating player is already a risky pick to take. And even the best needs to focus hard in order to survive well.In other words: This class isn't top tier so you have to close the gap with your personal skill. Most people won't bother with that, and they simply go with "better" builds to reach that level of play faster. I think weaver still deserved the rating of 4+, but it still lacks in order to get a full 5 like other GvG meta builds. They are insane in public fights, but requires insane skills in smaller scale GvG in order to be relevant.
  20. I don't know about that video. Most of the time you had a choke, you outnumber your enemy or generally you play in a big group (GvG Tournament was 15vs15).I am not saying your bad, you are actually very good, but that video didn't show much about what limitations a weaver have or why people call it off as bad. Generally, weaver is a good dps, and in a normal public vs public it is the best DPS class. I can say that one for sure. But in a GvG case, only the biggest talents can keep up with a decent rev. They are too risky to use, that why most groups skip weaver. Most of your enemies will be playing with stealth, and restealth a lot, while having a high uptime for superspeed, protection coupled with good movement. They won't stand even a second in your MS. That's where "weaver is bad" is really coming from. Weavers have it's moment where it shines. In public I agree with you, it is quite OP I must say. But the smaller the scale, the stronger your enemies are, the less area limitations you have the more likely you will be outdpsed by revs. Not to mention, your skill level needs to be higher than any revs. An equal skilled rev will easily outdps equal skilled weaver. And on top of their damage, they also bring nice support, something we lack entirely besides a couple of ccs. OP did bring one solid argument. Retaliation is a problem for ele, and no other classes. If you play public for example, and the main troop is full and you are assigned to the range group, then good luck trying to do damage. Throw in a huge bomb, and the next thing you do is healing healing healing. This is not a problem in any zergs, but there are times you wish that your enemy doesn't get rewarded this much by doing nothing but buffing. Or sometimes you play off hours and have to defend without a zerg at all against a mass zerg with just a couple of randoms. Retaliation will also make you suffer there, and reduce your DPS by a good 50-60%, since you have to recover a lot. I play on a server that has been outnumbered all the time like that and I have always wished there was a way to bypass retaliation.
  21. I think that increasing the base HP would already be an utopian stuff for ele.
  22. They also reduce Lava Font's CD, so, to be precisely: Original State: 8s = 100% DMG (12,5% Damage/second) After big nerf: 6s = 60% DMG (10% Damage/second) After tiny buff: 6s = 66% DMG (11% Damage/second) No nerf, just CD change would be: 12,5%*6 = 75% DMG (For 6s CD without touching it's damage) or easier: 6s = 75% DMG Still a flat nerf for no reason and is still missing 15% damage from the 60% state (or 9% damage from it's original state).
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