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HumanComplex.1648

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Everything posted by HumanComplex.1648

  1. With the efforts involved in getting gw2 ported to dx11 via bgfx, is there any talk of looking into the newly released DirectStorage from Microsoft and its potential impact on load times?
  2. what build on core mes is that good? i mirage was the only viable spec.
  3. does it permanently knock out 20% of current condi durations when you get regen boon? or is it only for the duration of the regen and then they go back to normal durations? if the later why would you take this trait over self-deception? has anyone measured how much damage mitigation this provides in practice?
  4. A class doesn't have to be super complex to play well in practice. Warrior scales with mechanical skill so its fun to play. I'd rather have different flavor of existing playstyle than them trying to force a new one. Having said that I would have like to see a new playstyle for eod. F skills need to track and/or they need to be high velocity. The bar for F3 needs to be pistol 5 or better in both cast time and velocity. f4 should also block for allies that are in it.
  5. intent is to just provide ideas to inspire new ones. some of these are admittedly dumb, too strong, or too weak. // UTILITIES * utility that swaps your position with your target foe and dazes for 1 sec. second skill that returns players to original locations. * Ground targeted version of above, i.e. place foe at location. second skill that returns foe. * unblockable for 3s. every 1k damage in this window recharges the cooldown by 1s. * Exchange half the difference in health percentage with target foe, after 7s this is undone. * half the duration of all conditions on foe. your condition damage is increase by 500 for 5s. * ammo skill, gain charges when successfully doge/block (max 3 charges). spend charge to block for 0.5 sec. blocks from this skill does not recharge this skill. successful block dazes foes that struck you. // HEAL * heal for a little. for 3 seconds, heal for a percentage of damage dealt. You are unblockable. activating this skill recharges all skills by 3s and provides quickness. after 3 seconds, all skills that arent fully recharged have +3 seconds added to their recharge timer. * heal for a little. for 10 seconds, heal for a percentage of damage you would have receive from sources you doged/blocked. * consume blades for health. // ELITE * for 10s, getting hit dazes nearby foes for 1s. * for 20s, whenever you doge/block, recharge all skills by 0.5s, 1s icd. * summon a phantasm for 5 seconds that is a fully copy of yourself (snapshot of stats, weapons, health, skill cds, traits, etc) and performs all your same actions. * Gain a copy of target foes elite skill, it does half of all effects and durations but has 2 charges. * channeled invuln for 3s, recharge your shatters and gain 3 blades. * stun foe. if there is a downed player nearby exchange downstate of downed player with target. after 7s downed states is exchanged again. * (modal) tether target for 10s. if foe conditions applied to this foe are transferred to nearby foes for half their duration. if ally, modal shatters also affect nearby allies. // TRAITS * Alac on shatter and weapon swap. Alac decreases damage output. * Alac affects weapon swap recharge. Alac decreases damage output. * access to weapons of other specializations. * doge/block blinds nearby foes * doge/block applies x condition to nearby foes * doge/block gives alac * doge/block gives aegis * doge/block reflects damage * doge/block recharges all skills by 0.5s, 1s icd. * doge/block recharges weapon swap by 1s. * when a foe suffers damage from confusion on skill-use, they get half of their existing stack (max 5 additional) for 2s, 2s icd. * confusion lasts longer but does less damage. * confusion lasts shorter but does more damage. * shatter skill 2 becomes an ammo skill * gain an extra doge bar. decreased damage output. * interupting a foe removes 1 boon from them. * when a foe loses a boon cleanse 1 condition * when interrupting a skill, recharge all you skills and weapon swap by 0.5s. * when interupting a foe inflict x condition on foes near the target foe. * shatters deal less damage but recharge faster. // DAGGER * Dagger should have a block or something that procs the block evade trait. * Dagger should have some condis, maybe some bleed. a trait with "wielding a dagger increases bleed duration", could add that to existing bleed trait. * modal remove conditions from ally and surrounding allies * modal auto attack decrease movement imparting conditions from ally and surrounding allies by 3 seconds. * modal auto attack swap locations with target ally // SHATTERS * modal shatters (target an ally to access support shatters) * shatters in this mode have no recharge and are instant cast (maybe at least f1 and f4), blades are essentially initiative. * f1 is raw heal * f2 condition cleanse 2 per * f3 is stab application * f4 is 0.5s invuln application
  6. * Dagger should have a block or something that procs the block evade trait.
  7. * Give access to alac. * trait where alac affects the weapon swap recharge.
  8. atm im not sure if there are enough players to do this, or at least q times will get pretty long for p+
  9. imo this would be like changing the positions of the buttons in the base skill bar around for every class, it doesnt make any sense. For example on soulbeast the ui makes it look like f1,2,3 are f2,3,4 both positionally and for the fact that the pet icon looks like a button and its in the f1 spot. not sure if other ppl get this but muscle memory will try to hit the positional f key and not the number that its labeled with which makes the class annoying to learn. edit: i guess im not communicating this clearly since no one is understanding what im saying. but taking another stab at this, and using soulbeast as an example again, you would fix soulbeast by moving the pet icon out of the f1 position and moving to the end so that the f skils are positionally consistent with other classes. [f1][f2][f3][pet icon] instead of: [pet icon][f1][f2][f3]
  10. pvp feedback. overall I think untamed has potential, a few simple tweaks can probably make it feel solid mechanically/combat flow wise. I don't normally play ranger and i suck at pvp so perhaps all of my feedback isn't completely valid but i felt the pacing seemed off, but could be great. I thought the traits were interesting. (although the mobility one didn't seem to be enough for some reason, was still hard to connect in melee idk, maybe this was more of the longer animations on hammer) I think this stems from being mostly locked out of the one of you combat components (damage vs cc) when in either of the modes. the core issue of "flow/pacing/mechanics" was the one sidedness of the modes. some options to solve this issue: simple: * decrease the cooldown on f5 * access to the pet skills no matter what mode you are in. yes, scrap the untamed pet's skills. they didn't pair well your cc hammer, but maybe i needed to play with it a bit more less simple: * two sets of pets (4 total), so f5 will flip to a different set of pets. 2 when you are tamed and two when you are untamed so that you could have the pet cc on damage hammer and damage pets on your cc hammer. but then this open up to stacking all cc or all damage pets, but you can lock out certain pets on each mode, but that's also kinda meh. * mix cc and damage on each of the hammer modes, get rid of the hammer skill flip and make f5 do something else: * it could call your second pet out into combat for a brief period, it could buff you and your pet for a short period (perhaps make your pets unkillable unccable for a shot period (wvw?), it could be a short cd short range blink with an aoe 2 boon steal (with a port back that gives those boon to allies?), the pet set flip, i will say the teleport skill could have a port back option like the thief blink and see how that feels. imo the gold standard for combat flow and mechanics is spellbreaker. weaving damage cc depending on the moment make the spec scale with your mechanical skill and your ability to read, track, predict. this is enabled by not being locked into a mode for too long. if the weapon and f skill cds were longer it would start to make it feel bad. imo one reason untamed feels off may be for f5 cooldown reasons.
  11. noob looking for answers. Reached around 3k games playing off and on since beta but im still have the skill of someone who just picked up the game. looking for advice from someone who sucked for a long time and got better. should i work on learning all the classes to some basic understanding (which i *still* don't have) or should i really just focus on dueling? what counters/or how do i fight reaper? necro? daredevil? trap dh? burn weaver? soulbeast? ranger? EDIT: from comment questions: @Genesis.5169 usually play mes or war because i like them, thief i play if our team doesnt have one. currently learning reaper. maybe trap dh next since it seems to shred everything. rank is usually mid to upper gold but currently in upper silver @Trevor Boyer.6524yes i have good pc, keybindings, razer mouse,etc.i
  12. would be really great to have an auto trash filter. r-click item->add to auto trash filter list. even with all the existing inventory management trash is still an issue. the boxes within boxes nonsense should go away as well. flatten all loot hierarchies as much as possible.
  13. I think another thing that makes war less annoying to fight is they have to build up to their big f1. guards can do 9-10k ranged true shot for free on heavy armor targers where as my big skill as a war is ~4-6k in melee. rangers with the lizard pet that can take out half your health on its own is also super annoying to fight. the pet + their damage is pretty cracked. add on top of that stealth and annoying traps with eternal immob. there are some ele builds (weaver i think) that have insane sustain and damage. i dont want to have to get a phd in all the classes intricacies and animations to be able to fight them effectively. I wish some of the visuals were standardized to bring the noise down as well as make the game (or at least the pvp mode) more playable. some amount of this is a case of the get-gud's but some better design can really make gw2 combat system shine. we have at least 1 class design(war) that clearly pairs well with the combat system. other classes seem like they belong in a turn based jrpg game.
  14. Too lazy to list out every spec. feel free to call out specific specs or builds or mechanics in general. I think maximizing selections in list A and minimizing selections in list B should be a goal in pvp/wvw class balance. I think it would also be helpful to explain why you made your selections. For me my decisions boil down to: Like: even if I lose its obvious to me what I could have done better. Dislike: if I lose its not obvious what I could have done better. "obvious" boils down to clean animations with reasonably obvious tells for big damage (opposed to another nebulous animation among many) One example of things to improve "obvious" would be better adherence or a standardization of visual implication. The guardian well that causes damage crossing the barrier is not at all obvious unless you go make a guardian and read the skill or search out guardian skills online. One way to fix this is to change the ring so that it has an inner and outer red ring making it more clear that the damage occurs at the membrane of the well. a lot of ppl complained about longbow rangers. one thing to help would make the knockback more obvious and slow down the auto attack rate.
  15. yea idk then, for me the only way to get ascended axes is "reaver". actually nvm, pvp ascended axes have axe in the name so i get those under "axe" in any case, having it in game would be nice. having the gw2efficiency ppl modify the search to allow it to search item descriptions would make it more useful. so you could do stuff like "axe, power" do find all your power axes.
  16. it seems to only search the title of the item. searching axe won't pull up all your axes.
  17. It be cool to globally search across chars and bank for a regex instead of logging in to each character and tacking it down. example: `/search axe` to print out characters and bank containing axes. it should search title and description of item. search term can be comma separated list of filters `/search axe, ascended, power` would find ascended axes with a power attribute regex would def be overkill but supporting a comma separated list of simple words or phrases, ignoring case, would be an mvp imo.
  18. yea forgot about that feature. incrementally adding /gg in more modes as dev time allows would be a big qol improvement.
  19. It be cool to have a food util that kills you instantly when your in down state waiting to die in open world. maybe another version that kills you and takes you to your last way point.
  20. The reduced health mechanic needs a visual cue in the health bar, like like deep wound from gw1 or barrier. I think necro has sacrifice health skills like the rez sig that shows you how much life you are going to lose, maybe reuse this but change the color. In the middle of a fight this is more useful to quickly understand how risky things are getting vs having to read text. You have an intuitive sense for how much heat you can take looking at your health levels. this goes away if health is recapped at some smaller amount.
  21. (well sort of)swap positions with target? code for this already exists with sword 3. move a necro's wurm to a deadly spot right before you think they will go to itmove someone to dh trapswap then blink in same direction, basically a situational double blink.swap high-ground low-ground situation inspired by https://www.wikiart.org/en/remedios-varo/dead-leaves-1956
  22. Been playing the guild wars games off and on since they started. I do CMsT4s, strikes, pvp, but really looking to learn raids. I'm on SoS but can switch if needed. My timezone is EST.I have all classes at 80 most specs unlocked and lots of asc gear and can pretty easily
  23. Interested in joining. I do CMs T4s, strikes, and pvp. minimal raid experience but want to learn.
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