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wetwillyhip.7254

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  1. Everyone including myself are crashing in WvW constantly since WvW reset tonight. It's insanity! It doesn't matter whether you have 1 person on screen or 50, your game just quits so fast.
  2. You guys said at the beginning of the stream that these balance chances were going to increase the amount of viable builds for the classes and I don't see a huge overhaul of all the by-far-least used skills. I'm looking at Ele utilities and elites, engineer gadget utilities, mesmer utilities--I'm talking about the ones NO ONE ever will pick because they are god awful compared to the few that everyone always takes... I thought this was supposed to be a major PVE balance patch and it feels so underwhelming with the majority of classes barely touched and improved. I think Revenant, Herald, dragonhunters could use a bit more buffing. Dragonhunters are squishy AF. Reaper needs more buffs in the spite & soul reaping trait lines--and Reapers Shroud should be reverted to take 50% reduced in coming damage. Deadeyes, daredevils, and thief really are a rarity in PVE-buffing only a handful of things will not get players interested enough to play them, they need major buffs and overhauls. Why would you nerf the range of a deadeye when it's supposed to be a sniper? I'm all for boon homogeny but you NEED to keep each class' unique identity more intact... that goes for ranger spirits, warrior banners, etc. Its still astonishing that these unique aspects of those classes are obliterated earlier this year. Lets not continue to remove class uniqueness. Please, like so many have said, do not make Ele scepter water 3 (trident) only heal the caster, this skill helps a heal alac tempest heal their allies! Also many have said Alacrity on Tempest needs to pulse or apply at the start of an overload!!
  3. Are we going to forget that there are design notes that need to be posted by @Josh Davis.7865? Still waiting.
  4. This is not a pay to win game. Play the damned game and earn it like everyone else has.
  5. As a person who used to main Ele, I got tired of the lack of sustain and playing the piano. The level of high risk and input for same (and not higher) reward as other classes is a huge turn off. At least Tempest and Weaver had better fleshed out themes and played uniquely. They had more development. Catalyst is too limited with how you need to play to get the most of the utility skills. Skills in general are WAY too slow to cast, they should have zero cast times and feel really mobile like dagger/dagger or sword if you're gonna be melee AGAIN. Orbs duration is way too short (and forces you to switch attunements way too fast within seconds of casting it) and don't pay off enough. Orbs could be the profession mechanic rather than some combo field that lasts 15 seconds that you have to build up and by then the fight should be over.. but with how slow and clunky things feel, the fights last too long and the damage in the open world isn't worth it. This is again an overly complicated elite and doesn't feel unique at all to tempest and weaver. It just takes combo fields and damage that already exists and makes Elementalist 2.0. I can already combo fields in all elites and do ticking damage especially well with tempest overloads. Please simplify Catalyst, make it powerful, make it unique and different and for gods sakes make it more survivable with more sustain. Play around with Arcane magic and get rid of the 4 attunements we've had this entire time or with tome books for spells.... or preparations that enhance skills to hit harder and longer.... or just do something different please. Play with an arcane hammer, build from Thor and the existing lightning hammer summon you have. Hammer 3 orbs should be a toggle. There's all kinds of ideas out there. The development on all these elite specs so far have been underwhelming compared to HoT/PoF. Create a theme and unique role, and work on fleshing it out more with its weapon skills, utilities, and traits. Prime examples are Reaper and Holosmith. Virtuoso is probably the closest fleshed out elite that has all this.
  6. The problem with the new elite specs isn't just the damage numbers, it's the thematics and level of fleshed out development that goes into these that is lacking. You can't tone down how well developed the previous elites are and you sure as hell need to be careful toning down the numbers on the previous elite specs without severely upsetting the player base. The new ones are not playing as differently or uniquely as the previous elites. They need to allocate more development and resources to these as they don't feel that different. The mechanics, weapons, skills, utilities, traits, should all tie into the theme and role of the new specialization and what it does. Great examples of this is Reaper and Holosmith. Most of these don't do that. They should be brought up to par with HoT and POF elites, not the opposite. I would say Virtuoso is probably the most fleshed out thematic and unique elite so far.
  7. Just to reiterate some important points here... Harbinger should not just focus around one single condition and it shouldn't be torment. Torment, burning, boon corruption, and cripple are a theme of Scourge. Please have the Harbinger primarily use a different theme of conditions like a buffed up Poison, Slow, and Blind (maybe confusion?). Thinking about PVP/WvW too--if all we do is torment primarily, it's not much of a threat and can get removed easily. Don't push the use of 3 different roles with Harbinger. Power feels too weak. Stick with Condi & support at the maximum. Revise the top trait line for more synergy and flavor with a condition or support build and create them in line with the thematics of Harbinger. I would say make the adept top and bottom 1% dmg+ per blight traits be a standard inherent baseline of blight. It shouldn't have to be something you choose in a trait line. Elixirs feel incredibly bland, insufficient, and disjointed with the class and its theme. Elixirs should imbue our attacks with more damage or conditions while benefiting us with longer lasting boons. I think this class should really be strong in playing around with combo fields and finishers, especially poison and smoke fields. Add fields to the utility skills and finishers to the pistol and shroud abilities. Different combos = different styles and "recipes" that Harbinger can pull off that could result in stealth, blinding bolts, area blind, area weakness, etc. Maybe make some traits that play off of combo'ing. Since we have a good amount of built in stuns/dazes/float--make some traits proc something when we cc--like Insidious Disruption. Play with improving poison in Harbinger traits, I hate to only find that in Death Magic trait line. Make blight look visually the opposite of barrier where it rises from the bottom of your health bar. Maybe make blight something we can apply to other foes to help cleave them down quicker. Have it be a cc to defiant champs. Add fear into the class some how so 3 different traits that have synergy with fear can be considered. Dhuumfire is overnerfed.
  8. I'll paste what i wrote in another thread: Elixirs do not contain any benefits that tie into the of Harbinger and its theme. Shroud and utility skills just feel disjointed. Utilities need flavor and purpose that synergize with Harbinger theme, mechanics, other necro trait lines--like the punishment skills for scourge that boon convert into a theme of fire and torment. Chrono had wells that ties in with the theme of time shifting and are beneficial in different scenarios. I liked the theme of the holosmith utilities with its mechanical engineering theme of light and photons. I always thought a noxious alchemist would be a theme of poisoning, slow, and blinding. If you're going to have elixirs give us blight, then make them fully worth it. Assuming all these examples give us blight.... 1) Give us one that makes our hits or critical hits imbued with poison damage and blind for a set period to help avoid damage. 2). Give us an elixir that we throw at foes that gives us tick healing, defensive boons, while giving lots of poison, slow, blinding to the enemy (not from a trait). 3). It may be overpowered, but what about a few utilities that put blight on foes like DEEP WOUND in GW1 did. Blight can be a CC for defiance bars and won't work on bosses but on mobs of foes, lets lower their maximum health to help with the lack of cleave we have in pistol/dagger. Other thoughts to spice up themes/interest and gameplay.... Play around with smoke and poison fields and combo finishers that give us blight in exchange for additional unique effects and damage! This alone can be treated like a "recipe" .... so a stealthy/hidden fragile glass cannon alchemist that doesn't want to get caught. Bottom line: I'm just not seeing a big enough reason to take Harbinger over Scourge if you want to compare its damage benchmark, lack of fleshed out theme and play style.
  9. Reaper/Scourge main here. First off, it feels like you're trying to push too many roles on Harbinger to have power, condi, or support roles; it's a weak jack of all trades. Its power build and damage is not on par with Power Reaper. You should add strike damage to pistol and harbinger shroud with much higher power coefficients. Condi build feels much more on par with an elite spec than a power build does currently. I think sticking to condi AND support is best. Replace the power traitline with some more flavorful themed traits. The biggest hands down issue i have so far with Harbinger are the boring elixirs. They are bland, don't synergize well with other necro themes and trait lines and don't do much for our survivability. They also do not tie into the thematics of Harbinger and its theme. Shroud and utility skills just feel disjointed. Utilities need flavor and purpose that synergize with Harbinger mechanics and specialization like the punishment skills for scourge that boon convert into a theme of fire and torment. Chrono had wells that ties in with the theme of time shifting and are beneficial in different scenarios. I liked the theme of the holosmith utilities with its mechanical engineering theme of light and photons. I always thought a noxious alchemist would be a theme of poisoning, slow, and blinding. If you're going to have elixirs give us blight, then make them fully worth it. Assuming all these examples give us blight.... 1) Give us one that makes our hits or critical hits imbued with poison damage and blind for a set period to help avoid damage. 2). Give us an elixir that we throw at foes that gives us tick healing, defensive boons, while giving lots of poison, slow, blinding to the enemy (not from a trait). 3). It may be overpowered, but what about a few utilities that put blight on foes like DEEP WOUND in GW1 did. Blight can be a CC for defiance bars and won't work on bosses but on mobs of foes, lets lower their maximum health to help with the lack of cleave we have in pistol/dagger. Other thoughts to spice up themes/interest and gameplay.... Play around with smoke and poison fields and combo finishers that give us blight in exchange for additional unique effects and damage! This alone can be treated like a "recipe" .... so a stealthy/hidden fragile glass cannon alchemist that doesn't want to get caught. Bottom line: I'm just not seeing a big enough reason to take Harbinger over Scourge if you want to compare its damage benchmark, lack of fleshed out theme and play style PS. Dhuumfire trait is over nerfed.
  10. And I will repeat what I said to the last person who said what you said. There's a difference between WoW and this game. Wow has a sub fee so the developers get a more streamlined and consistent stream of revenue so that they CAN spend the resource sink in creating a playable race. GW2 has always been sub free and will always have less resources to spread around for something as demanding as a new playable race.
  11. HOW is this not a massive resource sink? Tell me how they could do this without making it feel half baked. So you're going to be locked out of all previous skins/armors? A dev replied about this a million years ago on this forum saying it's a resource sink. Don't even think I'm going to go search for that response--for all I know the thread has been archived and gone when the forums were revised. Anyone else remember what I'm talking about?
  12. I never post on these forms but FOR THE LOVE OF GOD AND ALL THAT IS HOLY--GET THIS IN YOUR BRAINS, THERE IS A 1% CHANCE A NEW PLAYABLE RACE WILL EVER BE IMPLEMENTED IN THE GAME. SO STOP THINKING AND POSTING ABOUT IT. WHY YOU MAY ASK? I DUNNO, use your brain and think about how much work it would be... ArenaNet would have to retroactively make all skins, all armors, outfits, cosmetics fit a new race model and that would NOT be worth it. We're talking THOUSANDS of skins and items they have to tweak or redo. And that doesn't even take into the account the work needed to flesh out what is required for a new playable race like capital city, starter area, etc. SO JUST FORGET IT. STOP thinking we're going to get a new playable race. Good God. It's not EASY and a push a button 1 2 3. No more threads about this. No more posts. /end rant.
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