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Buff (slow and weak) projectiles


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I'm not talking about grenades or anything remotely "OP". This is about the https://wiki.guildwars2.com/wiki/Static_Shot 's of the game. Misses half the time, gets reflected or resistance'd the other half. I'm sure other classes have their own version.

So I was fighting staff daredevil today, and while contemplating existence between the infinity dodges, I realized that Speed Relics effectively make you immune to slow projectiles at moderate range and beyond. I could not hit the thief with Static Shot or https://wiki.guildwars2.com/wiki/Launch_Personal_Battering_Ram. Missed every time without being blinded.

Warriors among other heavy hitting melee specs will often cite difficulty to hit / setup as justification for the damage / high impact abilities. I'm here to argue that (some) projectiles are the hardest countered, hardest to hit abilities in the game and therefore deserve high impact effects. Redesigning skill functionality / animation isn't gonna happen, but maybe numbers can be adjusted. Remember, it's Anet we're talking about here. A small indie company.

Projectile hate / reflect is the hardest skill counter in the game and it's abundant. We have Bladesworn's literal Aegis immunity, Untamed's fart bubble, Swirling Winds, 2x Earth shield Mag Auras, Guardian Bubbles, Mesmer Distortion + Bubble, Necro's CPC etc etc. These are frequently encountered and with even moderate coordination leads to high uptime of (effectively) 100% mitigation or greater, with some damage reflected.

Some will say range is a benefit. I agree, if the skill kittening hits at range. Not only do many ranged skills in the game fail at range due to tracking issues, they also fail in melee because your character has to face perfectly toward your target / won't auto turn even if you stand still. Melee attacks at least hit often in melee range. And I swear to god if a melee Warrior comes in here with "but this one time..." I'm gonna lose it. I've been Bull's Charged through walls, Rushed across continents, and Anime slashed through my soul. I don't want to hear it.

So give the Static Shot's of the game 5k damage. Or you know, don't give every class 50% projectile hate uptime + superspeed level movement.

Edited by bethekey.8314
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funny enough warrior's longbow is super bad about this (and if adrenal health/cleansing ire didn't work when you shoot the ground, it would lose most of its value again)
the autoattack, LB3 and LB5 are all painfully slow and have horrendous tracking
so slow in fact you can shoot them and then LoS and obstruct your own shots even if the arrow hits them

anyways the arms race between projectiles and projectile hate's been pretty in favor of the projectile hate since EoD launched, couple stand out offenders in the way of changes tho (untamed longbow being the major one up until SotO, we'll see what this expac brings)

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9 hours ago, bethekey.8314 said:

I'm not talking about grenades or anything remotely "OP". This is about the https://wiki.guildwars2.com/wiki/Static_Shot 's of the game. Misses half the time, gets reflected or resistance'd the other half. I'm sure other classes have their own version.

So I was fighting staff daredevil today, and while contemplating existence between the infinity dodges, I realized that Speed Relics effectively make you immune to slow projectiles at moderate range and beyond. I could not hit the thief with Static Shot or https://wiki.guildwars2.com/wiki/Launch_Personal_Battering_Ram. Missed every time without being blinded.

Warriors among other heavy hitting melee specs will often cite difficulty to hit / setup as justification for the damage / high impact abilities. I'm here to argue that (some) projectiles are the hardest countered, hardest to hit abilities in the game and therefore deserve high impact effects. Redesigning skill functionality / animation isn't gonna happen, but maybe numbers can be adjusted. Remember, it's Anet we're talking about here. A small indie company.

Projectile hate / reflect is the hardest skill counter in the game and it's abundant. We have Bladesworn's literal Aegis immunity, Untamed's fart bubble, Swirling Winds, 2x Earth shield Mag Auras, Guardian Bubbles, Mesmer Distortion + Bubble, Necro's CPC etc etc. These are frequently encountered and with even moderate coordination leads to high uptime of (effectively) 100% mitigation or greater, with some damage reflected.

Some will say range is a benefit. I agree, if the skill kittening hits at range. Not only do many ranged skills in the game fail at range due to tracking issues, they also fail in melee because your character has to face perfectly toward your target / won't auto turn even if you stand still. Melee attacks at least hit often in melee range. And I swear to god if a melee Warrior comes in here with "but this one time..." I'm gonna lose it. I've been Bull's Charged through walls, Rushed across continents, and Anime slashed through my soul. I don't want to hear it.

So give the Static Shot's of the game 5k damage. Or you know, don't give every class 50% projectile hate uptime + superspeed level movement.

Slow projectiles just shouldn't exist, period. Every slow projectile shouldn't be slow and that's pretty much it.

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18 hours ago, bethekey.8314 said:

Warriors among other heavy hitting melee specs will often cite difficulty to hit / setup as justification for the damage / high impact abilities. I'm here to argue that (some) projectiles are the hardest countered, hardest to hit abilities in the game and therefore deserve high impact effects. Redesigning skill functionality / animation isn't gonna happen, but maybe numbers can be adjusted. Remember, it's Anet we're talking about here. A small indie company.

*Breathes heavy in warrior, breath steaming out of helmet*

Yes, please buff my throw axe. Please buff bladetrail. Buff my longbow. Do it.

I dare you CMC.

Spoiler

Make me go brrrrr

 

Edited by Lan Deathrider.5910
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17 hours ago, Shagie.7612 said:

unny enough warrior's longbow is super bad about this (and if adrenal health/cleansing ire didn't work when you shoot the ground, it would lose most of its value again)
the autoattack, LB3 and LB5 are all painfully slow and have horrendous tracking
so slow in fact you can shoot them and then LoS and obstruct your own shots even if the arrow hits them

2 hours ago, Lan Deathrider.5910 said:

Yes, please buff my throw axe. Please buff bladetrail. Buff my longbow. Do it.

Oh I'm all for skills being functional (not necessarily meta) in general, class-wide. Slow + weak projectiles border on non-functional right now.

8 hours ago, Terrorhuz.4695 said:

Slow projectiles just shouldn't exist, period. Every slow projectile shouldn't be slow and that's pretty much it.

Maybe, but then how do you react to them? Are you suggesting the animation you react to should be entirely in the cast time? They would have to rework a ton of standard animations then. We already have problems differentiating casts.

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2 minutes ago, bethekey.8314 said:

Maybe, but then how do you react to them? Are you suggesting the animation you react to should be entirely in the cast time? They would have to rework a ton of standard animations then. We already have problems differentiating casts.

Proper particle effects. Much easier and faster to make than actual 3d animations, and you can reuse the same particle effect for all races by simply scaling it down (whereas animations needs to be authored separatedly for each one of the 5 races).

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41 minutes ago, Terrorhuz.4695 said:

Proper particle effects. Much easier and faster to make than actual 3d animations, and you can reuse the same particle effect for all races by simply scaling it down (whereas animations needs to be authored separatedly for each one of the 5 races).

I was going to bring up Aura Slicer and Breaching Strike in jest, but nah I don't want to kick that ant hill.

 

Edited by Lan Deathrider.5910
Brain Fart. Hectic work month.
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29 minutes ago, Lan Deathrider.5910 said:

I was going to bring up Arcing Slice and Breaching Strike in jest, but nah I don't want to kick that ant hill.

Breaching strike could use exactly this kind of treatment to tell it apart from aura slicer. IDK what you mean about arching slice though, that one is very visible and easy to tell.

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2 minutes ago, Terrorhuz.4695 said:

Breaching strike could use exactly this kind of treatment to tell it apart from aura slicer. IDK what you mean about arching slice though, that one is very visible and easy to tell.

Utter brain fart on my part. Been that kind of month. I meant to write Aura Slicer. I'll go edit it so it makes sense for others reading it later.

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