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memausz.7264

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Posts posted by memausz.7264

  1. The number of people defending 30,000 burn dmg per death for every single death here is unconscionable. No skill should be able to output THAT much damage in ANY scenario. You can at LEAST dodge high spike direct dmg attacks. You can't do that with burns once they've been applied, and dodging the first two spikes means there are still burn spikes that will happen because of the passive application of burns. And there's no anti-condi dmg state in the game available to all classes aside from Hoelbrak Rune - and Resistance Rune doesn't protect you from the spike once your actual resistance boon goes out. YOu will still die to 30K burn dmg. Literally nothing else in the game can spike damage that high.

  2. > @"CutesySylveon.8290" said:

    > > @"Leafstorm.1349" said:

    > > Why is this still a thing? Why do guardians just hit you once and you have 6+ burn stacks? Why is it that you can apply 21+ burn stacks on something instantly? This is literally the bane of this game and the rise for every single bad player ever. You have had time to adjust this and you didnt even touch it in the patch. What a joke.

    >

    > Burn guard isn't a problem. Stop panic cleansing when you have 3 burn stacks.

     

    You mean 3 stacks that can do 1200 dmg/tick for 4 seconds? Yeah, that's a death wish on its own. The game should not reward low skill players who can sit on a node and just lay traps.

     

    Oh, and btw, tether pulls and scepter 3 immobs prevent you from disengaging

  3. > @"Cynz.9437" said:

    > I would be against it. I have an alt account that doesn't have xpac (got it before GW2 became f2p). I enjoy playing it for fun and do some ranked on it as well. I don't think one need to limit pvp for f2p accounts just because of few hackers. I think it would be better if Anet support actually spent more time banning few hackers than limit experience of thousands of players. It shouldn't be THAT hard. Also, pvp community is small as it is - why make it even smaller?

     

    But it IS that hard for them because they never put an ounce of effort into a meeting to sit down and ask "Okay guys, so if one person uses VPNs and MAC address spoofing and constantly makes F2p accounts with throw away email addresses, what can we do?"

     

    Nope instead they met over Zoom and were like "okay, how do we best ignore the problem?"

  4. When using Toss Elixir B and having HGH trait equipped, there is seems to be a bug whereby in addition to the 3 stacks of might granted by the HGH trait, there is a single extra stack of might that lasts for many seconds longer than those 3 stacks of might granted by HGH. It does not occur if you turn off the HGH trait, so I'm thinking that it is related to the trait.

  5. > @"GewRoo.4172" said:

    > Yeaaaah let's take even more complexity out of this game. Protip: Don't get CCed.

     

    Oh yeah just uh... avoid ALL the hammer CCs warrior has and uh..... let a renegade decap for free because 12 sec cooldown 1 sec pulse daze + shortbow 5 + taunt.... mhmm...

  6. > @"noiwk.2760" said:

    > > @"memausz.7264" said:

    > > Reduce burn stacks for sure. You should NOT be doing 50K in dmg in 10 seconds from ONE condition alone, especially not from one person.

    >

    > without notice you even said your self that class drawback and weakness "one condition alone"

    >

    > honestly "burn alone" while being super strong is so easy to counter.. the fact that its just 1 condition allow you easy clean .. even sigil will just clean it..

    > all you need to do is use anything that clean even 1 condition when you get the burning on you.. ofc if you wont clean it then rip..

    >

     

    It's not easy to cleanse 4 applications of 4 stacks of burn, it isn't.

  7. Biggest problems:

     

    Some core specs are completely not viable in in casual fun. Core engi, core warrior, and to some extent core mesmer. Firebrand is rather weak now, too.

     

    Some specific traits are overpowered on their own, regardless of how good or bad a build is; Ie, Juggernaut trait in Firearms line for Engineer giving infinite stability to a flamethrower wielder.

     

    Some utility and weapon skills are too strong on their own for their cool down periods - Icerazor's Ire and Darkrazor's Daring are only on 12 sec cooldowns which is more like 10 second cooldowns once you consider Orders from Above's alacrity bonus.

     

    Some utility options are genuinely too weak to be viable in the vast majority of contexts: for example, Bomb Kit's 240 radius AOEs are too weak for the amount of damage a user should expect via either conditions or direct damage, and the pulsing or single-instance period of the conditions or effects is too low to justify for utility purposes, at least in PvP. Same for elite skills - some skills like "Chilled to the Bone" are now so weak compared to skills like Liche Form in terms of EVERYTHING that there are no remaining applications for the skills; you will always do those weak skill's effects AND then some choosing something else.

    This goes for a lot of CCs at large - there's inconsistency with the "No Dmg for CC" rule in that Swipe and Fear and Lightning Rod can do damage while CC-ing (and then there's Explosive Entrance that activates on hit), but a lot of weapon, utility, and elite skills do no damage anymore really hurting their use cases.

     

    There are also a lot of tanky builds - despite removing Barbarian, Knight's, and Cavalier's amulets from the game and weakening Paladin's amulet, there are builds that are able to bunk nodes 2v1 in most scenarios, save for +1 by a thief. Bunker durids, condi heralds, condi renegades, condi rangers, burn guards and DHs, hammerbreakers, core necros, decap scrappers, fire weavers, and staff daredevils can all just sit on a node and bunk all game and it's not worth it to move them in most cases without a coordinated effort, sort of impossible to do in ranked. Maybe in ATs, but not in ranked. They might technically be "balanced" on paper but they take away so much fun out of a game because how much they slow it down.

     

    Then there are builds that are arguably fairly counter able but hard counter some other classes way too strongly, especially in the hands of a good player, to be warranted. Namely condi thieves and dragonhunters running Rune of the Trapper, and also holosmith running grenade kit. They might be "balanced" but it's not fun to fight them in any context. Balance should be built on your ability to outplay your opponent in a 10-15 second time window 1v1 rather than on who snipes their burst first and forces the other player to submit to conditions and control effects.

     

    Lastly, some builds have access to condition spikes that defeat this supposed philosophy of "damage over time" for conditions - burn guards, condi thieves, condi rangers, scourges, burn weavers, condi revs, and to some extent condi mesmers as well. If it is damage over time, it shouldn't spike 15K damage in 3 seconds.

     

    Also, the longevity of some conditions at a base are way too long - Ranger traps that put multiple stacks of poison on you for 12+ seconds and Renegade's Sevenshot with it's base torment duration of 7 seconds are just too long. furthermore, No application of immobilization should last longer than 2 seconds, that's too much for decent counterplay.

  8. > @"haha.1308" said:

    > Hello,

    > I am experiencing a bug on every instance of this map.

    > When the meta starts the bar for the Mordent Forces starts at 0. I guess killing at least one enemy will lead to the next Meta event.

    > The problem is that it is impossible to complete the Caravan Corpse Event since the event will be skipped.

    > I cant finish my Vision of Istan collection due to this.

    >

    > Already contacted Support and made an ingame Bug report about this. Support told me to swap instance but this didn't help.

     

    Is anyone gonna mention how the Auric Basin spray guns are STILL bugged, many many years after that expansion came out?

  9. > @"paShadoWn.5723" said:

    > Instead of nagging Anet to "fix" strong builds by breaking them, you should fix your attitude and skill.

     

    I like how everyone on the entire forums rallied against prot holo, but when something as HORRIDLY broken as Celestial shortbow renegade is plaguing ranked AND tournaments, everyone is silent as this unconscionable injustice to balance.

     

    Nah, dude. There are broken builds. GET. OVER. IT. Many builds need to be nerfed.

     

    And even if there's not a technical balance issue, it's not FUN fighting tanks that don't die the entire game.

  10. What needs to be immediately Nerfed:

     

    Decap Scrapper (throw mine and personal battering ram need 50% higher cooldown times), Static Shocker needs barrier bonus reduction to 40% of what it is now [even though this hurts core engineers too, it's got to go]

    Holosmith: Reduce Grenade Barrage dmg by 10%, reduce Poison Grenade poison stacks to 1/grenade and reduce poison duration to 6 seconds, remove Lesser Grenade Barrage

    Engineer General: (Remove Daze from Flash bang and replace with

     

    Thieves: Shadow Arts needs to be addressed or if it cannot, reworked; the strength of the stealth synergy is way too high on daredevils. They have unmatched mobility, do a lot of damage (7 K backstabs from stealth and an unblockable daze via Swipe that has 0 cast time forcing other players to guess dodge), avoid getting hit because of so much stealth and 150 endurance bar, and cannot be crippled, immobilized, or chilled because of Unhindered Combatant Trait. Now I don't mind the damage and mobility synergy, given Thieves are in the lowest base health pool, but the stealth is just too much. Needs to go. The stealth mechanic in competitive is a problem anyway because if someone does that much damage, you SHOULD see it coming. Addressing Shadow Arts would also reduce the unbreakable chain of CCs that deadeyes can exert on a target - CC, immobilize, dmg, repeat until the target is dead.

     

    For Condi thief specifically: Reduce the stacks of confusion that pistols can apply. A response to a condi thief shouldn't be the thing killing an opponent.

     

    Elementalists

    Tempests: Shock Aura should daze rather than stun, especially given Powerful Aura's AoE potential on 4 other allies, it shuts down another team's fighting potential entirely unless they have a guard. With daze, at least a team or player can run away.

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