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Psycoprophet.8107

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Posts posted by Psycoprophet.8107

  1. > @"Lincolnbeard.1735" said:

    > > @"Psycoprophet.8107" said:

    > > > @"Lincolnbeard.1735" said:

    > > > > @"Psycoprophet.8107" said:

    > > > > > @"Lincolnbeard.1735" said:

    > > > > > > @"Lincolnbeard.1735" said:

    > > > > > > > @"Psycoprophet.8107" said:

    > > > > > >

    > > > > > > > Mesmer

    > > > > > > > Cant attack while evading

    > > > > > >

    > > > > > > So mirage cloak is just a worse dodge?

    > > > > >

    > > > > > Since you didn't answer and I like to play that kind of games:

    > > > > >

    > > > > > Lotus training and dodging boulder deleted.

    > > > > > Disabling shot, death blossom, flanking strikes, pistol whip, debilitating arc, vault and daggerstorm no longer evade.

    > > > > >

    > > > > > Enjoy.

    > > > >

    > > > > Man stop deflecting to another class. Thief and mesmer are not the same class,they have different mechanics,skills and play styles u cant ask for every skill that’s some what similar to another but due to the classes mechanics and skills as a whole lead it to be over performing to be mirrored on other classes that as whole function differently. Every nerf mirage defence is well nerf this on this class than to cuz if we can’t have it they can’t. Well what about all the bloat mirages kit has that other specs don’t?

    > > >

    > > > Not deflecting, drawing a comparison to your absurd idea that ruins a whole mechanic and is a smiter's boon to an entire spec.

    > > > Actually a better comparison should be you can't attack while on stealth on thief.

    > > >

    > > > And again I ask:

    > > > Mirage cloak is just a worse dodge?!

    > >

    > > Lol I’m the wrong guy to suggest that,I’d be fine with no attack while stealthed. I’d also be fine if they remove it entirely if they compensated all classes that utilize it in a appropriate way :) and so I’m clear not being able to attack while evading would destroy the class?

    >

    > Not so sure about you wanting stealth removed since you suggest 2 or 3 sec more on stealth to compensate no stacking, and that's not to mention other professions appart from thieves can stack stealth, so why only thieves get this buff?

    >

    > The whole point of mirage cloak is to allow attack while evading, is it not?

    When I mentioned extra couple seconds on stealth skills I meant across the board but than again all skills don’t have to follow suite for every class as every class has different sets of weaknesses and strengths so if a class has a bloated toolkit with everything a class that shares a skill type that relies on it must have same rules applied to it? Ok lol and me wanted the ability for theives to be able to stack stealth removed is a buff? Man these forums keep surprising me lol

  2. Most zergs fights in my server there’s no need for scourges to skillfully aim they just cover the entire area with stacked red zones and moving,dodging,strafing or leaping outa the aoe’s usually not only require a stunbreak due to cc’s also being farted out to stun,knock down,immobilize and pull u etc to keep u in the zones and usually u need a good distance escape skill to out run it once ur in it lol

  3. > @"Israel.7056" said:

    > > @"Sylosi.6503" said:

    > > You don't understand the game if you think it is anything but rookie mode.

    >

    > And yet these guys think there's too much damage in the game

     

    Don’t think the issue in this thread is about aoe’s damage in an individual bases but due to design or mechanics whether it’s exploitation or not groups of scourges stacking their ranged aoe’s everywhere in and around a good chunk of area around their team by mindlessly spamming has far to great of a presence within every Zerg battle and should be toned down not gutted. Scourges should be impactful in a team setting as that seems to be a designed strength it has just been tuned a bit too far.

  4. > @"Strider Pj.2193" said:

    > > @"Psycoprophet.8107" said:

    > > > @"Swagger.1459" said:

    > > > > @"Strider Pj.2193" said:

    > > > > > @"Swagger.1459" said:

    > > > > > > @"Israel.7056" said:

    > > > > > > Necros do not need more mobility they need to learn to make friends with people who play support. This is a team based game mode not a solo farming game like bdo.

    > > > > > >

    > > > > > > I think if anything the target cap should be increased to 10 on more skills.

    > > > > > >

    > > > > > > All these people complaining about damage are playing the game from an extremely disorganized perspective which is to say they're not in a guild. I play with an organized guild I can tell you there's no problem with damage or build diversity for that matter.

    > > > > > >

    > > > > > > Bring whatever 3/9 basic kitten pug blob you want we will run you over with a 30 man 7/9 comp any day of the week. You don't understand this game when you play it on rookie mode.

    > > > > >

    > > > > > Ben P...

    > > > > >

    > > > > > “There are just too many AOEs being flung around.”

    > > > > >

    > > > > > Your solution...

    > > > > >

    > > > > > “I think if anything the target cap should be increased to 10 on more skills.”

    > > > > >

    > > > > >

    > > > > > So you want to increase potency of AoEs to address the issue of “too many AoEs being flung around”? What do you think Ben’s response would be to that?

    > > > >

    > > > > So, that is kind of disingenuous. @"Israel.7056" didnt day he wanted more AOEs. He stated a higher skill cap.

    > > > >

    > > > > For all we know, he may want less skills that can AOE.

    > > >

    > > > ““I think if anything the target cap should be increased to 10 on more skills.”

    > > >

    > > > That’s like saying “I think Thief needs more stealth”...

    > > >

    > >

    > > This way of thinking shouldn’t surprise you in this forum lol

    >

    >

    > So... this from the poster who shifted to a complaint in this SOE thread about a primarily single target class?

    >

    >

     

    Actually I did not shift to single target anything I merely responded to someone who did and was I who mentioned moving back on topic as this was a aoe thread. Get ur facts straight before make accusations thanks

  5. > @"Frozen.1347" said:

    > I'm amazed about how many consider scourge the main offender when it comes to aoe dmg in zerg fights. Sure, the class has a lot of aoe, but the dmg isn't bursty at all and unlike other aoe it is highly telegraphed and even in the biggest zergfights you can't overlook it. It's main purpose is boon corruption, not dmg. Dieing to scourges is often a matter of bad positioning/movement. The real killers are hammer revs and a few other burst builds (eg. weaver with meteorshower). As glass ele, hammer revs are ~95% responsible for my downstates/deaths in zergfights, because they can deal instant 10k+ dmg out of nowhere and there is no way to see it coming within all that visual clutter. That's the kind of dmg that can only be countered by passive procs. But scourge does not justify unnerfed passive procs at all.

     

    Scourge aoe’s damage aren’t high at all on a per aoe cast. The issue is every large battle consist of a large group surrounded by red zones everywhere,not just around the immediate area of the group but a good distance around the group and when these red zones get stacked with condi’s and cc’s it forces everyone to either fight at range push/pull between the groups or if u can pop some defencive skills ie blocks or invulnerability and jump in truly to do some quick burst damage than if u have a escape skill and don’t get cc’d and locked in place u jump out or watch ur hp drain in seconds. I’m not saying there’s not a lot of other classes that are mixed in with the groups doing damage to players outside of the red zones or many inside deleting players caught in them in the zones. I’m just saying as far as effectiveness no class comes close to how much of an impact a group of scourges have in every battle. Even when ur fighting opponents outside of the red zones usually within seconds u and the area sound u is covered and stacked with them making u have to fall back or die in seconds. I’d like to see a vid of any large group taking another group on without scourge’s puking all over the place while standing a chance, cuz I’ve never seen one in last 2yrs

  6. > @"Israel.7056" said:

    > > @"Psycoprophet.8107" said:

    > > No because fb/scourge are still carrying the battle far more than any two should be

    >

    > Alright so bring your fb/scourge/rev only map queue pug blob and we will rick roll you with probably half as many guards and necros as you and we will see what carries and what doesn't.

    >

    >please School me and the rest of the class ur magical organized group that isn’t carried by fb/scourges and explain how and what the other classes that are contributing anywhere close to the same degree to the kill ratio and to the out come of the battles of the spamming scourges. Vid pls to :)

     

  7. Having a group that’s organized by utilizing the two class specs fb/scourge to effectively mindlessly spam Condi aoe’s everywhere stacking with other scourges while the fb farts out boons all just pushing and pulling with another large group while other classes pick away at scraps hardly consist of anything that remotely resembles skill and organization.maybe for this game it does lol it may be the most effective but that doesn’t mean it skillful,organized nor healthy gamplay

  8. > @"Swagger.1459" said:

    > > @"Strider Pj.2193" said:

    > > > @"Swagger.1459" said:

    > > > > @"Israel.7056" said:

    > > > > Necros do not need more mobility they need to learn to make friends with people who play support. This is a team based game mode not a solo farming game like bdo.

    > > > >

    > > > > I think if anything the target cap should be increased to 10 on more skills.

    > > > >

    > > > > All these people complaining about damage are playing the game from an extremely disorganized perspective which is to say they're not in a guild. I play with an organized guild I can tell you there's no problem with damage or build diversity for that matter.

    > > > >

    > > > > Bring whatever 3/9 basic kitten pug blob you want we will run you over with a 30 man 7/9 comp any day of the week. You don't understand this game when you play it on rookie mode.

    > > >

    > > > Ben P...

    > > >

    > > > “There are just too many AOEs being flung around.”

    > > >

    > > > Your solution...

    > > >

    > > > “I think if anything the target cap should be increased to 10 on more skills.”

    > > >

    > > >

    > > > So you want to increase potency of AoEs to address the issue of “too many AoEs being flung around”? What do you think Ben’s response would be to that?

    > >

    > > So, that is kind of disingenuous. @"Israel.7056" didnt day he wanted more AOEs. He stated a higher skill cap.

    > >

    > > For all we know, he may want less skills that can AOE.

    >

    > ““I think if anything the target cap should be increased to 10 on more skills.”

    >

    > That’s like saying “I think Thief needs more stealth”...

    >

     

    This way of thinking shouldn’t surprise you in this forum lol

  9. > @"Israel.7056" said:

    > > @"Psycoprophet.8107" said:

    > > The problem is when a game is designed around 9 classes with three specs each and due to class mechanics/skills of a few specs big blob/zergs that are in ur words organized and skilled(what a joke) consist of a few fb and bunch of scourges walking in the direction they want to go in mindlessly spaming and stacking long ranged aoe’s while a few revs etc sit on the side hammering people that cant dodge lol every Zerg fights the same,is it the most effective yes for sure but doesn’t take much organization nor skill to do so lol and every Zerg battle goes like that,pirate ship push/pull boring no skill bs.

    >

    > What if I told you the guild meta was 7/9? Would that blow your mind?

     

    No because fb/scourge are still carrying the battle far more than any two should be

  10. > @"Lincolnbeard.1735" said:

    > > @"Psycoprophet.8107" said:

    > > > @"Lincolnbeard.1735" said:

    > > > > @"Lincolnbeard.1735" said:

    > > > > > @"Psycoprophet.8107" said:

    > > > >

    > > > > > Mesmer

    > > > > > Cant attack while evading

    > > > >

    > > > > So mirage cloak is just a worse dodge?

    > > >

    > > > Since you didn't answer and I like to play that kind of games:

    > > >

    > > > Lotus training and dodging boulder deleted.

    > > > Disabling shot, death blossom, flanking strikes, pistol whip, debilitating arc, vault and daggerstorm no longer evade.

    > > >

    > > > Enjoy.

    > >

    > > Man stop deflecting to another class. Thief and mesmer are not the same class,they have different mechanics,skills and play styles u cant ask for every skill that’s some what similar to another but due to the classes mechanics and skills as a whole lead it to be over performing to be mirrored on other classes that as whole function differently. Every nerf mirage defence is well nerf this on this class than to cuz if we can’t have it they can’t. Well what about all the bloat mirages kit has that other specs don’t?

    >

    > Not deflecting, drawing a comparison to your absurd idea that ruins a whole mechanic and is a smiter's boon to an entire spec.

    > Actually a better comparison should be you can't attack while on stealth on thief.

    >

    > And again I ask:

    > Mirage cloak is just a worse dodge?!

     

    Lol I’m the wrong guy to suggest that,I’d be fine with no attack while stealthed. I’d also be fine if they remove it entirely if they compensated all classes that utilize it in a appropriate way :) and so I’m clear not being able to attack while evading would destroy the class?

  11. The problem is when a game is designed around 9 classes with three specs each and due to class mechanics/skills of a few specs big blob/zergs that are in ur words organized and skilled(what a joke) consist of a few fb and bunch of scourges walking in the direction they want to go in mindlessly spaming and stacking long ranged aoe’s while a few revs etc sit on the side hammering people that cant dodge lol every Zerg fights the same,is it the most effective yes for sure but doesn’t take much organization nor skill to do so lol and every Zerg battle goes like that,pirate ship push/pull boring no skill bs.

  12. > @"Lincolnbeard.1735" said:

    > > @"Lincolnbeard.1735" said:

    > > > @"Psycoprophet.8107" said:

    > >

    > > > Mesmer

    > > > Cant attack while evading

    > >

    > > So mirage cloak is just a worse dodge?

    >

    > Since you didn't answer and I like to play that kind of games:

    >

    > Lotus training and dodging boulder deleted.

    > Disabling shot, death blossom, flanking strikes, pistol whip, debilitating arc, vault and daggerstorm no longer evade.

    >

    > Enjoy.

     

    Man stop deflecting to another class. Thief and mesmer are not the same class,they have different mechanics,skills and play styles u cant ask for every skill that’s some what similar to another but due to the classes mechanics and skills as a whole lead it to be over performing to be mirrored on other classes that as whole function differently. Every nerf mirage defence is well nerf this on this class than to cuz if we can’t have it they can’t. Well what about all the bloat mirages kit has that other specs don’t?

  13. > @"Odik.4587" said:

    > > @"Psycoprophet.8107" said:

    > > > @"Odik.4587" said:

    > > > > @"Psycoprophet.8107" said:

    > > > > Thief

    > > > > Daggerstorm omitted from improv,range of projectiles reduced to 600

    > > > > Lead attacks reverted

    > > > > CD on stealth on dodge or removed for somthing different entirely

    > > > > Stealth duration increased by 2-3 seconds on all skills

    > > > > Stealth does not stack

    > > > >

    > > > > Guard

    > > > > Core burst dps reduced by 10% in a way not effecting dh, definitely no nerf of any gs skills.

    > > > > Sceptre auto changed or projectile speed sped up

    > > > > Target restriction removed from MI

    > > > > Improvement to long bow

    > > > > 5-10% dps reduction in focus skills

    > > > >

    > > > > Mesmer

    > > > > Cant attack while evading

    > > > > Toning down ability to apply current amount of conditions in such a short time

    > > > >

    > > > > Ranger

    > > > > Sic em dps reduced to 25% damage increase

    > > > > Doylak stance protection removed

    > > > >

    > > > > Necro

    > > > > Instant tele on wurm

    > > > > Spectral walk duration reverted

    > > > > Gravedigger changed to spinning leap,range matching other leaps

    > > > > Scourge aoe range reduced and no longer stack

    > > > >

    > > > > Holo

    > > > > Durability and damage toned down,I haven’t played holo myself enough to make any real sugestions

    > > > >

    > > > > Ele

    > > > > Buffed back into existence

    > > > >

    > > > > Prob kitten list just some things I felt would be ok changes

    > > > >

    > > > >

    > > > >

    > > >

    > > > I dont even need to look at his post history to spot a salty thief main according to his wet dreams

    > >

    > > All nerfs to thief but to lead attacks. Definitely a salty thief main lol

    >

    > Pretty much , I edited my post btw ;)

    > Also you can re-stealth instant as you lose stealth . I highly doubt that slipped away from your 'wish'. Also since its 5s you are always full of initiative at any moment of time. Unless you willing to give them a debuff each time you lose stealth(no matter how) you cant re-stealth for another 5s+.

    > Lead attacks is like warrior adrenaline that they carried away from 1 fight to another which was 'fixed'.

    > Only change I like is daggerstorm ... which not even daggerstorm caused all problems. Thats improvisation. That RNG dumbness that recharge HEAL/UTILITY/ELITE (which insane broken) or recharge close to nothing. But when you get 2 heals,2 rolls and 2 daggerstorms right after you wasted them...thats a bit nuts. tldr - improvisation is a culript and not daggerstorm , its need a rework.

    > >I stick up for thief a lot because people who have more of a l2p issue fighting them are always flaming them

    > My l2p issue always been ectoplasm x4 but now its more like 2 ectos ,5 seconds later another steal ,another 2 ectos and another steal after 5 seconds . Or problem of this game of rendering recently stealthed objects 1-2s later so I cant even target them

     

    I said my list probably sucks so

    Not that anyone should ever care to follow any of my post,I kno I wouldn’t lol but if u did ud see I dislike true invisibility in any game and always pushed for stealth in all classes to be changed to a predator like cloak and think that DE spec being added to the game actually hurt thief as a whole. I thought non stacking stealth would be a good nerf but adding few seconds to it would avoid gutting the spec for people that some how enjoy it.lead attacks was never a problem until DE than it was nerfed in a way that actually didn’t effect DE(still could front load) but nerfed core/dd as no surprise.

  14. > @"Odik.4587" said:

    > > @"Psycoprophet.8107" said:

    > > Thief

    > > Daggerstorm omitted from improv,range of projectiles reduced to 600

    > > Lead attacks reverted

    > > CD on stealth on dodge or removed for somthing different entirely

    > > Stealth duration increased by 2-3 seconds on all skills

    > > Stealth does not stack

    > >

    > > Guard

    > > Core burst dps reduced by 10% in a way not effecting dh, definitely no nerf of any gs skills.

    > > Sceptre auto changed or projectile speed sped up

    > > Target restriction removed from MI

    > > Improvement to long bow

    > > 5-10% dps reduction in focus skills

    > >

    > > Mesmer

    > > Cant attack while evading

    > > Toning down ability to apply current amount of conditions in such a short time

    > >

    > > Ranger

    > > Sic em dps reduced to 25% damage increase

    > > Doylak stance protection removed

    > >

    > > Necro

    > > Instant tele on wurm

    > > Spectral walk duration reverted

    > > Gravedigger changed to spinning leap,range matching other leaps

    > > Scourge aoe range reduced and no longer stack

    > >

    > > Holo

    > > Durability and damage toned down,I haven’t played holo myself enough to make any real sugestions

    > >

    > > Ele

    > > Buffed back into existence

    > >

    > > Prob kitten list just some things I felt would be ok changes

    > >

    > >

    > >

    >

    > I dont even need to look at his post history to spot a salty thief main according to his wet dreams

     

    All nerfs to thief but to lead attacks. Definitely a salty thief main lol I like thief’s theme but not so much how their designed so. I play guard more than anything :) I stick up for thief a lot because people who have more of a l2p issue fighting them are always flaming them in the most obvious biased manner :)

  15. Thief

    Daggerstorm omitted from improv,range of projectiles reduced to 600

    Lead attacks reverted

    CD on stealth on dodge or removed for somthing different entirely

    Stealth duration increased by 2-3 seconds on all skills

    Stealth does not stack

     

    Guard

    Core burst dps reduced by 10% in a way not effecting dh, definitely no nerf of any gs skills.

    Sceptre auto changed or projectile speed sped up

    Target restriction removed from MI

    Improvement to long bow

    5-10% dps reduction in focus skills

     

    Mesmer

    Cant attack while evading

    Toning down ability to apply current amount of conditions in such a short time

     

    Ranger

    Sic em dps reduced to 25% damage increase

    Doylak stance protection removed

     

    Necro

    Instant tele on wurm

    Spectral walk duration reverted

    Gravedigger changed to spinning leap,range matching other leaps

    Scourge aoe range reduced and no longer stack

     

    Holo

    Durability and damage toned down,I haven’t played holo myself enough to make any real sugestions

     

    Ele

    Buffed back into existence

     

    Prob crap list just some things I felt would be ok changes

     

     

     

  16. > @"Cuks.8241" said:

    > I am not so familiar with pvp mechanics of ground target AOE spells in GW2. Maybe this is already a thing.

    > Prevent ground effects from overlapping. Basically if there are several same effects (regardless of the source) overlapping the same spot on which the target is standing the, target can only be hit by one of them and only one of them can apply conditions.

    > This is a common thing in games to prevent just what we are experiencing - aoe spam. Also it promotes heterogeneous groups with a variety of effects.

     

    This I somthing I brought up a while ago and feel would definitely help tone things down. multiple scourges having the ability to stack their Condi/cc death zones everywhere like they do in every large scale fight in wvw is ridiculous to say the least, all while promoting the pirate ship playstyle that very few enjoy.Before some scourge defender comes in maiming other broken things other specs can do yes there are many broken things in wvw that need addressing and this is just a thread about one of them lol.

  17. Lie to ur friends. Tell them the pvp in gw2 is great and that balance between the classes are always top priority to the team and that small balance patches roll out monthly at the very least. Tell them that due to great balancing the meta class selection is very diverse resulting in very diverse match ups in every round :)

  18. I play soulbeast a lot, I catch thieves constantly with owl,gs and swiftness. They shadowstep and infiltrator arrow to stay ahead sure but I get close enough more often than not to delete them with rapid fire. I literally pop sic em and owp and delete most classes with rapid fire while sitting back safe in zergs and use it to easy down +1’s. While roaming I start most 1v1 with opponents at less than half health because unstoppable union and if they burn a heal,dodge etc that’s another advantage. And vitality has always granted more survivability than toughness for me so guessing things are different for u? Some classes can’t run both toughness and vit while maintains enough dps so. U can defend soulbeast to me all u want but I destroy people more often than not and a lot of times using rapid fire combined with damage modifiers etc are one of the few factors allowing me to do so fairly easily at a distance,all this while I admit though I’ve been around this game a long time I am not a very good player lol threads about aoe’s anyway, scourge is the only real aoe offender that’s worth complaining about, the pirate ship crap going on in wvw utilizing there ability to stack large areas of Condi death zones make every Zerg battle the same and not in a good way

  19. > @"Strider Pj.2193" said:

    > > @"Psycoprophet.8107" said:

    > > Having 17000 hp’s and getting deleted by one succession of rapid fire at range is indeed a problem.

    >

    > Which only happens vs glass and someone who hasn’t figured out what their dodge key is.

     

    Wrong,some classes like thief mix in maurader gear etc just to reach 17000 and if ur in combat already dodges can be used up,u could be cc’d etc even if it has all its escapes sb with owl can stay close enough to one shot rapid fire a thief while its trying to escap. Sic em needs reduced to 25% and unblickable needs more of a drawback like reduced dps while unblockable. I play sb a lot in wvw and it’s laughable how broken sb range damage is due to modifiers. Rangers one of my fav classes but it definitely needs toning down

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