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TrollingDemigod.3041

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  1. Most of these changes look good, also I would like to delete Ancient Seed from game since it's pure kitten aids. Ancient Seed -> After leaving Celestial Avatar, leave on the ground 6 seeds that will have one of 3 random effects: 1) Grant 3s of Resistance and Protection; 2) Grant 5s of Regeneration and Swiftness; 3) Grant 3s of Retaliation and Vigor or something something... You could also consider replacing completely pets with new F1-F4 skills that would focus on support and increase your astral energy gain.
  2. Staff on Ele will never be used in PvP, even though it should be "favored by circle gameplay" of PvP... Fireball -> Apply 1 stack of burn for 2s from "splash" damage(Including on main target that was hit by it). Lava Font -> Apply 1s of Slow&Burn every 1s for whole skill duration. Flame Burst - Reworked fully > Inner Burst -> Kaboom at caster location, dealing xyz damage, apply 3 stacks of burn for 6s. Push away enemies from you(the closer they are the furher away they'll pushed), Knockdown after push for 1s. Meteor Shower -> Ignore Protection. Water Blast -> Increase velocity by x%. Ice Spike -> Apply 2s of slow/chilled if it hit target. Create 6 small ice icicles on the ground that damage enemies if they step on them.(radius a tiny bit bigger than the balls created by revs aa on staff). Geyser -> Each tick heals 5% more than previous one. Frozen Ground -> Encase enemies in block of solid ice, after staying within field for longer than 3s. Healing Rain -> Increase healing by 15%. If you or your allies are under effect of Frost Aura, they'll get periodically healed by x flat amount. (Like 500hp every 1 sec). Lightning Surge -> Revealed and apply stun for 1s if enemy was stealthed. Gust -> Change into chargable skill, which if used "instantly without charging" will be normal Gust, if used "charged fully for 1s" will become a wide(180/240 width) wall that knockbacks all enemies in it's path. Windborne Speed -> Additionally removes Slow, gains immunity to impairing conditions for 4s. Static Field -> Removes 2 stacks of stability and dazes enemies within it for 1/4s every 1s. Stoning -> Increase velocity by x%. Eruption - Reworked fully > Landslide: Push away enemies (be it either a cone like thing or straight line like rev hammer 2, but a bit wider) and apply slow/cripple. After initial push field will stay for 3s dealing medium damage and applying bleeding. Unsteady Ground -> Apply Cripple for 3s to those that has passed through it. Shock Wave - Reworked fully > Earthquake: Earth Kaboom at targetted location that deals heavy damage in 240 radius and dazes enemies for 1/2s. - Secondary skill > Shock Wave: from blast location send 3 shock waves to nearest targets and apply immobilize and bleeding. It would be nice to see that, but yea, one can dream. As for your ideas: Overcharged, why not make it "chargable", if you just instant cast it it'll just poke away your enemy by a bit, but if you fully charge it, it'll send him flying long distance, but you'll still get knockedback? Poison Dart increasing fire rate and velocity is ok, but projectile finisher chance should be 20% max. I would rather nerf grenade kit dmg than buff Barrage. No idea about Med kit though, could be passable to buff it a bit here and there, as long as won't make it too bunkerish for no reason. Fixing Illusionary Leap and adding transmute to Chaos Aura sounds good, beside that buff to scepter block is no-no(enough of this visual noise). Phantasm Warlock could become something like: Warlocks Fury: Cast Illusionary spikes on the ground that'll go toward enemy and deal damage, apply blind and slow, at the end of spike, summon Warlock which will pewpew your target, or something, adding more clones/phantasm to skills is really no-no...
  3. You could always, you know, get more characters that are content focused? Like 1 for PvP/WvW, 1 for PvE/Raids/Fractals?
  4. > @"Stand The Wall.6987" said: > > @"Shao.7236" said: > > Wow, it's worst than I remember. > > my first wake up moment was when i got hit for a 14k (in that ballpark) ranger axe 3. pvp was a giant meme back then and anyone who tells you otherwise is lying. And people still think that this kind of damage was good for healthy pvp...
  5. > @"WillPaharu.4837" said: > that's like saying there should be no pulls or pushes in the game mode which is stupid and would be counterintuitive for a mode that requires you to capture and hold points. And if a druid is able to hold a 1v2 without leaving the point, it's the opponents that suck. If you do decent dps, a druid is going to have to kite in any outnumbered situation. This is not that build you are talking about that needs a bat to the face. I have seen some scrappers like that tho...and a holosmith actually hahaha. Again, druid was the bottom priority and yet they nerfed them. > Druid isn't supposed to be holding a points though, it's a S U P P O R T, not a duelist and neither a bunker, roamer or whatever else you think it should be by "first design logic", so it being able to hold a point is simply a mistake that shouldn't have happened. It's a so called PvP mode in which you should fight players in funny circles(kekw), the moment you just focus on "hold the point and don't let enemy touch it" the game becomes more of "tower defense" instead of "PvP", so pulls and pushes as main mechanic in current PvP is kinda worthless and toxic, because it doesn't allow for interaction with enemy as it should be possible in this environemnt. In long run it would be fine if these ccs/gameplay would be used strategically to bust enemy stack and make it easier to pick-up 1 enemy out of group for fast kill, which it's not used like that in the slighest. As I wrote, druid is a support, so it shouldn't be able to hold 1v2+ in the slighest, being capable of doing it by whatever means s/he uses only shows how poorly thought are e-speces and the balance of the game and nothing beside that.
  6. You pretty much delete anything that doesn't have high generation of boons 24/7 passively, that free fear(soo why teef have access to fear at all?) on boonless enemies is a bit broken and you can just 11111 enemy to death without even trying.
  7. > @"KrHome.1920" said: > > @"WillPaharu.4837" said: > > > @"TrollingDemigod.3041" said: > > > > @"WillPaharu.4837" said: > > > > how is nerfing decap druid, which is hardly even competitive at all, counted as good? they did nothing to dragon hunter which is the most broken class right now > > > > > > Decap builds should be straight deleted, what's the point of the "capture the point" gamemode if you just get "denied", are you guys so scared to actually face your opponents in fight and need a cheese to hold your cookie? > > > Also, stop using "but but but xyz is more broken than abc!" as an argument, it's really annoying. > > > > the more variety of gameplay styles, the richer the game. it's a bunker build where you have to hold out against your enemies for a long time. face them for a long time. not just button spam to delete them. it's a very valid addition to the game's varitey. anyways the adjustments aren't bad. people need to stop complaining about different gameplay options. that's really stupid and annoying. > No it's not. If you care about surviving instead of fighting, then play a survival game. Effective bunkering destroys the mechanic of a capture point based game mode. I believe that bunkering is fine as long it's for 1v1 purposes and doesn't include some pepe pull/push/cc mechanic abuse. It should hold 1v1 fairly long until ur friend comes and help, it shouldn't be able to constantly cc ur enemy out of circle in any way, it should be weak when enemy get assist from his teammates(1v2 situation). The moment it's capable of holding it own against 1v2+ situation easily or being some pepe push/pull lover it should get nerf bat to the face immediately. Assuming they're all "equally skilled", whatever that means in this day and time.
  8. > @"Shao.7236" said: > So the reasoning is, make everyone overpowered so nobody can be underpowered because tipping the balance in equal match ups is too difficult? > > I've heard that one before and it's not doing so well in other games. I remember when people were overpowered they were also untouchable and you had to spam low cooldown as the only way to win. > > I find it even more ironic that you look at duels from before feb patch on youtube, those that had high stakes and they'd take just as long to finish, except people couldn't spam or do ridiculous damage with 1 effortless skill. BUT BUFFS > NERFS! Imagine this situation: le pseudo pro teef that is carried already by class: da damage is low, plz buff a-net, we cant dmg cause we take all defensive traitlines le a-net: buff to teef zkillz +xyz% dmg to near oneshot while having all defensive traitlines le pseudo most balanced firebrand that have too many skills under its belt: da damage from teefz too high, plz buff our defenses, since we cant fart aegis 24/7, we da zupport, we need zuztain, pretty plox le a-net: adding aegis to more firebrand skillz, cause why not, they zupport with 3 mantra charges and 15 skills from tomes, enough space to slap dem boonz on da bois le pseudo pro teef that is carried already by class, again: da firebrand has too much aegis, gib uz unblockablez so we can pewpew dem! le a-net: adding unblockable on moar zkillz to teef already overloaded with ccs skillz, cause why not And it'll keep going over and over again, and people think it's good thing to happen, somehow idk what to think about it. Even if they'll go "but but da buffz won't be such extreme! buffz gut", it's still not good way for balancing game in the slightest. Also imagine bringing some argument about fighting against holosmith, which have a bit overtuned sustain as an example lol, the spec screams "dmg af" and it still have pretty decent/high sustain available at it's disposal. kekw
  9. > @"Galmac.4680" said: > Warclaw is cool in WvW and needed for some classes with no mobility. Also add a springer for more CC! :) > Yes, we won't get content because they are all working on the 3rd xpac. So no springer, I know. Don't give them weird ideas... Enough kitten in WvW already >:(
  10. > @"Cynz.9437" said: > You are kidding, right? You actually expect compensation? Seriously? After they have been nerf hammer every other class WITHOUT any compensation? LOL. > > Mannnn, i want to save your comment so next time there is 1000th thread crying for stealth removal i can show this. What you expect from people that've got drunk on powercreeped speces? They're so used to being able to sustain through everything while also dealing massive damage at the same time, so now when A-net nerfs a tiny bit they want compensations.
  11. > @"WillPaharu.4837" said: > how is nerfing decap druid, which is hardly even competitive at all, counted as good? they did nothing to dragon hunter which is the most broken class right now Decap builds should be straight deleted, what's the point of the "capture the point" gamemode if you just get "denied", are you guys so scared to actually face your opponents in fight and need a cheese to hold your cookie? Also, stop using "but but but xyz is more broken than abc!" as an argument, it's really annoying.
  12. > @"cobbah.3102" said: > Hmm yes great patch that nerfed perma stealth !! oh wait did I read it wrong. Don't forget about nerfs to condies and boons as well or even mobility some classes posses! Oh wait.
  13. > @"Lan Deathrider.5910" said: > That may be hard for them to code up... Not that I disagree. Still it was easy to allow for the negligible damage because of the 2s daze, but now its just a normal daze length, and last I checked other skills that daze like that tend to do damage post CC nerf. > > How about just make it a 0.5s daze and give it a 0.75 coefficient in return. That is auto attack levels of damage. In theory it shouldn't be hard to code, since I'm pretty sure they must have a variable for "incoming damage" which is used for later calculations with dmg reduction/toughness/hp etc. They can just slap "whatever incoming damage" that triggered Full Counter into "outgoing damage*0.75" made by the skill, BUT I have no idea how they've structured their code and it's events or even the language they've used for engine. On top of that, it's probably uber spaghetti.
  14. > @"AustinTheFatOne.2980" said: > I mean if you're expecting a balance patch before expac you're kinda delusional. Why would they tweak everything now, just to HAVE to tweak it again for the expac? They already can't keep up with balance the way it is, putting out what 1 or 2 patches this past year, no reason to think they would balance twice before September. As if they're gonna tweak anything after x-pack release to reasonable levels WITH other e-speces at the same time. Can't wait for new broken stuff that won't get any fixes!
  15. Probably you would need to find some super tanky condi build that spreads aids just by being near you 24/7, otherwise, nah, near impossible unless as you've said they're utterly bad. You could try running like Sw/F celestial Weaver, but even then you need tryhard to even beat so-so teefs because of their mobility/stealth... Fresh Air is simply worthless against any teef since you need a target to even land AA on them also, since it practically need to be paper among papers to even deal decent dmg most of the time you won't even burst them properly thanks to desyncs and clunkiness of the class. There was some pepe condi tempest build dagger/focus with signets, I think this would work on these pests to some degree. The spam of evades, stealth, blind isn't helping either on top of stupid descyncs and bugs. Honestly I don't even bother with fighting against them in WvW, balance is so bad that's not even "fun" to play this game at all.
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