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XxsdgxX.8109

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Posts posted by XxsdgxX.8109

  1. > @"Benjamin Arnold.3457" said:

    > I didn't read this whole thread, but I will say we are considering removing cooldown reset from GG, and instead moving it to mistlock singularities, as /gg after every encounter/trash fight to reset is not what we had in mind with that feature. This would involve doing a pass on all the mistlock singularities to make sure they aren't in boss fights, as well as adding a fail safe buff that prevents you from resetting cooldowns in combat.

    >

    > If you grabbed a mistlock singularity in combat you would probably get a buff, with which your cooldowns will be reset the next time you exit combat.

     

    Sounds good, thanks for the communication.

  2. > @"eldenbri.1059" said:

    > - Extremely high burst damage from stealth is not good. As much as I've loved stealth for dropping focus or re-positioning, I think it would be fine to have a flat damage reduction on all attacks initiated from stealth (this would apply to all classes)

     

    That's actually an interesting and potentially great idea, just like how *Exhaustion* was added to *Unhindered Combatant* in order to balance it and now soon with Mirage. They could create a new "Debuff" for anyone that is on stealth and have it last a couple of more seconds after leaving it. This debuff would considerably reduce outgoing damage. **There you go, you balanced every 100-0 instagib combo from stealth on any class.**

     

    I like it, that would really lessen how incredibly over-preforming and cheap is stealth in general.

     

    I hope this gets noticed.

  3. Incredibly sad to see some of these *short-sighted* people defending the bullshit Thief and Mesmer do. People will just keep leaving this game's PvP so **Good Job** :+1: , not helping ANET with the case at all.

     

    Please understand that this is just not fun nor competitive, think about the whole damn picture. A game is **nothing** without an active healthy playerbase.

    The PvE side (playerbase and its content) is doing amazing while the PvP "scene" is a comeplete disgrace.

  4. > @"Ben Phongluangtham.1065" said:

    > > @"saerni.2584" said:

    > > As per above title,

    > >

    > > @"Ben Phongluangtham.1065" has mentioned a plan to receive feedback and post an updated list of changes for consideration.

    > >

    > > Is this still the plan or is that likely next week?

    >

    > We're still working on some additions. It's taking a bit longer than we hoped, but still planning on revising the list on the forums next week.

    >

    > Quick preview:

    > Druid nerfs are changing to PvP only.

    > Holosmith nerfs are changing to PvP only.

    > In progress: Evaluating Thief changes.

    > In progress: Evaluating Mesmer changes.

    >

    > Additionally, we've decided not to unsplit anything for this release. After some internal conversation, we decided to keep this release more focused. However, for next balance release, we'll be evaluating our splits to see which should be made game-wide.

     

     

    Very disappointing, those Holosmith and Druid changes were going to be really healthy for small scale fighting in WvW. Anyway still looking forward to those Thief and Mesmer changes.

  5. > @"Aza.2105" said:

    > > @"Crab Fear.1624" said:

    >

    > > I am glad that thief is an anti bunker, will be even more so after the split hopefully

    >

    > Thief is anti every thing, which is the problem. It would be understandable if a build is designed to counter one thing. That is how the game should be. But thief builds counter nearly every thing.

    >

    >

     

    Precisely, pretty much the first step to have a "viable" build is to ensure that it doesn't get deleted by a thief in the first 3 secs of a fight.

    In other words thieves usually dictate what is viable and what isn't, has been like that for years and it's incredibly unhealthy for the game.

    Both mesmer and thief are extremely unhealthy for this game's build diversity/PvP.

  6. > @"BlackBeard.2873" said:

    > Nerfing everything is exactly what PvP needs to be more engaging. Everything nowadays survives WAY too easy nowadays by rotating invulns, everyone has way too many defensives so that counting dodges isn't even a really important thing, and everyone can burst way too frequently, rather than being punished with a long wait for missing important skills.

    >

    > Skills are all too overloaded, and starting to nerf them down is the exact path needed for them to move towards actual strategic fighting.

    >

    > The power-creep has been too extreme since expansions started, and it is good that they are pursuing more nerfs than buffs.

     

    Precisely :+1:

  7. Even though you didn't seem to address some other big problems like Mesmer's burst I really hope that you **ANET** don't get intimidated by the people here clearly biased for their class not wanting their respective nerfs.

    For the most part these are excellent nerfs all across the board, almost every spec needed them.

     

    Good step in the right direction, please do not pander to so many of these biased complaints.

  8. > @"Gaile Gray.6029" said:

    > ## High Level Goals

    >

    > Reduce influence of passive traits. (PvP not WvW)

    >

    > - Passive skills make the game less skillful.

    > - The prevalence of passives is a common competitive player complaint. (PvP only)

     

     

    Yeah this is weird, I also play WvW and I really think that **these** sPvP nerfs should also be applied in WvW. Unless you don't want for WvW to be taken competitively? That would be terrible to think to be honest.

  9. Interesting, that's actually a better suggestion OP than other people just wanting to gut Revenant by straight nerfing hammer, the only **niche** they are "good" at in PvP. But still... it's only viable in zerg/blob play, who would have thought that zergs would have such wierd balance issues **/s**. That shit weapon is so slow that it's absolute trash against a competent player.

     

    Anyway, that could be an interesting and good change if you could couple it with giving Hammer 3 (Phase Smash) the ability to actually travel that distance and by also giving it the option to teleport back if double tapped.

  10. > @"Aza.2105" said:

    > Whats wrong with rev is simple. Its the most balanced and honest class in the game, that actually has a risk and reward factor. And also has various weaknesses. Comparing the class with other classes that are top tier then it makes them seem very weak. The reality is that every class needs to be brought down to the level of rev. Then pvp would be mildly healthy.

     

    Exactly, but so many short-sighted players want to power-creep and buff Revenant so its on par with other **busted** classes.

    Terrible thing to do that just keeps feeding this endless cycle of absolutely **terrible** balance.

     

    Perfect balance is indeed impossible but achieving good/fair balance isn't. **Not most games** are as unfairly unbalanced as this.

    They could at least balance Risk/Reward, great example is the way Revenant is right now: High Risk/High Reward.

    In comparison to it Spellbreaker is Low Risk/High Reward, Holosmith is Mid Risk/ High Reward, Druid is **LOW Risk**/High Reward. **Right there is the key to having a fair, decent balance**. It's not that complicated to understand.

     

  11. > @"Arheundel.6451" said:

    > > @"Jinks.2057" said:

    > > > @"BeepBoopBop.5403" said:

    > > > > @"Jinks.2057" said:

    > > > > > @"BeepBoopBop.5403" said:

    > > > > > > @"Jinks.2057" said:

    > > > > > > > @"BeepBoopBop.5403" said:

    > > > > > > > > @"Jinks.2057" said:

    > > > > > > > > Rev is fine and needs nothing

    > > > > > > >

    > > > > > > > shh don't tell the truth

    > > > > > >

    > > > > > > fixed for accuracy

    > > > > >

    > > > > > You're alone in your badly informed opinion so I hardly see how you tell the "truth"

    > > > >

    > > > > I guess Naru pretty much saying it's A tier just went over your head.

    > > > >

    > > > > Seems certain players can't perform on classes unless that class is broken OP.

    > > >

    > > > That's why we see so many revenants in ranked and top 250, and so many posts thanking Anet for finally fixing revenant's problems from the last 3 patches /s

    > > >

    > > > Helseth also said scepter Mesmer would be OP when they added conditions to autos. Pardon me if I don't give a kitten what some DH main said.

    > >

    > > We've been through this before you and I.

    > >

    > > It seems your problem with Rev is that it isn't broken OP. Maybe all the past success you had with the class was it being over tuned? I mean we had "pro" revs like months after HoT dropped destroying pro's with 3yrs exp on their mains....that's all personal skill right?

    > >

    > > No.

    > >

    > > The problem with Rev is it was broken OP for far too long and the players who "main" it, aka FoTM it, got used to that. So they believe that Rev should always be that strong. Now that it's not and it can't carry those players you are seeing complaints that it's too weak. When the reality is it's fine.

    > >

    > > The REAL issue is your skill level not the class.

    >

    > I think the real issue is that only what is OP works in GW2...unless you reset the bar for everybody and start anew, it will be impossible to just nerf/buff specs in a vacuum :

    > -any melee spec must be able to endure thief evade spam and absurd warrior sustain

    > -any spec in general must be able to endure the vast condi spam coming from necros, mesmers.....

    >

    > The worst part is that this spec must be able to perform both acts at the same time aka be OP...the solution would be to nerf everybody

     

    Well said, the game is still an unbalanced clusterfuck. Overbuffing other specs so they are on par with the busted ones is incredibly idiotic and lazy.

    I'm completely against making Revenant a brainded overtuned class like almost everything else is atm, its risk/reward ratio is really well balanced right now.

  12. The new version of *Impossible Odds* on the class *Revenant* from February 6, 2017 has inconsistencies when applying the Superspeed element. These small time gaps of not having Superspeed seem to happen because the next new instance of it being reapplied with each new pulse of Impossible Odds starts with a tiny delay.

    This wasn't the case before February 6.

     

     

    Used to be much much smoother, that one only second of Superspeed on each pulse used to be enough to refresh it and have a 100% uptime of it.

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