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Virdo.1540

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Posts posted by Virdo.1540

  1. > @"MLinni.6109" said:

    > > @"Irenio CalmonHuang.2048" said:

    > > **Items**

    > >

    > > * Superior Rune of Antitoxin: Change it so that instead of increasing outgoing condition cleanses by one it instead increases incoming condition cleanses by one, thus only affecting the wielder, but allowing it to scale up with external cleanses.

    > I guess this had to happen sooner or later. While this change seems to be targetted mostly towards the Scrapper, it would have been nice

    > to provide an alternative for other support (elite) professions.

    >

    > >

    > > **Engineer**

    > >

    > > * Purge Gyro: Reduce the number of cleansing pulses from 5 to 3 in WvW. Pending the superior rune of antitoxin change, this may stay at 5 cleansing pulses.

    > Since the change above already costs 50% of the cleansing a scrapper does, it definitely should stay at 5 pulses.

    > Scrapper needs to excel at least at something, we only have the odd one or two in full zergs nowadays.

    >

    > > * Sneak Gyro: Increase the cooldown of this ability from 45 to ~~75~~ 60 seconds in WvW.

    > This I don't understand. It never struck me as particularly powerful after the latest nerf. Yes, people can blast the smoke field which they can

    > do with about any other power, but it rarely happens due to random people dropping all kinds of fields over it,

    >

    > > * Impact Savant: See if there is a way to include condition damage on this trait globally. Reduce the vitality loss of this trait from 300 to 180 in WvW and PvP.

    > While the HP loss reduction is appreciated and the inclusion of condition damage is as well, I would suggest giving out

    > barrier for outgoing healing. The spirit of the scrapper seems to be "be active, get rewarded". If you are on the frontline with

    > reduced HP getting some tangible reward for healing would be nice.

    >

    > > * _Chemical Field: This skill is replaced by Detection Pulse (from the old Sneak Gyro elite toolbelt) as the toolbelt skill for Purge Gyro._

    > I am split about this one. While the return of the Detection Pulse is highly appreciated, Chemical Field has lots of utility for a support scrapper,

    > as in you can drop it on downs to finish them (and get some rare tagging! Bags for poor supporty scrappers are rare!) and make ressing 33% slower.

    > I would probably prefer getting Detection Pulse back nonetheless for the utility and one argument to even have a scrapper in the zerg.

    >

    > >

    > > **Guardian**

    > >

    > > * Stand Your Ground: Reduce the stacks of stability granted by this ability from 5 to 3 in WvW.

    > I don't like reducing stability. One of the most unfun things in WvW is getting tossed around without having much counterplay since many

    > classes have to rely on their supporters (i.e. firebrands) for it.

    >

    > > * Tome of Courage, Chapter 5 - Unbroken Lines: This skill no longer grants ~~aegis or~~ retaliation.

    > I think firebrand does too much of everything, so some aegis removal is fitting.

    >

    > > * _Tome of Resolve, Chapter 2 - Radiant Recovery: The existing split from PvP of cleansing 2 conditions is brought to WvW as well. This ability would continue to cleanse 3 conditions in PvE._

    > See above.

    >

    > > * _Tome of Courage, Chapter 2 - Daring Challenge: This skill grants retaliation for 3 seconds instead of aegis._

    >

    >

    > > * _Sanctuary: Increase number of enemies that can be knocked back by this skill from 10 to 20 before it expires._

    > Trying to add some utility to ignored skills is nice, but I'm not sure we need more CC.

    >

    >

    > > **Necromancer**

    > >

    > > * Oppressive Collapse: This skill will require line of sight on the activation.

    > > * Sand Cascade: Reduce the base barrier granted by this skill by 33% in WvW & PvP, increase the healing power contribution by 20%, as the healing coefficient is already pretty strong.

    > > * Sand Flare: Reduce the base barrier granted by this skill by 25% in WvW, increase the healing power contribution by 33%.

    > > * Desert Shroud: Increase the base barrier granted by this skill by 10%, increase the healing power contribution by 15% and reduce the damage inflicted by this ability by 20% in WvW.

    > > * Sand Savant: We've wanted to address the target cap issue with this trait in WvW for a while, however it is an incredibly gnarly problem because this is a large functional change that would need to be preserved between game modes. This was why the cooldown split was made on this trait originally. We hear you that the trait is an issue and we're working on it. This is a tough case to crack in a manner that does not leave one mode suffering due to the changes made for another.

    > The trouble is that this power allows for tons of area denial which no other profession has. This design has always been extremely unhealthy for WvW and has made

    > many professions unviable or unfun in WvW. I can understand this is not an easy problem to fix.

    >

    > > * _Feast of Corruption: Reduce damage by 20% in PvP & WvW. The existing split from PvP of corrupting 2 boons is brought to WvW. This ability continues to corrupt 3 boons in PvE._

    > > * _Devouring Darkness: Reduce damage by 20% in PvP & WvW. The existing split from PvP of corrupting 2 boons is brought to WvW. This ability continues to corrupt 3 boons in PvE._

    > Since this is usually traited to be PBAoE this will definitely stick.

    >

    > Since the Scourge elite spec is responsible for many of the problems we have nowadays in WvW (i.e. 'pirateship meta', which I would call the 'minefield meta'),

    > some direction changes are appreciated. Scourges should be changed to more of a support (barrier) role instead of a condi damage role imo.

    >

    >

    > >

    > > **Revenant**

    > >

    > > * Gaze of Darkness: This skill would reveal stealthed enemies up to 600 range away in addition to striking enemies within its 360 radius.

    > A bit of reveal never hurts.

    >

    > > * _Coalescence of Ruin: This skill would no longer deals increased damage with successive impacts; instead it deals damage equal to what was previously the middle impact damage. Damage remains split between game modes. A red warning rectangle visible to enemies has been added to this skill._

    > Oh yes! This will be a big game changer for a lot of glassier people who will no longer go "huh, I had full HP and am suddenly dead. Why? *searches combat log* Oh, revs."

    > anymore.

    >

    > I believe many of the changes are going into the right direction even though some hurt very much. I believe WvW will go into much more condi heavy direction since cleansing is not as prevalent.

    >

    >

     

    Ye if a Glass cannon hits a glass cannon hard, its almost a one shot. So why is the herald the only class that wont do a oneshot in that scenario? Why low damage even if full zerk? What about Tanky Warriors or Mesmers that onehit everyone too? ._.

     

    (or Deadeyes, all sorts of mage, Rangers, Guards)

     

    Seems like Herald arent allowed to have fun anymore. They take all our Damage away and dont even buff our support or sustain. We are now pretty much like a plastic bowl.

  2. > @"LINKAZZATORE.8135" said:

    > > @"Virdo.1540" said:

    > > Why are you doing that to your Revenants? I personally enjoy playing my Power Herald ,but its getting worse and worse. Its my main class, but its gotten so bad that nobody would take me into fracs, raids or at least stay in the pvp match if they play with a herald.... even if im doing more damage than most of the others.

    > > And now you are going to screw Herald in WvW over too? ITS THE LAST RETREAT POINT FOR US HERALDS! THE HAMMER IS ALL WE HAVE

    >

    > except perma output of boons, i'm sure you really need that 15k aoe crit without telegraphed aoe on a 4s cd on the hammer. there is really nothing herald has...

     

    Firstly, We are just giving the standard boons which others give with a single skill or as a bonus from their standard weapon skills

    2. Why can everyone else have a one-hit skill while we can just do a 15k damage hit which is absolutely fricking slow and only does alot of damage to people that have full zerk gear with no protection or damage reduction?

  3. Why are you doing that to your Revenants? I personally enjoy playing my Power Herald ,but its getting worse and worse. Its my main class, but its gotten so bad that nobody would take me into fracs, raids or at least stay in the pvp match if they play with a herald.... even if im doing more damage than most of the others.

    And now you are going to screw Herald in WvW over too? ITS THE LAST RETREAT POINT FOR US HERALDS! THE HAMMER IS ALL WE HAVE

  4. > @"Mini Crinny.6190" said:

    > > @"Virdo.1540" said:

    > > How about actually buffing the Revenant a bit? And i meant everything about Revenant. At least in PvP... its getting ridicoulous. Havent seen a patch with something else than a nerf.

    > >

    > > Esp the Impossible odds. Now... ITS kitten WITH EXTREME HIGH ENERGY COST

    >

    > can we buff Hammer #2 and #3 in all game modes too? they hit to low :(

     

    Yes please.... its really crappy and soooo incredibly slow with the cast time etc compared to the damage of every other weapon

    (not to mention all the bugs)

  5. How about actually buffing the Revenant a bit? And i meant everything about Revenant. At least in PvP... its getting ridicoulous. Havent seen a patch with something else than a nerf.

     

    Esp the Impossible odds. Now... ITS CRAP WITH EXTREME HIGH ENERGY COST

  6. I brought some ideas about changing some traits in the herald line, to make them more fitting or make them at all viable for anything.

     

    Shining Aspects:

    -Remove an condition every time it triggers, herald as enormous problems with condis

     

    Hardening persistence:

    -double the dmg reduction per point. (one % isnt that big of a deal)

     

    Forceful persistence:

    since it got moved to the herald traitline, it is kinda not fitting. So how about an dmg buff of 2% for every Upkept energy bar (like "rising momentum" and "hardening persistence"

     

     

    I would like to hear some thoughts about those ideas^^.

  7. We know, shield 5 is pretty bad compared to anything else. Thats why nobody really plays with a Shield as herald. (Shield 4 even more bad, but that poll shouldnt be about that.)

     

    So i thought about 2 different options to make the Shield 5 Skill a bit better/ more fun to play.

     

    1. The Energy costs gets 5 more, but for that it will have the Pulsating healing hit 10 Allies in an 480 Radius. Together with a resistance to "block ignoring stuns", so it wont get canceled.

    (may be an bug but idk)

    2. Or leave it like it is , just lowering the energy costs. 20 Energy for that skill is way out of the place.

  8. For now we only have an aura ,the "Assassins Presence". Many say its the best aura in the game, but looking at 150ferocity isnt really that much at all. For power-bases classes (like berserker-stats) its only an around 2% dmg bonus.

    I was thinking about a little change in Rev auras.

     

    How about we "remove" the assassince presence and add auras for every traitline.

     

    So we would have:

    Devastation - +60 Power

    Invocation - +60 Precision

    Corruption - +60 Condi-dmg.

    Salvation - +60 Healpower

    Retribution - +60 Toughness

    Glint: +60 Vitality

    and Renegade - +60Ferocity (ferocity because of Kallas Fervor-buff)

     

    So we would have an aura of what we use to play as rev. Devas.&Invoc. for power or Retrib.&Salvation as a healer/tank class.

  9. > @"ventusthunder.5067" said:

    > Rev damage is toned way up in WvW but so are defenses, in terms of raw toughness numbers being high, better access to passive traits that have been nerfed in PvP, longer boon durations, and now the simple fact that you can run with your mount. So if you're going to run full glass expect to get hit like full glass.

    >

    > In addition, rev damage is far from the most ridiculous damage in WvW. Soulbeast can one-pump you from 1800 range regardless of your toughness. If you're glassier, rifle warrior can hit you for 3/4 of your health when you're least expecting it- deadeye can do the same from range. Arc divider can one-pump most classes without passives even after the nerfs. Fresh air ele can one-combo. Eat a reaper shroud 4 and you're dead. Power mes can still one-shot burst easily if you're caught unaware.

    >

    > In PvP toughness is nearly useless on most classes, before I stopped regularly playing PvP I didn't even notice that great of a difference between demo and mara amulets. I actually have found it easier to kill targets in PvP despite the far lower numbers on all skills ranging from sword 2, sword autos, staff 5, long cd on warding rift, trash incensed response, trash roiling mists, trash shared empowerment.

    >

    > The culprit is then obviously not precision strike. It's off hand sword. This trash designed weapon is the same damage-wise in WvW and PvP and is the only thing keeping rev in the PvP meta. I've been saying it a lot, nerf off hand sword and buff axe and shield. Maybe nerfing this will allow the ridiculous pressure to go away, and maybe buffing other weapons will allow rev to have some utility rather than being a one-shot bot.

     

    Rev is the most redicuclous dmg in game? what about mesmer,one shots (condi & power), 30k hits from warriors and soulbeasts or do u remember the hammer one-shot build from guardian? its still there too. and looked at holos/thiefs and scourges, The rev damage is extremely low.

     

    If u say its ridicoulus, what is the damage of other classes then?

  10. The rev damage, especially from Sword 2, isnt really that high, compared to other bursts from classes like warrior or mesmer. If someone runs full glass cannon, then ofc this person does a lot of damage, even more to another glass cannon. Thats a reason why someone should play with vitality/toughness or protection. Even more nerfs to the Revenant,which is already not the best option, are completely wrong.

     

    I hate those people that complain about getting problems with classes that one-shot someone because there are only glass cannons in the game...

  11. > @"melandru.3876" said:

    > > @"narcx.3570" said:

    > > > @"melandru.3876" said:

    > > > and lucky we have the bannerslave, who runs tactics and uses phalanx strenght,

    > > > so group 1 can be druid as "main healer" which stacks the might to its sub-group

    > > > and group 2 can have bs + herald to stack might for their subgroup

    > >

    > > Wait... What year is this comment from?

    > >

    > > PS War hasn't been a thing people have used since 2017 when GotL got changed... And speaking of GotL, Druid easily gives 25 stacks of might to both sub groups--one dr00d is literally all you need for might and problem solved.

    >

    > ps wars are still used in t4's...why do you think core war bs, runs it?

    >

    > i still carry and use my greatsword with superior sigil of strenght, and my runes of aristocracy when i have to

    >

    > drood still meta? what year is this?

    > haven't you heard fb+ren is meta now?

     

    Firebrand and Druid is still a worse meta than a mesmer and a druid.

     

     

  12. There are still classes like mesmers with SoI. It wouldnt have that big of a dps impact. Also have u ever seen someone using a herald as support?Or to give everyone much might? Does the Herald can do something better than other classes? No.

  13. > @"melandru.3876" said:

    > > @"Virdo.1540" said:

    > > > @"melandru.3876" said:

    > > > > @"Virdo.1540" said:

    > > > > tbh thats what said the cooldowns... but Draconic Echo+ Aspect of Strength together with the Shared Empowerment is still only a 8-9Might to 10

    > > > > this isnt really great and should be left to the herald counterpart imo

    > > > herald alone cap keep up 14 stacks of might

    > > > and lucky we have the bannerslave, who runs tactics and uses phalanx strenght,

    > > >

    > > > so group 1 can be druid as "main healer" which stacks the might to its sub-group

    > > > and group 2 can have bs + herald to stack might for their subgroup

    > > >

    > > > removing the need for 2 druids, opening a second healer spot for fb/ren/tempest/scourge

    > >

    > > A herald with the cap of concentration can produce 14-16 stacks ,while others dont really need concentration.

    >

    > they do tho, the renegade you mentioned in your first post does run full diviner stats (which has concentration) for a reason

    > https://snowcrows.com/raids/builds/revenant/renegade/alacrity/ full diviner + concentration sigil

     

    They need it for alacrity, but not to keep up 25might, but thats not exactly the point of that poll.

     

     

  14. > @"melandru.3876" said:

    > > @"Virdo.1540" said:

    > > tbh thats what said the cooldowns... but Draconic Echo+ Aspect of Strength together with the Shared Empowerment is still only a 8-9Might to 10

    > > this isnt really great and should be left to the herald counterpart imo

    > herald alone cap keep up 14 stacks of might

    > and lucky we have the bannerslave, who runs tactics and uses phalanx strenght,

    >

    > so group 1 can be druid as "main healer" which stacks the might to its sub-group

    > and group 2 can have bs + herald to stack might for their subgroup

    >

    > removing the need for 2 druids, opening a second healer spot for fb/ren/tempest/scourge

     

    A herald with the cap of concentration can produce 14-16 stacks ,while others dont really need concentration.

  15. Also for example in raids or fracs... Who uses there a herald for might? The only classes that get used for might are Druids, warriors, Renegades and Firebrands, because they can produce 25stacks at once

     

    And an herald itself can only keep up 8-9 due to the internal cooldowns of everything.

  16. > > @"Virdo.1540" said:

    > > We all know that the trait "Shared Empowerment" isnt really good at all, but atm the best option in this middle line.

    > > And i thought a bit about Herald and its Counterpart, the Renegade.

    > > Renegade is top to give 25Stacks of might and Alacrity to 10 people, while the herald has no real source of might or anything close to the 10man Alacrity.

    > > So i thought about changing the Shared Empowerment to give instead of 1might every 3secs (max 4) into a 1Second Quickness for you and the group.

    > >

    > > A one second quickness with an 3sek cooldown isnt that much as it sounds like. With an cap of the concentration,it would still only be a 2of 3seconds quickness. That still wouldnt make the herald be able to outplay a Chrono in Quickness, but its still a decent buff of the "Support/ Power-Based RevSpezialisation", which it defintely needs. (Esp in pve)

    > > So i wanted to ask the community about this thought.

    >

    > what?

    > draconic echo grandmaster herald trait + facet of strenght = ?????

     

    Shared Empowerment = 4might stacks

    Facet of strength = 7-8 Stacks

    While the renegade can give 25stacks permanently

  17. We all know that the trait "Shared Empowerment" isnt really good at all, but atm the best option in this middle line.

    And i thought a bit about Herald and its Counterpart, the Renegade.

    Renegade is top to give 25Stacks of might and Alacrity to 10 people, while the herald has no real source of might or anything close to the 10man Alacrity.

    So i thought about changing the Shared Empowerment to give instead of 1might every 3secs (max 4) into a 1Second Quickness for you and the group.

     

    A one second quickness with an 3sek cooldown isnt that much as it sounds like. With an cap of the concentration,it would still only be a 2of 3seconds quickness. That still wouldnt make the herald be able to outplay a Chrono in Quickness, but its still a decent buff of the "Support/ Power-Based RevSpezialisation", which it defintely needs. (Esp in pve)

    So i wanted to ask the community about this thought.

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