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Vegeta.2563

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Posts posted by Vegeta.2563

  1. New one says..

     

    " Enhancement (30 m): +10% Increased Damage to Branded Foes in Thunderhead Peaks

    +10% Experience from Kills"

     

    Old one says..

     

    "Enhancement (30 m): Gain Power Equal to 3% of Your Precision

    Gain Power Equal to 6% of Your Ferocity

    +10% Experience from Kills

    Increases the damage dealt to Branded opponents in Thunderhead Peaks."

     

    I didn't see anything in the patch notes about the change. thought maybe it could be a bug?

  2. > @"Vegeta.2563" said:

    > > @"Irenio CalmonHuang.2048" said:

    > > **Necromancer**

    > >

    > > * Scourge: Shade abilities only affect the area around you while you do not have a shade active in the world. This creates a choice of whether to be the focal point for your shade abilities by not summoning a shade or to place a shade at a distance and focus on your shade's positioning relying on distance as your safety. It also offers more distinct styles of gameplay where you may want to close with enemies and avoid having to place shades while being exposed in melee or placing a shade farther away to gain ranged offensive options at the risk of not having shade defensive benefits at your location (unless you place another shade beside you). To address the loss of some of the target cap, the number of targets affected by shade abilities will be increased from 3 to 5.

    >

    > This is going to take some getting used to.

    >

    > > * Manifest Sand Shade: The duration of sand shades in WvW & PvP has been increased from 10 seconds to 15 seconds.

    >

    > Good Good.

    >

    > > * Sand Savant: Increase the number of targets sand shade affect from 2 to 5, so that when traited you either affect up to 10 targets around you or have a single shade which affects up to 10 targets rather than the current incarnation where you've got a shade that affects 5 targets and you affect 5 targets near you.

    >

    > ~~I feel like Sand Savant should have its recharge increase part removed in order to help with the changes. Otherwise is going to be very limited on how often shades can be placed, and won't feel great to play. I do agree that you should have to choose where you want the aoe damage to be instead of it being on both user and target range, but with increased time on shades it's going to feel like trash. ~~ **No way to unsummon a shade in order to use the abilities around your character instead. Otherwise us scourges will have to run over to our shade to do damage, which is not cool.** ~~Right now scourges rely on the shade placed away from them, and the aoe near them. This is why the increased shade timer worked for when it was at 2 different locations. Now that it's being limited to either range, or point blank aoe. Having a bit of relief with shorter recast shade charges would help with this. It should still have the limit 1 active shade, with the 5 target increase. Just not increased shade recharge.~~

     

    After talking with other scourge mains. The increase timer seems fine, but what we are concerned about is that we won't get the barrier benefit from the shade skills if its at range. This also includes any condition clears from our small shades. I know the idea is to limit damage at 2 different locations, but can we leave the defensive part of this active at 2 locations? Also needing to wait 15 seconds for a shade to disappear in order to clear conditions is going to be quite a pain.

     

     

  3. > @"Irenio CalmonHuang.2048" said:

    > **Necromancer**

    >

    > * Scourge: Shade abilities only affect the area around you while you do not have a shade active in the world. This creates a choice of whether to be the focal point for your shade abilities by not summoning a shade or to place a shade at a distance and focus on your shade's positioning relying on distance as your safety. It also offers more distinct styles of gameplay where you may want to close with enemies and avoid having to place shades while being exposed in melee or placing a shade farther away to gain ranged offensive options at the risk of not having shade defensive benefits at your location (unless you place another shade beside you). To address the loss of some of the target cap, the number of targets affected by shade abilities will be increased from 3 to 5.

     

    This is going to take some getting used to.

     

    > * Manifest Sand Shade: The duration of sand shades in WvW & PvP has been increased from 10 seconds to 15 seconds.

     

    Good Good.

     

    > * Sand Savant: Increase the number of targets sand shade affect from 2 to 5, so that when traited you either affect up to 10 targets around you or have a single shade which affects up to 10 targets rather than the current incarnation where you've got a shade that affects 5 targets and you affect 5 targets near you.

     

    I feel like Sand Savant should have its recharge increase part removed in order to help with the changes. Otherwise is going to be very limited on how often shades can be placed, and won't feel great to play. I do agree that you should have to choose where you want the aoe damage to be instead of it being on both user and target range, but with increased time on shades it's going to feel like trash. **Especially with no way to unsummon a shade in order to use the abilities around your character instead. Otherwise us scourges will have to run over to our shade to do damage, which is not cool.** Right now scourges rely on the shade placed away from them, and the aoe near them. This is why the increased shade timer worked for when it was at 2 different locations. Now that it's being limited to either range, or point blank aoe. Having a bit of relief with shorter recast shade charges would help with this. It should still have the limit 1 active shade, with the 5 target increase. Just not increased shade recharge.

  4. I would rather them raise the wvw rank cap, but every 100 ranks above 10k awards 10 ap. So that means 10k ranks above 10k would be 1k ap. While it might seem like a small amount. The rank cap would be removed entirely, along with the ap cap limit on what you could get. You could get to rank 50,000.. and have 4k ap worth. (first 10k doesn't count towards it).

  5. I had gotten a response and they asked me to delete the item in question so that they could proceed with the refund process. I deleted the item and responded around 30 mins after getting their message. This was 2 days ago. Not sure how long something like this normally would take, but it feels like they moved into the next ticket before finishing with mine. Not sure if this is normal to wait 2+ days after getting a response? Being that the weekend is here too, I'm not sure if support works the weekends. I know the devs aren't in the office until Monday, but wasn't sure about support in this case.

  6. Normally I see a response in 1-2 days. Coming up on day 6 now. I had to put in my ticket as "Other" as there wasn't an option for my situation. I had screwed up and made the wrong item in the mystic forge and was requesting to have the materials sent after I destroyed the item that was created by mistake.

     

    Just didn't know if support is swamped with tickets currently. Times like this I wish I could see where I was in the queue before someone actually got back to me.

  7. > @"killfil.3472" said:

    > I have been randomly getting sudden ping spikes (from usually 40 and below to over 1000 and even 2000) and I have been unable to identify the source.

    >

    > The software I use (Pingplotter) tells me that I have 100% packet loss on all servers I go on… which is impossible since I actually get a response on my game.

    > However, when it comes to pingplotter, the server itself seems not to be responding to it… I do not know how to fix this problem and although getting an ethernet cable fixed it for maybe 3 months, it suddenly came back…

    >

    > I am starting to wonder if it could be someone within my area just messing with my wifi :/

    >

    > Anyone can help?

     

    You are getting the 100% loss because amazon servers disable the ability to ping the server itself. So naturally you will always see 100% loss / no response.

  8. > @"Dawdler.8521" said:

    > > @"Vegeta.2563" said:

    > > I feel that maybe instead of 75 seconds, it should be placed at 60 second to be on par with Mass Invisibility from Mesmer?

    > Mass invisibility can be traited for 48 seconds. Gyros cannot be traited for lower cd. I *wish* they would since Anet decided to make the scrapper traits worthless, but you get the idea.

    >

    > If they really want to nerf it, just knock a pulse off or lower the stealth duration - or remove the smoke field on it. I'd rather have a competetive class on its own than maintaining a minstrel healbot for the sake of the zerg meta.

     

    Yeah.. I just mean to have the same timer as Mass invis without traits.. base timer basically.

  9. > @"Irenio CalmonHuang.2048" said:

    > **Engineer**

    >

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

    I feel that maybe instead of 75 seconds, it should be placed at 60 second to be on par with Mass Invisibility from Mesmer?

    > @"Irenio CalmonHuang.2048" said:

    > **Necromancer**

    >

    > * 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.

    I can live with these changes. However...

    >@"Irenio CalmonHuang.2048" said:

    > * Sand Cascade: Reduce the barrier granted by this skill by 33% in WvW & PvP.

    > * Sand Flare: Reduced the barrier granted by this skill by 25% in WvW.

    I feel that the reduced barrier should only be for allies, and not the necromancer itself. Barrier is basically a scourges survivability, much like how shroud is for core necro and reaper. You reduce that you might as well play a class that can do actual dps better.

     

     

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