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Terrorhuz.4695

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  1. > @"NotoriousNaru.1705" said: > Most people are really only complaining about sword 4 but in ranked there are things that have much higher one shot potential than rev(mantra mes) Difference being: mantra mes has no out of jail cards. Play mantra mes, you die. Also why tf am I necroposting why is this thread here
  2. > @"Jables.4659" said: > > @"Leonidrex.5649" said: > > > rich coming from a guy that made post " struggling with revenant " > > that has problems with energy management on kitten herald off all things, you know. Elite that has 0 energy costs. > > Who didn't have issues with energy management when they first started on Rev? You are genuinely trying to call out the wrong person here. I've known @"Strider.7849" for 8 years and know first hand how good he is with nearly every class in the game. I hate one-dodge-mirage just as much as you do, but pretending that the change was completely unwarranted doesn't help. It was absolutely the wrong way to stop cMirage from running a train on the current meta, but I would be shocked if cMirage got its second dodge back without other changes and doesn't dominate the meta. > > Its been a common occurrence for people on the Mesmer forums to lash out at people who talk down towards cMirage. It almost always includes something along the lines of "You are not a real Mesmer player" or "You don't know anything about Mesmer". I'm still going to say it: Condition Mirage with 2 dodges performs way too well for how little skill is required to play it. I am aware that there are some genuinely skilled players who like Condition Mirage just as there are some genuinely skilled players who like Necromancer. It doesn't change the fact that Condition Mirage has historically been a spec that allows the Mesmer to play incredibly passively while dealing massive amounts of damage. When you can spend the majority of a fight running away, hiding in stealth, and evading/blocking/invulning while your opponent is killed by AI, we have a problem. > > Just rework the staff ambush. Instead of proccing full cancer on 10 targets make it more of an utility tool. For example, sword has mobility + interrupt (and mesmer mobility is quite low tbh, even a reaper with rune of speed can outrun you with or without blink), greatsword has might\vuln stacking. It's nothing you can use to win a duel per-se, but are tools to create more gameplay opportunities. That's not true for staff; dodge, press 1, free cancer. Absolutely wrong. So, either rework staff ambush (which has always been the greatest offender) or place some tradeoff for mirage; for exampe, you get much stronger clones, but you can have 2 at most, instead of 3.
  3. > @"Undertaker.4368" said: > Yss warrior is too strong at pvp we need nerf it harder \m/ This, but unironically. They keep on nerfing all the warrior spec just because they can't face the fact that full counter shouldn't exist in the current state. Unblockable AoE CC + evade + stability + block every 10ish seconds -on top of the fairly high defence and mobility of a warrior- for free is just wrong. If they add some penalty for missing a full counter (eg: if it isn't procced, CD goes up to 20s) or giving it some more depth (like, for example, cd raise to 20seconds and whenever you remove a boon it recharges a bit) I'm all for giving some more tools to warrior. Until then, the thing needs to stay out of pvp.
  4. > @"Salt Mode.3780" said: > it really amazes me how people list a bunch of skills without doing some research on what they are actually listing and calling out people "factually wrong" Well, it feels like it should be unblockable since it deals no damage. And proccing aegis instead of removing it is actually bad, since it still procs traits and runes.
  5. The only problem I have with weavers are the unblockable hard CCs (mud slide, shocking aura, gale) which also deal damage thanks to lightning rod . Now, that may be just my feeling, but I believe unblockable CCs are a big cancer through the whole game and I think only thieves should be allowed to access such a thing... because disrupting bunkers should actually be their job. It's a... sort of strong class in the right hands? Definitely not underpowered, but not overpowered either, it requires some skills to use it properly and I respect that.
  6. You can also revert signet of agility's nerf as far as I'm concerned but either the third dodge or unhindered combatant need the chronomancer treatment; nuked from orbit and never to return.
  7. Do I look like I'm Santa? 'Cause I'm not giving anything for free. You want that win, you gotta stomp me for the whole 15 minutes.
  8. > @"Supreme.3164" said: > As far as I can see, **ranger is the only class with basically double CD on almost everything and sustain halved in PvP** compared to WvW and all other professions: the soulbeast utilities have double CD, sustain traits are reduced by 2/3 and Druid has double CD on their mechanic.......I don't see with other professions that enjoy same benefits both in PvP and WvW. > My question is simple : Why has ranger received such heavy handed changes when other professions have not? > > I may be wrong but as far I can see....playing ranger in PvP is truly a daunting experience compared to WvW...other professions don't suffer nearly as much with the same transition between modes. Boi lemme tell you how being a mesmer works
  9. > @"Hyper Cutter.9376" said: > The speed boost should be a minor trait, like Time Marches On for chronomancers. nonono, you don't take time marches on and leave out all the rest. You want chronomancer's speed boost, you take the whole chronomancer package, you don't get to cherry pick!
  10. > @"Ragnar.4257" said: > Just earlier today, someone whispered me saying they would totally have won if I hadn't been able to cover my heal with stability. > > And I was like...... 'but my build doesn't have any stability'. Literally 0 stability. > > People just assume that any guardian build must have the features of EVERY guardian build. It's a guardian, so, it must have stability right? > > I also frequently get whispers complaining about burning..... when I'm playing zerker. It's a guardian, so it must do big burns right? > > No ability to consider that, actually, not every build is able to simultaneously have every possible feature of a class. > > I will say it again very slowly: If the DH is playing a burn build, then it can't also be doing big power damage, and it can't use Spear. And if it has a full utility bar of traps, then it can't also have stunbreaks, stability, cleanses, invulns etc. Oh yeah no stunbreaks. Good luck finding the damn dh though, the guy is invisible and traps reload very fast
  11. > @"Kuma.1503" said: > Tbh the problem with weavers is the problem with ele in general. Every time it starts to deal decent dps it gets gutted for one reason for another. > > Burn Weaver? Gutted > Lightning rod? Gutted > Fresh Air? Gutted > Arcane skills? LOL > > Being a super bunker is one of the few things weaver has left, and even that got a signficant tone-down when Anet nerfed sword, twist of fate, and removed stability on stances. Why bother building for damage if Anet is going to nerf it into the floor? Just pump those resources into being as tanky as you possibly can. > > Part of this issue stems from the fact that Ele **needs** vitality and/or toughness/healing power in order to survive with it's low hp pool. It just doesn't have the damage to opt for a "I kill you or you kill me" kind of playstyle. > > If Anet wants to change that, they need to re-evaluate what ele even is. > > Is it supposed to have low vitality, but high sustain to compensate? If so, weavers being sustain lords is working as intended. > Do they want to push it down the glass canon route? Low vitality, low sustain, top tier dps. Then they need to give ele the damage to compensate for how frail it is. And they can start by turning staff into a workable ranged weapon so that they're not forced to get up in your face with their 11k hp. > Do they want ele to be a jack of all trades? That's fine too, but that requires the dev team to have even the tiniest inkling of what they're doing with it. Celestial amulet was the perfect tool to enable an all-rounder build, but that was deemed unsuitable for pvp. > > **tl;dr** Ele is a class without direction. The less dev attention they get the better, because every time the class does get mentioned in the patch notes, it's to butcher what little the class has left. > > -Rant of a salty ex-ele main. > I'm not even a fan of ele and I'll say you're right. Removing celestial amulet was wrong.
  12. > @"Dawdler.8521" said: > > @"Terrorhuz.4695" said: > > > @"KrHome.1920" said: > > > Every class can pick speed rune and every class with traps can benefit from trapper rune. Fun fact: trevor plays a class that can use traps and that can benefit from trapper rune. So his class is the one that comes closer to thief than dh ever could, as it has more mobility than dh and traps on top. > > > > "Every class can benefit" is bs. It you play guardian you can't benefit from rune of the chronomancer, on a mesmer you can't get anything from rune of speed, a warrior won't be to get anything from rune of the ranger. That's because on some classes it's actually impossible to get value from these runes. > Uh, a mesmer gets permaswiftness with speed runes and 50% boon duration using the signet. > Please tell me you're trolling. I need to know you are not being serious rn.
  13. > @"KrHome.1920" said: > Every class can pick speed rune and every class with traps can benefit from trapper rune. Fun fact: trevor plays a class that can use traps and that can benefit from trapper rune. So his class is the one that comes closer to thief than dh ever could, as it has more mobility than dh and traps on top. "Every class can benefit" is bs. It you play guardian you can't benefit from rune of the chronomancer, on a mesmer you can't get anything from rune of speed, a warrior won't be to get anything from rune of the ranger. That's because on some classes it's actually impossible to get value from these runes.
  14. > @"bethekey.8314" said: > For a class with lich damage and two health bars, mobility should be one of its weaknesses. They have Wurm, Walk, and now this? Absurd. Needs a big nerf imo. > > Necromancers with rune of speed, wurm and spectral walk have some crazy mobility, but this guy isn't using anything of that, it's just speed hack. Report for botting, they'll check it.
  15. > @"CookiesOverCake.1862" said: > Rev: > Heroic Command - Energy cost increased from 10 to 15 > Charged Mists - Energy gain reduced from 25 to 20 > Sevenshot - Torment decreased from 7s to 5s , Damage reduced by 10% , Cooldown increased from 7s to 8s > Bloodbane path - Energy cost increased from 4 to 6 > Spiritcrush - Radius reduced by 15% , I dont know what its currently at but its AoE is bigger than a side node and 9s cooldown. > Vindication - Increased missiles per Kalla's Fervor: 2 > > > Thief: > Concealing Restoration - Delete it make something else > Shadow Savior - Completely replace the healing with something , initiative gain/might/endurance one of them > Cloaked in Shadow: Delete this or remove the blind, nobody likes this including thief players. Watching paint try would be more interactive than a mirror duel with this on > Dash - Distance traveled reduced from 450 to 400 > Hide in Shadows - Stealth reduced from 3s to 1s > Choking gas - Radius reduced to 200 , Daze removed , Initiative cost reduced from 7 to 6 > Infiltrator's Arrow - Initiative Cost reduced from 8 to 7 > Signet of Agility - Endurance gained increased from 25 to 50 > > > Ranger: > Juvenile Jacaranda - Call Lightning damage reduced by 15% , Root life time reduced from 5s to 3s , Root Attack Interval 3s. Mainly the root attack interval should be addressed it's beyond ridiculous how not fun this mechanic is. > Juvenile Fanged Iboga - Narcotic Spores pulses reduced from 6 to 3. // Fang Grapple range reduced from 1200 to 700 > > > Guardian: > Signet of Mercy / Holy Strike + Line of Warding aka Staff 2 and 5 - Make these skills function proper with Ground Targeting set to instant > Permeating Wrath - Burn reduced from 4s to 2s > Restoring Reprieve - Base heal increased from 199 to 300 > Shield of Wrath - Number of attacks blocked reduced from 3 to 2 , cooldown reduced from 35s to 29s > Stalwart Defender - Toughness when wielding a shield reduced from 240 to 200 > > > Runes: > Rune of Citadel - Delete it , do something with it perhaps? > Rune of Rata Sum - Delete it , do something with it perhaps? > Rune of the Grove - A rune with a 90s cooldown , why? Again do something else with it perhaps > Rune of Divinity - Consider making other runes more viable this is one of the most used one due to the +10% Maximum Health bonus > + All a bunch of other runes with ridiculous cooldowns > > All of the traits across each class you've made 300s reduced to 150 , 300 seconds equals 5 minutes, your average ranked match is usually 8mins to 12mins on a 300s cooldown the trait does not even get used twice in some occasions > > I really dislike how you guys are addressing things like gutting thief mobility hard making it clunky , when the main issue is stealth duration with shadow arts, or how you just completely ignored the players telling you Explosive Entrance's damage was overtuned so you went ahead and nerfed Nades first even tho both of them needed toned down, It just tells me you guys are more looking at certain builds than rather the class entirely when you make these changes. > > These are just some thoughts I've had about the current meta and possible changes, I'm sure theres way more things in the gutter or in peoples mind Highly disagree with the nerf to chocking gas.
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