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Posts posted by Sarrs.4831
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> @"DonArkanio.6419" said:
> Are you against the changes to unique Resistance or not? If so, why? That's the subject.
I'm against it, because you think Consume Conditions isn't a counter to conditions.
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> @"DonArkanio.6419" said:
> While I am not. You are ignoring all od my other points, why?
You've just completely brushed off the point I've made about interrupting Consume Conditions, you can't really say "don't ignore me" when you're doing that.
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> @"DonArkanio.6419" said:
> In a Consume Conditions scenario, conditions are a resource.
Well we may as well say that other boons are a resource that make your Resistance work.
Come on dude don't be silly.
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> @"DonArkanio.6419" said:
> But I just told you that Resistance is a better way of dealing with condis since it doesn't remove them completely = damage continues after a brief window of time. What do you think about this?
Well that would make it a *worse* way to deal with conditions, not better than condi-cleansing.
Condi-cleansing *is* a better solution for conditions anyway. It can't be flipped and it doesn't care about the durations of the effects.
> Yeah, because I don't think it's good to have a counter to a mechanjc that is already a counter in itself.
> Condi builds that don't use Boonstrip wouldn't be as excessive but only for a short duration. Resistance is clearly designed to be a tool against Condi builds and it's still the Condi builds that can get through it. That is my problem.
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> Counter to counter.
This seems very reductive.
Should you not be able to interrupt Consume Conditions, either?
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> @"DonArkanio.6419" said:
> Actually completely opposite. Look - Condi clears delete condis, Resistance just holds them back so they can start dealing damage back again once Resistance ends. The thing is, to allow Resistance to be a **short** counter to condition that isn't further countered by more condis.
It's not countered by 'more condis' it's countered by boonstrip. This is a distinction that really needs to be made. There's a strong correlation between successful condi builds and boonstrip.
> My problem is that Resistance was designed to hold back Condis, while Condi builds are able to strip Resistance - I hope you know what i'm getting at.
Honestly what I'm getting at is that the classes which *you lose to* are the ones which can strip your Resistance and because it's the only tool you have to beat them, you want Resistance to be buffed. The only condi builds that you even think about are the ones which are able to strip your Resistance, which tells me that the only condition builds which work are the ones which can strip Resistance, which tells me that Resistance access needs to be reduced, not for the boon to be made inalienable.
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Gotta be honest; this suggestion and others like it always just read 'delete necromancers'
Yes necromancers corrupt your boons, don't pop your healing signet when you can't dodge out of corrupt boon.
If you want effects that deal with conditions and stuns and can't be countered, use stunbreaks and condi clears
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> @"Cyninja.2954" said:
> Honestly, I think the game overall needs a direction and new emphasis. If this was a 2 hour event, I'd be a lot more confident that all game modes saw attention.
Couldn't agree more. WvW really needs a big brain look at the direction it wants to head in.
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> @"Murkalael.6713" said:
>countless hours of boredoooommm
Not really countless. It's around 8 per gift.
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Necro, Ranger or Guardian, I think.
Necromancer has MM builds that outsustain anything, with the right gear.
Ranger can just fiddle with the right pet, have it tank for them and heal them, or whatever, while maintaining good pressure at range.
Guardian can do symbol hammer for ludicrous sustain.
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> @"Einlanzer.1627" said:
> But, see, a lot of this reeks as defending a broken status quo. If they "aren't needed", or, at least, aren't really ever useful, why do they exist? This is a fundamental balance problem that they need to try to address - even if addressing it means revising the whole combat system.
They are useful - in moderation.
Healing Power and Concentration are just plain useful.
Vitality on spreads like Marauder's on the right class is a drastic survivability boost for what may not be a major damage loss. It's not actually a horrible tradeoff when you're playing open world content and you don't have reliable incoming healing.
Toughness is kind of a weird one but it has its uses - at the very least, you use it to manipulate mob threat.
Don't look at Soldier's v Berserker's. Look at Marauder's v Berserker's.
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Why not just change it to "Entering Shroud grants Aegis"
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I don't think I want balance patches so much as I want *stuff* patches. New skills, weapons, etc.
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Three raids in a season?! Insanity!
Also it may just be me but we have 7 or 8 mounts already. I think I'd prefer to see the existing mounts expanded further rather than see multiple new mastery lines for them.
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Chill Reaper's 100% viable in wvw tbh imo. I play Celestial Chill Reaper with axe/dagger and greatsword, master of corruption and CPC. Use stuff like the Dragon's Revelry Starcake and Sigil of the Stars to give you even more celestial stats, and Runes of Divinity for more and also a massive boost to your HP. With more than one Bloodlust and a fully stacked sigil you have a ludicrous amount of stats which'll make everything work together. Expertise is your only problem so add +exp wvw infusions to your gear and run a few pieces of whichever expertise spread you need; Viper's or Trailblazer's, depending on whether you need offense or defense.
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That's gorgeous. Probably good for a DE cosplaying as Erron Black?
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It sounds like a fantastic excuse for the 'losing' server to abuse the players who like Desert Borderlands and might've voted for it.
If anything, just change which team gets Desert Borderlands so that a stronger server gets the 'weaker' map. Maybe adjustments would be a good idea to open up the map, but I don't think that's really necessary; it makes sense that you should need to learn to navigate the desert. Content-wise and systems-wise, I'd prefer for them to work on any number of other things; new armor, balance, a new map, finally pushing out Alliances...
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> @"Curse.7368" said:
> 32 days of play time, I am only able to play 2 to 4 hours a week. Do the math again. ;)
Clearing out the home instance and using the vendor on Dragonfall will probably take like 10 minutes tops.
If you take 15 hours to buy the materials off the vendor I don't know what to say. GW2 is a fast paced game I guess.
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> @"Curse.7368" said:
>But with the map currencies this is going to take me another year or 2 before I am able to get that mount.
It'll take you around a month. Use someone else's home instance nodes and use the trader in Dragonfall. That's 8/day. 250/8=32 days.
> @"eldrin.6471" said:
> why are we left to work out for our selfs what future uses anet will put these currency to. was i supposed to know back in 2017 that i needed to keep these currency's for a mount collection in 2019?
Why would you not expect an end-of-season reward to require map currency? Aurora was the same.
Extend this logic to other currencies.
"How was I supposed to know I needed to keep my gold for xyz"
"How was I supposed to know I couldn't dump all my karma because this needs it"
"How was I supposed to know you would add new skins to WvW tickets, I just bought all the Obsidian skins but I want _those_ ones now"
It doesn't make sense.
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Just keep practicing! The good thing about GW2 is that you have all the time you need to master the game.
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Oh wow, that's awesome. Didn't even know these existed.
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Not being able to get spirit shards is a fair complaint imo.
Timegated mount... I don't really care. There are Skyscale roosts *all over* the new map.
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> @"TwiceDead.1963" said:
> Or they could just make Scorpion Wire more reliable...
Yeah. Scorpion Wire is one of my favorite skills on paper, but it's just not viable.
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No legendary accessory reveal? I am sad
> @"Batel.9206" said:
> The male sylvari showing off the new greatsword seems to be wearing a "plain" version of the light Mist Shard armor, so presumably there are two different versions - one with the glowy shards, and one without. (I hope I'm not just seeing that wrong.)
It seems like most of the new armor sets in LS4 have come with an upgraded version, so I wouldn't be surprised if glowing version was an upgraded version.
Why invest resources in new 10 person content instead of difficulty settings?
in Instanced Group Content
Posted
I think that "we're releasing the content that *we already have*" is probably not a very exciting thing to announce ever.