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Sarrs.4831

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Posts posted by Sarrs.4831

  1. I don't have a problem with Sup Sigils of Nullification being highly-valued items now.

     

    The problem I have with this in particular is that tome levelling is a pain to click through and I'd like it if it were streamlined. It's been an issue since tome levelling was really a thing and this just really points it out. Would also like it if the level-up rewards were salvageable.

     

    I actually really like that there are collections which add value to Sup Sigil of Null and Sup Rune of Scavenging. These are dead-end items when I don't think there should really be any in the economy. It's a massive effort to actually _fix_ but these collections are a start, and that's a good thing.

  2. > @"X T D.6458" said:

    > Dont worry everyone, maybe we should just stack a link and solve the problem ourselves ;)

     

    I can never remember if image macros are against the rules but you know the meme I'm talking about

     

    The one with Palpatine and he's sitting in the chair

     

     

    do it

     

  3. 360 is quite a large AoE. Maybe knock it down to 240 to match the 2.

     

    That said, I don't really see a drastic issue with it, unless you're spamming out stability to your allies - but necromancers should be good at punishing AoE boon spam. Taking the Scepter trait locks you out of the very powerful Weakening Shroud as well.

  4. I like Path of Exile's system

     

    -You build towards a key affix from a Temple, a Master or soon a Delve

    -You then use a basic currency item to add a random affix, and then a rarer currency item to upgrade the item to a rare, adding a random affix in the process

    -You then use a Master to lock half of the affixes down using a crafting affix, and then maybe more crafting affixes to narrow the affix range

    -You then use an Essence to reroll the other half of the affixes, with an assured affix from the Essence

    -You then might use a Master to craft an affix, or use extremely rare and expensive Exalted Orbs to add affixes

    -And then you use armor/weapon stones to raise the quality of the item, then jeweller's orbs to maximize the sockets, then fusing orbs to link all the sockets, then chromatic orbs to get the sockets to be the right color

    -And then you either grind Labyrinth endlessly to try to get the right enchantment on it for your character, or the skill you're using (1/340 chance to get the right one!), or you take it to the Vaal Temple, put it in the Corruption Chamber and have a 50/50 chance of deleting your item.

     

    By the time you have the wallet to carry out this process, you can basically destroy any challenge the game has to offer you. But it's a good system, because the dream's always there!

     

    Genuinely though, I adore random systems. Everyone dislikes the WoW system by which items can receive random modifications, but I really like it because that kind of randomization opens up options for the players. In Warlords of Draenor I got a triple mod item, which was strong enough for Assassination that I could play it for quite a while instead of Subtlety, while we were at a stage of the raid with multiple bosses that really rewarded Assassination's playstyle.

     

    I adore games which give you a random toolkit and you have to work out the best way to arrange your tools, rather than games which give you all the 'options', which ultimately result in there being 'one right answer'. This is a niche which is insanely difficult for an MMO to fill, sadly, as being able to trade removes this 'use what you find' structure.

  5. When I tell you that necromancers deal rubbish damage, nobody panics, because it's all part of the plan.

     

    But when weavers get nerfed, well then everyone loses their minds!

     

    Memes aside, the idea of a game-wide nerf down to Necromancer-level damage in PvE kinda tickles me.

  6. Do we actually *want* Minions to be good? They're already best picks for a lot of PvE content for lack of opposing choices, and I don't want a petting zoo meta in WvW or sPvP.

     

    RE minions dying; they've got the *power damage* protection but they aren't protected from condition damage unless you use the trait that causes them to send conditions with their strikes. They're probably dying from condis.

  7. > @"Oglaf.1074" said:

    > If Merciless Hammer is anything to go by, Anet themselves don't seem to know what they want the Hammer to actually be doing...

     

    Merciless Hammer is two traits rolled into one. You are not supposed to necessarily take Merciless Hammer because you are even using a hammer - You are supposed to take Merciless Hammer because you plan to apply a lot of controls and interrupts using Physical skills, and using Body Blow for condition application, and maybe using daggers, maces, offhand shield or the hammer. You *should not take* Merciless Hammer as a Power Hammer user; you should take Berserker's Power.

  8. > @"Pirindolo.9427" said:

    > Does anyone ever use it as an everyday weapon in fractals, dungeons, or even open world PVE?

     

    Yeah, Guardian hammer PvE is quite solid. Permanent protection & pulsing healing for any melee standing in your squiggles is really quite good.

     

    > @"Pirindolo.9427" said:

    > Please, don't keep arguing because you want to, that's exactly the point of this thread:

    >

    > All weapons except for hammer are best in slot for some (at least one always ) PVE classes/builds

    > All weapons except for hammer are good for some PVE classes/builds (some of them, for many)

    >

    > And this is what this thread is about. So yes, it makes my claim absolutely relevant. The problem is that you didn't understand my claim. If you like hammer, like I do, use it, but my claim is still the same and equally valid.

     

    You've completely moved the goalposts mate. I don't think they're even on the same pitch.

  9. As far as WvW masteries go the main thing I'd like to see would be a change for the system to more directly analogue the PvE mastery system; you pick a mastery, you start playing WvW, and eventually you've gotten enough experience or ranks to be able to master the ability.

     

    I'd also really like to see consistent additions to the Mastery lineup; something to make you go "ooh, I can spend a bit of time in WvW and unlock XYZ" with this patch. This'd really benefit from the other change, too, as you wouldn't just instantly buy your masteries as soon as they're released; you actually develop into them, which seems to me a much healthier way for mastery progression to work.

     

    Maybe some new, utterly massive masteries would be nice. An extra 5 supply capacity that costs a total of 3k mastery points? Something to work towards on the long term. Once you have full mastery, the main thing you have to look forward to in the long term is +pip from rankups, and that feels quite skinny.

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