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Posts posted by Dagger.2035
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When you play Reaper in a zerg there’s a nice ebb and flow between using Reaper shroud/greatsword and recharging your shroud with the staff. This isn’t meant to be roaming weapon and had been fine for 7 years so I don’t see why a change is needed now.
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Yeah it’s disappointing since they only seem to be releasing PvE raiding stats lately.
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I don’t think staff needs a complete rework since it is a good utility weapon and gets a ton of use in WvW. You can recharge your shroud from a safe range, apply hard/soft cc, and transfer conditions. The only skill which may need some help is the slow moving auto attack.
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I would pick a profession which can easily stack might. Here’s a Revenant build which can stack might by blasting the mace’s fire field. It also has Runes of Leadership and Sigils of Strength to help you stack more might. The traits provide might, fury, and alter fury to provide an extra 20% critical chance.
http://gw2skills.net/editor/?PmzAkeVldQIMHKi1QSsHCi9RgsASgD10/TD-zxIY1o7/MCUqWzqyjzyWLAA-e
I would test this out in cheap gear to make sure it can easily hit 25 might. I have a celestial Herald that can do it but I get an extra 25% boon duration from sigils and also have +100 concentration from food.
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Also why not simplify things and have all stealth attack skills reveal you instead of using the clunky cool down solution.
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The stealth design for this game should have been fixed the first year the game came out. They should have never allowed a weapon set to have both a smoke field and a leap or blast finisher. This would still allow combos to provide stealth but it would require a weapon swap or a utility skill to do so.
I just hope that they realize their mistake with deadeye and focus their nerfs on that elite spec. To start it should not be able to remove revealed. I don’t like that they keep adding counters to counters. This elite spec introduced a lot of issues with unblockable projectiles too. It’s probably the reason why Dagger Storm uses evasion now and has little counterplay.
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If it gets too popular they can just increase the price and/or decrease the duration. Another option would be to introduce VIP levels: bronze, silver, gold, platinum ;).
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A consumable VIP pass which allows VIP members to move to the front of WvW queues and it expires each week.
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Larger maps with more objectives seem like the wrong way to go. Smaller maps in PvP games tend to be more popular and feel more intense since it is easier to find fights and get back to the action.
I also don’t like the idea of adding more PvE to the maps, especially if it provides an advantage during fights. Maybe they can have different areas for different players. EB can remain as is for PvP. Maybe remove the outer gates to make it easier to have a battle royal in Stonemist castle.
Then more PvE elements could be added to the northern portion of the home borderlands. Especially the empty corners. This will allow PvE players to get their feet wet and fight bosses without affecting WvW gameplay.
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There's already plenty of objectives if you also count towers. Another option would be to bring back manual upgrades. There was always too much to do when defending the borderlands and cycling through objectives to kick off upgrades. This kept people active on the map and improved roaming. Now you can just run off to join the zerg.
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> @"Acheron.4731" said:
> I'd say most vets played at least 2-3 hours per day....4-5 days a week
> More on reset or weekends.
> Just a rough estimate
I guess I used to be a vet for the first few years. I must be a noob by now. I switched to weekends only and now I’m taking month long breaks.
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I would like Endless Toilet Paper so I don’t have to open my inventory.
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I don't think the current situation can be fixed with buffs or nerfs. The elite specs weren't designed with WvW in mind and ArenaNet's vision for some professions limit their success in zergs. Ranger having mainly single target attacks for example.
I don't get the Weaver hate. It seems like a really limited elite spec without any ranged attacks. Either you spec for sustain and do no damage, or you spec for damage and have no sustain. This makes it ok for solo roaming, decent in havoc, and awful in large groups.
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> @"DonArkanio.6419" said:
> It's pretty funny to see people's outrage about these changes and the catastrophy-and-totall-annihilation -of-class predictions without knowing a single number in the skills.
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> Lol, All of a sudden everyone is a total Mallyx main and cares about it so much that every single change is definitely going to kill the legend and make just completely trash and our beloved most playable legend is now going to grave, that's the end.
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> At this point these aren't even rational arguments. It's some kind of a hate towards the Devs who dared to touch this precious legend. It's hard to even call it one's opinion.
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> Wait and see, if it's trash - suggest solutions, if not - play it.
I've been playing Mallyx since HOT dropped and it is by far my most played profession in WvW since then. Just because people aren't forum regulars doesn't mean that they aren't out there playing the game. It's also an exaggeration to say that anyone who disagrees with this balance patch is only posting to "hate" on the developers. Mallyx is losing its mobility and cool downs are being applied to more skills. I hope that the new skill can make up for it, but I'm very concerned with the current release notes.
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I'm not a big fan of these changes. It's nice to get more CC, but the 5 second cool down removes most of Mallyx's mobility. I get that there needs to be a cool down since the CC was added, but I feel this change will push more people to use Shiro for mobility. These changes could benefit small scale PvP fights, but it may hurt all other uses of Mallyx. The cool down on the elite seems painful too. You'll have to plan your skill rotations ahead of time so that you can camp Embrace the Darkness for damage.
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It's too bad the skills that have been spoiled have been mostly random. It would have been more fun if they chose a list of skills from a PvP metabattle build to make sure you are swapping to something useful.
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Back when zergs were mostly random classes I used to be able to fight zergs in my full berserker thief. Cluster bomb was 1200 range and then some when you detonated the projectile. Using Signet of Malice with the stability from Dagger Storm would let you push into a middle of a zerg by yourself. Then you could always port back to safely with the unlimited range, no cast time sword 2 skill.
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**Undo the pro-zerging mechanics from HOT**
* Don't apply marked to enemies when an objective has RI. Zergs should have to sweep objectives instead of just looking for dots on the mini map.
* Require someone to manually trigger upgrades.
**Introduce a new borderland map**
* Use shorter distances like the alpine borderland so it's easier to PvP.
* Maybe have a tropical theme. It could have a large lake in the middle with underwater bloodlust capture points for those who are nostalgic for the old quaggan lake.
**Gemstore items**
* Guild mount skins and armor skins.
* Custom objective skins.
* Custom siege and projectile skins.
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The only change I would recommend is to normalize the speed so there isn’t a territory bonus. I’m worried that the speed bonus could favor the more populated server when you are outnumbered and trying take back your objectives. I also don’t see any reason to give defenders an advantage when roaming.
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It’s too bad they don’t cap it at swiftness speed. That way it won’t impact gameplay much but still have some niche uses. It will help classes with low mobility move faster by gaining swiftness and a leap. The leap could be used to evade AOEs.
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We captured all of the guild halls with two people. The HOT guild halls have more trash mobs so condition bunkers with AOEs and Dire or Celestial gear worked well since you can abuse boons like might. I would avoid boons and recommend ranged weapons for the POF guild hall. The champions have a lot of boon corruption and drop AOEs at their feet. You can also run glassy gear since there are less trash mobs.
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It’s good that they do cater to Equinophobia though. Those horses are scary AF!
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An underwater expansion could be a mix of underground areas (underwater cities and caverns) and water (deep sea). After all, the Largos can walk so maybe they live in underwater caverns and built cities which keep out the water. It would be fun to explore underground caverns and that would make it feel like a classic dungeon crawl.
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To be fair to all professions there probably should be a Most OP Zerger poll as well.
It’s too bad elite specs haven’t opened up new WvW roles for some professions. At this point in the game it may make sense to run multiple professions rather than wait for X to be better at roaming and have Y become better at zerging.
WvW Idea: Players control Lords/Champions
in World vs. World
Posted
I feel it could be exploited too easily. Use an alt account to pull all tactics and afk in the lord.
N/M guild claim helps.