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CroTiger.7819

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Everything posted by CroTiger.7819

  1. Amazing ideas but some of them would be op like second part of druidic clarity and bear stance is very bad idea to remove 1 condi since its long cd and heal amount is already bad (it is good vs condis but it is only 6 sec and thats what is meant to do and reason to take it). Predators onslaught is amazing idea and i would like that with cheetah pet which have port and i already play it with beastly warden for taunt on port f2 and is rly fun. That change would be amazing and i dont think that trait is used right now in current state but maybe what you suggest will be too strong but not sure. Stalker strike should go back with old version when traited and even mainhand dagger should get same treatment for dagger 3 (i think dagger 3 should also give 2 second of superspeed for pet so in beastmode it would be nice utility skill). Live fast idea on beast skill is very nice but in same time making it work for f2 same way would be broken tbh because of low cd on f2 for some pets like hawk and eagle.
  2. > @"Trevor Boyer.6524" said: > @"CroTiger.7819" > > Reread the OP post carefully. > > I did not say DH or Trap Rune was OP. > > I say that DH being able to thieve & mesmer like actual thieves & mesmers is dumb and shouldn't be happening from a sheer design standpoint. I know but i don t think many ppl on guard run that port and it also make them more squishy and kind of one trick poney if he use it to engage but also less amount of stealth so yes it is more of roaming pushed style which i actually find intersting. At the same time all he can do to stop you from escaping his dmg by just moving is imob and elite trap and all his dmg is removed by the good support like spellbreaker and core guard even if it lands. Recharge on JI is very long and mesmer+thief have better mobility still which they should have and i agree with that but i don t think this combo is problematic since its not power dmg and can be cleansed (not much cover condis aswell which are essential for condi builds). Dh burn can catch ppl offguard in higher tier yes but its not problematic there at all and only problem with it is that build is too strong in lower division and also doesn t rq skill to pull off burns there but thats kinda same for all condi builds because they are easier to play and more opressive in lower tiers but in same time very hard builds in higher tiers unless they are broken builds like old mirage and condi thief before nerfs. Classes mixing with design of each other is not good i can agree but thats part of another discussion and you can say it for necro ports speed runes etc... Still rune and traps are only way dh can play this and it leave them very vulnarble without cleanse almost and with no stunbreaks while thief and mesmer have stealth integrated in their design without sacrificing too much like dh. Burning is very fast in terms of dmg spike and applying it is too fast and spammy (only thing which should get nerfed) but its still not problem from a trapper rune but design of burning trait+ spirit weapon but nerfing it will leave guard in very bad spot and nerfing trapper rune will bring nothing to this problem instead deacrease build diversity which finally got some improvment at this point. Tanks and decap style with spam on point is what should be done first and thats more struggle for roamers (thief, mesmer, revenant) than dh being competitive as roamer. Also revenant is bloated as class and is reason why ppl run it to debunk those kind of build and on other side reason to not take thief since most teams play around 3 caps now since rev is rotational +1 better than thief and thief is more of decap to force +1. Now there is no much decap potential for thiefs so it pushed revenant into play especially renegade which is kinda too strong in terms of dueling some classes which shouldn t be case for roamer/teamfighter class aswell. Now when everything is nerfed only thing keeping faceroll bunker side meta is bloated revenant spec so i think we should first see those build spam reduced to see small nerfs on renegade and revenant so thief and mesmer (also need better resustain and some nerfs reverted on staff etc if it stays with 1 dodge) will be in good spot. Clear the bunker side node meta (not delete but make it more punishing and less faceroll which is not ez for sure) and than bring in the line rev as roamer is the way to go in my opinion, but it is just opinion. Also take a look at resistance rune recharge and how bloated it is on revs and scrapper with mortar and tell me that 1/5 uptime on condi imunity just from rune is ok. I don t think it is problematic on rev but in same time on scrapper it is very annoying if you add other spam like superspeed and blind in the mix aswell.
  3. Very biased post and just trying to get likes from forum qq which mostly can t find counterplay vs anything new. We should stop this trend and not encourage this because trapper dh clearly have alot of counterplays like reveal, condi dmg, cleanse, stability, cc (0 stunbreaks), blocks etc. His defense vs condis is very bad and vs power is still managable with decent cleanse and understanding of the class. Nerfing trapper rune will also remove ranger build which encourage ppl do play double dagger. Gj so your goal is to reduce variety in the name of biased balance qq here on forum. Only issue with burn dh is permaeating wrath which is even more annoying on other guard builds like core so trapper rune is not a problem. That build maybe need small nerf because 4 counts on spirit wep is kinda too spammy and issue is this build kills bots very ez like lords, pets, clones, some players etc and it can be problem in lower tiers (still trapper rune doesn t add to it but burn itself). Pls stop this no sense comparing it to a thief since reason thief struglle is more because renegade being bloated as roamer and dh have bad mobility compared to it so thief still can do his job rotating even with nerfs on sb5. Your opinions are biased and seems to me you just focus to reduce amount of builds in general and acting like some balance guru or something which can t see how biased he is. You should work on making options and ideas for ranger which struggle in organized teamplay like you did for druid and some of ideas are rly good instead of seeking for attention from forum and focusing on class which you can counter very ez and have no problems to deal with. Good luck with your forum mission i hope Anet learned something from listening forums. There are much worst builds like water weaver tank and scrapper which faceroll and spam on node with resistance rune on 20 sec recharge with mortar kit also decap druid etc but yes lets focus on nerfing whats dealing dmg first so we can have braindead builds rise and unkilable side node meta with bad cleaves in tf making rezzes even stronger. Thief is not good because of meta side node tanking and play on 3 pts and revenant being bloated as roamer/teamfighter making it stright forward better pick in current situation.
  4. Tested it long ago its only 5 stacks because attacks don t land on same interval (if they do it would be 10 stakcs cus its 2,5 s cast time). Also with one wolf pack it gets only 1 stack more so it scales pretty bad unfortunatly... And yes it has nothing to do with your ping as ppl here said.
  5. > @"apharma.3741" said: > FYI CC skills don't stack, someone hits you with a 3s stun then a 1/2s stun they actually just stunbroke you. I'm pretty sure this works for all hard CC so a thief headshot after a 2s stun actually is the thief throwing. > > CC in my opinion needs 2 things doing to it: > 1) if it's for interrupting it should be quick casting but last 1/4 to 1/2s. If it's for setting up burst it can be 2-3s but must have a decent cast and tell. > 2) in general reduced the number of concurrent CC skills available to classes unless they specifically have traits around interrupt play style. Finally someone see this. Almost 80% of cc ingame is hard cc made for stunlock and seting burst and 20% is soft cc made for interupts. I think it should be other way around and as you said interupt cc needs no big telegraph but should last very shotrly like 1/4 daze. Hard cc already have good tells in most occasions and it should stay without dmg. On the end give some small regular autoatack dmg to skills which just serve interupt purpose and make more traits like power block on mesmer to encourage ppl into more skillfull plays and baiting/fake casting which will add depth to game. What you get is increased build diversity aswell since soft cc doesn t need stunbreaks you will be able to use some utilitys which rarely see use. Game should have 80% interupt based cc with short cast and duration and 20% of hard cc to lock and set spikes and everything is fine and skill is rewarded instead of spam.
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