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Dadnir.5038

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Everything posted by Dadnir.5038

  1. sPvP players complained. _I'm still baffled that they didn't managed to make devs remove all the amulets yet._
  2. > @"Voltekka.2375" said: > > @"Dadnir.5038" said: > If you run the aforementioned traits, that reaper isnt really useful. Especially against a blob. Unless you play a condi reaper. Which is pretty bad. Condi reaper isn't much worse than condi core or condi scourge. It's just less popular than it's power variant.
  3. I don't think new elements as attunment is reasonnable option. Even if it's just modifying minor effect on the preexistent weapon skill, the amount of work needed is just to big. Personnally, I'd prefer if the e-spec allowed the elementalist to specialize into an element. You get an F5 (only modifiable while out of combat, Let's call it _primary attunment_) that allow you to lock your attunment (skillset/glyphs) to a chosen element while F1-F2-F3-F4 (_secondary attunment_) only allow to proc the core traits they are associated with. Obviously that mean that the weaponswap would be now available while in combat for this e-spec. The trade would be less weapon skill flexibility for more weapon range flexibility.
  4. > @"draxynnic.3719" said: > > @"Fueki.4753" said: > > > @"draxynnic.3719" said: > > > Seriously, renegade was the closest to ritualist revenant is ever likely to get. > > This again, like the original point I quoted, is **your own, personal opinion.** > > It is **far** from being a fact. > > > > As I pointed out, _other people_ have seen, used and felt Ritualist in entirely different ways. > > It is very well possible to emulate R/A, R/D and R/W melee-focussed Ritualists with Weapon Spells, which would function as temporary, unique personal buffs, like they were in GW1. They wouldn't need to function like Kits or Conjures at all. > > Urns might be a stretch, but they could function as F-skills, like Firebrand's tomes. > > _To you,_ these play styles might not feel to what Ritualists feels _in your opinion,_ but for _others_ these styles would end up feeling significantly closer to Ritualist than Renegade could ever get. > > > > I personally enjoyed my melee Ritualists with 3-4 Weapon skills, and multiple Weapon Spells and much as I enjoyed my pure Caster and Healer Ritualists. > > > > > > Okay, so you don't actually want Ritualist. You want one of those Rt/(Melee Profession) builds that behave like a (Melee Profession)/Rt, but trade the higher base armour of the melee profession for more damage through Spirit's Strength. Except that you still have the higher armour because revenant is a heavy armour profession. > > In which case, I think it's _guaranteed_ that the collective "you" would keep complaining, because _other_ people who have been demanding that revenant be turned into ritualist definitely _are_ thinking of a spellcaster-type ritualist. > > I still don't think revenant is the right core profession for that sort of thing, because, again, of how it works. Normal operation for revenant to get 'short term unique buffs' is through upkeep skills. Jalis essentially summons a trio of guardian-style spirit weapons, but apparently they don't count. Shiro has an upkeep that [increases damage](https://wiki.guildwars.com/wiki/Brutal_Weapon), and used to increase [attack rate](https://wiki.guildwars.com/wiki/Weapon_of_Aggression). Devastation has a set of traits which build up stack that provide [lifesteal](https://wiki.guildwars.com/wiki/Nightmare_Weapon). So what exactly are you expecting that isn't the sort of thing revenant already gets through the regular legends? A right-hand side of the bar full of venom-type skills? I think revenant can do better than that... and I think any such approach would still work better on a regular profession that _can_ choose to have just one or two rather than committing to a whole half-bar of them. > > Revenant has more potential than that. I tend to agree with Fueki there. You're narrowing your view of the GW ritualist to spirits and that's the issue he/she point out. For me, the revenant is already a ritualist. Each legend is an urn/ash/item spell specialized into a certain gameplay. Weapon spells have been replaced by the "rigid" set of common boons just like the countless boons in GW were themselves reduced to this rigid set. However, I can also see the shadow of the weapon spells in _facet of nature/true nature_, _Heroic command/order from above_ and even _ancient echo/spirit boon/song of the mist_. It's not wrong to also say that both Kalla and Ventari already express the "spirit gameplay" of the ritualist. Personally, as someone that enjoyed playing ritualist I'd like to see either more focus on the "ashes" (through a transformation skill on F2) or more focus on the "lightning spellcaster" aspect of the ritualist being expressed into the next e-spec (and none of those aspect should really need to deal with "spirits").
  5. > @"Za Shaloc.3908" said: > > @"Dadnir.5038" said: > > I'd say Herald just lack a source of regen for when he is not using the legendary dragon stance. How about adding 4-5s of regen on _envoy of exuberance_? > > It would be cool to have regen on EoE, but the base class needs access to it more, whether it be through Ventari, Salvation, or staff. Well, my suggestion is only motivated by the fact that the herald have a trait that pigeonhole him into glint stance. I find it awkward that the herald have a trait dedicated to regen yet have very limited access to the boon. It just feel out of place and incredibly restrictive. Putting regen on EoE is, for me, the easiest way to reduce this feeling of "restriction" without meddling with the core balance.
  6. I'd say Herald just lack a source of regen for when he is not using the legendary dragon stance. How about adding 4-5s of regen on _envoy of exuberance_?
  7. > @"Noodle Ant.1605" said: > > @"Dadnir.5038" said: > ppl say condi is ‘bad’ in fracs (exclu 100cm) all the time. does it mean condi does trash can dmg? not all the time. > > im not saying that scepter is garbage-garbage. my assessment is that scepter (& staff) is fairly replaceable for another similarly focused weapon (like mirage axe), in a similar way to how daredevil staff, reaper gs, scg torch, temp wh and weaver sword easily replaced pre existing weapon options, which leads to suggest that they are what im calling ‘garbage’, or what you would better understand as ‘somewhat underpowered’ I do somewhat agree that daredevil's staff isn't far from core weapon but reaper's GS and scourge's torch make a way bigger difference than mesmer's scepter does for it's axe. I mean you can't even compare scourge's torch to the other necromancer's off hands (torch is 3 time more effective than any other off hand, while the mesmer's scepter would be at 90%-95% of the axe efficiency).
  8. > @"Voltekka.2375" said: > Booncorrupt is still a thing and several nec skills turn one boon into multiple condies. It's more that it proc condition(s) on applying a condition than turning one boon into multiple condition. A lot of the necromancer's "tools design" are fondamentally dangerous, especially since it's tools are mostly geared toward PvP situations. Traits proc'ing conditions when applying another condition are amongst those dangerous design (I mean, let's imagine that I corrupt stability as a reaper/curse/spite necromancer. This lead me to apply fear that will apply chill, _shiver of dread_, and torment, _insidious disruption_. Chill will then lead to 1 bleeds, _deathly chill_, and 3 vuln, _bitter chill_. Basically, you turn stability into fear and gain 4 condi as bonus for a 5 condi combo.)
  9. > @"Peter.3901" said: > Or just nerf dh? Like they nerfed ranger and thief when the issue with the runeset arised? - Rangers could set trap from afar, letting them flee thanks to stealth. People cried, ANet nerfed ranger's traps. - Thiefs could just lay trap at the feets of their foes without being revealed because "no direct damage". People cried, ANet nerfed thief's traps. (Now they even removed them altogether) - Now DH can just lay their traps, pull players in them from stealth and burn them to death. And people cry. So now what? You suggest that ANet do what to justify the co-existence of this runeset and DH traps? Make it impossible for someone to pull from stealth? Make it impossible to use skills while stealthed? Nerf burn application to a point that core/DH/FB can't use condi builds and then have players complain that there is no build diversity? What will happen next time a profession will get trap? I mean, engineer could very well get trap he got mines already and I see no reason for him to not get access to an utility type that work well with it's technology thematic. Mesmer could get traps as well, I mean mind traps gotta be a given considering it's thematic. I very well expect that the issue with the runes of the trapper would arise again if those 2 got trap, so what would ANet do then? Nerf the traps again? When a balance issue with a common point happen 3 time in a row, it's time to admit that this point (here, the runeset) might be the prime culprit.
  10. > @"Noodle Ant.1605" said: > > @"Dadnir.5038" said: > > > @"Noodle Ant.1605" said: > > > axe... mirage? other condi MHs are garbage > > > > I like scepter a lot on mesmer, it's pretty decent for condition damage. I understand that not everybody share my opinion on this weapon but calling it "garbage" feel incorrect. > > remembering that i am commenting within the scope of (high-end) pve, i remember attempting to discuss core condi mes in pve with leonidrex and we came to the conclusion that doesnt work because one of the reasons is that scepter/staff cannot carry it into viability Well, I'm not into raid but I'm doing fractals just fine with condi scepter. I've had people criticizing me for using scepter instead of a more "meta" weapon, yet I hold my own way better than the people that criticized me for that. I stand on my position that saying scepter is garbage isn't an accurate statement, personnally I see results that prove to be more than good enough with it. It might deal slightly less damage overall than axe but it's not to the point of being labelled as "garbage", if it is then axe is "trash can" damage (which would just mean, as fals as it can be, that whatever weapon you use on mesmer, don't play condi).
  11. > @"Noodle Ant.1605" said: > axe... mirage? other condi MHs are garbage I like scepter a lot on mesmer, it's pretty decent for condition damage. I understand that not everybody share my opinion on this weapon but calling it "garbage" feel incorrect.
  12. > @"Fueki.4753" said: > But people need to stop reducing Ritualists to Spirits. True. Spirits were/are useful but ultimately, when I was playing ritualist, it wasn't necessarily what I relied the most on. Both ashes and weapon spell were very useful and you could make builds centered around their use like you could make builds centered around spirits. I mean, what kind of ritualist never used a _vengeful was kanhei_ / _vengeful weapon_ farm build? what kind of ritualist never used a _splinter weapon_ / _spirit rift_ build? The only legit reserve I can see is that both ashes and weapon spells seem to heavily revolve around a human pantheon of "heroes" and ANet devs can very well believe that boons simply replace weapon spells while legend replace ashes.
  13. > @"Obfuscate.6430" said: > > @"MatyrGustav.6210" said: > > I think it would be awesome to have shields as a Necro. Also would be amazing to summon Stationary Bone Walls to hide behind. just some thoughts. > > I also would hope more weapons are being added to the classes outside the elite specs. For Necro I think The Main hand sword as a base weapon would be amazing as well. > > Oh my gosh YES! Bonewalls, paired with hexes so enemies injure themselves when attacking it. Ah YES please! > Maybe this would replace shroud and shades for example. Create barriers like Tequatl's bone wall. But gosh that would take a while to properly balance and make it fun. So stationnary minion(s) with retaliation and confusion... Just my opinion but the sPvP subforum would be extremly angry to see that.
  14. > @"Anchoku.8142" said: > One other opportunity for an elite Ele spec is the missing elements: Etherial, Light, Dark. Adding, for example, a specialization that flips between dark and light attunements on an e-spec weapon and modifies attunements on core weapons to add dark or light attributes and skills might be interesting. Perhaps the trait line would require choosing between adding dark fields or light fields to core skills not having fields or finishers; i.e., set up for siphons or for condi removal. > > Finishing combinations has always been fun for me and is something Ele can do that Necro has little of by design. It's not really the ideal subforum to discuss elementalist's elite specs. The issue of your suggestion is that adding a new attunment (whether it replace one or take a 5th spot) is to heavy on skill developpement to be a possible option (For 1 new attunment it mean 15 skills for core weapons, new effects/skills for all 6 glyphs and new effects on quite a few core traits. If you add an off-hand, it's 10 more skills, a main hand 15 more skills, a 2H weapon 25 more skills along with a set of 6 utility skills. Minimum 37 "new" skills, maximum 52 along with tweaks on a lot of traits, the amount of work is stagering). I'm not claiming the idea is impossible but very unlikely.
  15. I'd say that the offense build is a bit to tanky, best defense s still offense in most of the PvE content. (soldier stat, aurgury of death, blighter boon, eternal life... etc. Technically you're already running a tank build there.) As for the defense build... Well, you've done the opposite, you're probably too much into offense with this one to call it a true defnsive build. For both build, if the way you label them define their purpose, you could probably make some change that benefit this purpose.
  16. > @"Ovark.2514" said: > > -Remove decap potential via knockbacks and launching. > > (Replaced with knockdowns, stuns, etc.) > Nah man. The game would feel super same-y if that happened. Also anet wouldn't do it because PvE. I doubt anybody would mourn knockback and launching in PvE, these 2 effects tend to be more of a bother there than anything. That said, the next step of this suggestion would probably be a rework of fear into a debuff that make the character crouch and shiver in fear instead of running away.
  17. Some weapons that come with elite spec are good, but other are far from being "the best" (I'm thinking about DH longbow or Soulbeast daggers for example). So, to answer the title: "Yes, e-spec weapons can not be the best "per se". They may have synergy with the e-spec but are not necessarily the absolute best option."
  18. They are just making sure that when they release traps it's gonna be OP. Anyway, the issue is less trapper rune than the 6th bonus. Change the 6th bonus to something less OP or simply put an horribly long ICD (40-60s) to this bonus and everything is alrigth in the end.
  19. > @"anduriell.6280" said: > I'm sorry but when i read the title i understood "Lich Form is OP" wich i was going to say "A little overtunned.. Yes..." > Am i the only one who relates "broken" to be overtunned? "Broken" stand for both in an advantageous way and a disadvantageous way. We see more often "OP" for orvertunned than "UP" for "undertunned". As for the subject of the thread, the _Lich form_ tooltip does not say that you cannot be feared, it's the _stability_ tooltip that say it. _Stability_, being a boon, is subject to boon counterplay (boon rip, boon convertion, boon stealing...), and in case of _boon convertion_ this specific boon is converted into fear (removing it and applying fear). As for _Moa_, it's a transformation skill and thus is not affected by stability so it just replace _lich form_ when used against someone under _lich form_ transformation (Wouldn't it be troublesome if you couldn't use _lich form_ or death/reaper shroud due to the fact that they are transformation because you have stability?).
  20. > @"anduriell.6280" said: > > @"Dadnir.5038" said: > > I expected/would have liked totems to replace the Pet, as utility it feel a bit to close to nature spirits. That was a great start but, in the end it ended up feeling a bit to "norn" for me. > > Thank you i appreciate your opinion. Yes that was the idea to give it a "norn" theme and feel. I considered removing the pets in the design to use the spirits as F1-F4 as passive buff but somehow i thought it would remove the main ranger mechanic in the process making the class lose it's "flavour" . Why not having the totem replace the pet? With F4 allowing you to resummon your totem (proc'ing the traits associated) and F2 using the active of the totem?
  21. I expected/would have liked totems to replace the Pet, as utility it feel a bit to close to nature spirits. That was a great start but, in the end it ended up feeling a bit to "norn" for me, I think the "becoming the spirit" ability step outside the boundaries of the professions and enter eat away at the domain of the norn racial abilities.
  22. I must say that the wording of the title is tricky... If you have to propose, Lan Deathrider is right, /kneel is a must. Otherwise, be yourself, don't try to be a righteous knight in shining armor if you're a dark mage that relish in death and corruption. If you have to suggest a profession, thought, she should probably try her hand at a few profession and look if one fit what she like to play. Don't force her hand, experiencing the different gameplay that GW2 professions offer is probably the best way to discover the game and what might fit her the best.
  23. > @"Axl.8924" said: > > @"Dadnir.5038" said: > > I think you don't grasp the possibilities of the mesmer properly. The main issue is that by doing what you suggest you will have mesmers more or less pidgeonholing themself into a "One shot from stealth" gameplay. This gameplay have already been used and isn't especially difficult to pull of (1 invisibility skill, GS#2, _mirror image_ and burst with F1. Congratulation, your foe took more than 15k damage before being able to react or even see you if they are australians. You can also count on the sword option: Sw#3.1, Sw#3.2, Sw#2, _mirror image_, F1 -> the good old shattercat), bringing it back will only hurt the mesmer afterward more than it already is. > > I didn't even mention stealth, don't know where you got that idea. Like i said: my idea was to have your group help cc for you in group situations not 1v1 where you wait for cc and use shatter in the right moment to deal damage. > I'm only pointing to you where your suggestion lead. The mesmer already own these abilities (Torch#4, _veil_, _mass invisibility_ and we should not forget that mesmer is a treasure trove of CC by himself), increasing shatter damage even at the cost of illusions being easier to destroy can only lead to that. 1v1 capabilities impact any group capabilities whether we like it or not (beside, players that got owned while alone tend to cry even louder than players that got owned while in group). I know that you've got a nice picture of what it's supposed to create but players are and will always turn things in their own way. Shatters are already strong enough, in fact there is already so much investment in shatter that it's starting to become a rigid mechanism. For mesmer's own good, ANet shouldn't put "more" into shatter (and that is outside the fact that _mental anguish_ already increase your shatter damage by 20% if your foes aren't casting skill, a situation in which a CC'd foe is).
  24. I think you don't grasp the possibilities of the mesmer properly. The main issue is that by doing what you suggest you will have mesmers more or less pidgeonholing themself into a "One shot from stealth" gameplay. This gameplay have already been used and isn't especially difficult to pull of (1 invisibility skill, GS#2, _mirror image_ and burst with F1. Congratulation, your foe took more than 15k damage before being able to react or even see you if they are australians. You can also count on the sword option: Sw#3.1, Sw#3.2, Sw#2, _mirror image_, F1 -> the good old shattercat), bringing it back will only hurt the mesmer afterward more than it already is.
  25. This would lead to players complaining in the sPvP subforum and then to a nerf that would hurt the profession as a whole instead of just chrono (because, you should know it now, ANet's devs would rather nerf things around a new change than accept readily that this change was the wrong one). ANet nerfed damage in sPvP/WvW as an answer to a similar suggestion. As a follow up, players have been out for blood for any skill that could deal more than 3-4k damage. You can see that it doesn't really please anyone now and it probably motivate your suggestion but, bringing shatter to 15k will just rekindle the bloodthirst of these players that don't want one shot mechanisms in the game (which would be exacerbated by the fact that players have been neglecting damage reduction stats/traits in order to compensate for their lack of damage). All in all, your suggestion would be equivalent to kicking an beehive.
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