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NeroBoron.7285

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Posts posted by NeroBoron.7285

  1. There is a bugged timer in the top left corner. Can be expanded via the yellow star (if it is not bugged). Time currently states 6 days, and we can spend tokens for bar progress.

     

    So story will propbably continue in 6 days. The Call in the storm mission also states that we have mobilize our allies and to await the next development in battle, which should ba after that timer

    ![Here is a screenshot](https://i.imgur.com/6wyNLf5.png)

     

     

  2. I love hammers in general, but guardians hammer could actually need some love.

     

    > @"otto.5684" said:

    > Hammer is:

    > It is a bad CC weapon (both axe and LB are much better).

    > It limited mobility.

    > It has no effective sustain, defense or avoidance.

     

    Totally agree on this.

    Damage imo is okayish. Hammer 2 actually deals still good damage. The issue lies only within the slowness of the other skills.

     

    My basic ideas are:

    1 - Autoattacks: Make the chain faster

    2 - Mighty Blow: Increase the range a little bit, reduce cd to 8sec so its up with gs2

    3 - Zealots Embrace: reduce casttime to 1/2 or 3/4 sec and increase the damage a bit

    4 - Banish: well its fun and you can use it for port stomps with the Intervention. But I never understood skills on a melee weapon that kick people away. Its disruptive for the own damage skills since they require melee range. The axe makes the job way better with pulling people in. To pull people with banish as well would be a great combination with the ring of warding. Unfortunately I think having the same basic mechanic is kinda boring. So how about making Banish a chain skill. First one is still Banish as it is, but after using it it unlocks a follow up skill for 10secs that allows the guardian to port after the banished target with no cast time. This way one doesnt have to waste valuable utility skills like Judges Intervention as a gap closer. This also could give some offensive boons for the follow up burst like might or fury.

    Another fun idea would be that ever other enemy that is hit by the enemy send flying will also be launched. Simliar to Berserkers Wild Blow.

    5 - Ring of Warding: could give AoE Protection and we should be able to use it on the go (awesome how the ring works on necro nowadays :))

     

     

  3. Well im not really a fan of stationary solutions as well and relying on ki targeting. I loved the day they changed scrapper gyros, to be an effect around the engineer for 5 seconds. And imo I would love to see kinda the same basic changes on turrets.

     

    Being a single skill that execute an effect for a short duration, but while gyros are always arround the engineer, the turrets could work more like a symbols or spirit weapons. So nore more detonations, no more picking ups. They will selfdonate automatically with an blast finisher when their job is done. While i like your idea of having more skills, i think it will generate also more pain in the fingers for some rotations :scream: They should give that love on reworking kits and some toolbelt skills.

     

    Some examples:

     

    Machine Gun Turret (Formaly known as Rifle Turret) - Ground Targeting - Spawns a GunTurret at your current position that releases a salvage of shots to the targeted area for 5seconds (Similar to rangers longbow skill 5) those shots will also apply vulnerability and criple

     

    Electric Net Turret - Ground Targeting - Well actually you deploy 2 Turrets on 900 range that create a net between each other - Would work more like guardians line of warding in that case - The line will last for 5 seconds, dealing damage each second to all enemies that are near it. When touching it, it will stun them for 1second and apply 2 seconds of immoblize. The Line is also a lightning field

     

    Shield Turret - AoE Stunbreaks and deploys a shield turret at your current location it will provide a 5 Seconds Projectile Block and a 2k Barrier on all allies on its first pulse.

     

    Healing Turret - Kinda like it is now - Spawns a Healing Turret at your current position, that immediately heals you for 2,5k and creates a water field. On its first pulse it will heal allies around it for 2,5k and removes 2 conditions, on the second pulse it applies regeneration, the water field will remain for 2 more pulses without any other effect before self donating in the waterfield.

     

    Of course with this there should be a new unique elite turret ;P

  4. I currently play hammer scrapper often in T4 fractals and really like it. I currently run standard Zerker gear with scholar and force.

    I usually run Healing Turret, Throw Mine and Shredder Gyro. The 3rd utility depends on situations, same goes for elite.

     

    Overall:

    - The DPS isn't as good as power holosmith vs single targets. But for group fights in can keep up with it

    - The self-sustain ist awesome thanks to Impact Servants barrier generation

    - The great thing is you have Function Gyro to pick up downed allies, specially when more then a single person goes down it can secure the fight and safe the day

    - If you really have to burst a boss like the ooze in thauma nova i swap to holo for the better dps :/

     

    On the skills:

    - Throw Mine is a decent cc, Minefield provies decent boon remove and good damage. (Not exclusive to scrapper tho)

    - Shredder Gyro deals good aoe damage while Spare Capacitor is decent cc and aoe damaging field

    - You can take Bulwark Gyro / Defense Field for some additional group support, be careful with Bulwark Gyro tho, i managed to down myself within less then a second due too much damage share.

    - If condition cleanse isn't needed Medic Gyro can be taken for group protection and additional self damage boost through superspeed + Object in Motion

    - Purge Gyro if your group needs more condition cleanse

    - Personal Pattering and its Toolbelt give you access to more cc if needed to break some bars (Not exclusive to scrapper tho)

    - IMO all elite skills aren't that great for boss fights. Sneak gyro can be helpful to skip some parts or easily stand on the console in the dredge fractal without pulling aggro. Elexier X could provide some more CC if needed, same goes for Supply Crate. If you need a range weapon in between or a pulsing blind field vs the hordes of trash mobs mortar is the way to go.

    - Oh Bomb Kit could be an option as well since it is still the strongest power autoattack in a large area and also provides access to a pulsing blind and smoke field, as well as another cc, this will be handy in sirens reef for example ;)

     

     

     

  5. > @"NeroBoron.7285" said:

    > I like where this i going, maybe it will feel like core times once again :)

    >

    > But:

    > - Did you forget about condis? I feel like you forgot them, they should be nerfed as well to match power

    > - Defy Pain sould be invul as well and lock warriors out of spells just like obsidian flesh

    > - Why are you always so drastic? Like every cc skill now has a coeffiecent of 0.1, bulls charge got reduced from 2.0 to 0.1. It feels like you never learn that there are adjustments inbetween. 0.5 would probably be also fine. I think the minimum amout on the ccs could at least match the damage of an auto attack

    > - Replace 300sec cd auto proc traits with sth useful, i also saw same cd for pvp, are you serious? It will proc twice a match. Come on be more creative please

    >

    >

     

     

    Oh and a few more things

    - Please work on evade frame spamming, remove most of them

    - Same goes for port spams

    - Invisibility, beside engis elexier s and massinvis cd, i expected more nerfs for thiefs access to stealth as well

     

  6. I would love to play a scrapper with hammer and rifle or sw/sh and rifle on holo. I could imagine a system that allows us to weapon swap when there are no kits equipped.

    For core engineer i could imagine that they could use a kit as a secondary weapon for free

     

    I think the bigger problem is that many kits are really outdated and haven't seen much qol updates. Projectile fly time of grenades and mortar are a joke, 'naded need to be traited but then the arc is so crappy that they often don't reach their destination. Most kits are mostly utility oriented like mortar, elexier gun, toolkit and medi kit. There is no real good offensive power dmg kit choice. Nades do some direct dmg and some condition. Bomb auto attack is the strongest power one but their others also apply conditions. Same goes for mortar. Even the pry bar on toolkit deals power and condition damage. More clear roles for the kits would be great, like:

    - Medi Kit: Support Kit as it is

    - Elexier Gun: Range Group Utility, Remove Acid Bomb, Glob Shot, Add Mortars Elexier Shell and Flash Shell which also criples and is a smoke field instead.

    - Tool Kit: Melee Single Target Power Damage and Utility, remove confusion from the pry bar increase power damage, replace box of nails with another power dmg skill

    - Flame Thrower: Melee / Short Range Condi Damage, Replace smoke field, maybe a pulsing burn and blind or projectile block with higher cd.

    - Mortar: Range AoE Power Damage, Remove Elexier Shell and Flash Shell, Add Elexier Guns Acid Bomb and another high damage skill

    - Grenades: Range AoE Condition/Hybrid Damage, improve arc and fly time increase range to 1000, flash grenade also applies confusion increased cd

    - Bombs: High Power AoE Damage on Short Range. Remove fuse time, bombs are thrown at 250 range and explode on landing. Remove Fire, Confusion and Smoke Bomb. Add Magnet Bomb (from Streamlined Kits) and two high power damage skills

     

    I like the current toolbelt skills and think they also part of the profession mechanic. Also some kits got great toolbelt skills with them :)

  7. I like where this i going, maybe it will feel like core times once again :)

     

    But:

    - Did you forget about condis? I feel like you forgot them, they should be nerfed as well to match power

    - Defy Pain sould be invul as well and lock warriors out of spells just like obsidian flesh

    - Why are you always so drastic? Like every cc skill now has a coeffiecent of 0.1, bulls charge got reduced from 2.0 to 0.1. It feels like you never learn that there are adjustments inbetween. 0.5 would probably be also fine. I think the minimum amout on the ccs could at least match the damage of an auto attack

    - Replace 300sec cd auto proc traits with sth useful, i also saw same cd for pvp, are you serious? It will proc twice a match. Come on be more creative please

     

     

  8. Finally Build Templates! Sadly a little bit dissapointing :(

     

    The great thing we can finally load and share builds easily :)

     

    Let's come to the why it's a big dissapointment for me:

    A.) I have to load my correct game mode build manually now when I switch between wvw and pve

    B.) Build Template Tabs are totally unnecessary, just use Build Storage instead like in GW1 and load everytime from that menu. Why? You don't have to remember which number which build is or mouse over it for the name. Further a Build Template Tab Slot costs 300 Gems and is charackter bound, and a pack of 3 Build Storage Slots costs 500 Gems and is account bound. I don't see any benefit of using the Build Template Slots. It just makes it unnecessary complicated. Just remove it and give everyone 3 Build Storage Slots per Charakter for free. And of course lift the limitation of 24? build storage slots.

    C.) Equipment Templates ... hmm I don't know, well it's a great idea that it takes lesser inventory space, but I just don't like the Tab System specially there are way to few Tabs and unintuitive to use with the numbers, can't be searched etc... Specially when i have only slightly different gear for two different builds like another weapon and two other trinkets I won't spend that valuable slot for it. Just use the existing slot and swap it manually every time. So basically i would use a slot for healer equipment, for moderate power equipment, for full berserker equipment, for a condi equipment and for a hybrid equipment etc only. That feels kinda shitty. An equipment storage would be more helpful for me where i can store all slightly modified versions.

     

     

    So currently i only use equipment slot 1 for wvw and slot 2 for pve. I don't use build template tabs at all. I just use the build storage and load everything from there (Have to mention that i currently only store the templates of 1 char there)

  9. Reducing Holosmiths Shockwave to 300 is kinda harsh. The animation is slow and clearly visible being that large is great. If you reduce it don't go below 450 at least. Or make it a short range aoe placement leap when you change it to 300 so that one at least doesn't stand still on that position.

     

    I also don't see need for the Stand your ground nerf.

     

    Can't judge on chaotic Interruption yet, but aoe interuption of 3 ppl would recharge by 15 sec? That would be really strong.

     

    In general I would like to see more rework changes. Scepter on guardian could be improved so that autoattacks have a small aoe and hit 3 foes. As well to fly faster so they actutally hit. 3 is also pretty bad with a single immobilize. Engineers Kits could also need some love. And Ele seems to be the forgotten class of gw2.

     

    Those changes seem pretty small and isolated and the impact is minor. Would love to see major changes to the whole balance like:

    Work at limiting the damage of one shot abilities/builds and skills as well as tuning down buff spamming and condition overloads. Reduce all that power creep. In the same turn rework the stat combinations and limit the access to too much defensive. You never wanted holy trinity back then but you introduced dedicated healer specs and let them even be tanks at the same time, which is just ridiculous. Oh and let's not forget about Dodge spamming, specially on skills that deal good damage at the same time, get rid of that!

  10. This is how gyros should have worked from the beginning. Thanks for removing the stupid minion ki.

     

    From my wvw small scale experience (I guess there is a bigger issue in PvP tho):

     

    Stealth gyro is pretty useful and great it's basically a better shadow refugee and that's all right.

    I think an increased cool down up to 60sec and a reduction to 5 pulses would be fine.

    I could also imagine an initial invisible for 5 sec and then a pulsing blind in an aoe instead, on the current CD.

    Good timed or some effect reveals can still counter it like like dh Spears, sick em or glintsvaoe reveal. but yes it's ironically that the best counter is probably another scrapper with a stealth gyro.

     

    While I also thought bulwark is pretty open first, after a few days of getting a reminder that there are many classes out there that hit 10k hits even with 2700 armor and 10% DMG reduction food. I'm currently actually absolutely fine with it. Maybe a slight CD increase up to 25sec. Imo a initial aoe protection and then a pulsing barrier shared to allies would be nicer. Like 5 sec protection and 700 barrier per pulse (without healing power).

     

    Blast gyro is nice with it's might and the toolbelt, but for that 3sec dodge indicator the damage is underwhelming. Maybe because I expected it.to be more of a burst nature. Also knocking enemies away while wielding a melee weapon always feels bad.

     

    The Purge gyros condi cleanse is strong and awesome, could also be increased to 25sec CD. Unfortunately I rarely can spend a slot for it.

     

    The healing gyro is fantastic and has great trait synergy. Finally a competitive to the healing turret.

     

    Overall the defense is immense when running alchy and inventions, but this comes at a great cost in the offense. Good and offensive Necros, rangers or thief's can still kill me quicky if I'm not very very careful. necrs executioner scythe + gravedigger easily two shots me and also daredevils staff 5 can still easily hit 12,5k. So tanking them isn't an option. overall I think from a wvw perspective it's in a good spot and I would expect slightly nerfs.

  11. Oh and I forgot another issue

     

    **Issue #7 Passing through keep exits/entries**

    Some keeps have those small room before the exit gate, you can't get into them or out of them with the mount

    _So please make the entrance bigger or remove that room and place the portal before it_

     

    > @"Oldyoung.6109" said:

    > issue #2 and #3 are mutually exclusive they can't both be a problem at the same time.

    > if you fix issue #3 you fix issue #4.

    > issue #1 is hard but maybe new traps/tricks that auto dismount for 10 seconds or so would help.

    > issue #6 maybe add a debuff instead of plain boring dmg so rams/pvd is faster which is what anet had in mind for it anyway.

    > idea #2 is good because supply doesn't upgrade objective anymore it's based on yaks delivered so really you can run the supply needed for repair/siege w/o upsetting balance too bad although that said you can basically do that now it's just not very good.

     

    Yes #2 and #3 are kinda mutexes at least when you only see the other one on range. But issue #3 gets relevant if you are crossing each other cause you come from different directions or from behind a corner.

     

  12. It's been a few days after launch of mounts in wvw. While I love them as I did for PvE there are also serval issues that I already expected. This is from a perspective of playing mostly in a small group of 1-8 people.

     

    Let me start with the issues that I see within the current mount mechanics:

     

    **Issue #1 Retreat is nearly impossible when being outnumbered.**

    If you are having a good fight and you notice how the opponents become more and more it is nearly impossible to retreat. You are infight and and can't mount while their people can just ride in. Or if you try to get away a few of them can get out of combat and remount and just run infront of you while their others keep you infighting.

    Basically it's just a massacre now. Yes I got a mount to run back to there faster, but without mounts the chance for a successful retreat and regroup was a lot higher and no mount would have been needed to get back there.

    _I don't really have a good idea to solve this. One of the ideas were that mounting could be allowed only in your own spawn, keep or tower. But it could be to drastic. I think a mechanic is needed to dismount the new players. Maybe a few absolutely defensive skills like wall of warding should dismount players instantly when they run into it. Also remounting is an issue, but I think that lies within getting out of combat to easily, this is already an issue by all those fight resetting thiefs. There could also be a trap that dismounts players and prevents remounting. The ability to prevent remounting and passing through chokes would at least solve this and the opponent still has the chance to get you down when you try to retreat _

     

    **Issue #2 Speed depending on territories**

    This makes issue #1 just worse, even if you can get on the mount and are deep in the opponent Territorium they will get you, cause they are faster. (This isn't an issue when being chased by a single one, but just makes it even more ridiculous and brings me to the next issue)

    _I would suggest to remove those movement speed difference_

     

    **Issue #3 Two opponent players on mounts meet what happens? - nothing**

    Well basically if you want to attack and engage the other one can just run away. If you don't engage, well then you don't engage.

    _This is difficult, it shouldn't be to simple to dismount the opponent but also not nearly impossible just some ideas:

    - Maybe the mount engage skill should dismount others

    - Remove immunity to immobilize and cc (the player still is mounted but stunned and add a stability that gives stability

    - Add some break bar mechanic that dismounts after a few cc

    _

     

    **Issue #4 Number #3 gets even worse when trying to cap a camp**

    Had the situation yesterday small group of people with nearly only melee or short range try to flip a camp, a single person on a mounts runs along the inner edge of the cap circle and you can't get him down. So you can easily troll a bunch of people.

    _Disable capture point preventure while being mounted (this should have been done to golems already... add a defensive tactic that actually prevents capturing for a short time instead_

     

    **Issue #5 Mounts are kinda mandatory now**

    Well I bought Path of Fire and I'm fine but people who didn't can't keep up with a public commander this way. So it's kinda pay to win, to keep up you are forced to buy that add-on.

    _So maybe think about making it available on all accounts_

     

    **Issue #6 Chains on Gates**

    Well I don't know, but they feel useless weak and boring, while it also shouldn't be easily possible to tear down a objective with it the current state feels also bad, also making it to useful could replace Rams.

     

    A few ideas

     

    **Idea #1 Supply Pickup**

    As a QoL update it would be great to pickup supplies without dismounting

     

    **Idea #2 Additional supply delivery mechanic**

    How about being able to deliver supplies and upgrades from a camp to a tower or keep yourself? This should not replace dolyaks but be an addition to it. Of course this has to be limited to x deliveries per y minutes so you can't do that with a full grown Zerg and get you t3 keep in 5 minutes. Also you have to fully deliver the supplies on your mount, dismounting or teleporting should fail the delivery.

     

  13. > @"Caine.8204" said:

    > > @"NeroBoron.7285" said:

    >

    > > **Mesmer**

    > > Expected a change/nerf to Evasive Mirror here, in my opinion it gives more survivalbility then that 1/4second longer dodge. Not sure on the SoI changes.

    > > Most nerfs were expected there since mirage is to strong in roaming. But for group / zerg setups mesmer isn't that great. I hope we see changes there in the future.

    >

    > Evasive Mirror only blocks projectiles, which heavily limits it already. It has to be a successful evasion, which limits it again. Then, it only lasts 2s. They can do a maximum of 2 of these every 15 seconds with permanent vigor, so it has a maximum uptime of 13.33%. Lowering the mirage image duration reduces their overall "iframes" from 59% to 51.7%, taking into account Axe 3 (.75/8s), Jaunt (1s/30s), the shadowstep utility (.75s/20s) distortion (4s/42.5s), dodges now (1.5s/15s) heal skill mirage image (.75s/25s), staff 2 blink (.5s/8s), and blink (2s/30s).

     

    Successful evasion is not really a limit, a unsuccessful Dodge is a waste anyway.

    And is really strong against projectile based classes. And not often the evasion occurs not with the beginning of the Dodge. Assuming the middle of the dodge with lasted 1sec back then it would occured at 0,5 sec and there for extend the immunity against projectiles by 1,5 sec to 2,5 sec.

     

    Yes with only vigor you can Dodge twice every 15 seconds. Which already gives 5second of projectile immunity when correctly used so you get already a 33% uptime. Considering energy sigil what is basically another free Dodge every 9 seconds so you are already over 58%

    and there is still stuff like the rune of the adventurer which gives another free dodge on heal. With the mirage heal gives basically two free dodges this way.

     

    Also evasive mirror procs on evasion not on Dodge means if you success evade with axe 3 it also gives a mirror. So another 2,5 second projectile immunity on 10seconds. And if e are already at 83%.

     

    The mirror heal would provide a 2 sec reflect or skilled 4 seconds on 15 sec with another free dodge on adventurer.

     

    Wouldn't say that the math here is realistic and covers everything. My point is only that a player with main damage from projectiles is completely thrown up.

  14. > @"derd.6413" said:

    > > @"NeroBoron.7285" said:

    > > From my WvW perspective:

    > >An indestructable sneak gyro that pulses invisibility can be too strong. maybe give only invisibility on initial deployment and then a smoke field pulsing blind.

    >

    > i would have to disagree since you can still sort of see where the stealth-ed players are (in the smoke field)

     

    I know I even suggested such changes [here](https://en-forum.guildwars2.com/discussion/50231/scrapper-overhaul "here") and people still can cast aoe's into that field.

    That's why I said can be too strong, we will see how this will work out ;) The issue is that builds that require targets are completly thrown up. And even with only initial invisbility the steath duration can be increased by additional effort through blasts and leaps.

  15. From my WvW perspective:

     

    Exhaustion: This boon now stacks in duration up to 3 times

    ouch, just remove exhaustion and change the traits that applies those

     

    **Ele**

    Tempest shout changes seem really useful

     

    **Engineer**

    Changes to the scrapper are awesome. But I hope you got the balance right. An indestructable sneak gyro that pulses invisibility can be too strong. maybe give only invisibility on initial deployment and then a smoke field pulsing blind. "Bulkward Gyro redirects some damage from nearby allies to the engineer." Uhm? I hope using this won't kill us instantly and you have some limiting on this.

    On the holo side a nerf to Crystal Configuration: Eclipse... sorry but please no... 2 stacks and 2 seconds of stability is rather short. We already lack in stability and stunbreaks, 3 seconds (and maybe 3 stacks ) would be appreciated imo we still have to hit something to even get those stacks :( You could add a self stunbreak on Toss Elixir U as instead. A group stunbreak if i'm stunned myself is worthless.

     

    **Guardian**

    The changes Righteous Instincts are over the top. I have to agree that it is one of the best traits, but it was great to get vitality in to compensate the small lifepool. It's just another good example what I hate about your balance patches you go in and nerf skills by 50% and are often over the top with that. why don't you try to make multiple small steps and look how it works. I think 35% increased chance would have been still strong but fair.

     

    **Ranger**

    No nerf to sick them in soulbeast mode? oO

     

    **Mesmer**

    Expected a change/nerf to Evasive Mirror here, in my opinion it gives more survivalbility then that 1/4second longer dodge. Not sure on the SoI changes.

    Most nerfs were expected there since mirage is to strong in roaming. But for group / zerg setups mesmer isn't that great. I hope we see changes there in the future.

  16. > @"Yannir.4132" said:

    > I would make it so that if you don't port to an ally, you don't get the heal either and it's just a port when untraited.

     

    Would just keep it as it is and remove the ally restriction. All other classes also have some benefits on port.

    - Blink 30sec cd + stunbreak

    - Lightning Flash 40 sec cd and damage at location

    - Shadowstep 50sec cd, but breaks stun, removes 3 conditions and with a backport option

     

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