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Loboling.5293

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  1. > @"Trevor Boyer.6524" said: > Ok let me define what I mean by "Higher than HoT difficulty" > * I like my maps to be relatively Verdant Brink like difficult in terms of traversing the map and exploring it. Verdant Brink is my opinion the best designed map in the game. It is complex enough and has much exploration to be done from both low to high, ground to air, and even things hidden in underground places. VB also feels good to run around in and although it is large and complex enough, it doesn't feel restrictive and confining in the way that Tangled Depths felt. I DO NOT like my maps concerning traversal, to be anywhere near as complex, restrictive or confining as Tangled Depths. Even to this day in 2021 after nearly18 characters who have cleared Tangled Depths, I still find myself getting lost and frustrated each time I visit that map, which is just annoying and always a headache. I agree 100%. Entering Verdant Brink for the first time was my favorite PvE experience in the game. Trying to survive the night, or beef up our defenses for night was such a community driven excitement, where we all worked together to reach a goal that felt nearly impossible. Watching my friends drift too far from the group and get taken out by some pocket raptors, cause their usual pattern of send in bear pet and let it take aggro wasn't working... Omg take me back to the good times! And I agree that Tangled Depths was no fun. Barely did that map, it was the worst of the maps imo. Although I don't mind it existing. Dragonstand is my second favorite, Auric Basin is a solid 3rd, and Tangled Depths is just lame. Not even 4th.... haha
  2. I think Conquest is great in itself, and besides adding a few new maps with some interesting mechanics. I'm not for abandonning conquest, since it's the only thing keeping this game mode afloat. And because of that, I think it would be great if ANET could make new engaging gamemodes for pvp. Stronghold mostly sucks, although I would love to see a revamp there too, since as it is now, it's virtually pointless to exist at all. They really just needed to copy the MOBA formula, towers that kill creeps, continuous creep spawns. Battles to push lanes, with special bonuses you can pick up mid for cool effects. Like bloodlust for your creeps for 30 seconds, or a buff that makes your damage to creeps x5 for 1 minute, etc. I lose faith at times they have it in them to develop an engaging new mode, but if I could have my wish, they would either make a new one or redo Stronghold into something fun.
  3. I will admit, I had way more fun playing HoT than PoF. I much prefer challenging content where it's hard to progress. The nerfs to HoT while nice for many, were something I didn't like. I'd like if at least some of the maps in EoD are at least as hard as HoT launch. Getting through the jungle on those first days was possibly the most fun I had in GW2.
  4. As someone who has somehow collected hundreds of hair style change kits without even trying since I started playing. I say no. Now if be very happy if they released more hairstyles though. Edit: Impossible to run out of transmutation charges. The amount rises every time I play.
  5. > @"Westenev.5289" said: > People complain about characters like Braham or Ryland without realising this story has given them a chance for genuine growth. If Anet could pull that off, I think that'd be much better than killing them off. I think a lot of us have realized that Braham has finally found a solid place in the story. I found his unjustified blaming of the commander for everything really annoying, but not as much as having the commander accept it. Either way, with everything else in the story these days. Braham seems like something good... I mean, I did facepalm a lot when he came to the prologue and wouldn't stop drinking and embarrassing dragon's watch. But it's not so bad, nothing like being insulted and forced to stay quiet. Which was a lot of players problems with Braham. Him apologizing and admitting he was a big kitten is enough for me to move on. Ryland doesn't really have room to grow. I mean, maybe if he survives the death of jormag, but until he's freed, he can't redeem himself. And frankly, getting Almora killed and knowingly betraying his people to gain power makes him a villain through and through. Caudecause had more of a chance at redemption. I also miss Bangar, as he had a much more interesting character arc. Putting him in a cage, while symbolic, is not great if we're left with boring Ryland.
  6. I posted this to another thread, but I figure it belongs here. These are my suggested changes for the next PvP balance patch. The following changes: Warrior: Headbutt (0.8) Bull charge (0.6) Hammer 5 (0.4) Ground stomps (zerker one and physical stunbreak one) (0.3) Guardian Hammer 4 (0.6) Spirit hammer (0.3) Spirit sword (-1 hit) Virtue burning proc (+1 hit required per interval) Revenant: Glint elite knockback (0.5) Shiro elite (0.4) Staff 5 (0.3) Ranger Axe 4 (0.8) Engineer Holo elite (0.5) Nerf holo 1 PvP by 20% Holo 5 (0.3) Scrapper explosion gyro (0.8) Big ol' bomb (0.8) Thief: Daredevil elite (0.3, 0.3, 0.6) Elementalist Focus water 5 (0.3) Meteor shower no longer reduced dmg per hit in PvP (no -20% per hit) Weaver barrier skill (-20% barrier) Necromancer Reaper elite (0.4) Minion elite (0.3) Mesmer: Greatsword 5 (0.3) Chrono elite (0.2, 0.3, 0.5) Pistol 5 (0.3)
  7. I'd be happiest with a ban wave and a slight change. The following cc skills deal damage Warrior: Headbutt (0.8) Bull charge (0.6) Hammer 5 (0.4) Ground stomps (zerker one and physical stunbreak one) (0.3) Guardian Hammer 4 (0.6) Spirit hammer (0.3) Revenant: Glint elite knockback (0.5) Shiro elite (0.4) Staff 5 (0.3) Ranger Axe 4 (0.8) Engineer Holo elite (0.5) Nerf holo 1 PvP by 20% Holo 5 (0.3) Scrapper explosion gyro (0.8) Big ol' bomb (0.8) Thief: Daredevil elite (0.3, 0.3, 0.6) Elementalist Focus water 5 (0.3) Meteor shower no longer reduced dmg per hit in PvP (no -20% per hit) Necromancer Reaper elite (0.4) Minion elite (0.3) Mesmer: Greatsword 5 (0.3) Chrono elite (0.2, 0.3, 0.5) Pistol 5 (0.3) With these small adjustments, and the removal of the hackers, bots and afkers. I would be most happy. Too bad it'll never happen.?
  8. > @"Stand The Wall.6987" said: > > @"Loboling.5293" said: > > snips > > i've been messing around with tempest paladin fresh air aurashare. you can stack enough ferocity to have marauder stats. I actually really like fresh air for dagger and staff. There are so many options on how to run ele these days, I even like d/d weaver now. Fresh air is even great on weaver, cause it allows you to move around more freely, and with d/d, you can double swap into air for a quick ride the lighting. I finally settled on ele these days, since it seems to have a lot of flexibility in builds. I'm running things from core condi signet builds, or arcane burn builds with arcane power, support staff builds, etc, etc. I don't think I've played the same build two games In a row yet this season and my winrate is none the wiser. Still well above 50% and climbing, although I usually get stuck in plat 1 with this type of buildcraft. You get father by mastering 2-3 really powerful builds and rotating depending on matches. But I prefer to have fun.
  9. > @"Weerus.3701" said: > > @"Stand The Wall.6987" said: > > staff ele hands down > > But which build? :D Staff ele is my favorite weapon in the game for PvP too. And I can say it's most fun these days as a support. However if you're playing in low gold or silver, you can still run glass staff ele (fire, air, arcane) and blow people up. I can still edge out wins in gold 3, but it's obvious I do better on support. Staff elementalist is one of the hardest specs though. Since it has the most positioning based combos. If you want to deal damage, you need to lock people down with CC to land it. The weapon has everything you need to do that, but it's pretty weak in 1v1. So focus on disrupting the flow of the enemy team, and isolating targets for your team and peeling for your allies. For instance, I start most game joining the mid fight, and just spamming cc on the backline. If I can keep two or three players distracted, but let one player reach mid without issue, their teamwork suffers and we usually win the first down. But the game gets really tricky from there, you'll want to combine preventing decaps and supporting your teammates. If they do not tend to defend home. Leave it too, you should never fight alone with this build, except for very brief stints, like pushing a thief off home, rev, or guardian. A good team will try to stagger you, so you're not able to support your team. Ignore them, you have a lot of tools to kite, don't ever get pulled into a 1v1. Quick tip: water 2 into earth 2, into field X, causes both to land the moment your field goes down. You can use them together for water blasting or stagger them for frost shield and some heals. Basically, you've got spammable fields and spammable blast finishers. Use them. Use your cc, use your heals, use your damage. If you can pull out the maximum potential of the build. You can play into plat easily.
  10. I used to love power Herald, but I find the pace too slow now. Thief is fun if you feel like trolling all game. Mechanically, I think ele & Engie are the most fun. Tactically, necromancer is the most fun. Warrior used to be amazing fun, but lack of dmg on cc hurt them more than others. I'd also consider Mesmer if you like purple & pink, although I find them a little too spammy. Which is funny, considering I like ele, but it's about how many buttons you need to press in a short amount of time. (Mesmer feels a lot like fresh air scepter ele, my least favorite ele spec)
  11. I miss gems for amulets more than anything in PvP. Being able to customize your stats more was just better.
  12. Since I don't agree with everything you said, but appreciate a new discussion on the topic, 1 year later. **Point 1 - Downstate was never updated to match the changes in damage. ( Oversight )** I simply don't agree, and I think the balance between cleaving and stomping/rezzing is good. However, one of your fixes touches on a real issue, is that some more work needs to go into balancing rez skills. **Point 2 - Pet / Summon / Spirits HP and stats were never updated to match the changes in damage. ( Oversight )** Again, I don't think any changes to pet or summon hp are required. I don't see the issue here. **Point 3 - Poor visual tells and poor balancing of the "Cast time + Effect" tradeoff continues to be one of the biggest balance problems plaguing GW2 PvP.** I mostly agree with this. It's not as bad as when standing next to a scourge would 1 shot you on a rev if you just swapped into shiro, or when mirages would be nearly permanently evading while all their clones blow you up. I think the balance between visual commitment and perceived attack is better, but it still needs more work. **Point 4 - The problems behind Condition damage were not directly addressed.** I don't think this issue is separate from point 3. If skills that did lots of damage were obvious to the player, including condi attacks, players could respond more easily. Besides seeing a few very slight shaving to some skills. I think it's fine for condi damage to scale differently. Especially if they do the right thing and bring back damage with certain CC skills. Which will increase the burst of power builds. Skills like Prime Light Beam, Headbutt, Warrior Hammer 4, 5, etc. Skills that look impactful, should deal some damage. Even if it's a bit less than other skills. That would even out the damage disparity, and increase the pace of the games more, without making the gameplay more toxic. **Point 5 - Not all CC s are created equal, and they haven’t really received the post-rework treatment that most expected. This has resulted in most CC skills being either a lot stronger or weaker than they should be** Completely agree. **Point 6 - While sustain was brought down to match the damage reduction, Indirect sources of sustain really were not.** I mostly agree. I'm just worried A-Net would go overboard with nerfs. I really think they need to be improving the underdog builds that could keep them in check instead. If they could bring builds like berserker, or zerker staff ele into the mix, they would wreck bunkers. But they keep giving them nerfs like Meteor shower doing less damage on each attack, and remove the damage on Headbutt and bull charge. They need to be careful about nerfing the very builds that keep bunkers from getting out of control. **Point 7 - "Just increase the cooldown" didn't work at all.** I completely agree.
  13. If they nerf barrier on weaver, I hope they target it on stone resonance skill. (Barrier one) Rather than the other small sources. I don't often play condi weaver. (It's one of the 5 PvP builds I use, but I favor team fight builds). And I don't run with stone resonance and I don't feel 'OP'. It looks quite potent, but I prefer more damage on my condi ele build. And repositioning with d/d. Which has four back to back evades, that move you, along with ride the lighting. (F/F, W/F, E/W, E/E) Sadly ride the lighting isn't part of my evade chain. One of my builds runs arcane air, so I can pick up fresh air for even more mobility and ease of activating ride the lighting. You can double air attune quickly in the heat of combat to pull out. I don't really follow the Meta, but I wouldn't be against a single skill getting a small shave, when some other nerfs come in, to ensure weaver doesn't take off too hard after. I'd be happy in a support or aoe damage role again. Please unnerf meteor shower in PvP. The damage reduction per hit is really lame for a build, I can barely play in gold. (Zerker staff core ele). That has always been my favorite ele weapon for PvP, as getting the combos off feels amazing! But lately, with the latest damage nerfs, the build is finally on its last legs....in gold... Please if you nerf stone resonance, remove the reduced damage per hit from meteor shower.
  14. Not sure what this guardian is, but it sounds a lot like Raditz. At least as an ele. Almost never get killed by guardians. I did die to one the other day when I accidentally hit the windows key. He was able to burst me down before I could get back in game...?
  15. > @"Ashantara.8731" said: > > @"Loboling.5293" said: > > I know all she casted was Fire Aura, but with the old animations from launch. That wouldn't of stopped him from testing how much Smodur flinches. Ryland really needs to learn what the different skills do... Such a shame, he had potential, but he's clearly not experienced enough to lead... > > > > ? > > You are aware that the spells the story NPCs cast in movie sequences rarely have anything to do with the skills that we as player characters can use? It's for story-telling purposes. See Queen Jennah casting her super-poweful protective dome around Divinity's Reach. I mean the whole premise for my thread is a joke, but welp. TBH on the topic of Ryland, I don't believe he has much agency anymore, regardless of what he believes. It's the same as all Svanir, convinced Jormag is helping them, and that they are still "free to serve Jormag". The whole idea of killing Primordus is just to remove a clear obstacle for Jormag. There is nothing noble about protecting Tyria, or living in peace. Jormag knows that her and Primordus are two opposing forces, and would wipe eachother out if they oppose. So she wants the commander and Aurene to take out Primordus and remove that potential threat. Then she can continue to feast on magic, and grow her army to ensure she can safely do what she wants. I don't believe Ryland is leading anything anymore, no matter what any of the in game characters say. He's serving Jormag, and that's all that's left of him.
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