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Loboling.5293

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Posts posted by Loboling.5293

  1. I think the main reason for the lack of a double flip is the awkward play when you're trying to execute the throw, but get hit and instead accidentally trigger the kick.

     

    I don't think the double flip is the best solution, but I wouldn't mind a flip being being given for skill 3 that goes from swooping as a bird, to commanding a small bird to swoop to the enemy and cripple them. Basically the same skill of old, but instead after our leap skill.

     

    My two cents, and skill 1 really needs to have the cast time greatly reduced. I'm also a little sad that hitting 3 targets doesn't even grant an evade worth of endurance. It's the same amount of endurance as 1 target. I'm not saying they should change it, but either up the endurance recovery to 30, or reduce the cast time at least in half on the third strike. (And change the annimation, since it still looks like a fancy evade, only you get hit now)

  2. After playing around with the changes in PvP. I'm actually enjoying it.

     

    I really thought I wouldn't like the sword and greatsword changes.

     

    Sword I think is objectively weaker, however it's tons of fun, in both PvP and PVE. Dagger changes are nice, although pretty minor.

     

    For the greatsword, I'm obviously missing the evade on skill 1 and throw on skill 4, but skill 4 being a true block is amazing and skill 1 sucks... But overall, it's not too bad.

     

    I can also see why it was changed. So I propose they cut the cast speed and animation of the greatsword chain. Especially the third strike. Maybe the last hit should take 0.5 seconds.

     

    Anyway, after I got over my initial frustration, I started having fun with the new sword and block with gs4.

     

    Playing a strange trapper, gs/SW+d soulbeast build.

  3. I agree with everything in this thread. Power stab is one of my favorite skills on Ranger, and losing on a ranged cripple will seriously nerf the weapon.

     

    I'm at least curious to try the sword changes, although I'm not sure I like them, I'm a little more open to trying them, since I see some scenarios which will benefit from the changes and some that won't. For the GS, the change to skill 4 not auto-attacking on melee block is great, but everything else shouldn't stick.

     

    Sadly, I'm nearly 100% positive, this change will go through given the expected patch date being October 1st. At the minimum, I hope that this new enduring strike will generate 45 endurance on 3 targets... Going to be sad to see GS losing so much viability.

  4. At one point fgs used to allow for one shots. How badly I miss that ?

     

    The flame trail from skill 4, if you stacked it all in one location, each area of the field would tick damage.

     

    Anyway, nowadays there's no reason for the cooldown. 60 seconds should suffice. Or 90 at the most.

  5. Yes........................

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    But seriously, you could play a viper gs/scp reaper. It's quite a bit of fun. Just make sure to take the traits that turn blind into chill and chill into bleed. With those two, your gs 4 becomes 8 stacks of bleed and your auto attack bleeds too. I suggest the blinding well too, for some extra control and damage.

     

    I enjoy this build when I'm not feeling too try hard in open world.

  6. Yes, the ventari changes are underwhelming at best. Staff changes are pretty terrible...

     

    As a rev player, I'm kind of disappointed too that the new f2 skill doesn't work underwater.

     

    I also find the berserker changes thematically good, but they messed it up too sadly.

     

    Overall, I'm happy with the changes, but there is a serious lack of polish.

     

    I'm hoping some of these can be addressed soon, but I doubt they will give ventari back Regen, and also the master salvation trait, should have been a grandmaster choice or something. It only benefits those running centaur stance, and this was an opportunity to make salvation viable for both healing builds and not.

     

    Anyway, glad to see some updates, but they really need to set more clear objectives with these updates. It doesn't make sense to revamp berserker for instance, but indirectly nerf the damage potential. It wasn't over performing.

     

    Anyway, my 2 cents.

  7. > @"Arzurag.7506" said:

    > > @"Buran.3796" said:

    > > > @"alain.1659" said:

    > > > I know that rev is weak vs conditions if not managed well, but I am talking about pure bash-your-head style power warrior. I am using marauder set, fireworks runes, zerker-soldier mix trinkets.

    > >

    > >

    > >

    > >

    > >

    > >

    > > Warriors can easily have 3000+ armor while keeping 2500+ power and crit chances above 50% and near 200% crit damage, so going with power Herald with anything but berserkers stats will do minor damage to them, specially taking in consideration their HP regeneration rate and their passive defenses.

    > >

    > > Revenants are also heavily dependent on might stacks and vulnerability aplication to do decent damage; vulnerability sources were largely neutered for us along 2018, and Spellbreakers can easily rip off our boons. Think that every time you activate their full counter you proc their damage reduction and also lose boons, so probably your damage is halved (or even worse) after that.

    > >

    > > So, summarizing it: their armor is better, their passive defenses are better, their healing is better; they have more flexibility in stun breaks and cleansing and they don't rely so heavily in boons or debuffs to do proper damage. Their weapons of choice also do damage (yours falls to almost 0 each time you swap to staff). You can kill them when their passives are on cooldown if you catch them with cc and a couple of bursts, but chances are that any time a smart Warrior spend their defenses they disengage and reset the fight. In other words: is not expected for you to win as a power Rev vas a Warrior, specially with the stats available in WvW.

    >

    > "3000+ armor while keeping 2500+ power and crit chances above 50% and near 200% crit damage" sounds quite appealing, could you give an example of a build that can achieve this ? I´m just curious.

    >

     

    I use something similar to this:

    http://gw2skills.net/editor/?vJAQFABWiDMlCQeLAgM1GZ1N8zb7t+C-jlhSwASU6FSJ4MdAA2fYq6PXUGQKgIWaB-w

  8. I got crit the other day from stealth for 39k (worldly impact), with 2.6k armor in PVP by a ranger. (followed by 28k when I was in downstate with a maul) While I won't say it's necessarily meta, it's certainly broken to be able to stack 6 seconds of stealth, walk up to someone capping a node and one shot them with an unblockable attack.

     

    So, while I'd say that Engies are affecting the meta more, and in a negative way imo. I still think that one shot builds that can one shot even the most tanky build from stealth in pvp is more broken than an annoying spec that bunkers points and stalls out games.

  9. I just watched a very interesting video from the Game Developers Conference in 2019. (link below)

     

    And it got me thinking a bit about some of what I feel could be improved with this game. And that is the content release schedule. Being able to stick to a release cycle, that allows your player base to incorporate it into their schedules, ends up having huge impacts on retain-ability and growth. Right now, as ludicrous as it seems to some A-Net developers, I have heard of some players sparking concerns for the player base to never even get to see the next expansion. The release schedule is a mystery to most, except a dedicated few, who can make fairly accurate guesses.

     

    But this sense of uncertainty for the future, even given the enjoyment and fun of Guild Wars 2, still drives some players to withdraw from it. I would not be surprised in the slightest if Arena Net had attended this conference and heard this. I'm sure these ideas have circulated, but the reality of implementation has driven the narrative of resource allocation.

     

    I wanted to post this here to give players a chance to discuss their feelings about the future of Guild Wars, and also to comment on this video's narrative, as it would apply to Guild Wars 2.

     

    Have a great day!

     

  10. > @"torben.1532" said:

    > Honestly there is no other option than herald. Renegade is the worst possible Playstyle one could think of for pvp and core revenant is just garbage

     

    Actually, my opinion on release of Renegade was that if they added powerful ondeath effects to the summons and balanced it accordingly then they would be viable in all modes. Sadly, skills like Razorclaw's Rage still exist in their current incarnation.... Like not one Dev thought to themselves that this skill is garbage in anything other than the most specific niche situation.

     

    Anyway, that's what I would do about Renegade.

     

    For Centaur, I would add skill for when the tablet is gone. Each playing on a different concept for the legendary centaur. Things like 1200 range dashes, etc. Then you'd have a support mode and one more focused on supporting yourself. And in genereal a much more interesting legend that may find it's way into builds that aren't only healing. (Since you can still switch to support mode for a nice aoe knockback/cleanse or projectile defense.

     

    For Jalis, I would add a stunbreak to the taunt skill. It's very low powercreep, since you need a target. And it speaks to the defensive nature of Jalis. (Oh, you thought you caught me in a cc, well now I'm free and you're mindlessly chasing me running right into my hammers.

     

    For Malix, I would definitely reduce the energy cost of some skill by 5-10. It's not the legend I use the most, but it's certainly a bit too costly to use the stunbreak, and the baseline resistence is way too short. So increase resistance uptime for yourself, reduce energy cost and I'd also suggest adding 4 seconds of resistance to the heal. (baseline)

     

    Shiro is great, but I do hope they work on some of the pathing bugs in the game's terrain that prevent ports.

     

    Those are my suggestions for the legends to add build diversity.

  11. > @"Turk.5460" said:

    > > @"Safandula.8723" said:

    > > s/d thief counters power herald

    >

    > At moderate to high skill levels the Herald will counter all iterations of Power Thief, including S/D. Inexperienced Heralds will be countered by pretty much any profession running any build.

     

    > @"Turk.5460" said:

    > > @"Safandula.8723" said:

    > > s/d thief counters power herald

    >

    > At moderate to high skill levels the Herald will counter all iterations of Power Thief, including S/D. Inexperienced Heralds will be countered by pretty much any profession running any build.

     

    I'm curious if you have any videos that you could link of this? My experience on thief is that I only get killed when I'm caught by surprise, and on my rev, downing a good thief is tricky, but sometimes doable. (Especially if you're +1 onto them)

     

    And I've seen footage of sinreider getting constantly deleted by a rev, but he was playing d/p, which has worse escapes against rev than s/d.

     

    Thanks!

  12. I found this:

    Season 2 to Season 3: Hard reset.

    Season 3 to Season 4: Soft reset.

    Season 4 to Season 5: No reset.

    Season 5 to Season 6: Soft reset.

    Season 6 to Season 7: Soft reset.

    Season 7 to Season 8: Soft reset.

     

    here:

     

    I'm actually not sure what they do now, but I remembered that your rating had affected your placement in the new season, but it may not be true.

  13. Hey fellow thief enthusiasts!

     

    I was wondering what other players thought were some of the best classes for killing thieves?

    In my experience, there is a rule, that a thief will almost never die unless he over commits or gets surprised by an enemy player he didn't see.

     

    So what classes do you think are good at killing thieves? In either PvP or WvW.

     

    I'll start:

    In WvW:

    Ranger, Mesmer Ele, Thief

    In PvP:

    Thief, Ranger

  14. > @"MUDse.7623" said:

    > > @"Loboling.5293" said:

    > > > @"Ario.8964" said:

    > > > Honestly the changes were good because it improved reliability and usability of the scrapper. I don't think the damage is at all overpowered. The only offender with scrapper is it just has way too much sustain. Simply tuning down some numbers on things like bulwark's barrier, regen from superspeed, and heal from medic gyro a little would bring the spec in line as a bruiser/support bunker hybrid. But yes anet, pls don't gut scrapper again, just tone it down a wee bit.

    > >

    > > Next Patch:

    > > Engineer:

    > > Wells no longer follow the Scrapper.

    > > Cast time of wells have all been increased by 0.5 seconds to be in line with wells from other professions.

    > >

    >

    > so they get ground targeted with 900 range?

     

    Sounds pretty sick actually when you put it like that... :P

  15. > @"Ario.8964" said:

    > Honestly the changes were good because it improved reliability and usability of the scrapper. I don't think the damage is at all overpowered. The only offender with scrapper is it just has way too much sustain. Simply tuning down some numbers on things like bulwark's barrier, regen from superspeed, and heal from medic gyro a little would bring the spec in line as a bruiser/support bunker hybrid. But yes anet, pls don't gut scrapper again, just tone it down a wee bit.

     

    Next Patch:

    Engineer:

    Wells no longer follow the Scrapper.

    Cast time of wells have all been increased by 0.5 seconds to be in line with wells from other professions.

     

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