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Master Ketsu.4569

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Everything posted by Master Ketsu.4569

  1. Overtime barrier-spam scourge was a bad build that was bad for the game and will not be missed.
  2. > @"memausz.7264" said: > Lol Renegades just switched to Shiro and are still the driving force of games by CC, dmg, and conditions AND are tanky AND fast AND port. That's why I said they overnerfed Jalis and undernerfed Kalla. When it comes to Rev, nerfing one legend to fix problems of another legend has been proven time and time and time again to be a bad balance path that never accomplishes its intended goals.
  3. > @"Shao.7236" said: > I don't personally agree with the 1 Stability second pulse as the game is full on clunk with 1 second intervals, but I would agree with it being 2 seconds like before. People can always remove stab on CC to effectively nullify the skill so I don't see why it's a good thing to encourage players to CC someone in the middle of the road because you can't have 2 stacks for defending your area of the skill that's being pushed now. > Honestly the best change would just be reverting the skill to October 01, 2019: Initial stab: 2 Pulse: 1.5 stab Range: 600 CD: 10s The buff they gave it that made it 3s was IMO an actual overbuff, this coming from someone who used Jalis a lot. The nerf they gave it was over the top, and may actually be bugged because I am noticing you don't get initial stab at all anymore sometimes.
  4. The only Rev weapon that is horribly lacking atm is really Hammer. I've found uses for every other weapon, but Hammer right now is just horribly inferior to shortbow in nearly all aspects. Lower DPS, slower, clunkier, easier to outplay. It's only benefit is that it has better defenses, but this does not outweigh the loss it suffers in every other aspect. The problem seems to be that Hammer was massively overnerfed to appease WvW zergers ( a playerbase that tend to lean towards silver rank in sPvP ) who didn't want to learn how to avoid the highly telegraphed attacks. This has created an issue in higher-level sPvP play, where Hammer is now absolutely useless against more experienced players who actually are aware of its telegraphs. Now, this doesn't mean the telegraphs are a bad thing, far from it if anything Hammer animations are very balanced. It just needs a numbers adjustment to compensate for the fact that the weapon is currently comically ineffective against anyone 1500+. It could then be split in WvW if needed.
  5. This has been explained many times in the past. The population that loves 5-man is simply not big enough to sustain 5-man as a queue option. AT participation is already low enough as it is. And if you made ranked 5-man _only_ , you would actually alienate far more players than those who would come back.
  6. You know you are in a rev-complaint thread made by someone who doesn't actually know how to play rev when the major complaint is, of all things, "MUH TWO HEALSZ!!11oneone!11". Bruh. Go and actually read those heal skills. The actual slot-heals on rev mostly just inferior versions of heals on other classes on longer cooldowns. For instance, Soothing Stone is an inferior version of Warriors mending with less healing and a longer cooldown in addition to costing energy. Mallyx heal is a bad version of consume conditions. etc. That is why Rev has two heals. It's just part of the profession mechanic of having two sets of utilities, balanced out by having them be worse versions of skills that already existed before HoT was released. The actual things making Rev strong right now are: 1. Vindication is OP 2. Quickness in PvP is OP, and this is a bigger problem on Rev than most other classes. 3. The base lifesteal numbers on Ofela could be toned down from 328 to 228-ish 4. Inspiring reinforcement should be reverted back to 1.5 seconds of stability ( Was buffed to 3 seconds October 01, 2019 )
  7. Because conditions in GW2 have three upsides to two downsides. Downsides: 1. Damage over time is inferior to instant damage 2. Can be removed. Upsides: 1. Damage is overall higher 2. Stat advantage ( Only 1 stat required VS 3 stats ) 3. Condi abilities generally have low tells and/or are heavily carried by uninteractive passives. The answer, IMO, is to get rid of either the second or third advantage. Those two together are creating the problem where every single condi bunker build generally makes the game worse due to low interactivity combined with low player-skill requirements. Anet needs to realize that the reason condi builds are so disliked has very little to do with how conditions actually work, but that the real reason is actually very similar to the reason most people do not like explosive entrance. EE is an instant cast passive that cannot be interrupted and automatically tags itself onto the next hit, which effectively turns the next attack -regardless of what that attack is- into a "must block/dodge". Many Condi abilities have a very similar bad design to them, such as "Deal X condi when you Deal Y Condi" passives, or "Instantly set foe on fire, zero cast time, zero animation", huge _unblockable_ AoEs, and of course everyone favorite "Randomly do Z condi when hitting". Skill design like this makes condi builds annoying to fight, not because they are DOT, but because the damage often comes from invisible or unclear sources.
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