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sneakytails.5629

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Posts posted by sneakytails.5629

  1. Yeah it needs an update, I would only use Berserker Stance when facing oppressive condi builds. Even then it had to be combined with other layers of condi cleanse to really have a place on my bar. By itself it is really quite weak and the current 30 second cooldown is too long in the current game.

     

    There will be frustrated power players moving to condi bunker post patch and changes like this will only encourage that to return.

  2. I liked Rousing Resilience alot, I was able to dual wield axe, and skip the shield (and take dogged march), and be more brawly and aggressive when running it (which dual axe demands). Of course loosing out on the passive LS, but with 4 stun breaks on my bar I got really good mileage out of RR.

     

    I also never really used Healing Signet or MMR because without GS/SH (Axe/Axe-Rifle) I never really had the kiting ability to really use regen to its fullest. So I tended to use the other heals like Mending, and Defiant Stance. (in high pressure situations)

     

    I am really hoping that whatever ends up replacing the passive EP and LS end up promoting a more brawler playstyle rather then a regen/kiting playstyle, the latter has already been supported for so long now.

     

    I am hoping for less nerfs to RR than the preview notes suggested.

     

  3. The one good thing about passives with Warrior is that they allowed non-meta builds to "work". You were not forced to take shield, you could take warhorn. You were not forced to take GS, you could take dual axe. You could also take other trait-line's like Arms or Tactics. Were they better choices than the standard meta?, of course not, but at least they were somewhat playable, especially if the player could accept a lesser degree of effectiveness. I feel like this patch will change some of that choice.

     

    If anything there will be a surge of the same cookie-cutter GS/X-SH Warriors, and a resurgence of Trailblazer builds to offset the lack of healing/passives. (frustrated players will grab the latter)

     

    You will not be able to make up for the lack of a Shield, or the mobility and evades of Greatsword as easily post patch.

     

    That is my one criticism of bringing everything down, as you only reinforce the same top end.

  4. From a WvW perspective:

     

    I am moving from Spellbreaker back to Core Warrior, with the reduced damage and increased cool-downs, I really think the T3 bursts and Berserker's Power on Core Warrior will still keep damage high enough to kill fast enough. Right now I can do the same thing on Spellbreaker but with more tanky-ness and the same level of damage, that wont be the case post patch.

     

    I think more Spellbreakers will become CC/Boon Rip specialists (buffed Hammer) and see more use in Zergs/Organized Small Scale than solo roaming.

     

    I also expect Trailblazer Condi-Berserker to make a come back.

     

     

  5. I wanted to post this here in the main thread because I think this skill needs more discussion.

     

    Hard CC like Bulls Charge should be the setup for a burst, not part of the burst itself. People are downing enemies right now with Bulls Charge with 5k+ crits. They land the CC and then they do not have to burst anymore, the enemy was downed.

     

    A 3 second knockdown is VERY powerful.

    A 3 second knockdown combined with 900 units of movement, and a 1 1/4 second evade is UBER powerful. I dont really consider this skill as a utility, its really an elite level of power in its current state.

     

    The fact of the matter is that this "Utility" does far too much for a single button press especially when you consider its cool-down.

     

    Removing the damage was the right thing to do and re-enforces the set-up/burst game-play which is the right way to go.

     

    I personally feel that Utilities with a very hard hitting 3 second CC should not be combined with a 1 1/4 second Evade, and 900 units of movement. Unless its an elite. I think skills like this need more consideration on if they are really good for the game.

     

    EDIT: - Yeah, this should be a Physical Elite skill similar to Thief's Impact Strike/Uppercut/Finishing Blow Elite.

     

    EDIT 2: - I would make Signet of Rage have a much faster cast time and be used more as part of a Rotation type of play-style, I feel like the shorter duration of the boons would be fair with a shorter cool-down. I think SoR would be a good contrast to BC if Bulls Charge was made into a Physical Elite. BC would be more powerful but on a longer cool-down and re-enforce the CC/Burst mechanic.

     

  6. Hard CC like Bulls Charge should be the setup for a burst, not part of the burst itself. People are _downing_ enemies right now with Bulls Charge with 5k+ crits. They land the CC and then they do not have to burst anymore, the enemy was downed.

     

    A 3 second knockdown is VERY powerful.

    A 3 second knockdown combined with 900 units of movement, and a 1 1/4 second evade is UBER powerful. I dont really consider this skill as a utility, its really an elite level of power in its current state.

     

    The fact of the matter is that this "Utility" does far too much for a single button press especially when you consider its cool-down.

     

    Removing the damage was the right thing to do and re-enforces the set-up/burst game-play which is the right way to go.

     

    I personally feel that Utilities with a very hard hitting 3 second CC should not be combined with a 1 1/4 second Evade, and 900 units of movement. Unless its an elite. I think skills like this need more consideration on if they are really good for the game.

     

    **_EDIT: - Yeah, this should be a Physical Elite skill similar to Thief's Impact Strike/Uppercut/Finishing Blow Elite._**

  7. I have been using rifle as my secondary weapon for years now so to me these rifle changes are huge, having two cripples, two evades, and 2 volleys that pierce is big. (ammo system for rifle 2, 3, 4, ) You can now stay on Rifle longer, and if u get pressured you have more potential to counter a threat.

     

    The slower Rifle 5 will be an issue but I am hoping to offset that with quickness. The small forward facing cone of the knockback can be frustrating to use at times. To me thats the biggest weakness of the kit outside of the root on Killshot.

     

    The reset ability on a successful rifle 5 is very nice, and seems like a good reward for a harder to use CC.

     

    It should be possible to run some builds that main the weapon (outside of meme builds) as the primary damage source now, the ability to stay on the weapon longer and get better rotations/combos is huge.

     

     

  8. Sounds like going forward they can make adjustments faster and on a more regular pace so they can respond to the meta. Overall i agree with a lower baseline damage for the harder hitting skills and having to combo things for max damage rather then just hitting a single button. I also agree with hard CC loosing most of its damage, that should be your setup, it should not be downing people before you even hit with your burst.

     

    I still would like to see some of the skills that do too many things in one button press get addressed, but that should come in future patches.

     

    Gotta start somewhere.

  9. > @"TheIceman.1039" said:

    > BG OMG, My nightmare tbh, I prayed it wouldn't happen. I should have talked to Balthazar. =P. Can imagine now only how all them easy loot seekers who can't stand on their own feet. And hundreds alt spies are invading my beautiful tiny server. Trampling everywhere with muddy feet and after 2 months gone again. :'(

    >

    >

    >

    >

     

    LOL Stonemist will be covered in mud.

  10. Escorting yaks was nerfed due to commanders complaining about it, same thing with arrow carts. Now throw in weaker walls, and the soon to be slower Warclaw and the Zerg crybabies have basically won.

     

    Decay happens pretty fast, and when you are scouting you are doing a ton of moving around and keeping track of enemies, on DBL its hard to keep participation up sometimes.

     

    Scouting has never been respected, and zergs want it that way along with all small-scale play. They want the rules to favor only them.

     

    They are getting their wish.

     

     

  11. I actually agree with population issues adding to problems, I think they do. My server has lost tons of peeps due to transfers, and the links have been very hit or miss.

     

    My server right now is a ghost town, its almost always lightly populated, we might have a zerg around but they almost always are on EBG. Sure we have the odd night with decent coverage and multiple zergs, but we almost always are outnumbered these days with a small handful of militia and pugs. I cant tell you how many times a small group of 4-8 will just steamroll all our camps, sentries and even towers. Its impossible to stop them with just a few pugs and militia.

     

    The Warclaw has been a godsend because it has allowed a tiny group of people to actually semi-cover our camps and sentries. Without it we would loose everything because its always a coordinated guild group just trashing everything of ours. Things will be even worse when the movement speed is nerfed, making it that much harder again for the outnumbered to actually defend.

     

    I am beyond ready for alliances, these population issues need to be addressed as they only compound the current issues of the game even further for the outnumbered side. This creates a snowball effect as well, the more you get steamrolled the harder it is to keep your players logging in, this makes outnumbered fights even more likely.

     

    I see very little 1v1's, or small group fights. Its all zerg or organized guilds just wrecking everything with zero competition because the other server cannot even present a comparable group anymore.

     

    If my server was not perpetually outnumbered, and if the competent roamers would actually log in I might have a different view of the Warclaw, but from my point of view its helping alot for the outnumbered side in defense.

  12. Skill lag has increased drastically, 3 way fights are practically unplayable, and I am talking about playing smaller comps on the edges, the lag is very bad even there. Usually skill lag goes away on a map when the zergs move to another part but the skill lag has been persisting in smaller scale fights. Even with only 2 zergs on the map the skill lag has been way too persistent.

     

    Its beyond server upgrade time.

  13. Possible solution for Pistol Whip:

     

    1. Drop the evade on Pistol Whip and speed up the skill cast considerably, make it usable while moving, Shorten stun to 1/2 second. Current Ini cost is fine.

    2. Make the Stun a second part of the skill like with Bandits Defense/Reflexive Strike, you have to land Pistol Whip to gain the Stun skill.

     

    You could add something to the skill for a successful stun. Whatever that may be. Bandits Defense and Impact Strike feel more meaningful when successful as a result of the secondary actions required.

     

     

     

  14. Actually Warriors Whirlwind Attack-Greatsword 3, and Thief Pistol Whip are a good comparison for a simple reason. They do too much for a single button press. I think its time that some skills become more focused in what they do instead of some of them just doing too much.

     

    ZDragon.3046 brought up Warrior Whirlwind Attack-Greatsword 3 which has a 3/4 second evade, 450 range movement and has 4 impacts for reasonable cleave damage. This is a good example of a skill doing too much. I am sorry but Warriors should not be downing players when they are "kiting" with crits from this skill. This skill should be about kiting, and should be about using it at the right time, and not spamming it through attackers for more cleave damage. The damage needs to be dropped from this skill entirely. A 3/4 second evade, and 450 range movement are more than powerful enough on their own. This then gives the Warrior's opponent a chance for more counter-play while the Warrior is kiting.

     

    You can then make the same case for Thief's Pistol Whip. A 3/4 stun should never have an evade attached to it, and that's what makes it so crappy to play against. I feel the same problem exists for Warriors Bulls Charge, a 900 range movement, a 1 1/4 second evade attached to a very long 3 second CC, it can also crit for alot like Pistol Whip can. Thief PW can be spammed as well due to the resource system which add yet another element of frustration.

     

    Skills across the board need to be looked at, and they need to have a defined purpose with a real chance for counter play. This stacking effect needs to stop, and some of the excess needs to be trimmed from these skills.

  15. I tried not to laugh too hard at first when diving into that block of text and getting to the weapon comparison.

     

    Ranger is pretty vulnerable to CC, I think ranger is in a good spot right now, but I agree with the idea that there are some outliers like on all classes.**_ I actually think keeping ranger stun-breaks on the low side serves as a balance against its mobility, evades, and stealth.

    _**

    My real problem is smoke scale, (and pet skills in general) and how its clearly being spammed, and that kind of sloppy, spammy game-play is just rewarded too much.

     

    I also think killing the Rangers pet should really be meaningful and actually be worth doing as real counterplay. There should be a super steep penalty to letting your pet die.

     

    Also Warrior rifle is pathetic in every way to Ranger Longbow, and the Ranger has an advantage simply based on that alone. Have you ever tried to land a Warrior Rifle 5 on a Soulbeast? I am guessing no, or you would never dream of that comparison (Longbow knock-back is light-years better). It's so bad that the Ranger can simply just auto attack the Warrior and not risk getting hit based on its 300 range advantage alone.

     

    Outside of that laughable comparison in weapons you did bring up good points though.

     

    This whole we can be laz,y and spammy with our pets bs needs to end though. Otherwise, keep Stab and Stunbreaks low on Ranger and its balanced.

     

     

     

     

  16. I enjoy daggers more and I have more fun with Daredevil Dagger/Pistol than Sword/Pistol. But then again I am a Warrior main, and I just randomly created a build.

     

    I know Sword 2/3 is stronger, but the Dagger/Pistol 3 is more fun, and having the Pistol 5, Dagger 2/1 combo is also fun. I keep loosing to Sword/Pistol Daredevils but I know I suck. I do like the poisons my build has as it helps with Warrior, Ranger and Engi regeneration.

     

    My only real problem is enemy CC with dagger MH. I guess this is why Sword 2 and 3 just blows everything else out the water. Just seems boring though.

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