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Kraitan.8476

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Posts posted by Kraitan.8476

  1. > @"witcher.3197" said:

    > It _is_ dead. Nobody's in legend on EU which is unprecedented, and top 250 starts at 1550-ish, whch is also a record low. Nobody cares at the top anymore because the balance team doesn't balance and wintrading is legal.

     

    Exactly this...

  2. Yeah, a seperate 2v2 unranked queue would certainly get people to at least use them. Seems counterproductive: make a bunch of 2v2 maps so you can at one point organise a 2v2 tournament? How about letting us queue for it now, let us figure out what's broken & what's not and USE that feedback to turn it into a solid mode.. But hey no queue for it? sure, just dont expect anyone to ever use them.

  3. > @"AEFA.9035" said:

    > > @"Kraitan.8476" said:

    > > > @"AEFA.9035" said:

    > > > > @"Kraitan.8476" said:

    > > > > Can I add soulbeast suggestion?

    > > > > Eternal Bond: While in beastmode, if you would be downed you instead fall out of beastmode and recover health. Healing 4kish + 3.5s protection. 90 second cooldown.

    > > > >

    > > > > How about this:

    > > > > Eternal Bond: While in beastmode damage taken is reduced by 10%. If you would be downed you instead fall out of beastmode and recover health. Healing 4kish + 3.5s protection. 90 second cooldown.

    > > > >

    > > > > Or: while in beastmode remove X condition on dodging (since a lot of traits resolve around that already)

    > > > > Or: while in beastmode passively regenerate X amount health per sec.

    > > > > I'm not suggesting changes that will make soulbeast OP or this trait meta. I'm just asking to make it AT LEAST interesting while buildcrafting. In it's current form for a grandmaster trait it's way too poor, especially on a 90 second cooldown. It needs some love imo.

    > > >

    > > > Im with you on Eternal Bond, it just doesn't seem like a Grandmaster trait to me, though the 10% damage reduction might be a little too much as a perma reduction. Especially since we have Second Skin which you can pair with Runes is quite strong.

    > > >

    > > > Heres my version if ANET would consider

    > > >

    > > > **a.)Eternal Bond: While in beastmode maximum health is increase per boon on you. (this is passive play)**

    > > >

    > > > **b.)Eternal Bond: Entering beastmode reduces condition duration on you by 1 second. (this will encourage players to go in and out of beastmode like how ANet described that it shouldnt be camped anyway)**

    > > >

    > > > **c.) Eternal Bond: When you steal health from a foe your pet steals health from a foe with its next attack. Unblockable. (Should work with Soulbeast. Sustain damage type)**

    > > >

    > > > **d.) Eternal Bond: Merging with your pet deals # damage to foes around you. Leaving beastmode applies movement impaired condition to foes. (Good for combos )**

    > >

    > > ''this will encourage players to go in and out of beastmode like how ANet described that it shouldnt be camped anyway)**''

    > >

    > > I don't get Anets' logic man, if the intention was to not camp, why is swapping pets so clunky :/

    > >

    > >

    >

    > What do you mean by clunky?

     

    I'm not going to explain that, effort not worth the gains.

  4. > @"AEFA.9035" said:

    > > @"Kraitan.8476" said:

    > > Can I add soulbeast suggestion?

    > > Eternal Bond: While in beastmode, if you would be downed you instead fall out of beastmode and recover health. Healing 4kish + 3.5s protection. 90 second cooldown.

    > >

    > > How about this:

    > > Eternal Bond: While in beastmode damage taken is reduced by 10%. If you would be downed you instead fall out of beastmode and recover health. Healing 4kish + 3.5s protection. 90 second cooldown.

    > >

    > > Or: while in beastmode remove X condition on dodging (since a lot of traits resolve around that already)

    > > Or: while in beastmode passively regenerate X amount health per sec.

    > > I'm not suggesting changes that will make soulbeast OP or this trait meta. I'm just asking to make it AT LEAST interesting while buildcrafting. In it's current form for a grandmaster trait it's way too poor, especially on a 90 second cooldown. It needs some love imo.

    >

    > Im with you on Eternal Bond, it just doesn't seem like a Grandmaster trait to me, though the 10% damage reduction might be a little too much as a perma reduction. Especially since we have Second Skin which you can pair with Runes is quite strong.

    >

    > Heres my version if ANET would consider

    >

    > **a.)Eternal Bond: While in beastmode maximum health is increase per boon on you. (this is passive play)**

    >

    > **b.)Eternal Bond: Entering beastmode reduces condition duration on you by 1 second. (this will encourage players to go in and out of beastmode like how ANet described that it shouldnt be camped anyway)**

    >

    > **c.) Eternal Bond: When you steal health from a foe your pet steals health from a foe with its next attack. Unblockable. (Should work with Soulbeast. Sustain damage type)**

    >

    > **d.) Eternal Bond: Merging with your pet deals # damage to foes around you. Leaving beastmode applies movement impaired condition to foes. (Good for combos )**

     

    ''this will encourage players to go in and out of beastmode like how ANet described that it shouldnt be camped anyway)**''

     

    I don't get Anets' logic man, if the intention was to not camp, why is swapping pets so clunky :/

     

     

  5. Can I add soulbeast suggestion?

    Eternal Bond: While in beastmode, if you would be downed you instead fall out of beastmode and recover health. Healing 4kish + 3.5s protection. 90 second cooldown.

     

    How about this:

    Eternal Bond: While in beastmode damage taken is reduced by 10%. If you would be downed you instead fall out of beastmode and recover health. Healing 4kish + 3.5s protection. 90 second cooldown.

     

    Or: while in beastmode remove X condition on dodging (since a lot of traits resolve around that already)

    Or: while in beastmode passively regenerate X amount health per sec.

    I'm not suggesting changes that will make soulbeast OP or this trait meta. I'm just asking to make it AT LEAST interesting while buildcrafting. In it's current form for a grandmaster trait it's way too poor, especially on a 90 second cooldown. It needs some love imo.

  6. > @"Quintes.6943" said:

    > > @"jihm.2315" said:

    > > in both pvp and pve its rarely usable ... warrior in pvp will run on you like a train if you dare use it

    >

    > Yes, you're right. And it does become a question of who you can 1v1 because dagger is not in any way an aoe weapon, and Soulbeast doesnt have half the defensive toolkit of Druid to engage in teamfights, let alone in melee range.

    >

    > Looking at the wep alone, it looks like it does decent damage with a condi amulet equipped. Problem is you cant just sit on someone with it. You arent a warrior with all their sustain, support, useful offhands. You arent a thief with all their burst, mobility, stealth. You definitely arent a scourge or mirage with their range, burst condi capability coupled, cc.

    >

    > I think the point is rather that Dagger is less a badly designed weapon, than Soulbeast is a badly designed melee specialisation. It has a few tricks up its sleeve with pet abilities but vs meta specs such as Scourge, Mirage and Shieldbreaker, going into melee range with a dagger is just a death sentence (unless they are a newbie).

     

    Part of that issue is that 9 out of every 10 petskills are just shit. Most autoattack chains do more than f123 so you're giving up a pet and barely gain anything relevant.

  7. So basicly for anything new they wanna add the counterargument is: 'it will kill conquest'. Why force an audience into mode A if they've been asking for mode B for years? That's not growing your community, that's trying to stop it from dying and that's just a matter of time imo. Veteran players who left the game won't come back when they hear: omg, conquest is so good now, they added maps and bla bla bla. Something entirely NEW on the other hand might.

  8. > @"Nuka Cola.8520" said:

    > > @"Kraitan.8476" said:

    > > I think the main issue is and always will be this: We can think of a 100 different ways to fix every class/weapon etc. but the balance team probably doesn't have the resources to even maintain an acceptable speed/impact. Look at the balance patches, despite how they were sold to us, they are usually a few months behind vs our ideas and notions

    >

    > What is the gem store paying for? They sold the original game for $60. First expansion for $50. Second expansion for $40. Gem store been milking with the microtransactions since 2012, and they don't have any resources to do something THIS important to the game? Where is my OG GW1 Anet? This is laughable.

     

    just the way it is..:\

  9. > @"Nova.3817" said:

    > > @"Kraitan.8476" said:

    > > Wasn't the offseason meant to be the time for players to get used to the changes in balance? Doesn't really work when patches come either at the start or halfway in during the season..

    >

    > the offseason serves no actual purpose....unless the goal is to lower the pvp population, which if it is bravo well done anet

    >

    >

    > i believe season 1-3 dropped balance patch as offseason began ( so people could indeed learn the new meta) but they have slowly moved from that to the point that if you ask me all the offseason is 2 me is a disabling of pvp in game rewards.

     

    Would genuinely be more interesting offseasons if we got a massive balance patch which overhauled a ton of stuff on every class at the start of it. Sadly both timing & size are below expectations (which already weren't that high to begin with)

  10. > @"HeadCrowned.6834" said:

    > Yup, agreed. PvP is indeed the face of a game, and Anet invests way too little in that face.

     

    Yeah even when it comes to attracing new players in general: tell me what kind of player will want to start a new MMO when they read/hear the pvp in the game is dead & a complete joke. Personally that would just turn me straight around to never look back.

  11. I think the main issue is and always will be this: We can think of a 100 different ways to fix every class/weapon etc. but the balance team probably doesn't have the resources to even maintain an acceptable speed/impact. Look at the balance patches, despite how they were sold to us, they are usually a few months behind vs our ideas and notions

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