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DanAlcedo.3281

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Posts posted by DanAlcedo.3281

  1. > @"MyPuppy.8970" said:

    > > @"DanAlcedo.3281" said:

    > > Current list of OP classes according to the Forum:

    > > Mesmer

    > > Necro

    > > Engi

    > > Thief

    > > Ranger

    > > Rev

    > > Warrior

    > > Guardian

    > >

    > > Mhhhhhhhhhhhhhhhhhhhhh......

    >

    > Eles can't even afford to be on that list :/ but even if people complained it would be moved to ele subforum. Next espec: the unwanted.

     

    I have seen "Nerf this" threads for all the classes above but i cant remember one for ele.

  2. > @"Tiah.3091" said:

    > > @"AngelLovesFredrik.6741" said:

    >

    > > Last months mAT winner did indeed not have a mesmer in it. However, the previous 14(?) Teams did, no idea what NA looks like. The sage mirage build with chaos dueling is by no means easy to kill, I'll link you some VoDs of it holding 1v2 against top of the line players if you want me to.

    >

    > Well, chaos duelling with staff I can at least imagine. But SAGE amu on Mirage? Like... THY kitten?!

    > What do they need healing stat for? To boost regeneration, lol?

    >

    > Please do post link!!!

    > I'm rather intrigued, but, on the other hand, I have a feeling, that you don't understand jack kitten about how mesmer works.

    >

    > >the community seems to have a pretty unanimous opinion that mirage **(even Chrono)**

    >

    > Even what again? What's next for this thread? _"Ele 2stronk, plz nerf"?_

    >

    >

     

    Did you see these Evasion Rune Weavers?

     

    COMPLETELY BUSTED!!!!

     

    Ofc we cant nerf the Rune.

     

    So we need to nerf Base Ele.

     

    Way to strong!!!!!

     

     

     

  3. > @"Nimon.7840" said:

    > > @"DanAlcedo.3281" said:

    > > > @"Dadnir.5038" said:

    > > > 2 simple changes:

    > > > - Make _abrasive grit_ only work on _manifest sand shade_ use (F1): Give us back the lost freedom to cleanse and buff (No Mr Irenio, the ICD on the trait was the worst choice, you just don't break old things that are balanced for a new thing that you could have just shut down without any impact on anyone. What wasn't taken into account into your argumentation is that this trait is supposed to be an altruistic trait not a selfish one and sanctuary runeset coupled with abrasive grit and any other small heal now prevent this trait from being an altruistic one by only benefiting(?) the scourge and not it's teammates.)

    > > > - Bring back the 2nd condi conversion on _nefarious favor_: We lost tons of condi cleanse (support) with the ICD, for the condi manipulation profession that's a shame so I guess simply bringing back this lost support shouldn't be much.

    > >

    > > Abrasive Grit was broken by Design.

    > >

    > > Effects were A triggers B without a Limit will always see sooner or later a nerf/ban.

    > >

    > > It only take time for something to come up that breaks it.

    > >

    > > Look at Yu-Gi-Oh! were Cards like Cannonsoldier are Banned.

    > > ( No ones per turn)

    > >

    > > Sure. The first thought is always to remove what caused the „ limit break“ but that never works.

    > >

    > > There will be allways a new way, people will find a way to break it, the dev have limited design choices.

    > >

    > > The best solution is to redesign the trait to give it a clear limit.

    > >

    > > Like: Only trigger on F1 - F5.

    > >

    > >

    > >

    > >

    > >

    >

    > Wanna talk about alot of other classes that have passive triggers without icd?

    >

    > Why is only necro getting nerfed then?

    > Because it had one op interaction?

    >

    > Let me tell you this, weaver has one as well. It makes him invulnerable to conditions and in addition he can dodge a lot. And if you manage to hit him in his permanent evade kitten, he will just heal back to full.

     

    If the Weaver stuff is also op then there also has to be change.

     

    The point is, effect like this needs a limit.

     

    ICD‘s are an option but not a good one.

     

    I say the change is ok as long Anet changes it another way later.

     

    They already asked for ideas.

     

     

     

    > @"Dadnir.5038" said:

    > > @"DanAlcedo.3281" said:

    > > > @"Dadnir.5038" said:

    > > > 2 simple changes:

    > > > - Make _abrasive grit_ only work on _manifest sand shade_ use (F1): Give us back the lost freedom to cleanse and buff (No Mr Irenio, the ICD on the trait was the worst choice, you just don't break old things that are balanced for a new thing that you could have just shut down without any impact on anyone. What wasn't taken into account into your argumentation is that this trait is supposed to be an altruistic trait not a selfish one and sanctuary runeset coupled with abrasive grit and any other small heal now prevent this trait from being an altruistic one by only benefiting(?) the scourge and not it's teammates.)

    > > > - Bring back the 2nd condi conversion on _nefarious favor_: We lost tons of condi cleanse (support) with the ICD, for the condi manipulation profession that's a shame so I guess simply bringing back this lost support shouldn't be much.

    > >

    > > Abrasive Grit was broken by Design.

    > >

    > > Effects were A triggers B without a Limit will always see sooner or later a nerf/ban.

    > >

    > > It only take time for something to come up that breaks it.

    > >

    > > Look at Yu-Gi-Oh! were Cards like Cannonsoldier are Banned.

    > > ( No ones per turn)

    > >

    > > Sure. The first thought is always to remove what caused the „ limit break“ but that never works.

    > >

    > > There will be allways a new way, people will find a way to break it, the dev have limited design choices.

    > >

    > > The best solution is to redesign the trait to give it a clear limit.

    > >

    > > Like: Only trigger on F1 - F5.

    > >

    > >

    > >

    > >

    > >

    >

    > Problem is that there is plenty of trait that work like that with no ICD and that was fine up to now. All elementalist aura traits work like that, what if tomorow ANet put a 4 second ICD on all elementalist aura traits because stacking boon via generating aura become somehow broken? What about slapping an ICD on _might make right_ on the warrior because _forcefull greatsword_ end up having broken interaction with it? What about putting ICDs on all dodge/evade traits so that everyone have to time it's dodge to gain the traited effects (to make it fun you could even put different ICD, this would end up awesome)?

    >

    > The rune was broken, not the trait. The trait ended up being killed by an ICD, thoroughly killing it's support aspect. The proper choice was to remove the runeset from the game and put on the "to do" list a rework of _abrasive grit_ mechanism.

     

    Traits without ICD are sometimes limited another way.

    Tempest Aura Traits are limited by Aura Cds.

     

    But sure.

    If a rune would be intrudust that create unlimited aura it also would break the trait.

     

    MMR is by design broken yes.

    All it needs is a unlimited Might Source.

     

    Could that happen?

    Sure.

     

     

    A effect/skill/trait that has no limiting factor are broken by design.

     

    Believe me, it can happen to all of them.

     

  4. > @"Dadnir.5038" said:

    > 2 simple changes:

    > - Make _abrasive grit_ only work on _manifest sand shade_ use (F1): Give us back the lost freedom to cleanse and buff (No Mr Irenio, the ICD on the trait was the worst choice, you just don't break old things that are balanced for a new thing that you could have just shut down without any impact on anyone. What wasn't taken into account into your argumentation is that this trait is supposed to be an altruistic trait not a selfish one and sanctuary runeset coupled with abrasive grit and any other small heal now prevent this trait from being an altruistic one by only benefiting(?) the scourge and not it's teammates.)

    > - Bring back the 2nd condi conversion on _nefarious favor_: We lost tons of condi cleanse (support) with the ICD, for the condi manipulation profession that's a shame so I guess simply bringing back this lost support shouldn't be much.

     

    Abrasive Grit was broken by Design.

     

    Effects were A triggers B without a Limit will always see sooner or later a nerf/ban.

     

    It only take time for something to come up that breaks it.

     

    Look at Yu-Gi-Oh! were Cards like Cannonsoldier are Banned.

    ( No ones per turn)

     

    Sure. The first thought is always to remove what caused the „ limit break“ but that never works.

     

    There will be allways a new way, people will find a way to break it, the dev have limited design choices.

     

    The best solution is to redesign the trait to give it a clear limit.

     

    Like: Only trigger on F1 - F5.

     

     

     

     

     

  5. > @"mtpelion.4562" said:

    > > @"DanAlcedo.3281" said:

    > > > @"ProtoGunner.4953" said:

    > > > > @"DanAlcedo.3281" said:

    > > > > > @"Julischka Bean.7491" said:

    > > > > > Lisa shakes her head. As others have stated, the Devs said magic find is capped at 300 %.

    > > > > >

    > > > > > Capped means capped.

    > > > > >

    > > > > > If you spent a lot of gold and time to deliberately reach that cap faster than others..then..when you reached it, and those essences of luck you lusted after are suddenly not valuable to you anymore...do not cry.

    > > > > >

    > > > > > Instead of tears, rejoice that you reached it. Lots of folks here haven't.

    > > > > >

    > > > > > And, remember, the Devs never promised anything after Cap is achieved,

    > > > >

    > > > > Its almost 2019. If you have not your 300% yet you are ether a Casual or new.

    > > >

    > > > I clocked 5'000 hours since 2012 and I am not at 300% yet. I play normal, I don't farm for hours though, just doing normal activities. I think people who are on 300% luck since ages are heavy farmers who do halloween farms for hours to make gold/loot. I think this is extremely boring and do other things during this time. Why invest so many borin, repetitive hours in just one game to get 'more' etc. I already have 7 lengendaries, what do I want to have more?

    > > >

    > > > > A) You are new to Gw2. ( I count a 1 year old account as new)

    > > > >

    > > > > B.) Your playtime is very low despite how old the Account is.

    > > > >

    > > > > C) You never Farm, never salvage and never participate in Festival Events. (That would be very wierd)

    > > >

    > > > All wrong: I farm sometimes, but I play the game regularly and I salvage everything, unless there are some more expensive exotic skins. You are wrong on all sides. I also farmed festivals, but only do that to get most achievements and leave. I may come back for a couple of hours but I never do extensive farming like some ppl do. Still, i am at about 230% MF and many which have a similar playstylke like me do have this.

    > >

    > > In over 6 year of playing Gw2 i farmed about 2 month. Pre Hot silverwaste.

    > > The rest was WvW and Story/Events.

    > >

    > > To be honest, i really don’t understand how people avoid all the luck.

    > >

    > > With only playing about 12 to 15 Hours a week, which is mostly WvW, i managed to get more luck in about 2 years then you need from 0 to 300.

    > >

    > > Here come the „casual“ players that actually play more then i do and explain to me how they can’t get to 300.

    > >

    > > Wierd.

    > >

    >

    > I hope you realize that time spent (either in total years playing or in hours per X) is wholly irrelevant. You should be providing the number of times you have repeated the "Agent of Entropy" achievement, as that would give people relevant data by which to compare.

     

    Thats a awesome idea actually.

     

    Let me Check.

     

    1555 Times.

     

    Now im interesed on other players numbers.

  6. > @"reddie.5861" said:

    > i dont know on what u base ur list.

    >

    > for example i find thief(yes main) kitten easy to play in both ways zerg/roaming

    > while on rev i die faster when i make error and roaming is completely out of question for me right now on this char.

    >

    > while a proper rev will give me a fight like no other..

    > think all classes are equally hard when u look at complete picture.

     

    Thief needs to be melee.

    Rev dont.

     

    Thief needs to know how to survive while doing dmg.

    Rev has 2-3 passive auras and 3 skills on hammer he needs to press.

     

     

     

     

     

  7. Hi!

     

    This Top 9 is not about the skill needed to play the class, but about the minimum Skill needed to be considered **Usefull** in a Zerg setting.

     

    Have Fun.

     

     

     

     

    **Nr 9. Necro**

    Skill needed: Very Low.

     

    You can give a completly new Player a Scourge build and he will be usefull in about 2-3 hours.

    Scourge can be played with large variants of stat sets , without loosing to much.

    Berserker, Marauder, Cele , Dire , Trailblazer and many more.

     

    **Nr 8. Guardian**

    Skill needed: Low.

     

    Very Tanky and mostly doesnt need to aim his skills.

    This class can require some skill, but only when the opponents Necros are not Braindead.

     

    **Nr 7. Revenant**

    Skill needed: Low to Medium.

     

    Mostly a 10 Target Boon Bot.

    Energy management and CoR Aim are the only problems a Rev has to overcome.

     

    **Nr 6. Mesmer**

    Skill needed: Medium

     

    Mostly a Utility Class with Portal, Veil and good CC.

    Can play a role as a Support/Healer.

     

    Mesmer is often seen as a difficlut class but most builds that are played and are usefull in zergs dont require to much skill.

     

    **Nr 5. Warrior**

    Skill needed: Medium

     

    Only played because of the Spellbreaker Elite.

    A good placed Bubble can win entire Zerg Fights.

     

    A good warrior that knows when and where to place its Bubble is gold worth.

     

    **Nr 4. Engineer**

    Skill needed: Medium to High.

     

    One of the best pure Healer in the Game.

    Needs good CD management.

    Skill needed, scales with the stupidity of your own zerg.

    You basicly fight against your own Zergs idiots.

     

    **Nr 3. Thief**

    Skill needed: High

     

    Often seen as not very usefull.

    Can work wonders with Staff Daredevil, yes even in Zerg fights.

     

    Mostly not recommended because the thief really needs to know what he is doing.

     

    Note: Elementalist is higher on the list because Thief has higher Mobility and Stealth.

     

    **Nr 2. Elementalist**

    Skill needed: Very High

     

    Weaver scales perfectly with risk.

    A low skilled Elementalist that needs a high % of Marauder Gear is often not very usefull, but

    a good Elementalist, who can survive with a high % of Berserker gear can be devastating for your enemy.

     

    High risk / High Reward

     

    **Nr 1. Ranger**

    Skill needed: Extremly High.

     

    Despite popular believe a Ranger can actuall be usefull, even in a Zerg.

    However, the skill needed to archive this state is for most players out of reach.

     

     

    _Feel Free to disagree and/or make your own list._

  8. > @"whoknocks.4935" said:

    > > @"DanAlcedo.3281" said:

    > > A good roamer on kodash?

    > > What?

    > >

    >

    > He wasn't a good roamer at all xD

    >

    > I tried to add him but weird I was in the blacklist already... who knows why, never faced this guy before.

    >

    > Weird he was running a skirmishing marksmanship druid, everytime he went out of stealth of stealth from.15% hp.was already above 50% and once completely 100% hp refill.

    >

    > I don't know what weird build was that, but i wonder why he blocked me immediately just beforr attacking me...

     

    Ok.

    Trust me. We have some weird Ranger player on Kodash.

     

    One Roleplays as a Gw2 beginner.

    Plays like one.

    Looks like one.

    Bearbow build.

    Uses Longbow Knockback on CD.

    Never seen him Change Weapons.

    Uses Longbow as a Melee Weapon.

    35k AP.....

     

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