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DanAlcedo.3281

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Posts posted by DanAlcedo.3281

  1. > @"Miss Lana.5276" said:

    > > @"Eloc Freidon.5692" said:

    > > > @"keenedge.9675" said:

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

    > > > > This is THE thing I'm waiting for. Even more than the ex pack.

    > > >

    > > > This is ~A~ thing that has not been needed. It'll help only those with legendary armor. ( carrot ignored, still not gonna do RAIDS )

    > > > According to the data at gw2Eff, 9% of those registered there have completed the precursor questing for Envoy.

    > > >

    > > > They 'could' monetize it and make it helpful for all gear types like ascended then more people would benefit.

    > >

    > > Templates pretty much ruined the point of legendary utility with how stat swapping and upgrades work with them. The value of ascended skyrocketed because of templates.

    > >

    > > A legendary armory is necessary to put legendaries back up to how useful they were. The whole point is that it only benefits legendary equipment because it is that valuable.

    >

    > Not to mention it made it 1000% more tedious to switch gear between characters. That one single update switched my mindset from "oh wow my legendary gear is useful, I can switch it between toons so easy" to "kitten my life I've gotta remove it from all templates, remember what template had what stats and runes, gotta resocket the runes on the new toon (also infusions if you need those), and then do it all again when switching back". Talk about gutting high end gear convenience with one single patch.

     

    Its not even about convenience for me.

     

    The legendary armory would give me a goal in gw2 again.

     

    My long time goal of 39k AP is done with this update.

     

    Really need something to work on.

  2. Siege repair only failed because nobody even knew it was a thing when it was tested.

     

    I remember being in Teamspeak with 70 other people when the mail came to vote for yes/no and the reaction was "Wtf are Repair Kits?"

     

    Wasnt it that they were on a vendor nobody speaks to, on a tab nobody knew about?

     

     

  3. > @"Eugchriss.2046" said:

    > > @"DanAlcedo.3281" said:

    > > My list:

    > >

    > > Ele UP

    > > Tempest OP

    > > Weaver OP

    > >

    > > Necro OK

    > > Reaper OK

    > > Scourge UP

    > >

    > > Mesmer OK

    > > Chrono UP

    > > Mirage OK

    > >

    > > Warrior UP

    > > Berserker UP

    > > Spellbreaker UP

    > >

    > > Guardian OP

    > > Dragonhunter OK

    > > Firebrand OP

    > >

    > > Revenant OK

    > > Herold OP

    > > Renegade OP

    > >

    > > Engineer OK

    > > Scrapper OP

    > > Holosmith OP

    > >

    > > Ranger OP

    > > Druid UP

    > > Soulbeast OP

    > >

    > > Thief OP

    > > Daredevil OK

    > > Deadeye OK

    > >

    > so almost every class is ok/op except the class you play? That coincidence is too suspect bro.

    >

     

    I dont play Warrior in PvP and do you think Warrior is ok in this meta? I the last 240 Games i played i can count the number of warrios on one hand.

     

     

  4. My list:

     

    Ele UP

    Tempest OP

    Weaver OP

     

    Necro OK

    Reaper OK

    Scourge UP

     

    Mesmer OK

    Chrono UP

    Mirage OK

     

    Warrior UP

    Berserker UP

    Spellbreaker UP

     

    Guardian OP

    Dragonhunter OK

    Firebrand OP

     

    Revenant OK

    Herold OP

    Renegade OP

     

    Engineer OK

    Scrapper OP

    Holosmith OP

     

    Ranger OP

    Druid UP

    Soulbeast OP

     

    Thief OP

    Daredevil OK

    Deadeye OK

     

  5. > @"Deihnyx.6318" said:

    > > @"Burnfall.9573" said:

    > > > @"mexay.3902" said:

    > > > This is straight up getting ridiculous. Bots are running rampant and it's pretty clear ANet is doing nothing about it.

    > > >

    > > > Anyone have ideas on how to combat this (other than reporting, which let's be honest does absolutely nothing)?

    > > >

    > > > Getting matched with bots sucks, as does getting matched against them given they're usually hacking as well.

    > >

    > > to be honest, i no longer blame bots. Why suddenly the increase of large numbers than? Simple answer, PvP is increasing in Toxicity.

    > >

    > > The more increase of Toxicity to the environment and to the player experience, the more increase of botting.

    > >

    > > Here's the kicker 'joke', they even know how to maneuver in environment better than the player and even outperform the player experience with their own Bad Designs with their Broken skills and their unhealthy mechanics.

    > >

    > > **Creating An Unhealthy Environment With Toxic Experience, Give Botters Reason To Stay**

    > >

    > > In other word, What You Give, You Get

    > >

    > > -have a good day-

    > >

    > >

    >

    > Only a minority of players are actually toxic.

     

    ![](https://i.imgur.com/FXLThSZl.jpg "")

     

     

     

  6. > @"wevh.2903" said:

    > > @"DanAlcedo.3281" said:

    > > > @"wevh.2903" said:

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

    > > > > Step 1: Win first midfight.

    > > > > Step 2: Let your bunker hold the node permanently.

    > > > > Step 3: Win

    > > >

    > > > Gold1 tactics

    > >

    > > If it works, it works.

    > >

    > >

    >

    > Yes it works in gold 1

     

    And?

    You sound like Gold is not the majority of the playerbase.

     

    "A Tactic gives a near 100% Win rate in Minigolf but thats not important because it doesnt work in REAL Golf"

     

     

  7. Its also important to remember that Brave Stride clashes with the core design of warrior.

     

    Brave Strides rewards you for leaving combat as much as possible while the core mechanic Adrenalin punishes you for going out of combat.

     

    That trait goes against the class design.

  8.  

    **[Merciless Hammer]**

    * Disabling a foe deals damage while you wield a Hammer. [insert Number here] (This effect scales with power)

    * If you interrupt a foe, this damage is doubled.

    * Hammer skils gain reduced recharge.

    * Gain adrenaline when you disable a foe.

     

     

    Note:

    * The damage part works with every Hard CC while you wield a Hammer. Which means Skills like Bulls Charge deal damage again.

    * The double damage part rewards timing your skills.

    * Maybe remove the adrenalin gain to not have to many stacked effects?

  9. > @"Luthan.5236" said:

    > I remember that I liked the map a bit back then 2013. My 2nd favorite map after Temple I think. While Temple got a graet change (removing the 2 buffs that add more points on kills) Spirit Watch seems boring now to me.

    >

    > Have only tried it a few times though. (There is no good way to queue for it regularly until you play lots of unranked and get lucky with people voting it.) I dislike that the orb spawns less often. I dislike that you can't use your profession skills. While this seems like they have done it with the intent to balance ... it makes the map feel "boring". And as long as it is in unranked only ... I don't see why it shouldn't be "fun" (even if it is unbalanced) instead.

    >

    > The map itself is horrible for conquest. Vertical setup makes the ways to the other capture points pretty long. And yet conquest is the main thing giving points since the orb does not spawn that often. (Honestly having it spawn more often but with less points per delivered orb ... was a lot better. You could go for orbs constantly even though conquest was still in the map.)

    >

    > Removing conquest completely would have been an interesting step. (Then making 1 extra queue like Stronghold and call it "capture the flag".)

    > Not being able to use your profession skills (but orb skills instead) makes it also less fun. Yeah more balanced. But teams could coordinate and let the player with the "best" skills use the orb. I as rifle engineer liked back then 2013 when I played to use knockback shot (rifle 4) the last moment when people immobilized me. (Throwing my back to the cap point with the orb.)

    >

    > It can also be strategically interesting to use knockbacks and stuff to attack the orb carrier (or his team mates defending him).

    >

    > But if the orb is not that important because it spawns only every few minutes ... the map gets less interesting. Basically conquest with a boring side mechanics on a map bad for conquest game mode. I liked the old version better. (I think I found in the Wiki the changelog ... and that huge changes got made 2016.)

    >

    > ---

    >

    > I'd love to see something like ... keeping the 50 points per cap (on own node) but having the respawn time from like before. (+ Conquest mode disabled and kill points disabled and points only from orb.)

    >

    > Mid node with a change maybe. Maybe points only given if the orb is delivered to close ("own") and mid node. No capping needed for own node. (Otherwise enemy team coud full zerg and uncap there.) Mid node with additional points for orb delivery - but only if you can cap it. (Either cap it and deliver or get orb to your own home if enemy is too strong and keeps mid capped all the time.)

     

    Are you by any chance a necro main?

     

    Necroing a post from 2018 needs some serious dark power.

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