Jump to content
  • Sign Up

CutesySylveon.8290

Members
  • Posts

    574
  • Joined

  • Last visited

Everything posted by CutesySylveon.8290

  1. > @"Leonidrex.5649" said: > > @"phokus.8934" said: > > > @"Leonidrex.5649" said: > > > > @"Terrorhuz.4695" said: > > > > > @"Leonidrex.5649" said: > > > > > > @"Terrorhuz.4695" said: > > > > > > > @"John.8507" said: > > > > > > > According to the skill notes when your in this form you can't be feared, but that happens where you get feared, all so turned in to a moa as well which seems like it shouldn't happen > > > > > > > > > > > > Why shouldn't that happen? Seeing a giant fearsome lich and turning it into a bird is, other than perfectly legit counterplay, one of the funniest things you can get out of this game. > > > > > > > > > > I personally think moa ignoring stab is stupid, but the skill itself is so bad nerfing it would be pointless. > > > > > but the concept of having a counter to a counter seems kitten backwards to me, similar thing to shadow-meld. stupid by design > > > > > > > > I'm sorry Lich is counter to what? > > > > > > I ment as stability counter to CC, and moa ( cc ) counters stability. > > > If anything it should be unblockable and ignore blind but be stopped by stability, would be more logically sound and less bad > > That’d be insanely broken. Dodging, blinding, and blocking are perfect counters to Moa > > > > > > yes, 180s cd 1s cast time would be insanely broken indeed, its stupid that random proc of blind or aegis can deny you 180s cd skill while something that is ment to deny CC ( stab ) cant do kitten Honestly, I doubt it would be broken even if Moa was still 10 seconds. It's already pretty much required to do Moa under CS because that cooldown is just too massive to risk being mitigated so easily by blocks and blinds.
  2. Phase Traversal and Deathstrike are completely different. PT has the initial animation and hit at the port while Deathstrike has instant porting but a delay on the actual damage. If they quite literally just poofed on top of you with no tell, then Deathstrike is coming and that's your cue to dodge during the delay window. If they jumped, spun, or otherwise did an animation on port, it's PT. Also, moving in any direction that isn't directly on the Revenant will make Deathstrike miss. Vault has the sound effect to differentiate it from Bound and will also not carry momentum if they do it close range. So if they keep going with no loud sound effect, it's Bound. If they stop midair and then plummet, it's Vault. If they did it from more than like 300 range then it's Vault.
  3. > @"Grand Marshal.4098" said: > > @"CutesySylveon.8290" said: > > > @"Styros.8931" said: > > > don't care about condi zerk because condi builds specially burn = cancer . Buff power zerk, want to see same life sustain and etc like guard instead of glass cannon or zero dmg with 2h sword > > > > Dual swords are condi on warrior anyway so you're still going to do terrible damage. Condi berserker is actually really fun with mace. > > Cant disagree, but the point stands. Berserker is only useful as condi in groups. No other way to play it. Power is there for 3 bursts and it's over. It's a very pve spec. Only there can power berserker be sustained. As a warrior main, I just dont want to play SBP or Core (with the same weapons and skills mind you) all the time. > > Granted a more wvw response than a pvp response, but small scale roaming is just like that. Aside from the issues both condi and power berserker have, power is an entirely different beast to tackle in terms of balance. The CC damage nerf hit it much harder than most, and power zerk has much more predictable and easier to mitigate damage than condi. Add in that you need squishier stats and the degree that the damage power does is nerfed so much, I don't know when it will be viable again.
  4. > @"Styros.8931" said: > don't care about condi zerk because condi builds specially burn = cancer . Buff power zerk, want to see same life sustain and etc like guard instead of glass cannon or zero dmg with 2h sword Dual swords are condi on warrior anyway so you're still going to do terrible damage. Condi berserker is actually really fun with mace.
  5. > @"FrownyClown.8402" said: > I think people are sleeping on burnzerker with grieving amulet. > > http://gw2skills.net/editor/?PKwAw+FlJwwYNsEmJOWLdtVA-zZRsEkdA I mean, you can type /sleep in the same amount of time that build will survive, so maybe?
  6. > @"Smoosh.2718" said: > > @"Ragnar.4257" said: > > > @"Smoosh.2718" said: > > > > So are we to assume you're talking about the trapper Burn DH build, since you said "teleport that you can not see coming" ? > > > > And if so, will you please link the teleport skill on that build that applies 9 stacks of burning instantly? Because I can tell you now there isn't one. If you've got 9 stacks from a DH, it means you've eaten all 4 hits from a SoJ and at least 12 other hits from symbols/autos/traps. That isn't instant is it..... that'll take several seconds to ramp up and if you eat it all you'd die against anything else in that scenario too. > > > > And even if you're not talking about that build, will you explain how "it can kill you fast if you've already used your defensive cooldowns fighting someone else" doesn't apply to, say, Rev/Ren, or Holo, or Thief or Reaper or Soulbeast or..... etc > > > > You're probably going to say that they need to hit you more than once. So again, I ask, please link the guardian skill that applies 9 stacks of burning instantly. > > I never once stated it was from one skill, there is a combo you can pull off in very quick succession which will blast condition damage out on someone who has no time to evade it. Torch usually is required for it. > > Can we seriously stop defending Condi damage like its the most fun balanced thing in the game? Its the most boring mechanic in the game thats filled with cheese and not the good kind either.. goats cheese. > > Over this last year we have seen a lot of power damage nerfs yet next to no nerfs on the way condition damage should be over time than Burst over seconds. Condi's in this game are like Fire and forget missiles. You can run away from a power damage dealer with 10 health and live, but you cant vs a condi player. > > It's like my preference to fight melee characters in all games over ranged, simple really, ranged classes are the ones most likely to abuse a mechanic, just as condi players do in gw2. > > You have more chance of convincing me that the moon isnt real and the earth is flat than saying condi damge is fine in this game. > > One thing to note, I did place a ~ symbol next to the damage number, this symbol means approximately, The last PvP match I had was a good 2 months ago now so I can not give you the exact number but I know it was around that. > > > TLDR: > Its not fun to play a meta where players can abuse cheep easy cheese to win. (yes in the long fight you will win, but getting jumped while you're already in combat for the 10th time by the same condi spammer just isnt fun.) Condi isn't fire and forget unless you're against someone that refuses to cleanse. Against high cleanse specs, condi is 100% useless because you don't do enough physical damage to dent things while your primary damage gets removed. Cheese is the most braindead excuse. You can run away from physical damage at 10hp but you wouldn't BE at 10hp against a condi spec at the same time because the damage isnt instant, it's over time and dependant on how much you cleanse. Your preference for melee and immediately calling range specs most likely to abuse mechanics is laughable. How is it abusing mechanics when that's how they were designed? Nobody is using bugs or other exploits, you just don't like it and don't want to deal with it. Tough.
  7. Thing with knockdown vs launch is one keeps you directly on top of the target you hit while the other yeets them far away, so if you don't have a range or gap closing option, you might have just gave them free kite or sent them out of harms way. This is obviously barring the few zero range launch skills like Holo Forge 5.
  8. > @"Khalisto.5780" said: > I dont think they have ever changed something cuz of community feedback > > Patch goes out exactly as prepatch notes No but there have been a few instances of Anet reversing their decisions from extreme outcry from the community, like them being called out for lying about Revenant Phase Traversal being a bug to use outside of 1200 range and then reversing the decision. This is very rare and didn't happen in the case of Mirage, but it's at least worth doing.
  9. > @"ollbirtan.2915" said: > So what are you asking for Dan? What is the point of your baseless post? Do you want to see guard deleted entirely? Will it please you? Any other wise balancing suggestions? At this point Dan is just trying to salvage some semblance of a winning argument. Everything he's said has been thoroughly debunked or countered with no clear opposing points. Now he's gone from anything relevant to how the supports stack up, to arguing from authority by using the claim of someone else to back up his position, to going after Ragnar.4257 personally by calling him rude because he pointed out that Jebro's opinion isn't very valid because he's not very well informed, thus destroying his defense using Jebro. It's just childish flailing at this point because he wants guardian nerfed but can't give any real reason for it.
  10. > @"Styros.8931" said: > ![](https://i.imgur.com/zlhO1i1.png "") > > for pistol clowns who crying about bound *Insert obvious statement about this not affecting pistol again.*
  11. > @"Quadox.7834" said: > Bcs it doesnt do power dmg and precision is a B tier stat It's the only amy without power at all, and Carrion is the only one without power major, iirc.
  12. > @"Yasai.3549" said: > > @"Crab Fear.1624" said: > > what they really want is a bit less continuity (aka punishment frames) between evades.....is it called riposting shadows? Yeah, that should be 60 energy. SB 5 treatment > > Yea Rev mains have been talking about this forever. > I think a majority of the players from what I've seen would much rather have RS nerfed and cost reduced than have the cost keep piling up and being an enormous energy dump. > > Rev is already strictly governed by cost and a small cooldown attached to abilities. > I wouldn't mind having RS Endurance gain removed, replaced with Vigor, and have cost dropped back down to 35. > Oh and slap on a 3s cooldown for good measure so it isn't spammable. > > **I personally would rather the entire thing get reworked into an ACTUAL Riposte which Stunbreaks > Evade and counter attacks next attack and be done with it.** Yes, we've been screaming to cut the bloat for ages. Increasing costs is just lazy nerfing when we want the primary utility and not a ton of extra effects that make the things way too strong.
  13. > @"Styros.8931" said: > > @"CutesySylveon.8290" said: > > > @"Styros.8931" said: > > > > @"CutesySylveon.8290" said: > > > > > @"Styros.8931" said: > > > > > > @"CutesySylveon.8290" said: > > > > > > > @"Styros.8931" said: > > > > > > > pistol cucks mad KEKW git gud, play other weapons instead of unskilled d/p weapon set > > > > > > > > > > > > The salty boi that can't fight thief doesn't realize that this isn't affecting pistol, it's Bound. All other interactions with pistol still works. > > > > > > > > > > God Styros ez kill any trash tier thiefs 1x1 . God Styros just don't like when every single disabled player on thief playing with meta trash weapon set , where even 0iq players can spam black powder > > > > > > > > So you're just throwing a tantrum because you don't like something and want it to be removed by any means necessary? > > > game supposed to be with unique weapons sets, not with bunch of clowns who use same . I remember time when i saw different people with different weapons instead of bunch of clowns with 1 weapon set and only if its condi its p/d instead of d/p . And you better learn what does mean tantrum > > > > Most thief weapon sets are trash, d/p and p/d isn't. Revenant only runs Sw/Sw and staff but you don't complain about them . > Because i don't play broken rev. If you want to complain about rev, go on. And main hand mace rev is good, and you forgot shortbow rene. So , you lost again > Mace is condi, shortbow only does damage. Staff is also used on every single set, no exceptions. Again, this bug doesn't hurt d/p or p/d, both of the pistols doing completely different things, which is my second point.
  14. > @"Kuma.1503" said: > > @"reikken.4961" said: > > should be nerfing amulets instead of outright deleting them > > bring back _every_ amulet. just nerfed like paladin's was > > > @"reikken.4961" said: > > should be nerfing amulets instead of outright deleting them > > bring back _every_ amulet. just nerfed like paladin's was > > Anet nerfed Celestial twice, but they still ended up deleting it. Another stupid decision by Anet that shouldn't be followed up with another one like deleting Rabid. Ffs he thinks there's an argument for deleting Valk amy. Op already admitted they feel they shouldn't have to adjust, and the reason for it is they feel everyone else should because they can‘t deal with condi.
  15. > @"Filip.7463" said: > > @"Yasai.3549" said: > > > @"Filip.7463" said: > > > > > No they are squishy and they can be revealed. Shiro has perma superspeed with impossible odds and too strong burst with sword 3,4. Also their infuse light healing skill on dragon gives them full hp back and has low cd (30s) > > > > Are yu living in the past? > > Shiro no longer has Superspeed, no matter the game mode. > > > > What Burst? Play any meta build and the Burst barely hurts for more than 4k damage. > > And Infuse Light is Glint from Herald, not from Shiro, so why nerf Core for something that an Espec does? > > > > > > Get lost, people have more important things to discuss about. > > > > > > > > Im talking about power shiro, thats herald... You realize Shiro is used on non herald builds too, right? Shiro lost superspeed ages ago, and you're probably thinking sword 4 into 5 not 3, all of which aren't Shiro specific either. You also didn't say what should be nerfed without getting everything wrong so what's the issue here?
  16. > @"Styros.8931" said: > > @"CutesySylveon.8290" said: > > > @"Styros.8931" said: > > > > @"CutesySylveon.8290" said: > > > > > @"Styros.8931" said: > > > > > pistol cucks mad KEKW git gud, play other weapons instead of unskilled d/p weapon set > > > > > > > > The salty boi that can't fight thief doesn't realize that this isn't affecting pistol, it's Bound. All other interactions with pistol still works. > > > > > > God Styros ez kill any trash tier thiefs 1x1 . God Styros just don't like when every single disabled player on thief playing with meta trash weapon set , where even 0iq players can spam black powder > > > > So you're just throwing a tantrum because you don't like something and want it to be removed by any means necessary? > game supposed to be with unique weapons sets, not with bunch of clowns who use same . I remember time when i saw different people with different weapons instead of bunch of clowns with 1 weapon set and only if its condi its p/d instead of d/p . And you better learn what does mean tantrum Most thief weapon sets are trash, d/p and p/d isn't. Revenant only runs Sw/Sw and staff but you don't complain about them, or any other class jailed to a specific set. You just don't like dealing with thief so you want anything that might hinder them, including bugs. Newsflash, nobody really uses Bound so this won't affect thief players using d/p, and p/d can't stealth from Bound anyway.
  17. > @"Styros.8931" said: > > @"CutesySylveon.8290" said: > > > @"Styros.8931" said: > > > pistol cucks mad KEKW git gud, play other weapons instead of unskilled d/p weapon set > > > > The salty boi that can't fight thief doesn't realize that this isn't affecting pistol, it's Bound. All other interactions with pistol still works. > > God Styros ez kill any trash tier thiefs 1x1 . God Styros just don't like when every single disabled player on thief playing with meta trash weapon set , where even 0iq players can spam black powder So you're just throwing a tantrum because you don't like something and want it to be removed by any means necessary? We've had this discussion, you just want thief as a class removed from the equation.
  18. > @"Styros.8931" said: > pistol cucks mad KEKW git gud, play other weapons instead of unskilled d/p weapon set The salty boi that can't fight thief doesn't realize that this isn't affecting pistol, it's Bound. All other interactions with pistol still works.
  19. S/d Condi teef was super fun to play for me. Its main trick was panic strike applying poison on immob and then dodging on the stuck target with Trickery caltrops on dodge and condi DD dodge. It was ruined after a Panic Strike, Uncatchable, and Lotus Training were all severly overnerfed to the point of becoming immediately irrelevant. A LONG time ago, Retribution Herald was a thing because of Unwavering Avoidance combined with Enhanced Bulwark for extra stab, and Eye for an Eye. Once Unwavering Avoidance was nerfed, Retribution fell completely off the table, and the Herald rework removal of Enhanced Bulwark was just kicking a dead horse. D/D Deadly Arts Daredevil way back in the day. This build lost super mega hard to d/p thief, Dragonhunter and Scrappers, but the sheer damage it could do of you landed the steal combo with 2 stacks of basi venom was insane. Well, D/D teef is a suicide set that doesn't have any real defense, Mug and Pulm being nerfed made steal much less valuable for bursting. Back then the damage could justify the extremely risky nature of the build, not anymore. GhostTrapper. This build was absolute cancer and needed to go, but I had fun with it.
  20. > @"ChSch.1596" said: > Than i play a perma invisible thief, go in one corners and get secound place every round. ^^ Reveal debuff if you are in stealth for more than 5 seconds at a time and it puts the Marked debuff like in WvW. Boom! Fite me, Teef!!!
  21. I don't care about ranking nearly as much as every possible build option in the game being destroyed because people whine on the forums after losing to something. I have much more fun in unranked or the Arena because I can use different builds that are fun but totally unviable because they were nerfed into oblivion ages ago and nobody can say anything about me tanking their rank because I'm tired of playing meta stuff over and over. When was the last time s/d condi teef was good? A LONG time ago but in unranked it's fun to catch people off guard with it despite having to work 6x harder than I reasonably should. I have a blast with my Sage M/T M/Sh berserker but it gets destroyed in rank by anything with range and Flashbang. The Amulet whiners are the worst, and I fully expect Demo and Sage to be gone soon because 'Zomg too tanky' and 'Condi shouldn't exist wah wah'. This is what ruins the game more than anything.
  22. The amount of people in this game who primarily try to deal with condi by complaining that amulets need to be removed is quite ridiculous.
  23. > @"Bazsi.2734" said: > > @"CutesySylveon.8290" said: > > > @"Bazsi.2734" said: > > > > @"CutesySylveon.8290" said: > > > > > @"Bazsi.2734" said: > > > > > > @"CutesySylveon.8290" said: > > > > > > > @"Bazsi.2734" said: > > > > > > > > @"Brokensunday.4098" said: > > > > > > > > > @"Bazsi.2734" said: > > > > > > > > > > @"Brokensunday.4098" said: > > > > > > > > > > > > > > > > > > > > Edit also traps need to desapwn asoon as you place another. > > > > > > > > > > > > > > > > > > They do... what do you mean? > > > > > > > > > > > > > > > > > > Also remove trapper runes! > > > > > > > > > > > > > > > > If i remember correctly you can place same traps twice if you place them then wait the cd and when some one triggers place another. Traps should despawn when the cd reset. > > > > > > > > > > > > > > The moment you trigger the trap, the trap itself disappears, and a trap effect is playing out in the place for the trap in a few seconds. The trap despawns upon placing a new one, the spell that plays out after doesn't, as it's technically not a trap. > > > > > > > And I don't get why it should despawn either, I always looked at it like the tradeoff for limiting yourself to traps. Because if trapper runes do not exist, you can see where the enemy places them, you can also expect them on specific locations, you can send in pets, clones, dodge through them etc... so the players can make up for the fact that they can be "chained" twice with their own skill. Having the effects despawn would just make blindly charging into traps a much more forgiveable mistake. > > > > > > > You see most of us do not want to kill trapper builds, we just don't want guardians running around with stealth and superspeed. > > > > > > > > > > > > Removing trapper runes will kill trapper builds, so you're not hiding anything. > > > > > > > > > > Oh shoot, there you go looking under my skirt again... ofc if trapper builds cannot function without the rune, buffing them in any way to compensate is tOtAllY oUt oF tHE QueStiON. kitten I'm exposed again! > > > > > > > > > > Expect google doc drop within the next days, also to all my twitter followers, whatever you do please do not harass this person, that would be terrible. Do not do that. pLeASe. > > > > > > > > Yes, compensation is out of the question, this is Anet we're dealing with. They nerf things primarily based on what's whined about the most and call it a day with zero regard to anything else. Traps have long been forgotten by Anet and the rune is all that's keeping them viable, so removing the rune is removing trapper builds. People need to stop whining for a change and try figuring out how to deal with builds that have clear counterplay instead of just nerfing them because they can‘t be bothered to adjust their builds at all. > > > > > > Oh, I agree, if a there is counterplay to something people should absolutely just adjust and stop whinging. Because clearly thats how this works. > > > https://en-forum.guildwars2.com/discussion/comment/1374581#Comment_1374581 > > > This you? > > > > > > In the meantime I'll continue to adovcate for classes to have strenghts and weaknesses, and to limit their toolkits to give them an actual identity. Even if devs do not have the time/resources to rework and rebalance things right now, deleting it will be a net positive. So just remove it from PvP. > > > > You did this before, it's becoming boring. > > At no point did I advocate for removing rangers immobilize in any way, > Irrelevant to my point. > >I pointed out that a buggy mechanic needs changing. > This is the part worth responding to. You are also pushing for changes which are more then simple nerfs. I did the same. Trapper rune needs to be removed, if builds using traps completely fall out of the meta, dragonhunter can see some buffs as compensation. If a-net takes only the first half of this suggestion and runs with it, thats not my fault. I'm not the adult in a room full of children who need to be controlled by me. > >...snip... > > If you know nothing will be given in compensation for the builds nerfing knowing it will be dead afterwards, > Do I know that? It seems like you know whats in my head better than I do... > > then you're advocating for its removal. > One of the ways you can end world hunger is by slaughtering the poor. Think about that next time a politician is talking about eradicating poverty! > > I also said, either in that forum or another, that immobilize isn't an identity of ranger, pet mechanics are. > Again irrelevant to my point. You really go hard with the irrelevant stuff. > > > Good try, but no dice. > I made my point. Not my fault you did not notice. > Nice job misrepresenting what i said. Removal of the root system isn't a nerf, especially if the skills applying it become simple AoE. This could mean dodging the initial root application could then apply it again should you dodge the wrong direction. Yes, you did and it's obvious it's just to remove a build you don't like dealing with. You brought up class identity and I elaborated on that point, not irrelevant beyond what you bring into the fold. This childish mentality of nefing all frustration and obstacles that aren't mechanically unsound or have glaring inconsistencies is what's driving PvP into the ground. Bring tools to counter the build or die to it over and over, your choice.
  24. > @"Dantheman.3589" said: > > @"CutesySylveon.8290" said: > > > @"Dantheman.3589" said: > > > > @"CutesySylveon.8290" said: > > > > > @"Dantheman.3589" said: > > > > > > @"CutesySylveon.8290" said: > > > > > > > @"memausz.7264" said: > > > > > > > Ask yourselves this question - why is it that no other condis in the game and no other direct damage attacks in the game, even combined, match burn dmg? That's how I know all of you are wrong. > > > > > > > > > > > > Yikes, bad take. Burns are generally much lower duration and have limited access. Guardian compensate for having no cover condi by having the strongest damaging one. Bring cleanse and stop wasting it. > > > > > > > > > > Yeah but condi classes in general have been choaked out of relevance and if you take one with plenty of cover condis you actually won’t do much damage. Ppl have tried stuff like scourge condi and condi rev and while they are decent as well as being a dh counter often times- they just don’t bring enough dps to have a place in the spot light anymore and are just a tanky dh with ultra low kill potential > > > > > > > > Choked out of relevance? What does that even mean, like people aren't taking much cleanse because they don't often expect to face condi builds? If that's the case, then tough. Bring cleanse and be smart with it. If you've got other classes applying cover condi then that's called synergy, and it's a synergy that Shoutbreaker and resistance both hard counter. > > > > > > no what it means is in the current balance burn damage is all you need to out dps other condi specs in almost every scenario > > > Take condi scourge for example- it can put bleed, torment and burn in bulk, this is harder to cleanse yes but in it’s nerfed state if you actually land a good bit it’s gonna push maybe 1 of those stacks to tick for 1-2k per meanwhile a burn guard didn’t even have to hit a full soj to do that and if they do it’ll be actually relevant damage. > > > In this case a condi scourge is much harder to cleanse and ill even corrupt boons but it’s not gonna out dps burn damage unless you tank it but then if they are tanking it burn burst will get the kill faster so win win. > > > > You're comparing the damage of a build with a ton more bulk and cover to keep damage ticking to one with almost no sustain that can lose every bit of damage output from a single cleanse. Of course it's going to out dps non burn builds, that's all you apply. If you stand still and never cleanse then burn guard will kill you much faster, but if you DO cleanse then it's the opposite. If burn guard did little damage then it would quite literally be the most useless condi build to ever exist, ever. That's the tradeoff of having a single condi that does any damage, it HAS to have it front loaded more than other condi builds because its damage is stopped by even minimal cleanse. If you bring low cleanse against a scourge then you're in for a lot of frustration that you're always taking damage after you expend all your resources. You can bring low cleanse against a burn guard and still survive because of how low the condi output is overall. No need to worry about cover condi or what condi to prioritize cleansing, just cleanse the burns before the stacks get high and after key skills, and don't stand in SoJ; someone pointed out that it's a PvE skill designed to use against stationary targets and now people in PvP are complaining about it. Says a lot about the status of the PvP community. > > I am not comparing a bulky build. If you’d bother to listen u would’ve check how pitiful the numbers for necro are in areas and that includes reapplication- burn guard is just better in maintaining condition pressure. > > I’d also like to point out that it’s baffling that you are set in pointing out one of the strongest builds in the game is actually under performing. Scourge is naturally more bulky than DH, and again burn is all you apply as guardian so of course reapplication is going to be higher. The inverse is that cleanse is disproportionately much more effective against burn DH because of the sheer lack of cover condi. It's not one of the strongest builds in the game, it's a gimmick build that people refuse to l2p against, and I don't often say l2p. It has very clear and exploitable counters, but ffs we have people complaining about SoJ so people aren't actually trying to play around it, they're running in head first and getting upset that they die. Bring cleanse, use it at the right times, bring range pressure.
  25. > @"Crozame.4098" said: > > @"CutesySylveon.8290" said: > > > @"Bazsi.2734" said: > > > > @"CutesySylveon.8290" said: > > > > > @"Bazsi.2734" said: > > > > > > @"CutesySylveon.8290" said: > > > > > > > @"Bazsi.2734" said: > > > > > > > > @"Brokensunday.4098" said: > > > > > > > > > @"Bazsi.2734" said: > > > > > > > > > > @"Brokensunday.4098" said: > > > > > > > > > > > > > > > > > > > > Edit also traps need to desapwn asoon as you place another. > > > > > > > > > > > > > > > > > > They do... what do you mean? > > > > > > > > > > > > > > > > > > Also remove trapper runes! > > > > > > > > > > > > > > > > If i remember correctly you can place same traps twice if you place them then wait the cd and when some one triggers place another. Traps should despawn when the cd reset. > > > > > > > > > > > > > > The moment you trigger the trap, the trap itself disappears, and a trap effect is playing out in the place for the trap in a few seconds. The trap despawns upon placing a new one, the spell that plays out after doesn't, as it's technically not a trap. > > > > > > > And I don't get why it should despawn either, I always looked at it like the tradeoff for limiting yourself to traps. Because if trapper runes do not exist, you can see where the enemy places them, you can also expect them on specific locations, you can send in pets, clones, dodge through them etc... so the players can make up for the fact that they can be "chained" twice with their own skill. Having the effects despawn would just make blindly charging into traps a much more forgiveable mistake. > > > > > > > You see most of us do not want to kill trapper builds, we just don't want guardians running around with stealth and superspeed. > > > > > > > > > > > > Removing trapper runes will kill trapper builds, so you're not hiding anything. > > > > > > > > > > Oh shoot, there you go looking under my skirt again... ofc if trapper builds cannot function without the rune, buffing them in any way to compensate is tOtAllY oUt oF tHE QueStiON. kitten I'm exposed again! > > > > > > > > > > Expect google doc drop within the next days, also to all my twitter followers, whatever you do please do not harass this person, that would be terrible. Do not do that. pLeASe. > > > > > > > > Yes, compensation is out of the question, this is Anet we're dealing with. They nerf things primarily based on what's whined about the most and call it a day with zero regard to anything else. Traps have long been forgotten by Anet and the rune is all that's keeping them viable, so removing the rune is removing trapper builds. People need to stop whining for a change and try figuring out how to deal with builds that have clear counterplay instead of just nerfing them because they can‘t be bothered to adjust their builds at all. > > > > > > Oh, I agree, if a there is counterplay to something people should absolutely just adjust and stop whinging. Because clearly thats how this works. > > > https://en-forum.guildwars2.com/discussion/comment/1374581#Comment_1374581 > > > This you? > > > > > > In the meantime I'll continue to adovcate for classes to have strenghts and weaknesses, and to limit their toolkits to give them an actual identity. Even if devs do not have the time/resources to rework and rebalance things right now, deleting it will be a net positive. So just remove it from PvP. > > > > At no point did I advocate for removing rangers immobilize in any way, I pointed out that a buggy mechanic needs changing. Roots don't take condi and will straight up appear 300+ units away from you, they're inconsistent and need changing while keeping rangers lock down potential. Trapper Runes are working as intended, they're just really strong as is rangers immobilize capabilities. > > > > If you know nothing will be given in compensation for the builds nerfing knowing it will be dead afterwards, then you're advocating for its removal. I also said, either in that forum or another, that immobilize isn't an identity of ranger, pet mechanics are. > > > > Good try, but no dice. > > yea, need to go = changing. Which is true. Context. Not advocating removal of immob access or duration, but that the root system goes, or made consistent with range and being able to hit condi. If they did that, keep them as long as they work right.
×
×
  • Create New...