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KrHome.1920

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  1. > @"kamikharzeeh.8016" said: > there's anyways usually too many scourges in Wvw and twice too many reapers I did also realize these blobs with 1 scourge and 2 reapers. Looks weird in addition to all the renegades, heralds, guardians and weavers.
  2. Dredge turrets are part of the dredge event. If they annoy you, then kill the dredge in the cave. Almost the same can be said about the oak heart. It is clearly visible and it is slow. It symbolizes an area of denial. You fight at a high risk close to it. That's also intentional. You have a different opinion of how WvW should be designed than ANet. They do obviously like these little things you have to keep in mind. The game mode is actually not just a battlefield where everything except your encounter can not harm you. Watching your environment while fighting is part of the design.
  3. > @"Trevor Boyer.6524" said: > Black Lion Key reward track is what needs to happen. This will be added right after the free server transfer reward track. > @"Happy Yes.1453" said: > anet: lemme fill your inventory with junk > also anet: wanna buy some extra storage space on the gemstore? :3 This is one of two reasons why inventory is bloated in mmos. The second one is that opening bags stimulates your brain in terms of getting rewarded for what you do. The developer just has to find a balance between these two chances to earn money (1. sell inventory space and 2. keep players ingame as playing for lootbags is fun) and the moment when the players are annoyed by the amount of micromanagement.
  4. > @"Gudradain.3892" said: > Any build that you hate to meet in WvW and/or what is your worst match up? Anything in soldier gear with a few cc sources.
  5. This is a tooltip error and a good example of anet's spaghetti code. I guess this was either the original plan how onslaught should work and they forgot to change the tooltip (decently written code would to this by itself) or there is some linking error in the code that causes this.
  6. > @"Dadnir.5038" said: > > @"KrHome.1920" said: > > The GW1 necro design could be interesting for the new elite spec. A spec that sacrifices health for big impacts. It could work, because such a mechanic would weaken the natural tankiness of necro (shroud and high health pool) to end up as a real glass canon as it is always at low health after big hits. Imagine a spec that uses skills that work like signet of undeath: can kill you when used in the wrong moment, but have extremely game changing effects. > > I can imagine it and I doubt it would have any kind of viability in GW2. A GW1's necromancer sacrificing health mainly worked because of 3 things: > - You sacrificed a %age of health > - You could reduce your base health to absurdly low level (55hp through gear and up to 22 HP throught -60% death penalty) > - Regen skills could bring back low HP base character to full almost instantly. > > Without taking advantage of the synergy of those 3 points health sacrifice was just barely usable, very far from being "viable". In a game like GW2 with comparatively very large health pool, a core necromancer toolkit totally inadapted and an absolute hate of the community for any skill effect that would be "game changing", it's pretty much impossible to have actual health sacrifice being viable. You are just lacking creativity. For example you could modify the health sacrificing. The 3 GM traits for the spec could be: - "when sacrificing health, then gain an equal amount of barrier" - "gain evasion for 1s after sacrificing health" - "sacrificing health grants superspeed for 3 seconds" There are tons of possibilities to compensate a sacrifice mechanic. Signet of Undeath is a "game changing" skill. I am turning team fight losses into victories every day with that single signet. And it is not overpowered because a smart enemy has the chance to focus and kill me when I use it. You sacrifice the health before you finish the cast - this is what balances it. If ANet would introduce the reaper spec with its intended design (slow horror movie monster with melee shroud) today with all the mobility in the game, I bet you would say "what a garbage, such a spec is not viable". And reaper is yet the strongest necro spec besides the support aspect of scourge.
  7. > @"Filip.7463" said: > Because then 5 top players will try to snipe in one match and perma accept continue. You don't know how the game mode worked, do you? First of all this wasn't some leaderboard game mode, so you did it only for fun and couldn't abuse it for some leaderboard manipulation like it is possible in duo queue for years now. This game mode would be a replacement for unranked and to me this would be far more enjoyable than playing ranked. You were placed with 5 random players in a game against 5 other random players. After 10 wins you proved yourself to be too good for random encounters and were placed only against premade teams. Premade teams did face only other premade teams or random teams that won 10 games in a row. Since GW2 matches are far longer, the number of wins should be lowered from 10 to 5 or even 3.
  8. The GW1 necro design could be interesting for the new elite spec. A spec that sacrifices health for big impacts. It could work, because such a mechanic would weaken the natural tankiness of necro (shroud and high health pool) to end up as a real glass canon as it is always at low health after big hits. Imagine a spec that uses skills that work like signet of undeath: can kill you when used in the wrong moment, but have extremely game changing effects.
  9. If you are constantly in teams with players below your skill level and face teams that are more balanced, then 9 out of 10 players in your matches are getting what they deserve (5 get a deserved win, 4 get a deserved lose ... and then there is you). So the matchmaker is working 90% correctly. Pretty good result. /logic But I agree with you. The mechanic in GW1, where you were just thrown together with a bunch of randoms and could decide after a win whether you want to continue with this team or not, worked way better and was a lot less frustrating. I never understood why ANet didn't implement something like that in GW2.
  10. > @"Fueki.4753" said: > And Reaper isn't really designed as a Bruiser. > It's supposed to be the DPS spec. Can we define what a bruiser is at this point because I think reaper is 100% designed as a bruiser? It is designed to scale extremely well with power, vita and toughness and has traits to improve crit chance and crit damage for compensation. Even the spec rune has bruiser stats (power and toughness). In pvp it is not really possible anymore to play it as a bruiser but that more due to amulet removals and nerfs (paladin) but not general reaper design.
  11. > @"Leonidrex.5649" said: > spb on sides is not as bad as people think it is Wise words! While I can understand the D/P DrD and mirage community complaints, because these specs are not trivial in terms of getting results from them, I don't get the warrior complaints. Each warrior spec is incredibly easy to play at a decent level and strong when mastered. Warrior is at the same level as core necro in terms of accessability and strength.
  12. Every weapon that is not an offhand weapon will be okay for necro. If necro gets an offhand weapon I will quit the game. I am tired of reaper and I won't play dagger and scepter builds for the next few years.
  13. > @"RedShark.9548" said: > Necro has one of the more powerful downed states imo, heal8ng while doing tons of dmg? Aoe fear around them? Warrior throws a single target hammer at you, and the third skill is on cd alll day until you get finished off > > > Anyways, downed state skills shouldnt be class specific, everybody should throw pebbles at the enemy. Necro has a single target fear that needs a selected target (so stealth counters it) and has a huge tell in form of a dark scythe creature above the necro's head when he casts it. All you need to do is start the stomp, dodge through the necro when you see that animation, turn around and stomp again. Seriously this fear is so incredibly easy to avoid, that I am seeing this as some small entertaining quicktime event when stomping necros. The damage of the necro downstate autoattack was hardnerfed last year and can't kill anybody anymore unless he is at 5% health when stomping. Warrior is almost as easy to counter as necro. The hammer cast is a bit harder to see than the fear, but still dodgeable. Vengeance is a joke you can use to humiliate the warrior after you downed him as you just need to run in circles for 10 seconds until he inevitably dies. That said: Downstate should be removed in WvW. But it's not that we had this topic already for 500 times.
  14. Lag is surprisingly low (almost nonexistent) for a few weeks now - even at matchup reset when all servers have queues for each map.
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