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KrHome.1920

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Everything posted by KrHome.1920

  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.
  15. Shroud autoattack = Scourge F1,2,3,4,5 (that's why dhummfire has a cooldown on scourge - you could instantly stack 5 burn, which is not intended) Shroud skill 2 = Scourge F2 Shroud skill 3 = Scourge F3 Shroud skill 4 = Scourge F4 Entering shroud = Scourge F5 - Start of the 6 second uptime Leaving shroud = Scourge F5 - End of the 6 second uptime When not in shroud = always when F5 is not up
  16. > @"subversiontwo.7501" said: > > @"kash.9213" said: > > Also clouding has been a thing since the beginning and no one has cared until recently for some reason. It's not unorganized, it's just more people know what to do with their class at this point and can stretch a little while still moving as a team. > Logic would suggest that you are right, but alot of what we witness on many servers suggests that people have become incredibly poor at forming focus parties and coordinating damage. Quite alot of highly mediocre guild groups seems to be quite successful at just tanking through cloud damage and these forums with all their whines about guilds and "boonballs" would also suggest the opposite. Just take a look at this thread. > > That doesn't mean that there aren't still good havoc players who cloud who can bring their 8-year experience to bear. If we're talking common behaviour though every piece of observation I can gather says that is an exception. You do not see the forums rife with tears about clouds or how clouds are too strong or too oppressive. If you play organized with a pug, then the bigger number wins. The average pug skill level is equal across the servers. Whoever says something different is delusional. That said: For a while now we have the situation that the more overstacked server wins. I got away from organized zerging, when my server was outnumbered every single week thanks to bandwagoning - this was years ago. At some point you just stop playing the lootbag and either leave the game or begin to create your own gaming experience, which includes clouding as this doesn't require you to play a certain build and to be at a certain position, where you just die in your 30v50 fight. People don't change magically within 5 years. It's the game that changed and the people adapted.
  17. > @"subversiontwo.7501" said: > clouding [...] thievs and rangers Thief and ranger are the most powerful clouding professions. I absolutely don't see clouding a something negative. It requires far more individual skill from the players than boonballing.
  18. > @"Methuselah.4376" said: > > @"KrHome.1920" said: > > > This brought the dps to 34k at the golem, which would be awesome, if we had the year 2016. In 2021 this is the bottom of the barrel and close to inacceptable. > > Hyperbolic much? Reaper is the lowest power (pure) dps sure, but it's not at a "close to unacceptable level". A build doesn't need to pull of 42k damage to be great. As of writing this: > dps over 38K: Amazing > dps over 36K: Great > dps over 34K: Good. > dps over 32K: Decent. > dps over 30k: Bad. > Then there's Scourge. That's all subjective. Objective are the snowcrows benchmarks, that reach from 42k to 34k for dps builds and you can find each class in that range. Below 34k are the support builds, which makes 34k dps necro (that has 0 support!) look even worse as support builds reach almost its dps numbers. > It's tiring to always see people bashing builds/classes because they don't speed clear end game content. Not everything needs to have speed clearing ability to complete end game content. And if it doesn't have speed clearing ability, it is not automatically trash. Why are you changing the subject here? The OP asked whether necro is still underperforming and it clearly is. It is the bottom of the barrel in dps. Each other class has a dps build that is stronger and some have also better support builds. This has absolutely nothing to do with the question whether is can just "complete" content. Of course it can - that's trivial. > @"Hannelore.8153" said: > Reaper is always going to underperform because of how much of a safety buffer they have compared to other classes. The only way Reaper could have equal DPS would be if Shroud was removed entirely. > > I wouldn't expect this to ever change. Defense is built into the class mechanic, so DPS will always be lower. This is only a matter of game design. You can lower the damage in shroud, so that you have to be outside of shroud to be able to deal competitive damage. So you would have to make a decision: either play it safe or deal maximum damage. Reaper did even work that way when it was released. People just camped greatsword and spammed wells. Then ANet thought, that avoiding the class mechanic to deal max damage is not how the class should be played and they flipped it around. Now you have to be in shroud to deal max dps. This tells us two things: - Shroud isn't that significant as a defense mechanic as people think - necro worked fine and did not die, when people just camped greatsword. - ANet shot itself in the foot, with that damage switch - they could have shifted necro even more towards: deadly but squishy outside of shroud, less pressure but tanky in shroud.
  19. Digital Foundry made a video about the performance of the Jaguar in the last gen consoles. Some smart asians put that chip on a PC motherboard, so we can directly compare the performance to PC CPUs. And that CPU is sloooooow... the single core performance of the 1.75 GHz Version is even 40% lower than a Q6600 (the minimum spec for GW2). Only the 8 cores can push it slightly above. Worth mentioning: Cinebench scales better than any game with cores and games are only allowed to use 6 or 7 of the cores in the consoles. The rest of the CPU is reserved for the console OS. Keep that in mind when watching the video.
  20. > @"Psycoprophet.8107" said: > > @"KrHome.1920" said: > > You don't beat D/P+SB thief. You build for not dying to it, while killing its teammates, as this build can reset fights for ages. > > I beat, srt destroy dd's all the time so _**not sure what ur on about**_, _**I catch a lot of em**_ even in wvw but in conquest lol their definitely beatable. U sound like u just don't like em peeiod and are way exaggerating their prowess. _**Weird coming from a necro**_, shouldn't u be spending ur time giving suggestions to anet on how necro's should be fairly nerfed, _**Lich auto's**_ etc etc? :) theirs a reason ur class along with guards are thee most played classes no? In a nutshell: you fight overextending thieves. The rest of your posting: no sure what you are on about. I play two classes: necro (that hasn't equipped lich since 2012) and ... thief. So your whole "argumentation" (more a rant getting personal) instantly becomes pretty dumb. @thread-topic: D/P+SB SA/Tr/DrD is a utility focused build. It has seen numerous nerfs in the past, because it was overperforming (jack of all trades). Duelling is not the main focus of this build. This is a decap and +1 build, that is impossible to catch unless the player is stupid. If you want to duell you can create much better thief builds for that purpose. The only thing you can try on that build is resetting the fight over and over again until you get the upper hand in terms of cooldowns, but like I said in my posting above: smart encounters will run builds you can not "out-cooldown".
  21. You don't beat D/P+SB thief. You build for not dying to it, while killing its teammates, as this build can reset fights for ages.
  22. I want Grasping Darkness resetting the 25s cooldown every time it does not pull properly, so I have endless tries until it finally works. Thank you in advance! _#issuesthateveryclasshas_
  23. > @"avey.4201" said: > Anet took my money and left the game unplayable. If this is your serious opinion, then competitive games are not made for you. They require a certain amount of adaptability.
  24. > @"Stand The Wall.6987" said: > > @"Crozame.4098" said: > > snips > > i'm worried if anet solely balanced for the top 100 or whatever, that builds would arise where a players skill exponentially raises the skill ceiling of that build compared to a regular build. maybe its just a kneejerk reaction tho. ANet does balance for the top100. That's why lich sees no nerf (noob farm skill), why mirage has only one dodge left (still viable, but now a high skill floor spec), why burn guard is still alive (noob farm build), why trapper rune still exists (you can easily track a player placing traps in stealth and you can dodge the traps, if you have a brain) ... so much about the current biggest community complaints. And they are doing the right thing. You can flush your game down the toilet, if you start balancing for people that don't even understand your game. Just look at the latest example: the dragon's maw fix, almost no one understood the big impact of that bugfix.
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