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roamzero.9486

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Posts posted by roamzero.9486

  1. > @"UNOwen.7132" said:

    > > @"KrHome.1920" said:

    > > 100% weakness uptime for free (minor trait)... 10% damage reduction from weakened foes. Further 10% damage reduction when you don't trait physical skills.

    > >

    > > Perma weakness and another 20% damage reduction on top...

    > >

    > > ...but yea 600 range steal is a gamechanger because thieves have gapclosing issues (esp. when running dash which alone covers 450 distance). Thanks for the laugh! You can even use your superspeed dagger storm for gapclosing right next to tons of other options.

    > >

    > > All the thieves feel hardcountered by pew pew rangers now because of.... because of what actually?

    > >

    > > That buggy Sleight of Hand cooldown reduction sucks, but will be fixed in the next few days.

    >

    >These Trait changes are pretty major kitten nerfs. To a spec that was already bad.

    It buffed my dumb condi build so it's not all bad.

     

     

  2. > @"saerni.2584" said:

    > I’ll continue testing it out. It’s better than the patch notes would indicate but it’s not so great that anyone will be crying OP (even if they boosted the damage by 20% tomorrow).

    I killed two necros using a pistol only bleed build (granted it was in EotM but still). I don't think it's OP either but it is funny that one pistol only is kind of viable.

     

     

  3. > @"saerni.2584" said:

    > > @"Sir Vincent III.1286" said:

    > > > @"saerni.2584" said:

    > > > > @"Sir Vincent III.1286" said:

    > > > > > @"saerni.2584" said:

    > > > > > My initial thought, Repeater (flip version):

    > > > > > * Cost: Decrease cost to 4 initiative (was 5)

    > > > > > * Channel time: to 1 second (was 1.75)

    > > > > > * Damage: (x5) 440 (1.26) (no change)

    > > > > > * Range: 900 (no change)

    > > > > > * Flip time: 2 seconds (listed as four)

    > > > >

    > > > > A flip version that cost 4 init will not be perceived as a buff.

    > > > >

    > > > > Here's a compromise;

    > > > > - Rename Repeater (flip skill) to Rapid Shots.

    > > > > - Shadow Strike cost 3, Rapid Shots cost 2.

    > > > >

    > > > > Lower cost for Shadow Strike since it now requires a successful hit before it flips.

    > > > > Rapid Shots cost is just to follow the precedence of LS's cost.

    > > > > Rapid Shot's bleeding needs to be more potent than Sneak Attack.

    > > > >

    > > > > I think I can live with that.

    > > >

    > > > It is much more potential damage even unchanged than the other flip skills. I don’t think 4 initiative is too much in that sense.

    > >

    > > If Repeater (flip) will cost 4, how much will Shadow Strike cost? Also 4?

    >

    > Yes because that’s it’s current cost. The follow up shot damage is pretty high to have it be less.

     

    The follow up shot damage is still going to be less than the 4 stacks of torment, it's going to be the same as the old sneak attack.

    This update could end up being a very bad change to the spec, because prior to this update the best way to play p/d was using unhindered combatant, leaving you the option to use your dodges to quickly stack torment via shadow strike against enemies spamming projectile hate.

    The flip ability needs to be something with utility, not damage. Either cover condies (instead of 5 stacks of bleed, have each bullet be a random condition), somekind of unblockability/boon stripping, or a new ability that does something defensive.

  4. > @"babazhook.6805" said:

    > I pulled an old Condition build out of the Closet to try i with anti-toxin runes. Those Runes are very effective on thief .two cleanses on an EA , two on the use of a SW , two +1 on a sword port via infiltrators. Used in combination you can shut down a pile of condition builds.

     

    This rune set single-handedly makes P/D good to run again (u can take DA + Trickery + DD and still get decent condi removal with a lot of pressure on your end). Shame if it'll get hit with the nerf bat. I shudder to think what a Mirage can do with these things tho.

  5. > @"Bigpapasmurf.5623" said:

    > I tried a condi DE before and thanks to the increased access to stealth (vs mirage), I took out a few condi Mirages. Yeah they have clones and sustain, however they can't condi up what they cant see. Helps I had more cleanses then that did (as condi mirages dont have much)

     

    The days of condi-anything (other than mesmer maybe) are pretty much numbered when people realize how OP some of the anti-condi stuff added in the recent patch is (new cleansing sigil = 3 condis cleared on swap, and antitoxin runes can double condi removal on a lot of classes to the point that they might be worth taking on a power build even though they are condi stat)

  6. > @"Flumek.9043" said:

    > its obvious they misslooked.

    >

    Given all the other bugs plaguing this patch with Sigils/Runes being broken, the most likely explanation is that very little of this was tested and that this was a rushed update.

     

     

  7. > @"Chaba.5410" said:

    > No gates! Let's go!

    Now THIS would be interesting. It could be balanced by attacker debuffs (such as 0 downstate) and buffing the keep/tower Lords and NPCs a lot, that scale with the upgrade level. Make things like emergency waypoints cheaper/more common and increase the time of the invuln buff Lords get when they spawn and you have something that could really be fun.

  8. > @"Rysdude.3824" said:

    > Druid. Most annoying kiter, ever.

     

    The problem with druid these days is that it doesn't do much damage with power builds. SB is better IMO, you make up for the lack of staff with GS (or Sword) + Soul Meld pet skills to move around.

  9. P/D is a dead weapon set that was once powerful, but these days not so much (otherwise you'd see more thieves running it)

    Biggest issue is that after a condi burst from steal/utilities/#3, you are essentially a sitting duck (P#1 is almost no pressure). A Ranger for example can just condi cleanse and down you immediately after landing sickem.

    U need to get into melee range for stealth, but sneak attack isn't really worth the melee risk with so much condi removal. Even for P#3 there is so much direct damage in the game now that getting near anyone is a recipe to get stunlocked and burst down.

    Ur just better off with S/D (can cleanse condis and evade with the weapon set) or D/D (can evade) with condi thief. Even d/p can be better.

  10. > @"reddie.5861" said:

    > > @"Jack Redline.5379" said:

    > > > @"Bigpapasmurf.5623" said:

    > > > and buffed perma stealth DE even more. Eye for an eye then?

    > >

    > > how about us ppl who dont want to play stealth but want to play condi? we can go to hell?

    >

    > man, put lotus training, get double short bow with stamina/energy sigil smash down poison fields everywhere dodge like a moron tru em watch ur condi dmg just from poison sky rocketing ones the zerg starts dieing u got perma dodge going and u just go on for ever and ever..

    >

    > no condi shouldnt be on thief its stupidly easy.

     

    Doing any sort of zerging on any class/build is stupidly easy. Dodging like a moron in your poison field doesnt work against good players.

  11. Other: Mainhand Torch, autoattack you toss torches at 900 range, with a leap/mobility move on #2

    Spec: Treasure hunter - Steal mechanic changed to a mechanic that reveals a bunch of treasures/weapons around you to pick up and use.

  12. In light of new open-world pvp games on the horizon, some additions could be made to spice up WvW so it stays competitive:

     

    1) Remember the guard stacks you could get via those WXP upgrades? Which was removed because it was unfair to low WXP players? Bring it back, make it available to all WvW players, and expand on it. Have a full level tree with perks available for doing different things (a roaming branch, zerging branch, etc) (where you also lose XP or levels when you die) .

     

    2) Encourage players to spread out by making holding ruins have more of a strategic benefit. Such as, for example, if an enemy holds all the ruins in a territory then T3 fortifications get a weakened status that makes them equivalent to t2 instead of t3.

     

    3) Allow something like claiming camps/towers/keeps/etc for individual players instead of guilds. Players maybe could use somekind of"wvw infusion" on a single claimable area, that while active multiplies your wvw rewards (the more risky the territory, the more reward). However, if an enemy group takes the area, they loot the infusions applied for themselves. This would encourage defending.

     

    Comments? Any other ideas?

  13. > @"arenta.2953" said:

    > > @"roamzero.9486" said:

    > > I agree that Sundering Shade should be moved/merged somewhere into Shadow Arts. But Venom trait in SA works perfectly for my main build, so I would be kind of bummed if it was moved.

    >

    > i'm interested in how it works for your build, as using venom limits stealth. and SA is all stealth, no help for venom save for that 1 trait.

     

    I run venom p/p Daredevil and use the bound trait for stealth.

  14. > @"Aeolus.3615" said:

    > > @"Ithilwen.1529" said:

    > > > @"roamzero.9486" said:

    > > > > @"Ithilwen.1529" said:

    > > > > > @"Aeolus.3615" said:

    > > > > > > @"Ziggityzog.7389" said:

    > > > > > > > @"BlaqueFyre.5678" said:

    > > > > > > > > @"Karl McLain.5604" said:

    > > > > > > > > > @"Emtiarbi.3281" said:

    > > > > > > > > > > @"Karl McLain.5604" said:

    > > > > > > > > > > Assuming that all goes well and we don't have any unexpected issues, the next balance update is scheduled for February 6th.

    > > > > > > > > >

    > > > > > > > > > Are you guys going to give us any sneak peak of the Balance Patch? D:

    > > > > > > > >

    > > > > > > > > We are planning PvP/WvW splits, changes to the Confusion condition, regeneration effectiveness prioritization, boon/condition conversion table changes... PLUS MORE!! There are some mesmer changes we're excited about and hope to talk them about in more detail as we draw nearer to the update. Stay tuned!

    > > > > > > > >

    > > > > > > > > -Karl

    > > > > > > >

    > > > > > > > Hopefully that confusion change is the removal of the passive damage that should never been implemented in PvP/WvW, and hopefully EM receives exhaustion to keep parity with another skill the functions slightly similarly.

    > > > > > > >

    > > > > > >

    > > > > > > I never got the concept of adding damage to hurt you when you don't use a skill. How about adding both damage specs of by second and on skill use and put it all into just on skill use. Torment while not walking is kind of understandable.. But Confusion no.

    > > > > >

    > > > > > Confusion when the game was released was actually "inovative" it swaped the WASD controls keys, sometimes if near a cliff and u didnt pay atention with confusion.. well.. u certainlly walk for your own death.

    > > > > >

    > > > > > It was actually fun watching players strugling to get the keys right :bleep_bloop:

    > > > > >

    > > > > > even on gw1 was something else rather than stack damage like gw2 is sinec scrubs need that much damage.

    > > > > > https://wiki.guildwars.com/wiki/Confusion

    > > > > >

    > > > > > otto.5684, i just hope they are not making regen increase it's heals when stacking.... some classes atm have 100% regen uptime :P and share it.

    > > > > > On smaller scalle might look good on paper but stacking certain classes m8 achieve some heals that might be to much, and in larger scale combat ... would be for sure broken.

    > > > >

    > > > > Now THAT would really be cool. Even if it did no damage and swapped keys/skill numbers randomly.

    > > >

    > > > Then it would be kind of useless in PVE don't you think? My prediction for what the confusion change will be: It retains its passive damage but no longer damages on your opponent's action, but when you interrupt instead. This interrupt damage will be boosted to 2-3x of what a skill activation tic would have been.

    > > >

    > > >

    > >

    > > Such a change would destroy confusion and by extension Mirage. Interrupt was a thing, but at this point there are too many instant casts and too much stability for it to be useful.

    >

    > @roamzero.9486 :

    > cofusion will never interrupt that does not make sense at all, **that is what daze does .**

    >

    > Confusion could swap your random alies on your line of sight to "red" and damage them :P

    >

    > A confused mesmer would be a easy self team kill. lol, it would be like give "quad damage" to the enemy with friendly fire ahahaha.

     

    No you misread. I think it'll be so that you (as a Mesmer or whatever) put confusion on someone, then to do extra damage you need to interrupt them instead of them taking tics of damage for actions.

  15. > @"Ithilwen.1529" said:

    > > @"Aeolus.3615" said:

    > > > @"Ziggityzog.7389" said:

    > > > > @"BlaqueFyre.5678" said:

    > > > > > @"Karl McLain.5604" said:

    > > > > > > @"Emtiarbi.3281" said:

    > > > > > > > @"Karl McLain.5604" said:

    > > > > > > > Assuming that all goes well and we don't have any unexpected issues, the next balance update is scheduled for February 6th.

    > > > > > >

    > > > > > > Are you guys going to give us any sneak peak of the Balance Patch? D:

    > > > > >

    > > > > > We are planning PvP/WvW splits, changes to the Confusion condition, regeneration effectiveness prioritization, boon/condition conversion table changes... PLUS MORE!! There are some mesmer changes we're excited about and hope to talk them about in more detail as we draw nearer to the update. Stay tuned!

    > > > > >

    > > > > > -Karl

    > > > >

    > > > > Hopefully that confusion change is the removal of the passive damage that should never been implemented in PvP/WvW, and hopefully EM receives exhaustion to keep parity with another skill the functions slightly similarly.

    > > > >

    > > >

    > > > I never got the concept of adding damage to hurt you when you don't use a skill. How about adding both damage specs of by second and on skill use and put it all into just on skill use. Torment while not walking is kind of understandable.. But Confusion no.

    > >

    > > Confusion when the game was released was actually "inovative" it swaped the WASD controls keys, sometimes if near a cliff and u didnt pay atention with confusion.. well.. u certainlly walk for your own death.

    > >

    > > It was actually fun watching players strugling to get the keys right :bleep_bloop:

    > >

    > > even on gw1 was something else rather than stack damage like gw2 is sinec scrubs need that much damage.

    > > https://wiki.guildwars.com/wiki/Confusion

    > >

    > > otto.5684, i just hope they are not making regen increase it's heals when stacking.... some classes atm have 100% regen uptime :P and share it.

    > > On smaller scalle might look good on paper but stacking certain classes m8 achieve some heals that might be to much, and in larger scale combat ... would be for sure broken.

    >

    > Now THAT would really be cool. Even if it did no damage and swapped keys/skill numbers randomly.

     

    Then it would be kind of useless in PVE don't you think? My prediction for what the confusion change will be: It retains its passive damage but no longer damages on your opponent's action, but when you interrupt instead. This interrupt damage will be boosted to 2-3x of what a skill activation tic would have been.

     

     

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