Jump to content
  • Sign Up

Nebilim.5127

Members
  • Posts

    96
  • Joined

  • Last visited

Posts posted by Nebilim.5127

  1. Before you bend over to the people whining about WvW scourge, please consider doing the nerf only in WvW. Reduce the number of people the self shade and the shade can hit to 2 each which should please those people. But for the love of god, keep the way it is in PvE

  2. > @"Dawdler.8521" said:

    > Honestly, I'm not seeing the charm of it. The map itself is good, but the overall meta design... I dont see how its anywhere near the loot farm of dragonfall so I fully expect drizzlewood to be abandoned within the month, unless I'm missing something. The "WvW mechanics" everybody is talking about barely even exist. Much due to the flying mounts, but also due to objectives being nowhere close to WvW objectives. Taking over a zone is just a mob moshpit - they're not even trying to hold it. Its more dangerous taking a T0 supply camp in WvW than this. And its probably more loot.

     

    Loot is much more than just raw gold or mats, the map offer a ton of skins, going from armor to weapons to fun trinkets. There is a big amount of loot gold chests at end too which is i would say as good as dragonfall.

     

    As for the difficulty, ye it is PvE...and i feel a lot of these events were designed with being barren later on, but like i said, they can definitely improve. Enemies are very dangerous and if you try to take a bunch alone, you will quickly die even in meta gear. Try to go solo the north bridge for instance.

  3. _POSITIVE_

     

    **1. The new map is amazingly beautiful**.

    It is no surprise that Anet once again nailed a good looking map, every new LS keeps getting better and better. The current map is full of details, vivid in color and it is a fun way to explore.

    Both the sound and graphic design team all need to get a huge raise because they carry this game A LOT.

     

    **2.WvW mechanic was a refreshing change of pace.**

     

    **3.The rewards are increasingly getting better than the rng fiesta or almost non existent from past content. I love skins.**

     

    **4.Even without voice the story and characters still all deliver the best they can, it isn't perfect but it it is a big improvement from what i been seeing in the past.**

     

    _NEGATIVE_

     

    **1. Inventory Clutter.**

    Holy shit, what HAPPENED?!Secret missions, salvage items that you need to click for some reasons, the return of bag of green items which i thought was gone for good. God no...someone need to take a look at this, because this map is choking the life out of my bags.

     

    **2. Map is too easy but it is getting there.**

    This is a tricky line, i feel the map has a good amount of difficulty but there is 0 pressure from some events. It doesn't ever feel like they can push back on taking the map unless there is no one in the map. Some of the events at least need to be scaled up to throw more champions at us, because they are dying too fast, and only spawning vets at best.

     

    **3. The whole siege feels bad to use.**

    It needs a very good balance pass and revision. Why do we use map currency to fix shitty tents or walls? And a lot of it for that matter. It feels they barely matter in the grand scheme of things, so everything is burning and destroyed because i rather spend them in the vendor. Give us an event to fix them instead, or give some supply deposit where we can pick a hammer or something to fix them like how Bjorr did. Going back to point 2, MAKE THEM MATTER to hold a position, a ballista does a whooping 1200 damage to an enemy. Maybe make them be able to hit copters, or something.

  4. >What's your favorite level in Super Adventure Box? Is there anything in particular that sets it above the rest it for you?

    W1Z3. Has the best secrets, the best atmosphere, and tons of explorations aside from the usual path. It also has multiple ways of exploring adding to the experience and a fun last boss

     

    >Last year, Super Adventure Festival was the first festival to introduce a Weekly Vendor. What new items would you like to see on the Weekly Vendor?

    Probably more SAB stuff like the rare drops that can only be obtainable through the tp or chest drops

     

    >What sort of new Super Adventure Festival content would you like to see in the future? It's fine to respond "I want a new World, only spend time on that!" but are there other kinds of gameplay or minigames you'd enjoy in the meantime?

     

    I would love to see some strike mission to defeat a boss with 10 people, or a time trial to see who gather the most baubles. Or maybe a race on foot inside the worlds to see who get to the end first.

  5. > @"schloumou.3982" said:

    > Do you guys actually read patchnotes? Condi skills and traits got adjusted too. How about you name a build that you think is overperforming and what skill does to much damage or what makes reapplication to fast or something. It's kinda hard to take these complains serious tbh.

     

    I think these are just power classes finally having that feel that they have to sacrifice something on their greedy 1 shot build to survive. There is so much condi cleanse in the game and those were barely touched either even though condi still had quite a bunch of nerfs to burning and condi duration across the patch. The only condi class that was completely oppressive lost most of the boon corrupts(scourge) and mirage was reduced to one dodge. Condi venom thief also took a pretty big hit on their condi traits.

  6. > @"Aaralyna.3104" said:

    > @"Nebilim.5127" and @"GewRoo.4172"

    >

    > How did you guys even see which place you got or what rating you got? I saw no such thing (reason why I clicked standing). The match info gave no numbers either, only said I lost a battle in the duo arena and in the mists for tournaments. I made screenshots regardless in case I don't get a title due to how awkward things were. I just logged off at some point as I was automatically rolled out of the tournament and no clue when it ended.

     

    I assumed from the rewards i got, which was like 10g and 1 coin/dye, then again that could have been an UI error and lower tiers have more rewards, hard to say. Just hope the UI will be more informative on the release

  7. > @"Aaralyna.3104" said:

    > Entered the 1st battle, clicked "standing" after and crashed. Many more had this. My partner didn't log back so I dismissed the second matchup (else it would be on that screen forever without proceeding). Got automatically out of enroll after a while (idk if this is normal as I never did a tournament). Spectate at live matches doesn't work as the tags disappear when you hoover over.

     

    Same here, my friend crashed when he tried to look at standing thingy

     

    Also i'm confused about the swiss, how did me and friend only winning one set of match gave us 5th~8th place. Do individual wins in the match count towards placement? We were close in many matches but we lost 3 and won once(though individual wins were much higher, like 6 or so). Another thing i'm confused about, will these replace automated tournaments? Does that mean we will have tournaments on demand now?

  8. > @"Ben Phongluangtham.1065" said:

    > Hey all! We're done testing today. We've found a fairly critical bug, which is exactly why we're running these tests! Expect that we will pick up testing again next week. We'll post when we have more details. As noted previously, we have logs of the teams who have joined and will mailing out the titles at some point in the future.

    >

    > Thanks again for helping!

     

    pls for the love of jormag, do more 2v2

  9. > @"Cameron Rich.3905" said:

    > > @"Jimbru.6014" said:

    > > Well, I put up a commander tag in LFG just about an hour ago, and we rocked the new Drakkar meta with whoever showed up. The new fight is certainly a bit busier and less tedious, and to me, it actually seems a bit easier than before, but YMMV. The hardest part to me was the champs being tougher, which can really eat up the timer with less powerful groups. That and the visual noise, which is a long standing issue throughout the game.

    >

    > I'm happy to see more groups spinning up and able to coordinate their efforts to take down the boss. Since we released the changes 2 weeks after the fight went live initially, I'm not surprised to hear the feeling that it was easier - players have had some time to learn the mechanics and grow more comfortable with the fight. Nothing is ever as difficult as the first time through.

    >

    > Looking at our internal data, the participation rate, success rate, and time to complete for this event are pretty much exactly where we expected and wanted them to be. We're keeping a close eye on how these numbers change throughout the coming weeks, and combined with direct feedback, that will help inform our next steps. We have tools in place to make tweaks to balance if we feel it's necessary.

    >

    > Keep that feedback coming. Spicy, sweet or salty, as long as it's civil It's all extraordinarily helpful.

     

    I think the fight is good now but the raven gate part could be a lot better. They feel almost inconsequential if werent for the gate debuff. Maybe you could buff the bosses a bit like giving them a cc bar to break,or else they push you to fall off the arena? If you fail, that' okay, you can dodge or stunbreak the push, but if you fail all that, you fall and die. Maybe also have to kill all 3 bosses at same time instead of going one by one.

  10. > @"Fire Attunement.9835" said:

    > I have another update for you on what we're working on for Build and Equipment Templates. As mentioned in a previous post, one thing we've been working on is a way to give you all greater flexibility when making experimental changes to templates. That's almost ready, and a Revert button for changes to templates will be shipping with the February 25 build. This feature will work a bit like a restore point: Clicking it will return everything back to the way it was when you first loaded up a build.

     

    I'm extremely confused about this change. How does reverting the load out put us back to anything when to make any changes to equipment, we need to change the load out in the first place? or will the revert tab be its own thing where we can always revert to it?

  11. I'm sorry but i fully believe that strikes won't do a thing to help people do raids, they will just make people do...strikes instead. There has to be some incentive for newbies to tackle raids instead, something that rewards them either greatly for doing for the first time, or for people to help them.

     

    Such thing already exist through training discords., but im sure many feel intimidated by them or don't know how to start or that they exist. The best way of doing this is to introduce some mentorship program where people are incentived to squad up and train people who has never done raids before. Now i'm not sure what would be the better way of doing this, but i think a good start is to reward people who train others. Something like give them better or unique rewards if they full clear a raid with at least 3 new people who has never gotten a kill. They could be something like titles, chairs, anything that is just frilly. Another great thing that would help is a official anet training discordor at least one that they woulld advertise in their site, or even ingame...where anet would curate trainers and give them roles to train, and the appropriate rewards.

     

    Really it is all that it takes to get new people into raids. Training, mentorship and rewards that come with it. I have seen a great deal of amount of this in the Raids academy discord where trainers help newbies every single day, communities like those, and the people all involved in it is what makes the mode grow stronger and help new people become stronger. Raids are not as hard as people all imagine to be, only wing 5 and some bosses are a huge step in difficulty. I would say the new strikes are already harder than most bosses from wing 4

  12. What about all the stat bloat from keep buffs and such in wvw? Those things need to be removed too if you want to tonne down the game. while i'm happy with all the passive defensive becoming useless now, i think becoming useless make them quite pointless for 300 sec cooldown, they might as well do something else, not like they are used in PvE anyway. Something like 25% less damage for endure pain, and so on

  13. > @"Cal Cohen.2358" said:

    > I still think about this set sometimes. I'll always remember how right after we lost the second game, everyone just silently logged off TS and stopped posting to the group chat. Tough loss, but we had plenty of chances and just didn't execute.

     

    Thank you cal, for everything, even if it is a bit too late to revive the corpse, but who knows, maybe you can work miracles, all the communication we had with pvp and all the changes recently has been one of the best periods we ever got pvp wise, so you are pretty much the hero we ever needed, godspeed

  14. > @"Samaruis Vulcan.7413" said:

    > 3 Days and 10 pages later they finally acknowledge our existence. I have to say it's about time. I hope what we've said is taken into consideration Stephane, you guys kinda dropped the ball on this one. Here's hoping you can make it right.

     

    While this is good, action speak louder than words, we already been giving them feedback for months on how to fix all this mess

  15. > @"noiwk.2760" said:

    > > @"Nebilim.5127" said:

    > > I feel a lot of the nerfs scourge got recently has completely massacred the class in roaming/small parties in favor of zerging. Specifically the shade made playing the class in small parties a literal suicide, because now not only you lack all the condi corrupt/and condi pressure, you are a sitting duck if you ever pop your shade. It is clunky, confusing and made a lot of people unhappy in PvE as well. So a grandmaster gonna convert only one boon out of someone if they are alone? Why must this class and core traits continue to suffer in wvw because of zergs?

    > >

    > > The issue is the shade, so that should be the only focus, isn't possible to just revert back to the old way, and just spread number people when you pop your shade? Let say if you have no shade on, you affect 5 people around you, but if you have a shade on, you affect 2 around and 3 on the shade, or vice versa. This would really fix all the PvE complaints while making the class less useless outside zerging, all the while completely nerfing them in zerg play only

    >

    > the change should never have effected the PVE . the change should've been only reducing the number of targets in PVP/WVW

    > in pve we need our shade back to how they were.. PVE Scourge is now a melee dps class but with low dps and clunky game play.

    > and even if playing support why must i only heal 2 around me and 3 around the shade? or why must i chose to barrier my self or the group?

    > the change just doesnt make sense in PVE .. nor to mention DPS scourge is so clunky and uncomfortable to play now we lost the defensive of having second life bar for what? a barrier we cant really apply to our selves? and lets face it.. no matter what site you check or group of raids .. Scourge is barely accepted and barely take the medicore.. if as sup.. Scourge and necromancer generally is doing awfully bad in PVE and they werent so good even before this nerf.

    > if anything Scourge should've been buffed in PVE both as dps and support. but nope.. they had a weird logic of giving us new death magic with 600 toughness will make Scourge good pve class even if they nerf shade .. shades must be reverted back to how they were in PVE or at the very least a list of following buffs to Scourge in PVE to bring him to a better spot. both as DPS and support.

     

    They could keep 2 around you and 3 on shade in wvw only, while keeping 5-5(total 10 traited) in pve. These are all only number changes while keeping the functionality, i really wish the dev listened to this. PvE needs the old shade back not matter what. They already said themselves before, a mode should NEVER suffer because of others.

  16. I feel a lot of the nerfs scourge got recently has completely massacred the class in roaming/small parties in favor of zerging. Specifically the shade made playing the class in small parties a literal suicide, because now not only you lack all the condi corrupt/and condi pressure, you are a sitting duck if you ever pop your shade. It is clunky, confusing and made a lot of people unhappy in PvE as well. Also, a grandmaster gonna convert only one boon out of someone if they are alone? Why must this class and core traits continue to suffer in wvw because of zergs? Like someone here said, it is gonna reach a point it will convert a condi into a boon from the target. If being aoe is an issue, then get rid of the issue, and not dance it around, revert back to 3 corrupts and make single target only.

     

    The issue is the shade, so that should be the only focus, isn't possible to just revert back to the old way, and just spread number people when you pop your shade? Let say if you have no shade on, you affect 5 people around you, but if you have a shade on, you affect 2 around and 3 on the shade, or vice versa. This would really fix all the PvE complaints while making the class less useless outside zerging, all the while completely nerfing them in zerg play only. Or just get rid of sand savant and bring back the old sand shroud.

  17. This is completely trash and worthless for anyone that plays more than 1 mode, or have legendary weapons/armor. For instance, i have 6 builds on my guardian, 3 for raids, 3 for wvw. But if i want to swap to something for open world or for fractals, i need to go to my build template slot, unequip it and do it, basically undoing all my template and forcing me to click all over again to save and do it again.

     

    Please, just let us use arc template again.

  18. I hope a lot of the talk about bringing the power of everything down, don't affect pve so much. Many classes are in a very good spot right now and nerfing them there achieve basically nothing. Stuff like how old chronos and druids used to be the only good support was bad for the metagame of PvE, but we should absolutely not hand out random nerfs that make no sense to some classes like scourges had recently and then how firebrand tomes increased cooldown in pve for some reason, even though they were only bad in WvW zerging. Scrapper needed a huge nerf in pvp but it absolutely needs to be overbuffed in pve to even be close to supporting like how firebrands, tempests and druids do. That goes for pretty much every single core class and a bunch of other weapons like staff for necro or mace/hammer for warrior.

  19. I feel that WvW is plagued by a disproportional amount of powercreep that came from PvE, mainly the stats, food and then all the stat buffs from objectives which further exacerbates builds and make stuff incredibly overpowering to the point armor literally don't matter and you can hit people for over 15k even if they have 3400 defense.

     

    Fixing all of this seems almost impossible due to the fact is already rooted in the mode. We can't remove food, unbalanced runes or sigils or remove trailblazer from the game like how spvp have it. However, i think there are some things we can to help mitigate the incredibly amount of powercreep wvw has compared to traditional SPvP. The first thing is to remove ALL passive buffs that increase stats from every single objective. Instead of making players stronger, give them better rewards, more exp, or help towards winning the match up. Second, which would be a bit too hard to pull off, but i would do a blanket damage debuff across everything in the mode. Every class will deal 50% less damage, 50% less boon/condi duration and heal for 50% less, this should greatly help towards making fights a bit slower instead of ending in a blink of a second.

×
×
  • Create New...