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aelska.4609

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Posts posted by aelska.4609

  1. > @"apharma.3741" said:

    > > @"aelska.4609" said:

    > > How do you integrate youtube videos btw ? Might be helpful in the future !

    >

    > I dunno, I just copy pasta it and the forum does some magic stuff.

    > I mean, look at how old this video is, I'm practically a dinosaur if I remember this song.

    >

    > Edit: maybe you need a youtube.com link, while yours is...different.

     

    Perfect :D Tyvm <3

  2. LADIES AND GENTLEMEN,

     

    This is with great honour that I will entertain you with an extremely RARE FOOTAGE of a player showing an insane amount of SKILLS during this wonderful and extraordinary PVP SEASON TEN !!!

     

    But ... Let's stop the talking ! HERE COMES THE SHOW !!!

     

     

    *Bows and disappears in smoke*

     

    (Note: Sindrener name is in the title just for the clickbait, he did nothing bad except carrying me in this game; as usual ;) )

     

     

  3. Missing queue is something that might happen, and the three minutes time penalty is quite fine as it is (even though I would have put it to two minutes).

     

    However, the increasing time penalty is a total nonsense, as it penalizes the players that are actually playing the gamemode. Missing the queue once each 20 games will give you a 3 minutes queue penalty if you spread these games in a month, but the same ratio spread daily will result in a 3 hours queue penalty ...

  4. > @"Nath Forge Tempete.1645" said:

    > I see only nerf here .... It's not a "nerfing patch" but a "balancing patch" Almost all your "nerfs" will make the build go directly to the forgotten zone. (traduction : not playable anymore)

    >

    > And making "the work" only on stronger classes actually is kinda lazy ! If you wanted more attention and more seriousness about your post you should have been gone to the end of it and not letting the post semi-finished.

    >

    > And yeah nerfing the core specs is "stupid" when it's only usefull/OP in the elite spec! then you should look at the elite (not the core) what could be improved (nerfed/buffed)

    >

    > And since you don't give ways to improve revenant and elementalist - then I can't take that discussion too seriously :-1:

     

    Yup, all the changes proposed here are nerfs, because I do not think the game can reach a balance state by buffing before nerfing, especially in a context where people are complaining about "powercreep". If build A is not taken over build B because B is too powerful, build B has to be toned down to reach the same efficiency as build A, otherwise it will be a constant bid about "which skill has the longest tooltip".

     

    Renegade has a flawed mechanic and will have to undergo severe changes, while my knowledge about weaver and soulbeast is too low to be able to propose any change :)

     

    > @"Lilyanna.9361" said:

    >

    > > **Holosmith**

    > > _This class has huge burst potential but the animations are obvious. However, the damage output from dodging (traits) is too high and has no counter._

    > > - Self-Regulating Defenses will no longer grant invulnerability, but will reduce all incoming damage (condi or power) by 50% for 3s

    >

    >

    > Yes, let's try to put Holosmith in line, while gutting the only semi-useful trait in that part of the alchemy line and say: destroy scrapper and core Engie even more.

    >

    > Do people even consider other specs, or do they simply not care? I can understand it's annoying, but kitten scrapper and core likes those things so they can have a remote chance of a fight you know.

    >

    >

    A buff to the core and scrapper should follow, but atm these traits are really the problem with holo. You will notice that the "self-regulating defenses" is a change more than a nerf: instead of having a passive invulnerability trigger (that still allows you to rekt you by condis), now it is a passive damage reduction that will act on both the incoming damage and condi and will still allow you to use your skills. I don't see much of a nerf in there: it will, indeed, make you vulnerable from an incoming burst; but you will no longer see your heal interrupted when you reach the threshold and you will still be able to use your skills (damage/defense). A more active gameplay.

    @"Crinn.7864" said:

    > > @"aelska.4609" said:

    > > **Scourge**:

    > > - Removed the access to weakness (skills/corrupt table)

    >

    > So basically you want to midly inconvience Scourge, while absolutely destroying Core necro and Reaper's defensive capabilities. All three of your suggested Scourge changes would still leave Scourge meta. (it'd just be more support dependent.) Yet your first change manages to gut core necro. Necros have been applying weakness since 2012, deal with it.

    >

    > I'm sick and tired of all the "Scourge nerf suggestions" that always manage to destroy core necro, while barely slapping Scourge on the wrist. If you want to nerf Scourge, [here is a better way to do it.](https://en-forum.guildwars2.com/discussion/19073/how-to-balance-scourge)

    >

    It will still be time to adjust core and reaper afterwards. But yeah, I would prefer a change to weakness itself that would not transform the ennemy into a running potato.

     

  5. Three days are left to the balance team to _start_ working on tuesday's balance patch. There is a lot of work to do, yet the short deadline imposes a very short amount of fixes. Path of fire sold out so it is time to first "hot-fix" the elites.

     

    **Firebrand**:

    _The healing potential of this elite is too strong. The changes here should allow the ennemy team to stomp a downstate player more easily, despite the healbot spam_

    - Restoring reprieve and rejuvenating respite (heal skills) do not grant aegis anymore.

    - Rejuvenating respite has now a 1/4 s cast time.

    - Merciful intervention no longer heals the downstates by 20% (changes reverted).

     

    **Mirage**:

    _This elite safely deals a lots of conditions while being extremely hard to neutralize. The changes here will punish the mirage if it fails to properly dodge the CC preceding a burst._

    - Elusive Mind no longer break stun

    - Dodging gets prohibited when the player is immobilized

    - Jaunt no longer inflicts confusion

     

    **Scourge**:

    _This elite deals an insane amount of condition damage from AoE skills, which also locks the ennemy team inside by crippling them. The access to barrier, weakness and the base health of this elite make this elite even stronger, by offering it an insane sustain. The changes here should give a chance to the ennemy team to position themselves out of the AoE, and also to burst down the scourge._

    - Removed the access to weakness (skills/corrupt table)

    - Desert shroud do not follow the scourge anymore

    - Manifest Sand Shade do not cripple anymore

     

    **Spellbreaker**

    _This elite does not bring much compared to the core warrior, and should undergo severe changes to provide a new way of playing the class. In the current state, this elite is chosen almost entirely because of a single skill that has a tooltip longer than my arm. The changes here will keep the spellbreaker almost untouched in 1v1 (so it keeps its supremacy over nearly all the builds), while reducing its efficiency in teamfights._

    - Full counter now only affects the ennemy having triggered the attack, and do not negate the incoming damage anymore.

     

    **Holosmith**

    _This class has huge burst potential but the animations are obvious. However, the damage output from dodging (traits) is too high and has no counter._

    - Self-Regulating Defenses will no longer grant invulnerability, but will reduce all incoming damage (condi or power) by 50% for 3s

    - Mine trail trait has now a 6s internal cooldown. The mines will no longer trigger if the ennemy is already standing inside them when they have been dropped.

     

    **Deadeye**:

    _This class does what it is suppose to do: snipe the ennemy from a safe zone. The gameplay is trash and this elite is not especially taken, so the change here is only for the roleplay._

    - Free Action has now 1 initiative cost

     

    **Soulbeast**:

    ???

     

    **Weaver**:

    ???

     

    **Renegade**:

    ???

  6. _These power rankings of PvP are based on observable performance and objective results such as solo queue experience, tournament exposure, mechanical skill, rotational knowledge, decision making and effective communication. Inactive players have been excluded from the list to promote participation in the community._

    _This list was made by Anet._

    _I think that this list is 100% accurate._

     

    _The objective of this list is to make the most possible accurate power rankings in order to motivate people to get better at the game, considering that the in game leaderboards are irrelevant for multiple reasons._

     

    Thief

    Sizer : 99

     

    (This post just made me win 2000 golds, amazing)

     

  7. One of the biggest mistake was the change of the traits system. Coming down from being able to pick up almost freely traits from a pool of 60 traits to having to pick one amongst 3 totally killed the build diversity and was at the root of "stuffs having a reterded amongst of effects" (traits have to be more powerful since there are less of them ...). The previous design was already flawed, but the actual one is way worse.

     

    The non-stopping auction of "which skill do we have to buff to change the actual meta" instead of giving nerfs to the meta also widely contributes to ruin this game. The balance team is sadly not performing professionally enough to entrave the disaster that comes with each expansion.

  8. > @"Lalainnia.3598" said:

    > Not that ik if said person was speedhacking or not but holosmiths can cover a ton of ground very quickly if they take traited forge skill 2 and the tools gadget grandmaster with rocket boots and then add in rifle 5 if they want even more mobility

     

    Yup, dunno why he kept speedhacking on top of that. I am 200% confident about the cheat, holosmiths have no "ports increasing speed" skills. People in this game were even whispering me "how tf does he run that fast".

  9. **Since the game report option DOES NOT WORK and that there is no direct options TO REPORT CHEATERS that does not require to fill up a form for hours, the report is made in this very forum.** (Some say that this lack of options to report cheaters is a part of a conspiracy to promote them)

     

    **Description of the cheat:** One random holosmith of the enemy team was continuously "warping" in the direction he was running, making him hardly catchable. Not much warping, but sufficient to be noticeable. This went even worse when he was running out of spawn (yes, what a noob :) ): thinking that noone would see him, he ran from the waypoing to the closest point in 2 seconds (which even a mirage can't do). Sadly I was watching him.

     

    **Time and location:** Between 23h50 and 23h59 CET on Kyhlo map.

     

    **Evidences:** My words. I have other things to do in my life than to record my games 24/24. The players in this game are obviously all potent witnesses, unless they are blind. I have made a game report at 23h59 for "Botting".

     

    **Account name of the cheater:** Since it is against rules of forums, I can't tell it. However, for the sake of the community, I give a version partly-censored: Nik****.85** . Yes, if this guy is running fast, it is "normal". His character's name: Heft******* . **Anet can of course contact me to get the full information**

     

    **Desired punishment:** PERMANENT -15% running speed on all his characters across all the game modes (PvE/PvP/WvW). A temporary ban is not fun enough.

     

    **Additional note:** He lost the game 343-500. What a noob.

     

  10. > @"ArthurDent.9538" said:

    > Well they sorted out spellbreaker more or less. Baby steps.

     

    4 months to get a 4 s increased CD on one skill. I am fine with baby steps, as long as they are frequent. One patch a week would not be too much in the current situation.

     

    > @"Furious.2867" said:

    > Limited resources is my guess

     

    Thinking is not always an easy task for some people, indeed :p

  11. We have been waiting for a balance patch since PoF release. The minor adjustments we got have no effects or have made the situation even worse (buff of firebrands ? What the hell ??). There are some people having a clearer view that are trying to help you to make the game healthier, at this point it would be worth listening to them instead of the team you are paying for that purpose.

  12. I suggest two changes to conditions:

     

    - **A revived/rallied player loses all his conditions and boons**. There is no reasons it only affects the physical damage only (currently, the conditions that made him downstate and cleaved him remains, but the damage that made him downstate and that was cleaving has been healed so negated).

    - **Conditions no longer affect invulnerabilities**. Because that is what _invulnerability_ means, there should be no counter to it. As a compromise, I suggest that the condi timers get frozen during the invulnerability duration.

  13. Rallying more than one guy from one kill is a broken mechanic. Losing one teammate in a fight is already very punishing, making it heal one downed ennemy (because that is what rally is) makes it even more punishing, but healing ALL the downed ennemy team is nothing else than reterded.

     

    I still do not understand why this change has been active in WvW for so long, while it isn't in PvP.

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