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warherox.7943

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Posts posted by warherox.7943

  1. > @"Lan Deathrider.5910" said:

    > So the fabled Q1 balance update that is supposed to address powercreep in the competitive modes is stated to:

    > * Reduce hard CC damage

    > * address condi spam

    > * reduce damage across the board

    >

    > I fear that this will just end up utterly gutting specific traits and skills. So how about an alternative? What are your thoughts on the below? Also, if any Devs do read this then strongly consider these ideas and what discussion may follow.

    >

    > Instead of gutting scaling like with what was done with Rampage why not put a cap on the added damage players can stack in competitive game modes? Its not at all difficult to stack up to 700% damage on a Soulbeast for instance.

    >

    > Put a cap on extra damage, including critical damage, at 300% damage. Most of this would come from critical damage, so this would open up traits for use as once you hit that 300% mark then anything else is useless unless it offers other things. This also curbs the toxic amount of DPS some builds can put out and create an opportunity for more build diversity.

    >

    > For condi, put a cap on the amount of condition stacks that players can be inflicted with. This means not more than X stacks of Bleed, X stacks of Poison, X Stacks of Burning, etc. This is not X total stacks of any condition, but X stacks per condition. I'm not certain what that cap should be, perhaps it should be split between PvP and WvW but the amount of condi removal would have to decrease to compensate regardless.

    >

    > I think 10 stacks per condition max would work, but as I said I'm not sure whether or not that would be appropriate. Maybe the right number is 15, or 20, or lower at 5.

    >

    > Separately for WvW something that I think would work would be to limit the amount of damage packets a player can be inflicted by per second, or limit the amount of other players that can hit another player per second. This would limit the need to ball up on the pin to avoid damage.

    >

    > Another possible idea for WvW to create healthier competition in outnumbered fights would be to increase target caps on skills and abilities to allow an individual player to fight against a larger number of foes.

    >

    > Thoughts? Other ideas? Tweaks you would make to the above?

     

    They should have kept conditions the way they were before the big condi rework. Bleed capped at 25, burning and poison not stacking duration, and confusion not having a DoT component.

  2. > @"Leonidrex.5649" said:

    > > @"Chaith.8256" said:

    > > > @"Leonidrex.5649" said:

    > > > > @"Chaith.8256" said:

    > > > > > @"shadowpass.4236" said:

    > > > > > > @"gdubze.6015" said:

    > > > > > > he doesnt care, his spec got nerfed so now hes on the warpath to kill every spec in the game.

    > > > > >

    > > > > > These changes wouldn't kill holo.

    > > > > >

    > > > > > You can try to prove me wrong if you'd like.

    > > > >

    > > > > It would kill Holo, and core, Hammer Scrapper would be the scuffed best engi spec in PvP lol.

    > > > >

    > > > > Think you're underestimating how screwed you are when you have a transformation with a 6s exit prevention, that also prevents your heal, stunbreaks, defensive skills. Entering photon forge would be instant death without the stability trait and landing corona burst. All you'd have to do is immediately pop stability & target the Holo when he transforms - very often it wouldn't be at full health too.

    > > > >

    > > > > Combine that with all the other substantial nerfs, Holosmith would be worse than Spellbreaker on duels, teamfights, 1vX. It'd join Core add Scrapper in the obsolete but cool tier. Scrapper would be all around better.

    > > >

    > > > all those nerfs would screw over holo for sure.

    > > > but seriously I always thought photon forge had a large cooldown, and then I saw guy just pop in and out like its nothing.

    > > > giving it something like 20s CD after exiting forge as a cooldown would be a good start.

    > > > could make the cooldown lower/higher depending on heat or make you unable to holo untill you have 0 heat.

    > > > some slight nerfs here and there and we could see how it goes.

    > > >

    > > > PS bruiser like holo should never have access to stealth. EVER.

    > >

    > > You can bake self reveals into Holo skills & photon forge because you can't take away Toss Elixir S / smoke fields from Engi, which are core to the class.

    > >

    > > It's vent exhaust that allows PF to be online more often. Without that trait the Photon Forge really is on around a 20s cooldown heat cycle, which is still really fun, (try using Enhanced Capacity Storage Unit GM major trait.)

    >

    > in general, stealth is give to light classes as devensive/offensive tool. defensively to disengaging and offensively to setting up combo/bursts.

    > more often then not light classes have fast cast, low impact abilites that when combined provide decent outcome, while heavy classes have long casttime, big effect attacks.

    > hiding 1/4s casttime in stealth is not a big deal, hiding over 1s casttime ability with stealth, on a class that can sustain in a fight ( thus dont need stealth for defence ) means that they can use it more towards offence/utility.

    >

    > I want you to play mesmer with mass invis and holo with elixir stealth.

    > and just count how often you can freely use one of those stealths for offence/utility ( rez/stop ) and how ofte you HAVE TO use it to disengage.

    >

    > adding self reveal to the spec would have to be placed in sooo many places. holo->stealth is not fine. steath->plb is not fine.

    > stealth-> healing turret combos is questionable.

    > I dont wanna make over the top suggestions for holo beccouse i dont play/know much abbout the class to make assumptions.

    > but I do know as someone who pays attention to what my allies/opponents do, that stealth is part of the holo problem.

     

    All they have to do is make it so if you use a skill while stealth, you get revealed. Problem solved.

     

  3. > @"shadowpass.4236" said:

    > > @"Tycura.1982" said:

    > > Targeting core lines and abilities hurts the class as a whole which is unjustified if you consider the state of the other engie specs.

    >

    > That's a pretty one-dimensional way to approach this problem.

    >

    > It is 100% possible to nerf core traits/abilities to reduce the effectiveness of expansion specs whilst simultaneously providing buffs to the core skills that will _not_ buff/break/affect the latter in any way, shape, or form.

    >

    > For example, Invigorating Speed could get nerfed to 3s vigor every 10s (from the current 6s vigor every 5s) and Health Insurance could get buffed to make Med Kit viable. In this case, you'd nerf a trait that was making Holosmith too strong (and bringing it in-line with other, similarly functioning skills) while buffing non-meta/core/etc. etc. builds at the same time.

     

    A lot of core traits and skills across the game need to be nerfed because so many things became overloaded and overpowered since the specialization patch.

     

     

  4. > @"Danikat.8537" said:

    > > @"warherox.7943" said:

    > > > @"Donari.5237" said:

    > > > As others have noted, it would be pointless in this game's design. Also, while ANet hasn't made a lot of the promises that players try to hold them to, they most definitely asserted in the HoT announcement that they would *never* raise the cap past 80, focusing instead on horizontal progression. While neither Colin nor MO are in charge of such decisions any more, the backlash would be enormous if that particular statement were revoked.

    > >

    > > Well the backlash against Ascended gear was enormous and they still added it in. So it wouldn't surprise me if they added another tier of gear or increased the level cap.

    >

    > Ascended is difficult because in spite of the backlash there was also a significant number of people who wanted it. About a month into the game the forum was full of people complaining that they'd reached level 80, got full exotics (which pre-release info had implied would be harder than it is) with nice skins and now had nothing left to do except make a legendary (a lot of long-term goals, even core game ones, didn't exist back then - there were no collections for example). And back then precursor crafting didn't exist so making a legendary meant grinding gold to buy a precursor, or grinding gold to get rares to throw in the mystic forge hoping to get lucky. (Plus legendaries were exotics without stat selection, so literally the only reason to make one was if you liked the skin.)

     

    It really shouldn't have been difficult. They didn't want players to grind in GW2 and they wanted everyone at level 80 to have the best statistical loot in the game. There was no reason to cater to players wanting additional gear tiers, especially because many of those players had already left by that point.

     

  5. > @"kharmin.7683" said:

    > > @"warherox.7943" said:

    > > > @"Donari.5237" said:

    > > > As others have noted, it would be pointless in this game's design. Also, while ANet hasn't made a lot of the promises that players try to hold them to, they most definitely asserted in the HoT announcement that they would *never* raise the cap past 80, focusing instead on horizontal progression. While neither Colin nor MO are in charge of such decisions any more, the backlash would be enormous if that particular statement were revoked.

    > >

    > > Well the backlash against Ascended gear was enormous and they still added it in. So it wouldn't surprise me if they added another tier of gear or increased the level cap.

    >

    > Yeah, but that was some time ago.

     

    It was, but they initially said that everyone at level 80 should have the best statistical loot in the game. They went back on their word once before, so how can we really believe that they won't do it again?

  6. > @"Donari.5237" said:

    > As others have noted, it would be pointless in this game's design. Also, while ANet hasn't made a lot of the promises that players try to hold them to, they most definitely asserted in the HoT announcement that they would *never* raise the cap past 80, focusing instead on horizontal progression. While neither Colin nor MO are in charge of such decisions any more, the backlash would be enormous if that particular statement were revoked.

     

    Well the backlash against Ascended gear was enormous and they still added it in. So it wouldn't surprise me if they added another tier of gear or increased the level cap.

  7. > @"Azertah.5804" said:

    > I recently completed the repeatable icebrood saga reward track and couldn't believe how dissapointing the final reward chest was. I'm a fairly casual WvW player so the track took me about a week to complete, and what was the reward? A mind blowing 10 hatched chilis/other icebrood saga material of your choosing + the usual stuff. I can't believe this was intentional 10 hatched chilis is next to nothing, even the strike mission gives you 9 and takes fraction of the time compared to a full reward track.

    >

    > I was hoping to play WvW as a alternative to the PvE maps and gather materials in advance to avoid possible material gates in the future, but the materials gained from the track are so minimal it's just not worth the time in its current state.

    >

    > I hope this is a honest mistake, and devs could re-evaluate if the current iteration of the track was intended.

    >

     

    Yeah it should be 50. Most LS reward tracks have the option of 50 of the respective map currency.

  8. > > @"warherox.7943" said:

    > > > @"DeadlySynz.3471" said:

    > > > > @"zaid.2308" said:

    > > > > Ranger is not nerfed but balanced. You are probably using a bad build or using your skills badly cause rangers can still hit hard, very hard.

    > > >

    > > > How exactly is the ranger balanced currently when right out of the PoF starting blocks without any nerfs, they were nowhere even remotely close to be useful in WvW? A zerk ranger long-range shot on a typical tanky target in WvW wouldn't crack 800 damage; now it'll be even less. There is nothing balanced about this. We just have a bunch of players complaining without any merit to back up their claims.

    > >

    > > I was playing a heal warrior in wvw and got crit for 3.7k from long range shot. This is with 3.6k armor. I would love it if auto attacks did close to 800 damage.

    >

    > On a proper bunker build (even is warrior, thief, guardian) a Ranger glass cannon build is doing 600-800 damage. If your build is not made properly, that 3.6k armor can't help you much.

    > Damage done = (Weapon strength) * Power * (skill-specific coefficient) / (target's Armor) and in our case this is:

    > Damage done = (1050 * 3500*0.9)/3600 = 918.75 . This is on the maximum range of 1500 and without a crit. But with buffs Power could be 4000 instead of 3500 and the final damage will become 1050, again without a crit.

    > These were before the patch. After the patch, the damage done with LB AA is = (1050 * 3500*0.75)/3600 = 766 or 817 if they reduced the damage with 11% as they said on updates. Initial they said weapon coefficient it will be 0.75 instead of 0.9. They didn't update the wiki, so we don't know for sure.

    > Do you know how much Revenant Hammer AA does? = (1100 * 3500*0.95)/3600 = 1016.

     

    Yeah Revenant hammer autos are high, but auto attacks in general are way too strong. They should be relatively weak and shouldn't apply conditions. Keep the auto damage for PvE but nerf them in PvP/WvW.

  9. > @"NYG.2568" said:

    > > @"warherox.7943" said:

    > > > @"NYG.2568" said:

    > > > > @"FrigginPaco.4178" said:

    > > > > > @"NYG.2568" said:

    > > > > > leg·end·ar·y

    > > > > > 1.of, described in, or based on legends.

    > > > > >

    > > > > > leg·end

    > > > > > 1.a traditional STORY sometimes popularly regarded as historical but unauthenticated.

    > > > > >

    > > > > > If we look at Excalibur a true Legendary, we know the story behind why/and what makes it such..

    > > > > >

    > > > > > I have always said there is nothing "Legendary" about these weapons, EPIC would have been a more fitting description.

    > > > > >

    > > > > > To be even more accurate for what they are Collectionary's or Grindary's is most fitting...

    > > > > >

    > > > > > I agree, there needs to be something more that makes them unique other than their look. I am not saying they should be much more powerful, but that's what you'd think anyhow, but I understand why they are not.

    > > > > > Some of the ideas you had for each "legendary" bonus affect are quite interesting, but it's a little to late for that now..

    > > > >

    > > > > Ok, so Mjolnir is just a short hammer in a few stories by this logic? Nothing else to it?

    > > > >

    > > > > Even your boy Trahearn had a legendary from Irish mythology **Caladbolg** – Two-handed sword of Fergus mac Róich in Irish legend; said to make a circle like an arc of rainbow when swung, and to have the power to cleave the tops from the hills.

    > > > >

    > > > > Another that made it into GW2 was **Sharur** - the enchanted talking mace of Ninurta, Sumerian god

    > > > >

    > > > > What about in-game options like Magdaer? You know, the sword that caused the entire Foefire, raising an entire nation as ghosts _a la_ Return of the King? Ah, I guess it's not a legendary weapon, so it doesn't count...

    > > > >

    > > > > <_<

    > > > >

    > > > > We can do this all day, but at the end it's just a point-of-view battle here to find an example that suits our purposes. Also, Excalibur (and Mjolnir) may be a legendary, but they don't exist in GW2 (Edit: Mjornir exists as an exotic weapon I had forgotten about that). Even further, very few of the legendary's have any in-game lore associated with them (and the HoT elite specs for that matter). I believe only Nevermore, Astralaria, and Chuk n' Champ have associated lore in their collections; both in the UI and in the places/things you need to do. But barring those, no one explained why the gen 1 legendary greatwords are cosmic windows to the universe.

    > > >

    > > > I'm pretty sure you some what validated my point.

    > > > I used Excalibur as an example, Mjolnir also fits my example, They both had a story/lore and reason why they were made, why they needed to be used and by whom.

    > > > Now in game there is very little if any true lore/legend behind these weapons I'm only speaking of THE Legendaries in game and the Lore of Tyria not outside influences.

    > > > So what makes them Legendary to Tyrian's in essence. There is none, there is only go here collect this and collect that, craft this and craft that spend gold....

    > > > I guess what I'm trying to get at is I wish there was a story driven journey in getting the Legendary's , not collections and a gold/material sink!

    > > >

    > >

    > > I wish the precursor scavenger hunt wasn't just some massive gold sink. It turned out to be just as expensive, if not more, than just buying the precursor from the TP, depending on which one you go for. The Gen 2 ones are worse, since everything is account bound yet it still costs a ton of mats/gold.

    >

    > I guess that's what makes them Legendary...

     

    Legendary gold sink

  10. > @"DeadlySynz.3471" said:

    > > @"zaid.2308" said:

    > > Ranger is not nerfed but balanced. You are probably using a bad build or using your skills badly cause rangers can still hit hard, very hard.

    >

    > How exactly is the ranger balanced currently when right out of the PoF starting blocks without any nerfs, they were nowhere even remotely close to be useful in WvW? A zerk ranger long-range shot on a typical tanky target in WvW wouldn't crack 800 damage; now it'll be even less. There is nothing balanced about this. We just have a bunch of players complaining without any merit to back up their claims.

     

    I was playing a heal warrior in wvw and got crit for 3.7k from long range shot. This is with 3.6k armor. I would love it if auto attacks did close to 800 damage.

  11. > @"NYG.2568" said:

    > > @"FrigginPaco.4178" said:

    > > > @"NYG.2568" said:

    > > > leg·end·ar·y

    > > > 1.of, described in, or based on legends.

    > > >

    > > > leg·end

    > > > 1.a traditional STORY sometimes popularly regarded as historical but unauthenticated.

    > > >

    > > > If we look at Excalibur a true Legendary, we know the story behind why/and what makes it such..

    > > >

    > > > I have always said there is nothing "Legendary" about these weapons, EPIC would have been a more fitting description.

    > > >

    > > > To be even more accurate for what they are Collectionary's or Grindary's is most fitting...

    > > >

    > > > I agree, there needs to be something more that makes them unique other than their look. I am not saying they should be much more powerful, but that's what you'd think anyhow, but I understand why they are not.

    > > > Some of the ideas you had for each "legendary" bonus affect are quite interesting, but it's a little to late for that now..

    > >

    > > Ok, so Mjolnir is just a short hammer in a few stories by this logic? Nothing else to it?

    > >

    > > Even your boy Trahearn had a legendary from Irish mythology **Caladbolg** – Two-handed sword of Fergus mac Róich in Irish legend; said to make a circle like an arc of rainbow when swung, and to have the power to cleave the tops from the hills.

    > >

    > > Another that made it into GW2 was **Sharur** - the enchanted talking mace of Ninurta, Sumerian god

    > >

    > > What about in-game options like Magdaer? You know, the sword that caused the entire Foefire, raising an entire nation as ghosts _a la_ Return of the King? Ah, I guess it's not a legendary weapon, so it doesn't count...

    > >

    > > <_<

    > >

    > > We can do this all day, but at the end it's just a point-of-view battle here to find an example that suits our purposes. Also, Excalibur (and Mjolnir) may be a legendary, but they don't exist in GW2 (Edit: Mjornir exists as an exotic weapon I had forgotten about that). Even further, very few of the legendary's have any in-game lore associated with them (and the HoT elite specs for that matter). I believe only Nevermore, Astralaria, and Chuk n' Champ have associated lore in their collections; both in the UI and in the places/things you need to do. But barring those, no one explained why the gen 1 legendary greatwords are cosmic windows to the universe.

    >

    > I'm pretty sure you some what validated my point.

    > I used Excalibur as an example, Mjolnir also fits my example, They both had a story/lore and reason why they were made, why they needed to be used and by whom.

    > Now in game there is very little if any true lore/legend behind these weapons I'm only speaking of THE Legendaries in game and the Lore of Tyria not outside influences.

    > So what makes them Legendary to Tyrian's in essence. There is none, there is only go here collect this and collect that, craft this and craft that spend gold....

    > I guess what I'm trying to get at is I wish there was a story driven journey in getting the Legendary's , not collections and a gold/material sink!

    >

     

    I wish the precursor scavenger hunt wasn't just some massive gold sink. It turned out to be just as expensive, if not more, than just buying the precursor from the TP, depending on which one you go for. The Gen 2 ones are worse, since everything is account bound yet it still costs a ton of mats/gold.

  12. > @"Pifil.5193" said:

    > > @"Kharrus.6015" said:

    > > > @"warherox.7943" said:

    > > > > @"FrigginPaco.4178" said:

    > > > > > @"warherox.7943" said:

    > > > > > > @"FrigginPaco.4178" said:

    > > > > > > What's the point? Why get legendary beyond its appearance or QoL? There is none.

    > > > > > >

    > > > > > > > This proposal would make those items required as it would make them meta.

    > > > > > >

    > > > > > > And that's a problem why exactly? Because of this?

    > > > > >

    > > > > > It sounds to me like you want this game to be something it's not nor was it ever advertised as such. There are plenty of other MMOs that have gear treadmills, including WoW classic which was just released.

    > > > > >

    > > > >

    > > > > For a time I did briefly try others, but ultimately, no other MMO has the combat mechanics that GW2 offers. It's what I enjoy most about this game aside from the expanding universe and story. And before you or anyone else goes any further on this point, I have no interest in any other MMO that currently exists. For a long time I was happy with the GW2 status quo and I'm just tired of not having any real reason to pursue a goal(s) for so long. I'm basically just waiting for this Saga to roll out and hopefully hear news of an expack sometime in 2021.

    > > > >

    > > > > And lastly, why do my desires have to take any more of a backseat than the people saying no? I'm very invested into where GW2 goes in the future, but I feel like it has room to grow in certain dimensions and other people probably feel it can grow in other ways.

    > > >

    > > > If you are very invested into GW2 then you would understand that adding more gear grind would hurt GW2's future. The Ascended gear backlash was bad enough. Imagine the backlash if they did this. It would absolutely destroy what's left of WvW.

    > >

    > > I specifically mentioned in the post that the stat effects listed would be barred from pvp and wvw. I'm also certainly open to extending that to raids and fractals given people's concerns, but honestly I'm seeing that as a complete non-issue.

    > >

    > > So your group is led by someone refusing to admit people because they don't have the BEST possible gear to min/max the encounter? Great! That means they're an elitist whose only concern is the gold per hour they and their friends can make, and you should avoid them like the plague. The bar for being able to complete group content centers around organization and rotation, not hyper-optimizing gear, even if that completes if faster. People play this game because it's gorgeous and fun; it draws you in and wraps its technicolored wonder around you, immersing you in the kind of personalized high-fantasy world people only get to end up writing about.

    > >

    > > To me, and my experience gaming, Guild Wars 2 is unique because of how personal everything is in the game. You BECOME one of the lead characters, and are involved in the world's development intimately, even agonizingly in the case of Aurene. Everything from the dye system to the detail put into the writing in this game is deeply, unequivocally individual to the player. It's incredibly endearing because of this, and how easy it is to connect to the characters in-game just furthers this connection. So the culmination of everything the game should BE as personally-tailored as it is, SHOULD be legendary gear. I thought I made this clear in the original post, but I guess I needed to expand on the backround for it.

    > >

    > > So with that said, what exactly is the problem for increasing the power level of legendary gear given the amount of blood sweat and tears that goes into making them, if it doesn't affect group content in any meaningful way?

    >

    > What is the point of doing so if it doesn't affect group content in any meaningful way? Why would something that is effectively irrelevant to how you play the game be worthwhile doing? You're simply raising the bar for the sake of raising it.

    >

    > Legendary equipment offers ultimate convenience, the freedom of swapping stats wherever you are and unique skins and animations, that is enough.

     

    Gotta have that gear treadmill so people can see bigger numbers otherwise there is no "progression"

  13. > @"GRRRR.3521" said:

    > Uh oh with the amount of cry threads about thief theres prolly more "balance" incoming

    >

    > I could care less about the dead garbage that is pvp, the problem is the "balance" keeps seeping into pve and impacts walking around and slapping monsters.

    >

    > GW1 had thousands of skills and a bazillion combinations due to the class system (and healthy pvp for a long time) but now its apparently impossible to properly balance or even just split about 50 skills of 8 or so fixed classes.

     

    PvE is the reason why condis are so broken in PvP/WvW.

  14. > @"Vagrant.7206" said:

    > > @"Arkantos.7460" said:

    > > Prime Light beam comes next.... that skill indeed needs a giant nerf

    >

    > The only nerf it really needs is to unstealth the user when activated. Big windup hits like that and Death's Judgement should always unstealth the user.

    >

    > Otherwise, it's a fair skill as far as elites go. I'd also recommend that they look at improving elite supply crate's cooldown.

     

    That's because you don't get revealed until you do damage. Easiest way to fix this is to just make it so any skill usage in stealth applies reveal. Not going to happen though.

  15. > @"Pterikdactyl.7630" said:

    > My "dream" would be for the trait to actually change the functionality of Elemental Blast to become a sort of "mirror/inverse" of its current form: instead becoming a ranged AoE pulsing heal/condi management skill.

    >

    > **Shining Aspects:**

    > *Using a consume skill heals you. Elemental Blast becomes Purifying Breath.*

    > > **Purifying Breath**

    > > *Consume Facet of Elements to cover the target area in magical dragon breath (same description, whaddya know, still fits).*

    > > Healing: X

    > > Pulse 1: Heal

    > > Pulse 2: Heal and remove one condition

    > > Pulse 3: Heal and convert one condition to a boon

    > > Number of Targets: 5

    > > Pulses: 3

    > > Interval: 1s

    > > Radius: 240

    > > Range: 600

    >

    > This gives Glint access to a reliable allied support skill that is independent from weapon skills and beyond the regeneration boon. There is of course the worry of overtuning meta specs like Power Herald in both sPvP and WvW, but Elemental Blast is a source of very respectable damage, providing cleave, area control, and some utilty via the weakness and chill application, and is also a powerful skill for condi Heralds. If this was chosen, it would increase the Revenant's sustain, but temper its damage potential while channeling Glint. In theory at least, I consider this to be a healthy change, providing a tradeoff with clear sacrifice and benefit. Note that this would still provide less personal condi cleanse than Hardening Persistence, but slightly more allied condition management and significantly more healing. As a big support Revenant fan, I have always found it unfortunate that Glint's consume skills lean much more towards offense. There is definite utility there, but the only real "supportive" thing is the superspeed from Chaotic Release. While the boons are of course supportive and the regeneration potent, I still think it would be a significant step forward for the spec to receive an *active* supportive skill.

     

    We definitely need more traits that change the way skills work rather than just be number changes. This would be a good change, and if Power builds using this trait would be a problem, then you just make it's base heal really weak but have it scale incredibly well with healing power. So the heal would be good for support builds but only add a little bit of sustain to more damage oriented builds.

  16. > @"Baldrick.8967" said:

    > > @"Booey Bubblehead.4890" said:

    > > Sooooooooooo let me see if I have this right. After SEVEN YEARS, you are finally going to add the build templates that we should have had all along. and you're being so kind as to give us two but expect us to buy more if we want more than two.

    > >

    > > Does this mean that it took seven years to develop this ability or that it took seven years to figure out how to monitize it.

    >

    > I'm going for number 2.

    >

    > Build templates and being able to share builds was one of the core features of the real Guild Wars game. This is just further proof that GW2 was only loosely connected to Guild Wars and is run by a very different crowd.

    >

    > Now it's money for everything.

     

    Exactly. Guild Wars 2 is GW in name and "lore" only.

     

  17. > @"shadowpass.4236" said:

    > > @"warherox.7943" said:

    > > > @"Psycoprophet.8107" said:

    > > > Yeah it's sad that at 2000 range and with skills like rapid fire and the soulbeast modifiers that they didn't nerf all the lb's dps across all its skill as it should be :) lb given its range and the safety it puts ranger in hits way to hard. Theres some great rangers out there that can fight great but the way ranger is now due to it's crazy ranged dps it promotes sitting back and just pew pew pew pew pew pew pew lol resulting in players being carried which is unhealthy for the game. Like alot of things are in this game lol.

    > >

    > > Just remove the projectile speed increases that Longbow got.This will let players strafe to avoid arrows like we used to be able to do at launch. It's a great mechanic in GW1 and should have been kept here.

    >

    > You mean make it so that 90% of our projectiles miss for no reason other than the fact that someone is spamming adadadadad?

     

    Seems fine to me.

  18. > @"Psycoprophet.8107" said:

    > Yeah it's sad that at 2000 range and with skills like rapid fire and the soulbeast modifiers that they didn't nerf all the lb's dps across all its skill as it should be :) lb given its range and the safety it puts ranger in hits way to hard. Theres some great rangers out there that can fight great but the way ranger is now due to it's crazy ranged dps it promotes sitting back and just pew pew pew pew pew pew pew lol resulting in players being carried which is unhealthy for the game. Like alot of things are in this game lol.

     

    Just remove the projectile speed increases that Longbow got.This will let players strafe to avoid arrows like we used to be able to do at launch. It's a great mechanic in GW1 and should have been kept here.

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