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silentnight warrior.2714

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Posts posted by silentnight warrior.2714

  1. > @"snoow.1694" said:

    > First thing - none of ArenaNets changes were unjustified and they all hit on the spot, but they still forgot some issues

    >

    > 1 - The much demanded Reaper and Lich Form Nerf

    >

    > 2 - Heralds will now harrass people with abnormal damage coupled with a restart button in Glint Heal and insane mobility

    >

    > 3 - Removing Trapper Runes which get exploited by DH's while offering options by buffing Power Damage - once they drop in 5 seconds, no one will run full glasscanon variants ever again - and maybe a rework of Firebrand

    >

    > 4 - Small Weaver Damage Buff that would put the spec back on the spotlight

    >

    > 5 - Mesmer Sustain Buff - with the nerfs to Thieves/Engi Nades and some more sustainability Mesmer could be back in the game

    >

    > 6 - Small Warrior Damage Buff - since they lost alot of it when CC‘s were nerfed

     

    From all your points, i wont agree with number five. Since last patch i have seen power mesmers (Chronos in this case) with great surviability (less damage overall in game does that) winning 1v2 in side nodes and sometimes middle. With all the visual cluster as a bonus for you.

     

  2. > @"RedShark.9548" said:

     

    > Dude, you must be new to gw2.

    > Buffing every class instead of nerfing 1 is what got us to what we got now. They used to just buff everything and the powercreep went out of controll, everybody just oneshotting each other. Thats the whole reason why they toned down everything and they sure as hell dont want to start the same thing over again.

     

    Tottaly agree with this.

    I´ve played GW2 since day one and i can confirm this. In the begining there were live broadcast explaining and debating the balance changes in the game. In those golden times build diversity existed. After those times, i even witnessed a deserved nerf being reversed because people cried so much in the forums.

    Right now balance changes are moving in a good direction. There are more builds to be adjusted but if they continue nerfing little by little the overperforming ones, they will achieve some sorte of balance and build diversity in the future.

  3. > @"bethekey.8314" said:

     

    > Thank you, and yes the comparison isn't perfect because we lack more information from the OP's screenshot. Did OP have 25 stacks of vulnerability or prot on him? What amulet is he running? What happened after the nade barrage?

    >

    > To be clear, the "setup" for decapitate is 3/4th of a second, not 3 seconds.

    >

    > I suppose the question is, can a holosmith pump out another 9k damage in 1 second with nade barrage on cooldown? The warrior certainly had more damage, with decapitate recharged and another axe throw.

     

    It's my fault for wording that bad.

    What i had in mind with "setup" is the time diference between pressing the first button to end of damage. Sorry about the missunderstanding.

     

    Warrior did that within 3 sec.

    Holo did that in 0.5 sec.

     

    Also Warrior used more damage skills than Holo in the "setup" time.

     

     

    People just dont see warrior damage with bad eyes because that warrior will be in downstate 75% of the match. While holo can carry the team while still doing that amount of damage.

     

    If you speak only about raw damage then you still need to do the math for the dps.

     

    Holo did ~9k in 0.5 sec

    warr did ~18k in 1 sec.

    They are matched as you can see.

     

    Now if you add the builds surviability to this cenario you can understand why people are upset with only one of those classes.

     

    Imagine berzerker doing that damage pressing only one AOE button with holo surviability and utility. It would be broken as well.

     

    In your defense i also think that the game still have lots of builds that can dish out too many damage.

  4. > @"felix.2386" said:

    > > @"bethekey.8314" said:

    > > > @"felix.2386" said:

    > > > while grenade barrage damage apply right after 1/2 second cast time, which means it took the warrior 4 seconds+ to deal the damage in the video while grenade barrage took 0.5 second to deal 9k+

    > >

    > > Rewatch the video. 18k+ damage in ~1 second. I couldn't dodge the headbutt because of the aftercast from Hammer 3 / precasted Headbutt from the Warrior. Not sure what you mean regarding the 2 second reaction time. You mean while I was stunned?

    > >

    >

    > rewatch the video, you got set up in 0:05 and killed in 8

    > that's 18k damage in 3 seconds with obvious wind up window.

    > while grenade barrage did 9k in 0.5 seconds, i'm not sure if you graduated primary school, but i'll let you do the math yourself.

    > even this thread is really only about burst damage, you still lose the favor.

    > but the same exact warrior build won't last you for more then 2 mins in any non-bot game, while holo allows you to even 1v2.

    >

    > but it's fine keep defending, it will get nerfed anyway, no matter how desperate you are.

     

    He is not wrong when says that he ate 18k in one second. He is just forgeting the time and setup for it (about 3sec on warrior) against the other skill time and setup . But he is wrong when he does this comparision because if he only counts time when damage starts, is almost saying that holo grenade barrage is instant while warrior does the damage in one second.

  5. > @"Kodama.6453" said:

     

    > If it is just the first strike that applies the pull, then this wouldn't really be a problem.

    >

    > Just the strike that applies the hard CC gets the reduced damage, but every following damage ticks are unaffected by that balance decision.

    > Examples:

    > * Pistol Whip: Just the first strike that applies the stun has no damage, the following strikes still deal damage as they used to.

    > * Thunderclap (scrapper): Completely unaffected, since the first strike that applies the stun doesn't deal any damage anyway and the following damage ticks from the AoE field still deal damage as they used to.

    >

    > That being said, I think creating a vacuum with your greatsword that pulls targets towards you is kinda weird...

     

    The quickness part would help applying the damage the skill should be doing when you are able to make it land.

    The pull part would also very usefull in PvP if you want to stop a ress instead of cleaving the downed.

     

    And you are right, its kinda weird :)

     

     

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

     

    > No pull just daze. In this meta the only CC allowed to do damage is daze.

     

     

    What about this:

     

    Hundred Blades:

    Repeatedly strike multiple foes. The last strike does extra damage. Gain 0.5 sec of quickness and 1 layer of stability for the skill duration.

    If the first swing doesn't hit it will create a vaccum that pull the nearest target to you (150 range). If the first swing does hit, you double the quickness duration instead.

     

  7. I would rather to have hundred blades givin 0.5 sec of quickness and 1 layer of stability for the skill duration. The first blade swing with quickness would create a vacuum that pull nearest enemy to the warrior location (150 range).

  8. > @"Faux Play.6104" said:

    > > @Chorazin.4107 said:

    > > hmmm so if he doesnt have full counter up, or shield block, or defy pain, or endure pain im good to fight!

    >

    > Don't forget resistance if you are a condi spec.

     

    If you play condi specs, shield block, defy pain or endure pain dont do nothing. If someone is bombing warriors with shield block up without interrupt it first i dont know what to say...

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