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Tails.9372

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Posts posted by Tails.9372

  1. I like that daredevil / deadeye offer you the choice between mobility / power but it's hard to feel grateful if one of your favorite builds just got another pointless nerf nobody asked for for apparently no reason.

  2. I agree that most of them are to easy and should get better loot. It doesn't even have to be more gold (although it certainly wouldn't hurt), just give them unique weapon and armor sets like they did with Tequatl. I'd love to see a fire elemental themed armor set which turns me into a "walking torch".

  3. I don't think P/P has much of a "role" anymore. It's almost completely outclassed by rifle at this point. Focusing solely on bursting down the enemy is bad because of how much counterplay there is to it which wouldn't even be that much of a problem if it at had sustainability (like it does in PvE) but that just got nerfed recently for no reason (so much about keeping the basics consistent between PvP and PvE). Unload should get a severe ini cost reduction (cost down to 3, ini regen by successful execution shoud go up to 3, using unload should also apply the "revealed" debuff) and the rest of the weapon set pretty much needs a complete overhaul (without affecting other pistol + X / X + pistol builds).

  4. They're not exciting to look forward to, quite the opposite. I'm already playing an objectively underperforming and generally outclassed weapon set but whenever anything I use comes up in the patch notes it's usually a nerf of some kind cause someone @ A-Net apparently finds it funny to make below average stuff even worse. And it's not just me seeing it, several of my friends told me something similar. Some of them even stopped playing the game entirely thx to A-Net ruining their preferred gameplay style. I don't know what exactly they're trying to accomplish with some of these changes (and it's not like their explaining their reasoning either) but someone at A-Net doesn't seem to understand that balace is worth nothing if the game isn't fun to play and that forcing gameplay X onto the players because they don't like how players play their game (on a subjective level) is also a quite stupid idea.

  5. > @"Raizel.8175" said:

    >The most rewarding activities in GW2 aren't doing raids, fractals or PvP/WvW though, it's grinding SW or Istan.

    That depends on how you define "rewarding". If it's about practical use then the Omnipotion beats out everything else by a long shot. If it's about the mode specific skins then stuff gets a lot more subjective but "zerg-farming" in WvW gets you the T3 "tentacle" suit which can be upgraded to legendary status for ~300 gold which in my book easily beats out everything OW PvM has to offer bar the egg sac but that thing never drops while you can actually "work" towards the T3 stuff.

     

    > @"Raizel.8175" said:

    > where are the good farming-possibilities in more sophisticated content?

    So it's about envy. But yes, fractals nstuff should have better rewards. Why Tequatl is still the only boss in this game with a unique set of ascended item drops is beyond me. Especially fractal / raid but also the other world bosses would be perfect for boss themed weapon / armor drops.

     

    > @"JDub.1530" said:

    > getting rid of my Volitile Magic

    Now this would be stupid, Volatile Magic is by far one of the best gold sinks the game has to offer.

     

  6. I'd say the main problem in OW PvM is the scaling. Let's say a 50 man squad is taking on a boss (the Claw of Jormag for example), while most people are busy fighting the boss there are also some veterans / elites spawning and now the game is doing something very, very stupid. It asumes that every mob is fighing the entire squad and scales them up accordingly even tho they're realisticly ony fighing 1-3 players at a time. This has to stop, sometimes it feels like I'm fighting a champion when it's only a veteran.

  7. > @"babazhook.6805" said:

    > I suppose this one reason I prefer WvW to other modes. I can freeform and play the way I want and there much less spresuure from the playerbase to do everything in the way they have deemed "The Right way".

    Even WvW feels very restrictive, not in the sense that you get s**t from other players but the game itself is more punishing thanks to the horrendous "class" balance from A-Net. At this point I just avoid other players if possible as fighting them has become nothing more than a nuisance.

  8. > @"Gehenna.3625" said:

    > Now the argument for melee DPS to have more DPS than ranged DPS is that melee are penalized because there tend to be a lot of effects happening close by bosses that they have to move a lot more.

    But that goes both ways because it's entirely dependant on the boss you're fighting against.

  9. I can't say that this nerf is "too much" because it implies unload deserved a nerf to begin with. This nerf accomplishes nothing of value and everything you would want to address here should be tackled in other ways. Some people say the nerf is justified because spamming 3 shouldn't be rewarded which doesn't even make sense since mindlessly spamming unload was always more punishing if anything thanks to how easy it is to play around it.

     

    If the problem is that you don't want a build that only uses one skill then you should ask yourself why it is that people only use X. Unload obviously isn't that versatile of a skill so the problem here isn't that unload is outperforming other skills at what their trying to do (except for the "AA" which isn't even needed on "mana" based class). Unload isn't an instant win button either so thats also not the issue here. The reason people "only" use 3 comes down to two main issues: the general lack of utility and the high ini cost of unload. Unload being the main source of damage is fine, most builds have their "go to" skill for XYZ however they usually don't limit your ability to use other stuff but that's exactly what unload does. You don't want to use [insert utility here] if it means that you can't attack anymore. That is of course if this weapon set even had much utility to begin with. You got what? Headshot? That's pretty much about it, TBH they should just make unload weapon skill 1 and redo the rest of the set (and that's not even an uncommon opinion).

     

    If preventing unload spam is your main goal here then giving players more viable options is definitely the best way to go about it since it would address the complaints of both those who don't want to see mindless unload spam and those who want to have more utility for the weapon set.

  10. > @"DeceiverX.8361" said:

    > Why bother interrupting your enemy or trying to play into a sustained damage denial game if you can just kill them outright?

    The thing is youre not going to kill your enemy "outright" if he has somewhat of a brain. The damage of unload is spread over 8 hits and all the enemy has to do is dodge to avoid most of them. If the P/P thief is going full burst then he is only capable of firing two unloads before running out of ini, tree if you want to waste a roll for initiative / less then that if you want to use something else. And define "absolutely silly amounts of damage", for an offensive build the damage isn't anything special (some of the AAs do more). The skill is increadibly high risk with medium rewards, you get punished if the enemy dodges your attacks, you get punished if you dodge the enemies attacks. The reason you don't want to play "a sustained damage denial game" is first and foremost because you don't have the resources to spare (which is an issue you don't have with other builds), not because "unload is just too amazing" and increasing the ini cost of unload is just making the problem worse.

  11. > @"Jugglemonkey.8741" said:

    > The only way I see it coming back is if they tack it onto unload, which would generate it's own set of salt.

    But why tho? Stuff like a warrior or a holosmith couldn't care less about ricochet if you're up against them in one on one combat. It's not even that good for group fights either, the AoE isn't that big and every subsequent person is only taking like half the damage the previous one had to endure (which isn't even that high considering that P/P isn't exactly known for having high DPS to begin with and the first person dodging would also be a "dodge" for everyone else). I guess the only ones actually being annoyed by ricochet "enhanced" unload spam would be mesmer but I suppose their not really in the position to complain here.

     

    > @"Straegen.2938" said:

    > Unload is pretty much the only reason to run P/P.

    Well the main reason you would want to run P/P is having a mid range focused build which uses some kind of "mana" based system instead of the usual CD based stuff. There is no practical reason to use P/P on deadeye because rifle does pretty much the same thing but better. Unload by itself isn't even that great of a skill but people using this set have to rely on it because it's the only skill this weapon set has to offer which isn't hyper situational or tries to accomplish the exact same thing. They should just redo the whole weapon set TBH, make Unload weapon skill 1 (keep the iniciative costs for all I care (the ini cost increase for PvP should be reversed tho)) and give us 4 new ones. People always whine about how P/P is "only spamming unload" but this obviously wouldn't be the case if the weapon set actually had some utility to offer.

     

  12. > @"Heibi.4251" said:

    > I'll never be able to get 25/25 on the Festival. I can't get the Griffon race achieve because I've never been able to successfully do any griffon race. Achieves should be achievable by all for a festival. Stuck at 24/25 even though all the achievements are check marked.

    The griffon race is not part of the master achievement.

  13. Overall I have to say that I like the event. I wish that some of the rewards were obtainable through spending a s**t ton of festival tokens (10k or above) instead of random chance. The fact that you have a better chance of getting stuff like the chak infusion by opening the Curio Box then by farming the appropriate event for years is kinda saddening.

  14. > @"Gehenna.3625" said:

    > > @"Astralporing.1957" said:

    > > > @"Oglaf.1074" said:

    > > > > @"Hot Boy.7138" said:

    > > > > I would actually like it if ranged did the same damage as melee in pve. And if they updated their boon share system to have a larger radius

    > > >

    > > >

    > > > Then you might as well delete all melee weapons from the game.

    > > >

    > > Melee weapons do have the advantage of cleaving. And stacking helps with grouping mobs to better cleave them. Not to mention it helps with positioning enemies (if all are ranged, the enemy/enemies are going to move, they won't be standing quietly away from you after all).

    > > There's also more defensive options on melee weapons than on ranged ones (where they are not only rare, but also generally of lower quality).

    >

    > That sounds more like you're describing a tank than a melee DPS.

    Having access to more active defences doesn't make you a tank unless that's what you want to call a daredevil.

  15. > @"epoc.7941" said:

    > PP theieves are really annoying

    That's a faulty argument and can be made against anything depending on personal preference, "I don't like your playstyle" is not a valid reason to nerf something.

     

    > @"epoc.7941" said:

    > I get that anet doesn't like the idea of a class pressing one button only to play the game and so I actually agree with this nerf as it allows players to expand their arsenal of attacks.

    As you said it's already easy enough to play around it if you know what you're doing. The build is high risk medium reward anyways which makes this nerf incredibly dumb and it's not "expanding the arsenal" either cause the reason this build "only uses 3" is thanks of a general lack of utility. The obvious fix would be reworking weapon skills 1/2/4/5, not killing it of entilery.

  16. > @"killy.3278" said:

    > I'd guess it's because not having steal is a huge change in terms of playing style, and there's a non-trivial portion of the thief population that doesn't like relying so much on ranged set.

    But that's the case for many builds on every profession. Seems like in people's mind they just reduce thief to dagger + X.

     

  17. > @"Fat Disgrace.4275" said:

    > > @"Tails.9372" said:

    > > Define "we" and stop with the faulty generalizations, many builds play so different from each other that they might as well be different "classes". A profession is nothing but a collection of builds with some common aspects (like traits) anyways. Build X "doing fine" says nothing about how the rest is doing.

    > >

    > > P/P has lower DPS than even power necro and everyone always "complains" about them being "too weak". Not that is matters much because "certain builds from other classes not doing well" is beside the point to begin with. "Let our buffs be in the nerfs to other classes." is just a bad way to tackle these problems since (ignoring the fact that you don't seem to have any idea just how much you would have to hammer down "the rest" to bring various stuff on par with everything else (at least I hope you don't cause otherwise you're essentially asking for the vast majority of the playerbase to ragequit)) it's not going to fix gamplay realated issues with skills like cluster bomb.

    > >

    > > Also, are you even listening to yourself? If one plays a P/P build then these "certain aspects" profoundly affected the entirety of the gameplay. Maybe you should stop being such a hypocrite and stop "cherry picking" certain builds to attack valid critism of the things that actually should to be adressed.

    >

    > You can't really call P/P a build when all you donor spam #3 90% of the time

    Of course you can, that's like saying the shooter genre doesn't have gameplay because people are just pulling the trigger over and over again. Besides most players are just spamming their AAs anyways but that's somehow "different" but let's be honest, the ini system thief is using is designed to make a weapon set more like a "tool box". You take what you need for a given situation and "spam it" (which has its own set of unique disadvantages).

     

    I don't even know why thief has cost free auto attacks to begin with, cost free AAs make sense to bridge downtimes if the class uses a CD system but "mana" based systems are all about resource management and since there are no "mana potions" in this game we have other ways to recover ini in order to prevent downtimes like succesfull execution of skills (unload), stealing (in combination with trickery), roll for iniciative... the list goes on. The reason P/P thief almost exclusively uses "3" is simply because everything else about this weapon set is either to situational or redundant. Essentially the whole weapon set except for unload and maybe headshot (which only need slight adjustments) should be redone.

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