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Apokriphos.7042

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  1. > @"bethekey.8314" said: > For a class with lich damage and two health bars, mobility should be one of its weaknesses. They have Wurm, Walk, and now this? Absurd. Needs a big nerf imo. > You realize scourge doesnt have two health bars right? There is so much wrong with your posts I dont even know where to begin. Bad players are so prolific on pvp forums.
  2. > @"kash.9213" said: > > @"Apokriphos.7042" said: > > The biggest issue with this class in small scale roaming is the combination ranged attack specialist with heavily available stealth and evade/leaps. > > > > We've spoken about a better solution to stealth being 'perfect can't see me' mode. However it doesnt seem Anet balances for small scale in WvW at all. Knowing that, I think the simplest solution would be to normalize the stealth availability to changes made in pvp and compensate the DE and thief in general with more party benefits. > > Which ranged stealth build has heavy evades and leaps? Its been well established in this very thread that thieves of all flavors outclass most other builds in leap potention without cooldown. Combining it wtih easily available stealth and ranged reposition was a recipe for disaster from the start. The only saving grace here is that anet doesnt care about the small grp roaming game mode.
  3. The biggest issue with this class in small scale roaming is the combination ranged attack specialist with heavily available stealth and evade/leaps. We've spoken about a better solution to stealth being 'perfect can't see me' mode. However it doesnt seem Anet balances for small scale in WvW at all. Knowing that, I think the simplest solution would be to normalize the stealth availability to changes made in pvp and compensate the DE and thief in general with more party benefits.
  4. Stealth needs significant reduction in WvW small scale roaming. A build like deadeye designed around long range burst from stealth will need compensation for upcoming stealth nerfs, but stealth + mobility as a mechanic needs to be highly adjusted to make counterplay more fluid and less a swiss army knife solution to any problem.
  5. Since the OP left out necromancer weapons - probably from a lack of understanding - they are also in dire need of an update: 1). Staff - This is not a normal weapon. Long considered "utility" or not main'able, this weapon as designed is something used to switch to, spam and move off. The power coeff on all attacks is terrible, the conditions per ability is nearly useless, but it does have a field and finisher (unusual for necro). The fear is the only useful part of the weapon. The autoattack is completely useless and evaded easily. 2). Dagger. Another terrible necro weapon. The auto attack is extremely close range and the weapon has no gap closer but an immobilize on skill 3. The channel skill 2 is not that helpful. The dagger is another weapon without a unified theme. 3). Offhand Horn. What happened? This weapon used to be useful, but with the recent change to skill 4 it just became a slow cast limited range cone stun that is inferior to both offhand dagger and focus. It desperately needs a rework.
  6. I made a pvp and wvw armorset and can tell you that by time spent wvw is far longer to do. Pvp is an extremely easy game mode as long as you're satisfied with an approximately 50% win rate due to bots/bad players/afkers at every tier. Its also full of toxicity and unfun due to pokemonesque class swapping and some severely imbalanced meta builds. The coin only partially makes up for the headache. Wvw is vastly more complex a game mode with a lot more variety in playstyles and freedom. But for making legendary armor, far slower then pvp.
  7. I agree with OP. A grp chaining CCs requires little coordination for massive rewards. There definitely should be a point of limited return on chaining Ccs that fully disable another character. Not only is it unfun to watch, but it is similarly unfun to do. I would suggest returning some dmg to stuns in compensation for a cc invulnerability effect after sequential cc.
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