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lodjur.1284

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Everything posted by lodjur.1284

  1. > @"TrollingDemigod.3041" said: > > @"lodjur.1284" said: > > Herald is the issue. > > > > Not condi rev. Not torment runes. Not trailblazer. > > > > Dragon heal and True Nature - Demon (and to a lesser degree the defensive weapons) are the issues. > Dragon heal isn't that much of a problem in long run, but I do agree with True Nature - Demon being pepe design which need changes. Dragon heal is the strongest healing skill in the game. > Although I still believe that Trailblazer, Dire and many others sets need to be deleted, since they promote no effort builds with low risk-high reward gameplay. The opposite. Torment runes are specifically only good in high risk situations. If people can't outdmg them when you're in melee that's not the rune being broken. Id go as far as to say that there's barely any viable melee builds without a torment rune style effect for group fights. Such as impact savant, ps, ip, se etc. Because there has to be a reward for going melee, or there's no reason to not just play ranged. Trailblazer is needed for condi to be a thing and condi rev burst is predictable and slow and leaves the option to clear. True nature doesn't. > Torment runes and other runes need an icd that's for sure. > Let's get rid of a root problems instead of just trimming branches of the most problematic stuff. These things aren't even issues. Condi rev/ren can reasonably be focused down in group fights (and torment ja obviously mediocre in 1v1). The parts that make herald low risk aren't trailblazer, it isn't tormenting runes. It's having a 3 sec invuln with big upside for a heal together with multiple blocks and resistance. These are very mechanics, torment runes are one of the games few actual high risk high reward mechanics. > @"KrHome.1920" said: > It is tormenting rune. I have no issuses countering condi revs that dont use the rune - neither 1v1 and nor smallscale. If the rune does anything against you 1v1,you were already losing.... 1v1 it's probably not even the best option that condi rev has... > It's also a no brainer that it is preferable to rework a rune that causes problems on one single class and damage type (and that is even sub par for other classes) in a way that it does not break this specific class anymore. Why on earth would you touch the class itself, if all you need to do to get things in line is doing a tweak on a rune? Cause the rune is a lot more interesting and leads to healthy gameplay as opposed to the mess that is a bunch of invulns to press when you play poorly to never get punished? > If you want to abuse this thread for infuse light nerf demands: you are missing the point. Nah, we just know how the class works. Tell me though, why should infuse light be so many times better than even the second best healing skill? Rev gets 2 healing skills cause they're supposed to be worse than other healing skills. Compared Infuse Light to Defiant stance (same duration (now that the stance trait isn't popular), same cd, same casttime). Now compare Soothing Stone to Mending. (roughly same heal, 30 vs 16 sec cd (always traited). Now note that defiant stance is in group fights generally considered stronger than mending. Compare Mallyx heal to consume conditions or bear stance or whatever and it will look similar. Rev heals are supposed to be weak in comparison. It's hardly like it's difficult to guess that infuse light has always been beyond broken (and a carry skill) just by some easy comparisons. Now think then that a very very vast majority of condi revs pick up herald. A traitline that gives you exactly 3 things. A mediocre dmg skill A super broken transfer A hilariously broken heal The later 2 is exactly what makes heralds horrible to fight and what makes it easy mode. If herald got nuked, I'd reckon we'd not even see a fifth of the people playing it swapping to core or ren, because these are actually hard builds. Nerf staff/Shield and the numbers would be even lower.
  2. > @"Shroud.2307" said: > > @"lodjur.1284" said: > > Herald is the issue. > > > > Not condi rev. Not torment runes. Not trailblazer. > > > > Dragon heal and True Nature - Demon (and to a lesser degree the defensive weapons) are the issues. > > These are some of the biggest issues with it, agreed, but there are a few things you missed. > > https://wiki.guildwars2.com/wiki/Abyssal_Chill > https://wiki.guildwars2.com/wiki/Invoking_Torment > > Abyssal Chill adds a lot more Torment than people give it credit for, not to mention it has no ICD and long duration. Invoking Torment is similarly problematic in that it has a long duration, good scaling, and is AOE on Legend swap. Fair point. They're just slightly further down my "list". Invoke torment just has the transfer that's kinda annoying, otherwise it's just 1 stack. Don't think a nerf to actual invoke would really change anything. Abyssal Chill barely makes sense anyway, cause the only place it really matters is banish, and only when it's spammed. > Someone suggested some where here on the forum that Infuse Light _(Glint heal)_ should cost more Energy to upkeep so it can't be camped. I think that would be a very good change and would obviously impact this build. Reducing the radii of True Nature - Demon and fixing it so that it can be Blinded and dodged _(it has been bugged for a long time and hits regardless unless you're out of range)_ would also help a ton. Remove Chill from Call to Anguish, and reduce the duration of Invoking Torment. There's a lot of nerfs that could be done to glint heal. Why it is as strong as it is, is beyond me. Rev heals are supposed to be weaker than other heals (because you have 2). Infuse Light is arguably the best selfish heal in the entire game. > All of those things combined would still leave the build viable without allowing it to be as oppressive as it currently is in small scale. My personal favorite also include a rework of resistance, it is currently way too strong. Imo a large part of the reason why it's so common is because it is extremely hard to kill, because they play with multiple invulns (heal, staff and/or shield, resistance etc). That and the transfer is where I personally would like to see it nerfed.
  3. Herald is the issue. Not condi rev. Not torment runes. Not trailblazer. Dragon heal and True Nature - Demon (and to a lesser degree the defensive weapons) are the issues.
  4. Should probably try to separate between botting and hacking. Over the lag like 5 years or whatever I've been playing, I have seen 1 proper bot. Found it like a month ago, it even beats some players.... Also found a mesmer using an interrupt bot for mantra of distraction, was kinda funny to see. Seen actual haxkinf like twice, one guy just flew around in the air pewpewing, still somehow died. The other one just teleported across the map at incredible speeds, no idea what it's goal was tho.
  5. Unrelated to the stealth discussion, the game would be better without watchtower.
  6. Really the problem is just ancient seeds. It's also not that druid is particularly overpowered, it's that it leads to gameplay that I can hardly imagine anyone finds particularly fun. The design on the thing is absolutely rancid. In a game where being stunlocked/immobed forever is a pretty big issue. How does the design. "When you damage a CCed played, immobilize them" make it through? Now I do think druid should get some compensation for that trait if it got reworked as it's really a large part of why one would pick up druid, but essentially having a 60 sec cd elite skill on a 10 sec cd isn't it. But really immobilize overall needs toning down and contrary to what anet said on their stream. It is absolutely mostly a ranger problem. The pulsing roots are by far the most annoying kinds of immobilize. Being able to dodge while immobilized (without clearing it), would be a great solution without having to nerf anything, as then you can just get out of the roots and they'd just force you to use a dodge instead of needing either resistance or a big clear+a fast dodge.
  7. > @"Stand The Wall.6987" said: > every nerf in pvp should be in wvw, especially damage ones. even more so for dmg since the stats are way higher in wvw. cd increases too usually. i DON'T think dmg nerfs in wvw should be in pvp obviously. > > > Some sPvP changes could have been nice for WvW, others would be a disaster. They gamemodes clearly shouldn't be balanced together. An environment where cleric/magi/soldier, every single rune and the majority of sigils are considered too strong probably shouldn't share balance with an environment where minstrel/trailblazer, cleansing sigil, durability/torment runes etc are all considered okay, but where one even in full toughness gear, often gets hit for 7k+ crits. Now I very much prefer the high powered environment of WvW to the low powered sPvP environment, but they're distinctly different and shouldn't share balance.
  8. > @"JusticeRetroHunter.7684" said: > > @"lodjur.1284" said: > > You're right why would anyone pick up crappy skills like Earth Overload and Rebound on their tempest builds, clearly tempest is meant to be played without "Singularity" trained. > > Last time i checked you never played zerg/gvg you said you were 100% roamer so you clearly don't know much about zerg and gvg skills. In small scale and roaming, you'll encounter a WET Tempest, but in zerg/gvg all those skills are considered training wheels (with the exception of Rebound) > I don't even know you.... Anyway gvg/zerging is pretty simple, there's a reason I avoid it... How do you get rebound without having overload earth btw?
  9. > @"JusticeRetroHunter.7684" said: > > @"RisenHowl.2419" said: > > you don't need to use anything during the channel if your issue is getting locked down in melee, which shouldn't be the case on a support tempest in the first place. You can already melee dive on full glass dps toons, no reason you can't do it on a support tempest. If you're unable to do it currently on tempest, the issue is player skill or build. If the player has little positioning knowledge or skill on tempest, you have access to a plethora of escape skills: mist form, lightning flash, obsidian flesh, earth shield, earth overload, harmonious conduit, lucid singularity, stone heart, arcane shield, rebound.... > > what am i listening to right now. Nobody is gonna take those crappy skills into zerg/gvg. If Aftershock was that OP, they would have nerfed Aftershock...not the trait that effects the entirety of all Tempest builds. You're right why would anyone pick up crappy skills like Earth Overload and Rebound on their tempest builds, clearly tempest is meant to be played without "Singularity" trained.
  10. > @"Jski.6180" said: > > @"lodjur.1284" said: > > 10 target cap friendly skills were the dumbest thing introduced to this game since AoE caps on offensive skills. > > > > > > Also WET tempest is by far the strongest support in smallscale post february. Zerging could be done naked anyway so who cares... > > They did not nerf druid at all and Rev is not an support class why is tempest THE ele support class nerfed? Replying to the wrong person? I also don't think WET tempest being the strongest in smallscale is at all a bad thing. Since the reason is just that its the most well rounded support with the most consistent heals and not that it provides any blanket immunities.
  11. 10 target cap friendly skills were the dumbest thing introduced to this game since AoE caps on offensive skills. Also WET tempest is by far the strongest support in smallscale post february. Zerging could be done naked anyway so who cares...
  12. > @"kamikharzeeh.8016" said: > if i really look at all the shiny glowing armor stuff, you probably just zoomed in too far at your character. i never did any crazy calibration or even adapt my screen. if it is too bright, using the button combination to "brightness -1" 95% fixes the issue. that this is necessary on some parts of the maps is however far from new. > > so if it works on a potatoe laptop for me, what is your excuse? i might reconsider to buy a gaming PC if u tell me now that i have to summon three demons at midnight under the red moon to turn my brightness of screen -1, i however severly doubt that it is that dramatic. > > and there's a lot of other and far more disturbing stuff for gameplay. i didn't even notice this overbrightness issue specifically lately. however, on low res it might hurt less, since everything's a bit more blurry anyways to have better performance. i care not that much about "oh noes, it looks ugly (and too bright)" like you did phrase it. if it veils effect field that would be bad, i personally didn't notice it, that'd be rather a argumentation line for a fixing. Something not being the biggest issue with the game isn't a reason not to fix it either. Especially when this one has an easy fix, just reverting to how it was prior to wintersday patch couple years ago. Also it's not necessarily a brightness problem it's more of an issue with aggressive post processing. And yes it definitively makes it much harder to see many important skill effects and isn't at all an issue with post processing on low, but a big one with it on high. But swapping settings everytime you swap map is kinda annoying
  13. > @"kamikharzeeh.8016" said: > u can turn down your screen brightness ingame or at your device. this isn't a real problem that needs to be looked at. It's not even a brightness problem. It didn't use to be like this Turning postprocessing to low fixes it. Just revert whatever was changed to it. It makes it way harder to see a lot of effects (notably ghastly and firebrand tome 3 skill 4)
  14. > @"JusticeRetroHunter.7684" said: > > @"lodjur.1284" said: > > Sounds like you couldn't adapt. > > You mean adapting to a game mode where there's no-one to fight anymore? I adapted by playing something else, that wasn't 3+ hours of nobody wanting to fight. Yet I find fights everytime I solo roam, more since mounts got added even, sounds like lack of adapting to me. > After I quit roaming and went to GvG because that's where people were fighting (mounts = more zergs, less roamers). GvG ended up dying eventually too. > > lol
  15. > @"JusticeRetroHunter.7684" said: > > @"Jugglemonkey.8741" said: > > Also this. This is why I don't have a problem personally, as most that run are generally not worth chasing. > > Except those that run past you are heading to the zerg to reinforce them, so the zerg continues their attack on your base, > > And in another instance, you don't even know if the players running past you on mounts aren't worth chasing...there's no way to actually know until you fight them and either beat them or lose. Actually it's easy to tell, if you've actually roamed you would know that you can just look at a combination of their class/spec/buffs to gauge. Obviously not always, but in a vast majority of cases. Anyone whose roamed a significant amount would be able to do this. > Mainly what you and @"lodjur.1284" are really referring to here is about is fighting "worthy opponents" because the assumption is that two players who want to fight will mutually agree to dismount. This is just 1v1 and if you just wanted to 1v1 you could have just gone to a pvp server and 1v1. I mean that if the only thing 1 player does is run away from me, then fighting them is probably a 10 sec affair that amounts to me getting 5 stacks. Most of the time I can just lance them or get ahead of them and kill their mount with my actual character skills as they don't have that much hp. > If you actually wanted to roam you would be in the thick of all types of encounters that are inherently unpredictable including 1v1's but also 1v3's being outmanned (getting ganked), to 3v1 ganking people, to small scale skirmishes, even ending up in the thick of large scale battles...all of those things are part of roaming. if you want a 1v1 simulator go to a 1v1 duel arena that's way faster than running around on a mount to find other players to duel. I specifically search out 1v3s (tbf more commonly 2v6 or w/e), even number fights are rarely interesting (usually the skill gap is too wide or it just comes down to what build counters what), outnumbering is just snoozeworthy. > Not speaking directly to you just addressing your point. > > Also personally, before i quit roaming, at least 75% if not more of people that were traversing would almost always bypass me. I had nights where i found nobody to fight because nobody was willing to dismount their warclaws unless it was them and 50 of their buddies there...which i also just mount my warclaw and ran away from all 50 of them because the mounts allowed me to do just that. Sounds like you couldn't adapt. > Like I said it killed roaming and all that's left are the gankers because all the good duelers and real roamers like myself have long since left the roaming scene. " all the good duelers and real roamers like myself have long since left the roaming scene." I am speechless.
  16. > @"JusticeRetroHunter.7684" said: > > @"lodjur.1284" said: > > I mean it's especially funny that you claims it kills something I doubt you even engage in. > > I've solo-roaming for years, on the slowest class in the game (Necromancer)...so go head and use thief as your scapegoat, and then personally attack me rather than attacking the argument...sounds like you need to address your own "level of salt" Doubt. Also I did both you're the one that can't stick to a subject and posts unrelated salt about how mounts hurt your supposed solo roaming. Never had anything actually worth fighting run away from me on a warclaw, before or after the change. That I don't get to refresh my participation/get 5 stacks is a small price to pay to have to run less to where there might actually be real content.
  17. > @"JusticeRetroHunter.7684" said: > > @"lodjur.1284" said: > >... everyone having more or less equal out of combat mobility > > > > Except for those that actually want to engage in combat. They added the spear on Warclaw for a reason, because prior people would just YEET away for eternity until they reach their allied zerg or until the enemy just leaves you alone because its not worth traveling across the entire map just to engage with you when you decide you want to dismount your warclaw. Again picking and choosing fights via the warclaw killed roaming. Spear was a good addition. Picking and choosing fights is what thieves always have done. Warclaw didn't make the situation notably worse it just leveled the playing field a bit. I mean it's especially funny that you claims it kills something I doubt you even engage in.
  18. > @"JusticeRetroHunter.7684" said: > > @"lodjur.1284" said: > > Mobility allowed that before mounts and is what kills WvW. > > > > So mobility kills wvw but not mobility from mounts which are the most mobile form of traveling to date? Immaculate logics. > Mounts cant be used in combat and outside of combat the lead to everyone having more or less equal out of combat mobility > > I have never zerged in my life and played thousands of hours of WvW. The biggest change when mounts were added was that instead of spending 5 min to run to where there was a possibility to find a fight, I have to spend 3 min. Meaning less time spent running, more actually playing. > > You say that you spent more time "playing the game", but because you are cutting out traversal times, you are also cutting out fights that could have happened along the way IE roaming IE content...I honestly dislike with a passion this pitiful excuse for allowing mounts. Maybe everyone should have permanent cripple outside of combat? > By "playing the game" you mean cutting out all the times where you were getting roamed on by other roamers or zergs who are themselves trying to play the game. By "playing the game", you mean picking and choosing what fights you wanted to play, rather than what you were forced to confront. Why don't we just give you a mountain of rewards for no reason because that way you don't have to actually spend time fighting to get the loots. The levels of salt here tho.
  19. > @"JusticeRetroHunter.7684" said: > > @"KrHome.1920" said: > > Thief and ranger killed roaming and they are still there. > > thief and ranger have existed since the beginning of the game...they didn't kill roaming. > > Mounting up means being able to pick and choose the battles you wantto fight. Since you can just mounts-go-brrrr your way through enemies, there's no agency...people just avoid fights they think they can't win and in turn more players end up choosing more favorable fights = more zerging less roaming. > > Not to mention picking off Zerglings was part of a positive cycle, where large zergs on anther side of the map are starved of reinforcements because of roamers picking them off...this gave roamers purpose in the game mode as a whole for turning tides of battle even thought they aren't directly in the vicinity of the fights. But now? Mount go BRRRR Mobility allowed that before mounts and is what kills anything smallscale WvW. I have never zerged in my life and played thousands of hours of WvW. The biggest change when mounts were added was that instead of spending 5 min to run to where there was a possibility to find a fight, I have to spend 3 min. Meaning less time spent running, more actually playing.
  20. > @"KrHome.1920" said: > > @"JusticeRetroHunter.7684" said: > > > @"archmagus.7249" said: > > > > @"Tiagoht.7549" said: > > > > Next change based on the cry of the players: removing the only feature released for wvw in the last 10 years. The warclaw > > > > > > Sure. PvE gets mounts and WvWers complain about not having a mount, and now that you have a mount you want it removed? Next you're going to say that we shouldn't have gliding. > > > > Mounts were one of the worst changes to the game mode. It killed roaming. > Thief and ranger killed roaming and they are still there. Currently each day a new longbow greatsword boonbeast or condi trapper druid player enters wvw to stay there - and the reason is not warclaw! That pretty much sums it up ye
  21. > @"JusticeRetroHunter.7684" said: > > @"archmagus.7249" said: > > > @"Tiagoht.7549" said: > > > Next change based on the cry of the players: removing the only feature released for wvw in the last 10 years. The warclaw > > > > Sure. PvE gets mounts and WvWers complain about not having a mount, and now that you have a mount you want it removed? Next you're going to say that we shouldn't have gliding. > > Mounts were one of the worst changes to the game mode. It killed roaming. Nah it didn't. Mounts were great for roaming.
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