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Eugchriss.2046

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Posts posted by Eugchriss.2046

  1. This pet has been forgotten by last year's big balance patch. Not only it has not been touched at all by the patch but also it was already broken by design:

    * #1 Call Lightning: This is the most absurd skill about this pet. Just to recap, it s a 10s cd skill that hits harder than tier 3 eviscerate, deathstrike, death's judgment...just to name a few. Right now, core rangers and druids are abusing this pet just like they were abusing birds after last year's patch: Build tanky asf and let the oversight pet do all the damage.

    * #2 Photosynthesize: I'm not sure if this skill works at all but I hope it does not because giving a 20secs cd flat 5k heal to a pet with 28k hp when ALL rangers healing skills ALSO HEALS THE PET is an extremely poor design. Now add in the fact that average damage went down and the pet can be swapped every 20secs. In short: THIS PET IS UNKILLABLE.

    * #3 Jacaranda's Embrace: An elite skill on a pet. This is exactly what this skill is: smaller cd, bigger range, pulsing....in other words, a better version of entangle. This skill + skill #1 is 6-7k (on heavy armor) burst.

     

    All this can make us think that indeed jacaranda is broken when actually it is not (except #3 which definitely needs a redesign). Jacaranda is just a symptom. The real issue is the fact that rangers are able to use expansions pets. Jacaranda would have been fine on soulbeast since it s they only have 1 pet. There is no reason for a f2p core ranger to have fewer options than POF core ranger. They are both core rangers and should both have the same options.

     

    **JUST LIKE REV'S LEGENDS ARE LOCKED TO THEIR RESPECTIVE XPACS, PETS TOO SHOULD BE LOCKED TO THEIR RESPECTIVE XPACS. PERIOD**

  2. I really don't know how from this:

    > @"Eugchriss.2046" said:

    > > @"Psycoprophet.8107" said:

    > > I can see why anet devs avoid the forums though as its literally 98% useless bias nonsense and 2% useful feedback.

    > You are definitely in the 98%.

    you came up with a conclusion like this:

    > @"Psycoprophet.8107" said:

    > > @"Eugchriss.2046" said:

    > > > @"Psycoprophet.8107" said:

    > > > > @"Eugchriss.2046" said:

    > > > > > @"Psycoprophet.8107" said:

    > > > > > I can see why anet devs avoid the forums though as its literally 98% useless bias nonsense and 2% useful feedback.

    > > > > You are definitely in the 98%.

    > > > >

    > > >

    > > > Look inward :).... and to top it ur not even in this thread at all except a post to insult someone personally, u kinda proved my piont so thanks.

    > > Wait a minute....It's okay for you to call 98% of the forum biaised, but when I say you too are biaised it's an insult?

    > > See this is what is called the [biais Blind Spot](https://en.wikipedia.org/wiki/Bias_blind_spot). Good reading.

    >u believe that most of the forum balance discussions are unbiased

    I think we should stop flooding the thread and move on.

     

  3. > @"Psycoprophet.8107" said:

    > > @"Eugchriss.2046" said:

    > > > @"Psycoprophet.8107" said:

    > > > I can see why anet devs avoid the forums though as its literally 98% useless bias nonsense and 2% useful feedback.

    > > You are definitely in the 98%.

    > >

    >

    > Look inward :).... and to top it ur not even in this thread at all except a post to insult someone personally, u kinda proved my piont so thanks.

    Wait a minute....It's okay for you to call 98% of the forum biaised, but when I say you too are biaised it's an insult?

    See this is what is called the [biais Blind Spot](https://en.wikipedia.org/wiki/Bias_blind_spot). Good reading.

  4. > @"Shao.7236" said:

    > > @"Filip.7463" said:

    > > > @"Leonidrex.5649" said:

    > > > > @"Filip.7463" said:

    > > > > DH needs to stay so people can actually die.

    > > >

    > > > actually sad but true, we all know DH is kitten, we all know lich for is kitten, but we need those things to kill anything.

    > > > When I get 25 might on a soulbeast, and use sic em rapid fire + barrage and people can eat it all, survive and keep reviving downed there is no hope, we need DH with its 15k+ dmg per skill in aoe to finish anything

    > >

    > > If there is no dh, then no one can kill bunkers.

    >

    > Bunkers aren't meant to be killed 1v1 anyway, don't see what the problem is.

    There is a difference between bunker and support. I agree that bunkers aren't meant to be killed in 1v1 but supports are supposed to be destroyed in 1v1. healbreaker/core guard/Tempest, they re all supports and not bunkers but yet can't hold enough in 2v1.

    I think is the issue in this game is that in other games, supports can't heal themself while healing others, which means the others need to defend him as fuck, or they're dead. In gw2 there is no need for that. As a support, you can heal yourself and others at the same time. There is no risk anymore for playing support.

     

  5. For me the problems with this build are:

    * unblockable + pulsing + combo field + condi traps: Unblockable is way too powerful when most blocks have like 25-30 secs cd and only last 3 secs at best. Either remove the combo field but keep the condi, either remove the condi but keep the combo field. Stacking both is beyond stupid. And definitevely remove unblockable. Unblockable + pulsing is another kind of combo that should not exist on any skill.

    * Shortbow. Have any of you noticed how fast sb AA cast? It's faster than renegade/thief sb AA by (extremely) far. Actually, I'm pretty sure it's the fastest AA in the game. Not only that but all ranger's sb skills have almost no cast and definitively have 0 animations. The whole kit is undodgeable.

     

    I personally think entangle is fine. It's an elite, it's supposed to be broken/annoying. Actually, it works just like Chrono's elite. The problem is ancient seed. This trait enables any CC skill to function just like a 60s cd elite skill but on 20s cd. The trait should be deleted.

  6. > @"Kodama.6453" said:

    > And the trait has no ICD because it requires a dodge. Your endurance is already limiting how often you can use the trait, so there is no need for an ICD.

    What I understood from this is that trapper rune doesn t need an ICD because it requires the use of a trap. Trap's CD is already limiting how often you can abuse the shit out of the rune.

    Did I got it right?

     

  7. > @"mes.4607" said:

    > > @"Math.5123" said:

    > > > @"Bazsi.2734" said:

    > > > > @"mes.4607" said:

    > > > > > @"Bazsi.2734" said:

    > > > > > > @"mes.4607" said:

    > > > > > > Please make it so the 25% movement speed is permanent, so it doesn't matter if you use F2 or not. Small change that will allow DHs to run non movement speed runes; currently rely on stuff like Trapper and Lynx. After sinking an ungodly amount of hours into this elite spec, I can tell it was meant to be mobile

    > > > > >

    > > > > > It was only meant to be more mobile than core guard. Which it is. 1200(1500) range on longbow and area denial with traps gives DH a kit that does not need insane mobility. It already has multiple gapclosers and F2, thats enough. In a world where thieves(i am speed) getting mobility nerfs, DH does not need a mobilty buffs.

    > > > >

    > > > > Playing DH without some type of movement speed rune is a terrible experience

    > > >

    > > > So pick a movement speed rune. Problem solved.

    > >

    > > Constructive as always.

    >

    > He literally brought us back to the reason for my post

    He's right tho. Stop asking for the reward without the risk. You re asking to dumb down the game. It is like asking:

    * To add an on demand shadow step in thief's traits because playing thief without shadow step is a terrible experience

    * To add an on demand shield in war's traits because playing war without shield is a terrible experience

    * To add an on demand wurm flesh in necro's traits because playing necro without wurm flesh is a terrible

    * ....

    If you want something, you have to its price.

  8. > @"Crackers.9628" said:

    > > @"Filip.7463" said:

    > > Ready check is for noobs (no offence).

    > > Some people change their build depending on oppo comp in that time. I usually go through kiting spots in that time so i am more aware of them after the match starts.

    > > If u cant chill out and wait that one minute... idk...

    > >

    > > btw people are waiting 30mins for world bosses which last 5minutes and u are complaining about that one minute before match starts, smh

    >

    > This is such a strange attitude I see these days, readying up is for noobs? Why does the pvp subculture need to be so edgy, grow up.

    He is the kind of guy you should not respond to. It's worthless. All the threads and posts he makes are basically : "if you don't agree with me you are at best noob. If you do, you re still noob anyway."

  9. > @"Trevor Boyer.6524" said:

    > > @"McPero.3287" said:

    > > > @"Trevor Boyer.6524" said:

    > > > > @"McPero.3287" said:

    > > > > DH obviously wasn't designed to be a roamer with stealth and superspeed. DH obviously needs to be nerfed because it is dumb, unfun to play against and unhealthy for new players. But I think nerf to insane damage would make it more skillful and more fun to play against than the nerf to the Trapper Rune. If you remove Trapper rune DH is just a sitting duck that will still farm people at lower rating and be memed as the worst spec in the game by high rated players.

    > > > >

    > > > > In that play after DH stealths you made the mistake of walking into the road that leads to mid point and that way you couldn't possibly see if he went left or right because line of sight. If you stood near where he stealthed you would have seen all 3 possible ways he could have gone.

    > > >

    > > > Yup, kind of besides the fact of the matter though.

    > > >

    > > > I made a point that it is my opinion that I don't think Guardians should be thieving & mesmering like thieves & mesmers. End of story.

    > > >

    > > > I never claimed DH was OP. I never claimed Trap Rune was OP. I made a statement coming from a place of game design & mechanics in general.

    > >

    > > I think they can have mobility stealth, just not with that many blocks, insane damage and cc you can't evade out of. I was mainly pointing out that your video is misleading as it showed as if DH somehow had 10+ seconds of invisibility or that superspeed would allow him to cover insane distance in 3 seconds. You just positioned in a way where he easily ran away while you stood afk on that road.

    >

    > But he did though. What do you guys not understand about the physics of this game?

    >

    > You know what, here you go, watch this demonstration so you can see the realities of this run that the DH made:

    >

    >

    >

    >

    >

    Also in this demo, you re out of combat so that's only +33% speed for superspeed. In combat it' s +100%. So the travel time falls back from 12secs to ~6secs.

    The only thing I've learned from this forum is the power of bias.

    Edit: In comparision, in 6 secs with initial 15 ini + shadow step, a thief travels 3900 distance. A little less than 4000 distance for a trapper rune DH. Do what you want with this info.

  10. Why the hell does it have 6s duration? like if you do the math, you only need to maintain ~2k dps to reach the high end of average healing skills which is 6000. Not hard on a class based on aoe. If traited, it's effective cooldown is only 18s for skill wich is only surpassed by infuse light.

    Anet should reduce it to 3s.

  11. > @"Fueki.4753" said:

    > > @"Lithril Ashwalker.6230" said:

    > > A better suggestion, On cast spear from F1 of guardian should always reveal the thrower beginning of cast. sick of this kitten from trapper guardians

    >

    > The problem in this case is the Rune of the Trapper.

    > The stealth **needs** to be removed from it.

    Not necessarily. Actually the stealth "match" with what we expect from a trapper. There 2 issues with this rune:

    1. Stealth + superspeed is beyond broken and stupid design. Especially when you gain access to both with the same thing. Anet should keep stealth and remove superspeed.

    2. This one is more a stealth issue: Casting any damaging skill, even instant ones, while stealth-ed should reveal the player. Period. No need to explain this one.

  12. > @"Trevor Boyer.6524" said:

    > > @"Eugchriss.2046" said:

    > > > @"Trevor Boyer.6524" said:

    > > > The energy cycling is twice as lenient and twice as easy as running Power Shiro as example.

    > > If by power shiro, you mean power herald then LMAO. HERALD DOESN T HAVE ENERGY MANAGEMENT. This is one of the reasons why it's better than core. You can use all your energy for weapon skills and only double-tap utility when needed. So much for management. With core and renegade at least you need to choose between weapon skills and utility skills. Please don't ever bring herald when talking about energy management on rev.

    > >

    > > > @"Trevor Boyer.6524" said:

    > > > And being able to toss a little bit of alacrity in team fights is pretty serious business. Alacrity just by itself as a boon is pretty much worth heals / cleanses / quick buffs / everything as a support function, because it allows your team fight to cycle through their own skills more often.

    > > You re making it sound like it s good lol. 6 secs of alacrity is ~1 secs "gained". You have to anticipate 6 seconds ahead if having a skill 1 second earlier is worth it. JUST LMAO.

    > > I was playing a build based around alacrity on diviner amulet before feb patch and I could reach ~60% alacrity uptime which is a "gain" of perma ~3 secs ahead. THAT WAS WORTH IT. But 1 sec? Hell no, not even close.

    >

    > Alac whole number benefit is based on how large the CD is.

    >

    > 1s of Alac isn't doing much for an 8s CD skill. 1s of Alac is doing a lot for say Lich.

    It's quite actually the opposite.

    1s alacrity on a 8s cd skill is a 12.5% boost. 1s alacrity on a 180s cd skill is a not even 1% boost.

  13. > @"Trevor Boyer.6524" said:

    > The energy cycling is twice as lenient and twice as easy as running Power Shiro as example.

    If by power shiro, you mean power herald then LMAO. HERALD DOESN T HAVE ENERGY MANAGEMENT. This is one of the reasons why it's better than core. You can use all your energy for weapon skills and only double-tap utility when needed. So much for management. With core and renegade at least you need to choose between weapon skills and utility skills. Please don't ever bring herald when talking about energy management on rev.

     

    > @"Trevor Boyer.6524" said:

    > And being able to toss a little bit of alacrity in team fights is pretty serious business. Alacrity just by itself as a boon is pretty much worth heals / cleanses / quick buffs / everything as a support function, because it allows your team fight to cycle through their own skills more often.

    You re making it sound like it s good lol. 6 secs of alacrity is ~1 secs "gained". You have to anticipate 6 seconds ahead if having a skill 1 second earlier is worth it. JUST LMAO.

    I was playing a build based around alacrity on diviner amulet before feb patch and I could reach ~60% alacrity uptime which is a "gain" of perma ~3 secs ahead. THAT WAS WORTH IT. But 1 sec? Hell no, not even close.

  14. > @"Trevor Boyer.6524" said:

    > > @"uberkingkong.8041" said:

    > > > @"Sifu.9745" said:

    > > > Why no one has mentioned a condi Scourge yet? It seems that these guys can counter a guard if they play with more selfish builds? At least that was a case yesterday in unranked when a Scourge from the opposite team killed our bunker guard two times on a point.

    > > Guess thats how balance works.

    >

    > Let me explain to you how balance works.

    >

    >

    > ![](https://i.imgur.com/mvZdhtS.jpg "")

    >

    >

    >

    >

    This is some quality meme?? ??

  15. > @"Tharan.9085" said:

    > > @"Eugchriss.2046" said:

    >

    > > > @"Kuma.1503" said:

    > > > **Scorchrazer - Cast time increased to 1 second. Warm up effect added for better visual clarity. Cooldown reverted to 12 seconds. Knockdown increased to 3 seconds (In PvE only).**

    > > 1 second cast time on a spec with the worst break stun in the game. Meanwhile, you have deflecting shot and point-blank shot which are almost instant. The latter doesn't even have an animation.

    > > How is a slow red wave coming into your face not clear enough?

    >

    >

    > Ah yes, the instant 0.75s casttime deflecting shot that has to be manually aimed and moves incredible slow, very op

    Who said that it was very OP? Just pointing out other skills that basically behave the same but yet have different treatments.

    And manually aimed doesn't necessarily mean "bad thing" like you are trying to make it sound. Manually aim usually come with cast behind the back.

  16. > @"NorthernRedStar.3054" said:

    > > @"Eugchriss.2046" said:

    > > > @"Kuma.1503" said:

    > > > Goals: Reduce clunkiness, fix buggy interactions, and add additional counterplay and/or reward where appropriate.

    > > >

    > > > #General

    > > >

    > > > **Healing orbs replaced with a pulsing heal over time around the Revenant. If a tablet is active, the healing will also take place around the tablet. Heals do not stack.**

    > > For me healing orbs are already a nice mechanic. The only problem is they don't last long enough (2-3 secs) and only renegade/kalla can have constant access to it.

    > >

    > > > @"Kuma.1503" said:

    > > > #Shortbow

    > > >

    > > > **Sevenshot - This skill now goes on inturrupt cooldown when line of sight is lost rather than full cooldown.**

    > > >

    > > > Bugfix. Seven shot currently goes on full cooldown when losing line of sight of it's target before finishing the cast.

    > > No. Stop with the game assistance. What's next? Infused Light is reset if the damage you took during those 3 secs is not enough? It's the player's responsibility to anticipate the LoS, not the game. Same thing with that phase traversal buff.

    > >

    > > > @"Kuma.1503" said:

    > > > **Spirit Crush - Damage reduced by 30%. Can now be cast behind the player**

    > > >

    > > > Reducing clunkiness while lowering the damage to prevent this skill from becoming too oppresive.

    > > >

    > > This should have been added since HoT. Idk why damage should be reduced for a feature that should have been there since day 1. Either all ranged skills can be cast from behind either none of them can, unless some special traits.

    > >

    > > > @"Kuma.1503" said:

    > > > **Scorchrazer - Cast time increased to 1 second. Warm up effect added for better visual clarity. Cooldown reverted to 12 seconds. Knockdown increased to 3 seconds (In PvE only).**

    > > 1 second cast time on a spec with the worst break stun in the game. Meanwhile, you have deflecting shot and point-blank shot which are almost instant. The latter doesn't even have an animation.

    > > How is a slow red wave coming into your face not clear enough?

    >

    > Point-Blank Shot has a very clear animation, as long as you're paying attention, and is very much dodge-able even outside anticipation. Agree 1s is too long of a cast time.

    >

    The point of having an animation is to not having to pay attention. The moment you start paying attention, it's not an animation anymore. It's a **detail**.

  17. > @"Bazsi.2734" said:

    > > @"TeqkOneStylez.8047" said:

    > > How about changing the system so that CC's don't overlap and you actually have to time a "chain" to leave as minimal gap as possible or else have your spam wasted.

    > >

    > > If it worked like this, maybe aoe ground / air pollution team combat wouldn't be as bad either.

    > >

    > > Also if damage was so high, all you had to do was make cc's non critable, nerf the actual 2 main offenders of ridiculous damage at the time, and or give pvp realm a flat 3k hp increase to everyone.

    >

    > How would you go about implementing such a system? For one I have no idea how to do this without ruining the game. Immunity stacks, personal breakbars etc; whatever model you chose it just looks terrible.

    It's super trivial. It's basically another cooldown. As you can't use a skill which is on cooldown you can't CC a guy who is on "CC-able" cooldown. The cd value is setted by the skill which CC you and that cd is resetted if you breakstun. In term of coding, it is really easy to do.

     

  18. > @"Kuma.1503" said:

    > Goals: Reduce clunkiness, fix buggy interactions, and add additional counterplay and/or reward where appropriate.

    >

    > #General

    >

    > **Healing orbs replaced with a pulsing heal over time around the Revenant. If a tablet is active, the healing will also take place around the tablet. Heals do not stack.**

    For me healing orbs are already a nice mechanic. The only problem is they don't last long enough (2-3 secs) and only renegade/kalla can have constant access to it.

     

    > @"Kuma.1503" said:

    > #Shortbow

    >

    > **Sevenshot - This skill now goes on inturrupt cooldown when line of sight is lost rather than full cooldown.**

    >

    > Bugfix. Seven shot currently goes on full cooldown when losing line of sight of it's target before finishing the cast.

    No. Stop with the game assistance. What's next? Infused Light is reset if the damage you took during those 3 secs is not enough? It's the player's responsibility to anticipate the LoS, not the game. Same thing with that phase traversal buff.

     

    > @"Kuma.1503" said:

    > **Spirit Crush - Damage reduced by 30%. Can now be cast behind the player**

    >

    > Reducing clunkiness while lowering the damage to prevent this skill from becoming too oppresive.

    >

    This should have been added since HoT. Idk why damage should be reduced for a feature that should have been there since day 1. Either all ranged skills can be cast from behind either none of them can, unless some special traits.

     

    > @"Kuma.1503" said:

    > **Scorchrazer - Cast time increased to 1 second. Warm up effect added for better visual clarity. Cooldown reverted to 12 seconds. Knockdown increased to 3 seconds (In PvE only).**

    1 second cast time on a spec with the worst break stun in the game. Meanwhile, you have deflecting shot and point-blank shot which are almost instant. The latter doesn't even have an animation.

    How is a slow red wave coming into your face not clear enough?

     

    > @"Kuma.1503" said:

    > Goals: Reduce clunkiness, fix buggy interactions, and add additional counterplay and/or reward where appropriate.

    > **Renewing wave - Functionality change: Healing pulses longer for each condition cleansed.**

    >

    > Tweaking this skill to work with the new healing mechanic while keeping the gameplay intact. This skill will still grant more value when conditions are cleansed by its effect.

    Rev is supposed to be weak to conditions. If you start "nerfing" that weakness you create a broken class. Besides, most revs builds don't take the support traitlines nor traits so it's almost like thieves complaining about their damage while they don't take any damaging traitline.

     

    > @"Kuma.1503" said:

    > **Surge of the Mists - Evade decreased to .75 seconds. Self root removed. Damage coefficent increases by 0.05 for each hit that connects. (Total 2.25 if all hits connect)**

    I don't know where how you get your 2.25 modifier, I've found 0.45. But yeah the idea is great.

     

    > @"Kuma.1503" said:

    > #Sword

    >

    > **Unrelenting Assault** **- Latch Range increased to 1200.**

    >

    > **This skill still requires that you be within 600 range to activate.** However, it will no longer fizzle unless the target travels >1200 range away or enters stealth.

    >

    > **Deathstrike- This skill can no longer be activated without a target.**

    >

    > Cleaning up the gameplay.

    >

    I think Unrelenting Assault is already good as it is right now. It just needs its 2015 bug fixed.

    AFAIK Deathstrike requires a target. Maybe you meant a pathfinder check like phase traversal? In that case no. Again, it's not the game's responsibility to check the "doability" of a skill.

  19. > @"UNOwen.7132" said:

    > > @"choovanski.5462" said:

    > > > @"Lighter.5631" said:

    > > > > @"bethekey.8314" said:

    > > > >

    > > > >

    > > > > Some hyperbole going on in this thread. If you're against high nade burst, you're against this too. Nerf warrior @"Lighter.5631" ?

    > > > >

    > > > > For those that don't want to watch the clip:

    > > > > - From full health to 0, I died in ~1 second.

    > > > > - The hits were for 8450, 3414, 3639, and 3478 for a total of 18981.

    > > > >

    > > > > > @"Leonidrex.5649" said:

    > > > > > I think you misunderstand, its not multiple hits. Its 1 attack. So yes, he stood "still" and took 1 attack to lose 9100 health.

    > > > >

    > > > > Actually, it is multiple hits, but maybe you mean 1 button press? Also, saying it's 1 thing alone is grossly misrepresenting what it takes to get high nade barrage damage.

    > > > >

    > > > >

    > > > >

    > > >

    > > > except this warrior build will get farmed all day with less then 10% uptime in any plat game, while holo can possibly 1v2 with the same build in the screenshot.

    > >

    > > see, this is the point people miss. it's not the nade dmg that's the issue, it's the fact holo has it and still has nuts sustain.

    > >

    > > if holo was as squishy as zerk, it would be fine. it needs it's sustain gutted. holo is supposed to be burst, scrapper is supposed to be tanky.

    > >

    > > so we gotta kill holo's sustain, so it can never 1v2 again.

    >

    > Holos sustain isnt even particularly good though. Thats not the issue. The issue is that damage is currently too low across the board.

    Dude, you really need to stop with this bs. We have **only 1 spec** which can achieve that level of sustain/damage/mobility and instead of adjusting that only spec you want to adjust **everything else**? WTF is this kind of thinking?

    > @"UNOwen.7132" said:

    > > @"choovanski.5462" said:

    > > > @"Lighter.5631" said:

    > > > > @"bethekey.8314" said:

    > > > >

    > > > >

    > > > > Some hyperbole going on in this thread. If you're against high nade burst, you're against this too. Nerf warrior @"Lighter.5631" ?

    > > > >

    > > > > For those that don't want to watch the clip:

    > > > > - From full health to 0, I died in ~1 second.

    > > > > - The hits were for 8450, 3414, 3639, and 3478 for a total of 18981.

    > > > >

    > > > > > @"Leonidrex.5649" said:

    > > > > > I think you misunderstand, its not multiple hits. Its 1 attack. So yes, he stood "still" and took 1 attack to lose 9100 health.

    > > > >

    > > > > Actually, it is multiple hits, but maybe you mean 1 button press? Also, saying it's 1 thing alone is grossly misrepresenting what it takes to get high nade barrage damage.

    > > > >

    > > > >

    > > > >

    > > >

    > > > except this warrior build will get farmed all day with less then 10% uptime in any plat game, while holo can possibly 1v2 with the same build in the screenshot.

    > >

    > > see, this is the point people miss. it's not the nade dmg that's the issue, it's the fact holo has it and still has nuts sustain.

    > >

    > > if holo was as squishy as zerk, it would be fine. it needs it's sustain gutted. holo is supposed to be burst, scrapper is supposed to be tanky.

    > >

    > > so we gotta kill holo's sustain, so it can never 1v2 again.

    >

    > Everyone goes full zerk because you cant be killed in a 1v1 even as full zerk. Even bloody zerker thief is now "tanky".

    So you re saying that zerker thief vs nade holo is an even fight?

     

    > @"UNOwen.7132" said:

    > > @"choovanski.5462" said:

    > > > @"Lighter.5631" said:

    > > > > @"bethekey.8314" said:

    > > > >

    > > > >

    > > > > Some hyperbole going on in this thread. If you're against high nade burst, you're against this too. Nerf warrior @"Lighter.5631" ?

    > > > >

    > > > > For those that don't want to watch the clip:

    > > > > - From full health to 0, I died in ~1 second.

    > > > > - The hits were for 8450, 3414, 3639, and 3478 for a total of 18981.

    > > > >

    > > > > > @"Leonidrex.5649" said:

    > > > > > I think you misunderstand, its not multiple hits. Its 1 attack. So yes, he stood "still" and took 1 attack to lose 9100 health.

    > > > >

    > > > > Actually, it is multiple hits, but maybe you mean 1 button press? Also, saying it's 1 thing alone is grossly misrepresenting what it takes to get high nade barrage damage.

    > > > >

    > > > >

    > > > >

    > > >

    > > > except this warrior build will get farmed all day with less then 10% uptime in any plat game, while holo can possibly 1v2 with the same build in the screenshot.

    > >

    > > see, this is the point people miss. it's not the nade dmg that's the issue, it's the fact holo has it and still has nuts sustain.

    > >

    > > if holo was as squishy as zerk, it would be fine. it needs it's sustain gutted. holo is supposed to be burst, scrapper is supposed to be tanky.

    > >

    > > so we gotta kill holo's sustain, so it can never 1v2 again.

    >

    > Holo is probably fine.

    Nice joke. Now how do you explain the fact that it's overrepresented in ranked then? Especially in the high end?

     

    -Peoples in a company: "Hey M. CEO, that guy over there is getting paid more than us while doing the same job"

    -CEO Unowen: "It's okay, I'm going to raise everybody's salary by 20%."

    -Peoples in a company: "Yeeay, Even the guy who is already getting paid more than us?"

    -CEO Unowen: "yes."

    -Peoples in a company : ![](https://imgur.com/yzj3GOU.jpg)

     

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