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Shao.7236

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Everything posted by Shao.7236

  1. @"Math.5123" But what really kills anything that bunks outside the overblown meta builds, it's even debatable if they'd die by anything at all 1v1 as it requires teamwork to do so, those can still be fought on node that belongs to you for a long time. You're not the only one here and because you ain't viable doing that exclusively doesn't mean everything else is. Your view is WAY too narrow on the matter. For mention that Elementalists be it Weaver or Tempest absolutely gets destroyed by Power damage the moment their flow is broken, that's not just for Meditrapper but anything. Power DH still breaks hard through Light Armor. Also, why do you care so much for chasing potential if you got the node, you won the fight. To think people care about teleporting from 1200 units when you already have a weapon that can hit up to 1500 units, sure you can chase better but what guaranteeds the kill that you wouldn't have been able to get with your already strong range because of what, LoS? Having one utility to skill to fix that is very inefficient. Something that can move around this fast is likely to trick you into going back on the node and if you already used your port for "mobility or offensive damage", then you probably lost the point. JI is honestly way more useful on Core than DH because you need to close the gap for damage, DH doesn't have that issue with Longbow. The healing on JI is also VERY negligible overtime compared having a 10% damage reduction across the board, do the math. Less damage means that your healing has much more value in the end on top of being free Retaliation for Teamfights and a lower cooldown stunbreak. Also please stop acting like getting hit by anything is laughable and stupid, it's quite easy to land anything when you can hit people after dodge. If they double dodge, that's a good trade in utility cd for endurance.
  2. > @"Leonidrex.5649" said: > > @"Shao.7236" said: > > > @"Leonidrex.5649" said: > > > > @"Shao.7236" said: > > > > > @"Weerus.3701" said: > > > > > > @"Shao.7236" said: > > > > > > > @"Weerus.3701" said: > > > > > > > > @"Filip.7463" said: > > > > > > > > Ren / prev > > > > > > > > > > > > > > Thanks, will try it. I haven't been playing for years now, but no way in hell am I running my main mesmer, what has happened while I was away? XD > > > > > > > One dodge cmon... > > > > > > > > > > > > That's not Mesmer but Mirage. > > > > > > > > > > Yes I was thinking of mirage. I'm just baffled as how anet could remove core mechanic from a class. Only one dodge on class that is centered around dodging. Thats dodgy :D > > > > > > > > They added an extra dodge on Daredevil, what stops them from removing any? Besides, Mirage can dodge at anytime and have more dodges laying all over the place as you play the profession that can be used to constantly pressure with added Vigor. > > > > > > > > There's more dodges accessible overtime on Mirage than any other spec, it was a clear issue to never be able to kill any Mirages with 2 dodges and nobody wants to admit that. Only way was if they were very bad or countered by impossibly risky transfers that they couldn't recover from. > > > > > > > > Finally Jaunt exists. > > > > > > There's more dodges accessible overtime on Mirage than any other spec > > > ??? > > > > Explained that wrong, but meant with 2 bars. Yes there was more "overtime" and considering they can be used at anytime. It was overkill. > > mirage had less dodge uptime then classes like weaver or thief, even with 2 dodges. now its just lul At release till it was patched Mirage Cloak was a full second (or even 1.25 but I'm being fair giving it 1 second instead) compared the 3/4 of regular uptime and fixing that still wasn't enough (Imagine my shock that evading at anytime isn't broken enough already, just dodge every following burst.) but who's gonna admit it anyway. Daredevil with endurance alone surpass both yet with 3 bars barely beating Mirage by 0.25, but having Mirage Cloak usable at any time twice is really easy to recover from anything in the entire game, forget exhaustion unless you're going to count it on Daredevil as well. Put weapons into the mix not counting utility or invulnerables, Daredevil uptime can't get more than 3.75 back to back with weapon evade spam, you'd think Weaver won with 4.25 yet Mirage can go up to 4.5 (1+1+1.75+0.75) because people loved to abuse that sword evade bloated in uptime (and mobility) while benching Axes of Symmetry for damage, which is also still strong today in Hybrid Damage but that's something else no one will admit to regardless. Want to add utility, traits and invulnerabilites? Don't forget /optional/ Mirrors that can be spawned alongside 3 extra seconds of invulnerability that will easily break any sustain uptime from all utility people can toss (outside of stealth spam), not forgetting Jaunt and Blinds. Definitely not above Mirage, of course you can still connect everything else again under the latter as CD's go down but you see, this is all part of Mirage gameplay whether you play offensively or defensively, Weaver or Daredevil don't get all of this while being able to dodge "anytime", maybe just Primordial Stance or Steal at best. Have me go GS/Sword+Torch and abuse that overpowered design instead then complain balance nerfs to my profession because I can't be super powerful and untouchable at the same time. Implying that this was okay also implies that Revenant was fine with a stunbreak every 10 seconds that could follow with evade spam or that Spellbreaker evade spam was also okay. They weren't at all and funnily enough did not match Mirage superior Cloak uptime. Weaver actually sits barely above the food chain in terms of evade now and that's the only viable part of Elementalist, core is extremely weak with all the high cooldowns as Weaver get the best utility and Tempest is either a easy glassy kill or a aurabot. Should you know who really has it worst right now, definitely not Mesmer or Mirage even at one dodge.
  3. @"Math.5123" Test of faith still hit for 5k on Marauders, it's not unreasonably hard to get multiple hits along the other skills either and that's without Radiance. It's above the typical burst you see in the game of around 10k before people evade randomly and that keeps it in a good place. Deflecting Shot being slower is debatable as a bad thing, before it was pretty instant, more reasons to get good at it because instant is annoyingly cheesy for the game. All CC's lost damage so nothing new here for the pace of everything else. Never found a reason to cheese my way at it with Judge Intervention as it gets boring, feels like everyone want that in their build while Signet of Judgement is equally good over time and after for the sustain part of things, plays at a lower CD for the stunbreak. I get it. Must jump on people by port, trap, true shot, deflecting shot at the same time but because that one takes longer doesn't mean you can't swap and shield push instead, there's other ways to combine Deflecting Shot reliably regardless. Afaik having to put more effort into it often means "slowed down" these days but I'll never agree to it, bringing a bunker in the topic won't have me change my mind either. Have yet to see one survive a proper not key mash 1v2, the moment I'll be seeing bunkers like Chrono/Scrapper that can sit directly on node like in 2016 then I'll express some concerns.
  4. > @"Math.5123" said: > > @"Shao.7236" said: > > > @"Bazsi.2734" said: > > > > @"Shao.7236" said: > > > > Honestly all those DH underpowered claims. I guess Meditrapper never was a thing? I remember playing it, I still see people playing it. (Mes afaik) Was decent and fun. > > > > > > > > An ICD won't kill the build but make decisions something to value upon. > > > > > > > > > > > > > > Meditrapper was a thing in an entirely different meta. It was one of my main picks during the late HoT era, I remember how PoF dropped midseason (yes they released a whole expansion in the middle of a PvP season) and that was the last time meditrapper was meta. Scourge took over the area denial role, and there was excessive amount of stability and stunbreaks flying around. Not to mention reflects became common because of deadeyes. > > > DH currently is underpowered. Go ahead and play power DH with Lynx rune instead of Trappers. It's definitely possible, but it's like playing staff ele or core engineer... of course you can but why would you? Do you hate yourself that much? > > > > Don't recall Meditrapper to be an AoE denial type of role, more like a 1v1 sidenodder with some form of control normally. > > > > Doesn't have to be meta to be viable, it's honestly still good and fun to play on, the main source of damage which is Test of Faith was not even touched in term of damage either. The flow is relatively the same so really, it's just as good as it was back then because everything was toned down. Sure, it can be more effort to play on but that's the fun part of it. Are reflects that much of an issue? Why is Renegade Shortbow not having that problem then? I think it doesn't really matter if you manage projectiles right. > > > > Asking me if I hate myself that much? I play Core Revenant on a daily basis in several ways, not counting other Herald or Renegade variants with a great deal of success. > > No, it's not the same as it was. Trueshot has double the cooldown. Deflecting shot no longer deals damage, has an additional. 75s cast time and half the travel speed. > Spear or justice has 3 times the cast speed. > Sword 2 lost 50% of its initial damage. Smite condition and lesser smite condition lost 95% (yes, 95%) of its damage. > Judges intervention lost 66% of its dmg. Hunters ward became backloaded. > Test of faith received an internal cooldown. > Traps no longer daze. Hunters determination got removed from the game. > > Should I keep going? > > I'm not arguing wether or not the class is strong or weak, I'm just saying that your claim of "its just as good as it was relative to everything else" is false. Yeah sure.. Let's point out everything alone in a vacuum while forgetting that everything in the game also was affected. You can't be for real either, caring about some of the big cheese of it that was fixed too, test of faith having an internal cooldown? Must have been carrying people back in the days, because I picked it up again and it's not really changing the pace at all. Like said, relative to everything else right now. It's fine and the word should be going by.
  5. > @"Leonidrex.5649" said: > > @"Shao.7236" said: > > > @"Weerus.3701" said: > > > > @"Shao.7236" said: > > > > > @"Weerus.3701" said: > > > > > > @"Filip.7463" said: > > > > > > Ren / prev > > > > > > > > > > Thanks, will try it. I haven't been playing for years now, but no way in hell am I running my main mesmer, what has happened while I was away? XD > > > > > One dodge cmon... > > > > > > > > That's not Mesmer but Mirage. > > > > > > Yes I was thinking of mirage. I'm just baffled as how anet could remove core mechanic from a class. Only one dodge on class that is centered around dodging. Thats dodgy :D > > > > They added an extra dodge on Daredevil, what stops them from removing any? Besides, Mirage can dodge at anytime and have more dodges laying all over the place as you play the profession that can be used to constantly pressure with added Vigor. > > > > There's more dodges accessible overtime on Mirage than any other spec, it was a clear issue to never be able to kill any Mirages with 2 dodges and nobody wants to admit that. Only way was if they were very bad or countered by impossibly risky transfers that they couldn't recover from. > > > > Finally Jaunt exists. > > There's more dodges accessible overtime on Mirage than any other spec > ??? Explained that wrong, but meant with 2 bars. Yes there was more "overtime" and considering they can be used at anytime. It was overkill.
  6. Happens to a lot of people of the same team, have a few examples in this
  7. @"JusticeRetroHunter.7684" Players will always complain about the most irrelevant of things even in a perfect balance and no matter how hard you try to explain it, you'll be pointed at with the same blame.
  8. > @"Weerus.3701" said: > > @"Shao.7236" said: > > > @"Weerus.3701" said: > > > > @"Filip.7463" said: > > > > Ren / prev > > > > > > Thanks, will try it. I haven't been playing for years now, but no way in hell am I running my main mesmer, what has happened while I was away? XD > > > One dodge cmon... > > > > That's not Mesmer but Mirage. > > Yes I was thinking of mirage. I'm just baffled as how anet could remove core mechanic from a class. Only one dodge on class that is centered around dodging. Thats dodgy :D They added an extra dodge on Daredevil, what stops them from removing any? Besides, Mirage can dodge at anytime and have more dodges laying all over the place as you play the profession that can be used to constantly pressure with added Vigor. There's more dodges accessible overtime on Mirage than any other spec, it was a clear issue to never be able to kill any Mirages with 2 dodges and nobody wants to admit that. Only way was if they were very bad or countered by impossibly risky transfers that they couldn't recover from. Finally Jaunt exists.
  9. Still standing by the fact Riposting Shadows and Empty Vessel were the worst thing ever created and made Revenant stupidly easy. By the time you're done stunbreaking you'll have 15% anyway that of which makes the profession finally able to be stunlocked in 1v1's. This patch has honestly done wonders and I have yet to be extremely disappointed. I am more satisfied by the complexity added rather than 2 seconds fights, that mind you can still happen. Anything I try to play has some form of success and potential which before I couldn't have. It was a good patch and learning to adapt is the way to enjoy it. The small stuff that still made their way around it will be dealt with afterwards.
  10. > @"Filip.7463" said: > > @"Shao.7236" said: > > > @"Weerus.3701" said: > > > > @"Filip.7463" said: > > > > Ren / prev > > > > > > Thanks, will try it. I haven't been playing for years now, but no way in hell am I running my main mesmer, what has happened while I was away? XD > > > One dodge cmon... > > > > That's not Mesmer but Mirage. > > Core and chrono are nothing better All 3 are better than most make it out to be, especially Chronomancer with Phantasm spam in 1v1's, giving it back self shatter wasn't enough apparently and now it stands out as the one having the most clones up without much effort compared Mirage or Mesmer. How much do you guys actually need to think you aren't underpowered, you're doing fine. Put a bit more effort into it. You can't be serious that Mesmer in general is that bad. Are all the good Mesmers gone? If I say I fought good Mesmers, is all I'm gonna hear that I'm bad and I need to L2P because the class is bad? I don't think so. Profession has obviously gotten a higher ceiling since the patch and the disappearance of most one shot builds but if you think that's all Mesmer can be it's very wrong.
  11. > @"Weerus.3701" said: > > @"Filip.7463" said: > > Ren / prev > > Thanks, will try it. I haven't been playing for years now, but no way in hell am I running my main mesmer, what has happened while I was away? XD > One dodge cmon... That's not Mesmer but Mirage.
  12. Wild ideas that don't put Anet ability and time in perspective.
  13. > @"Axl.8924" said: > aw man removing runes and amulets, and dumbing down the game please guys stop While the thread sounds like it asks for being deleting, the majority agree's to adjust. Giving it an ICD ain't much for Anet to work with and it'll put forth more thinking into the build rather than outright deleting or keeping it stupidly easy to use as it is. May be strange Anet made such Rune, I can see why as using Traps is a game of constant repositioning but without the ICD, it definitely goes beyond what Anet wanted to do.
  14. > @"Buran.3796" said: > > @"Shao.7236" said: > > > Nerfed into uselesness is a big statement when being able to convert 3 conditions from 5 other players at once on your team. If players cared for the clear exclusively after the nerf, they'd be using Lyssa which hasn't been touched in any significant way yet. > > Lyssa provides precission. When I play a power Rev, I don't need precission. When I play a condition Rev, I don't care about precission (traits which procced condis faded long time ago for this class). Also: removing 3 condis each 45 seconds... Staff's Renewing Weave doubles that amount in 45 seconds (2x3), Jali's Shooting Stone removes 5 each 30 s, traited shield can clean 5 in 45s, and you have more control over when you use those skills than over the use of the elites. Lyssa is just a waste, won't be ever used by this class. > > But go ahead, ANet, delete the Resitance rune. As I said won't change anything: you're at best a season or two behind the meta. Reducing the amount of options won't change how broken the game is because the main reason behind the unbalances is the lack of consistent support due patches arrives once in 4+ months so player have 8+ months to exploit "weakness". While everyone was drooling on Leadership at the time which I mean in a literal sense because everything in the meta had used it, I was using Lyssa with the not horribly nerfed Roiling Mists to achieve an exact 100% critical hit chance, the condition duration flow with all the vulnerability although it's not like it's significant numbers since Feb and even if Leadership was still the same as today, people would use it over Lyssa exclusively because the effect is stronger period, nobody cared for the stats, neither have you. To this day I would rather use Melandru than Resistance because it doesn't stop me from playing my profession to the fullest, you could arguably say it doesn't matter but it highlights the problem with having 20 seconds cooldown on it, if it doesn't matter then it's too easy and that's the problem. For me it already matters that I am relying and limiting myself to this, it's quite easy to be under pressure as Herald with Rune of Resistance then mash everything to Infuse Light the moment the effects wear off while you've just had the chance to freely roll your entire kit someone, which can be done anytime CD's wear off, I'm fairly certain that's also the reason why people think Herald Power is overwhelmingly strong which it isn't, that rune specifically allows this kind of behavior on the profession. When I play Condition Revenant, I don't care for a overbloated crutch that benefits me only if I don't want to use all my utilities the way it's meant to be like I said, it destroys my killing potential while making me even more of a liable target to moan about for being too bunky. People can stop themselves from using elites on Herald because it's a different playstyle with different ways to apply further more conditions, that should be enough for the class, 4 seconds of Resistance every 20 seconds on top of that on demand is carrying an already strong specialization that has the "most" broken transfer skill in the game right this moment. (600 Radius, Unblockable and Removes conditions even if it fails to hit anything, it's definitely not like Permeating High Risk Medium Reward.) When I play Herald Condition, I'm not in search of making myself immortal by once again cutting my damage potential with reduced incoming duration on top of not using my elites until I really need them because on Revenant elites are meant to be used often. I use Tempest because I'll not only find myself to be CC'd often but I also want more Damage even if the percentages are insignificant, being able to heal for 1.6k every CC on Sage with typically added Resistance that I fairly spent my energy on is much more balanced and doesn't stop my profession from doing what it's meant to. You could also argue that if I say it's bad, why even nerf it accordingly? I say it's bad in a sense that not only it makes the user horribly lazy and ruins actual fun factors of the profession but it also is not balanced given all the other choices anyway and it shows with how favored it is. That thing is pretty much like having Healing Signet on demand without the risk of losing anything at all with that cooldown, the trade offs are not even or worst, they are incredibly better. You should also pay attention a tad more, deleting the rune is NOT what I am asking for, I am asking for adjusting values and I'm not the only person doing so.
  15. > @"Bazsi.2734" said: > > @"Shao.7236" said: > > Honestly all those DH underpowered claims. I guess Meditrapper never was a thing? I remember playing it, I still see people playing it. (Mes afaik) Was decent and fun. > > > > An ICD won't kill the build but make decisions something to value upon. > > > > > > Meditrapper was a thing in an entirely different meta. It was one of my main picks during the late HoT era, I remember how PoF dropped midseason (yes they released a whole expansion in the middle of a PvP season) and that was the last time meditrapper was meta. Scourge took over the area denial role, and there was excessive amount of stability and stunbreaks flying around. Not to mention reflects became common because of deadeyes. > DH currently is underpowered. Go ahead and play power DH with Lynx rune instead of Trappers. It's definitely possible, but it's like playing staff ele or core engineer... of course you can but why would you? Do you hate yourself that much? Don't recall Meditrapper to be an AoE denial type of role, more like a 1v1 sidenodder with some form of control normally. Doesn't have to be meta to be viable, it's honestly still good and fun to play on, the main source of damage which is Test of Faith was not even touched in term of damage either. The flow is relatively the same so really, it's just as good as it was back then because everything was toned down. Sure, it can be more effort to play on but that's the fun part of it. Are reflects that much of an issue? Why is Renegade Shortbow not having that problem then? I think it doesn't really matter if you manage projectiles right. Asking me if I hate myself that much? I play Core Revenant on a daily basis in several ways, not counting other Herald or Renegade variants with a great deal of success.
  16. > @"Buran.3796" said: > > @"Shao.7236" said: > > > Nah, PvP suggestions. Also not a removal but rather increase of ICD to the Rune is necessary. It's pretty much carrying anything that can use it's effect often in PvP right now, mostly Herald builds as also shown to be the favored pick on metabattle, not a shocker tho. > > > > There was quite a lot of complaining of Herald being underpowered before it got popular. > > Do you realize that Resistance runes are used only due Durability runes were deleted from PvP, so players replaced it with the runes of the Leadership, only to see them nerfed to nothingness (lol, 10% boon duration, who wants to run that kitten?!) and Resistance are just picked because most of runes in PvP do nothing? And by the way, they should also nerf the Melandru and Dolyak runes, which are the next ones which fills the "not entirely useless" box? Also, remove the Speed runes, because lately have been used a lot! > > Won't change anything: gear selection at PvP is currently pretty mediocre: if a player is having problems killing a (put your hated nemesis here) class is due there's no damage, so staying alive is very, very easy at the moment. They will keep being unable to kill those revs. And I'm talking about running berserker amulets, no one wants to use crusader (lol, -200 stat points because "reasons"). Nah Resistance is used anytime the ICD can be abused. Nerfed into uselesness is a big statement when being able to convert 3 conditions from 5 other players at once on your team. If players cared for the clear exclusively after the nerf, they'd be using Lyssa which hasn't been touched in any significant way yet. 2 conditions for an entire team is still good considering most runes that do have team effects are always limited to one. Players are greedy. Finally boon duration has been irrelevant for a while and good reason, the spam and permanent uptime was extremely toxic. Especially when most professions can't even remove boons. Speed runes values are whacky and stupid for how easily accessible swiftness is and nothing can deal with it outside two niche scenarios or using the runes themselves. Should be 40% at max. It's like people expect runes to be super awesome and strong whereas they are meant to be a small kicker that helps the build working better but shouldn't be unplayable without. Rune of Resistance in PvP is pretty broken because it gives too much for little within certain professions thus why in most cases any runes that have strong effects have an average of 45 seconds CD, which is fair. All utility in the game for pvp don't have this much Resistance on a cooldown this low, even Core Rev gets less playing offensively while defensively is as good as a sitting duck if you try to stack because no energy to fight back, while it's 3 seconds on 20 cd, you give up on other opportunities, the bonus is not exclusive to work with the elites itself. The class actually depends on it to deal damage where as most simply don't and just get stronger from it. Could say that applies to Herald as well because the compromise of F2 has to be made but you can regardless get as much with the Rune. It's ridiculous.
  17. Honestly all those DH underpowered claims. I guess Meditrapper never was a thing? I remember playing it, I still see people playing it. (Mes afaik) Was decent and fun. An ICD won't kill the build but make decisions something to value upon.
  18. > @"Arheundel.6451" said: > > @"Shao.7236" said: > > Meaningless changes. Once both Herald builds lose Rune of Resistance, they'll stop being a favorable pick for dying so easily under constant pressure. The Feb changes had been already in effect and showed in practice because we hadn't seem them for a while until the Rune was brought to light. > > > > Edit: Btw, I don't think any teleports with target requirements need LoS, y'all can stop with that bias. > > I hope you are not suggesting the removal of Rune of Resistance from the game, given the state of condi in WvW, those runes have become borderline vital. I know only few people here keep track of the market so allow me to explain : the price of most condition based runes has tripled as of recently...even Rune of the Undead has jumped in price by 1000%..yes 1000% , the state of condition damage is that crazy...no nerfs since 2015 Nah, PvP suggestions. Also not a removal but rather increase of ICD to the Rune is necessary. It's pretty much carrying anything that can use it's effect often in PvP right now, mostly Herald builds as also shown to be the favored pick on metabattle, not a shocker tho. There was quite a lot of complaining of Herald being underpowered before it got popular.
  19. @"Dawdler.8521" So where is my infinite stability on demand? Bad bait. @"Grand Marshal.4098" There's no such thing as cooldown hacks, claiming as such brings forth way bigger problems than you think, this is clearly an exploited flaw in the rework of the banner that needs to be fixed. Nobody is asking for a nerf.
  20. Meaningless changes. Once both Herald builds lose Rune of Resistance, they'll stop being a favorable pick for dying so easily under constant pressure. The Feb changes had been already in effect and showed in practice because we hadn't seem them for a while until the Rune was brought to light. Edit: Btw, I don't think any teleports with target requirements need LoS, y'all can stop with that bias.
  21. > @"Kuma.1503" said: > > @"Shao.7236" said: > > > @"Kuma.1503" said: > > > Renegade: > > > Sevenshot nerf. Sustain cut. > > > > What would you cut on Renegade when there's nothing to remove, there's only core that's left in an already pathetic inconsistent state. Steadfast has been nerfed twice and is not anymore effective than Versed In Stone (And never was.), Righteous Rebel is not used in the meta, Wrought Iron-Will does nothing that overperforms, Brutal Momentum is high risk high reward. > > > > It baffles me that people think Renegade or Sevenshot right now is the problem where as the build because of speed rune is nearly untouchable unless you have it yourself or have means to constantly strip or pressure at range within the same time of negating weakness. The mobility is the real issue and there's literally nothing left to nerf without killing the class altogether just so we can have the same BORING Herald Power all over the place again which might as well be considered dead the moment Resistance gets nerfed also, good riddance though, I hate that Rune with a passion and it's been carrying TOO MANY builds right now, including Herald Condition as well. > > > > Seriously, what could you nerf. The vague statement that you suggest alone really shows that even yourself don't know. > > > > We could nerf Sevenshot even more but that won't stop people from running around and away from all danger just poking damage over and over while sharing the intricate sustain of Core Revenant that works "good" enough right now unless you add speed runes and just avoid everything altogether to camp upkeep and don't even play the class at all. It's seriously boring, most of Renegade relies around not using evades to maximize damage and it's obvious where the problem comes when one rune makes it so you NEVER have to dodge or avoid everything with movement speed that is not available outside Superspeed which is available to almost no one or niches like Impossible Odds + Rising Momentum but these two have an actual cost to be had unlike the unfathomable amount of Swiftness that's easily accessible. > > > > Y'all should look at Bloodbane Path and Spiritcrush instead, those skills haven't had their PvP co-efficient split yet and are undeniably just as heavy hitting as Sevenshot in the right instances. In fact, Sevenshot at best with the current used build can do 5k or so with 25 Might and 6k on zerk, it's definitely lower than what it used to be and the other skills are to be put in consideration because BP does add easily 2k to this, 3k if you're zerk when EVERYTHING crits. > > Y'know... The fact that you took that post seriously really makes me question some things. > > What if ANet took it seriously? > > How many dumb half-baked arguments must you have slogged through that this one, a parody, hardly stood out from the rest? > > ...Either that or you stopped reading at the first line and decided to write a 4 paragraph long rebuttal on it. :P > If so, you should really give the rest of the post a read over, especially the "Weaver chills itself" bit... I mean... I thought it was funny... Your sarcasm doesn't help people thinking any better. It's a serious issue on Revenant still.
  22. > @"Kuma.1503" said: > Renegade: > Sevenshot nerf. Sustain cut. What would you cut on Renegade when there's nothing to remove, there's only core that's left in an already pathetic inconsistent state. Steadfast has been nerfed twice and is not anymore effective than Versed In Stone (And never was.), Righteous Rebel is not used in the meta, Wrought Iron-Will does nothing that overperforms, Brutal Momentum is high risk high reward. It baffles me that people think Renegade or Sevenshot right now is the problem where as the build because of speed rune is nearly untouchable unless you have it yourself or have means to constantly strip or pressure at range within the same time of negating weakness. The mobility is the real issue and there's literally nothing left to nerf without killing the class altogether just so we can have the same BORING Herald Power all over the place again which might as well be considered dead the moment Resistance gets nerfed also, good riddance though, I hate that Rune with a passion and it's been carrying TOO MANY builds right now, including Herald Condition as well. Seriously, what could you nerf. The vague statement that you suggest alone really shows that even yourself don't know. We could nerf Sevenshot even more but that won't stop people from running around and away from all danger just poking damage over and over while sharing the intricate sustain of Core Revenant that works "good" enough right now unless you add speed runes and just avoid everything altogether to camp upkeep and don't even play the class at all. It's seriously boring, most of Renegade relies around not using evades to maximize damage and it's obvious where the problem comes when one rune makes it so you NEVER have to dodge or avoid everything with movement speed that is not available outside Superspeed which is available to almost no one or niches like Impossible Odds + Rising Momentum but these two have an actual cost to be had unlike the unfathomable amount of Swiftness that's easily accessible. Y'all should look at Bloodbane Path and Spiritcrush instead, those skills haven't had their PvP co-efficient split yet and are undeniably just as heavy hitting as Sevenshot in the right instances. In fact, Sevenshot at best with the current used build can do 5k or so with 25 Might and 6k on zerk, it's definitely lower than what it used to be and the other skills are to be put in consideration because BP does add easily 2k to this, 3k if you're zerk when EVERYTHING crits.
  23. > @"ZDragon.3046" said: > > @"Shao.7236" said: > > If that's to be taken seriously, core rev has already been nerfed in a broken way which did not affect Renegade because people don't actually play like it. > > > > They seriously need to consider the real issue on Renegade which is speed rune, legitimately the only reason why the build is so strong and that doesn't account other builds that exploits the 66% as well which could use it also instead of having their class changed in anyway. > > Generally dont agree. > Renegade was untouched for months LITTERALLY until they reworked seven shot to make shortbow a decent weapon in pvp. Speed rune has been in the game far longer and if the main issue was speed rune and only speed rune then renegade would have been ideally just as strong before the changes to the shortbow weapon which was certainly not the case as almost none was playing renegade at that time. > > In my opinion the reasoning why renegade is as strong as it is is because of how safe it can be while now pushing out above average dps from ranged even with seven shot alone (A skill initially designed to not have all 7 arrows hit the single target, that had very high power scaling and condition cover out put.) This along with other small tweaks to shortbow which made its ability to hit much more consistent made renegade viable as a pvp option. > > The idea that suddenly speed rune makes it overperform when there were several other factors that are being over looked makes me disagree with you on this. > - Multiple changes that considerably improved the shortbow's ease of use and performance possibly putting it above swords effectiveness with less risk as a ranged weapon. > - New combo potential with jails legend providing more sustain and defense which most players did not touch in the past because everyone was too busy playing glint/shiro standard. > > You dont have to agree but i think speed rune is a bit too basic to be the main factor to blame in that case. Its a good rune option but one that everyone can more or less use evenly and can even be negated entirely by using the rune yourself or stripping the foe's swiftness. Its not restrictive while also be super advantageous as something like Trapper (on Ranger or DH) or Resistance (more effective professions that have low cd elites like rev) > The build is not optimally played like Rev should be, it's campy and easy to survive on because nothing can catch up to it while the user can sit back and relax on upkeep, reason being speed runes exclusively. Without it, it's a complete different game to play the build. Because every professions can use it doesn't mean it's balanced, values are too high and to tell people they should use it is not solving the issue.
  24. @"Archer.4362" That's extremely biased to claim that PvP was declining exclusively because of the 5 man queue removal. The moment PoF meta settled, that's where the player count actually started to declined because it was extremely boring and you can actually verify that with many player opinions talking about it even to this day, not losing team Q. The repeated and aforemention issues are balance and DuoQ being a hinderance in higher ranks because of unwanted behaviors and stale experiences although since the balance patch we've seen improvements and newer builds even if people have complained about having lost their older overpowered builds, it's been a long time coming since there was only as little as 3 builds on the meta list but many in the great and good sections. TeamQ does not improve on anything at all, that of being match manipulation and alt accounts breaking the leaderboard. Imagining the plebs not wanting to lose their ranks so anytime they've got what they want for the day, you might end up fighting teams of alts everywhere to which losing will be worser while they risk nothing, compared having just one player on one team that can only do so much by being afk 4v5 which have been known to still be winnable. And obviously even if you don't care about Leaderboard like most, that doesn't change the fact there will be pratically no one to play with other than sweats and your fun will be ruined, y'all can't even put up with losing with randoms, losing with forced teams will be even more demoralizing. I can imagine everyone trying to dodge TeamQ to avoid the sweatlords just not have even a match ever going at all. @"choovanski.5462" You say that like AT's in the long run don't benefit former teams compared Ranked SoloQ/DuoQ but they do and reward better in cash if winning accordingly, they also show you how easily Ranked would become stale with the same teams winning at no risk under different accounts to break the system even more and the lack of player for it. For every 3 hours and you're not able to find the time? Sounds like a bad excuse, for mAT I'd understand but for every AT, I believe you might not even be trying. Based on the average of 8 teams or so that show up in AT's which is one entire continent, with you telling me that can't be interested in doing AT's. The TeamQ will be dead in a week even if Anet hyped it up.
  25. > @"Archer.4362" said: > > @"Shao.7236" said: > > > @"Archer.4362" said: > > > > @"Shao.7236" said: > > > > No until population can prove me that they have real full teams to play with for more than just 2 Golds. You kitten well know players will complain about being stacked against certain other players as usual, nobody will play the mode because the only teams you'll see will be all the pubstars together which is not even close to 1% the current PvP playerbase, you're allowing problem to only get worst. > > > > > > > > If you want to improve the quality of matchmaking, remove DuoQ from people that are top 250, consistent winners should prove their ability to win by playing SoloQ exclusively. > > > > > > > > > If anet does not give the queue option in group classified, your first sentence of your publication is impossible to be fulfilled, if you do not allow to play in team classified and only in AT, you are answering yourself. > > > > I don't get what you're trying to say. > > > > If the population really care about having a full team Q, they'd already be playing AT, that's one factual part of the statement and we can easily prove that false. However AT's are underfilled at best and mAT suffers the same meme culture regular AT's have, just in for the gold. > > > > Full team queue would be cancer and separate the population even more until we are left with people only caring for an improper DuoQ again. > > > > All of that results in wasted dev time for Anet, preventing DuoQ from being as toxic as it is by properly adjusting restrictions for players with a greater influence is a better way to improve the current state of the game high level. > > The ATs do not work to create groups of continuous teams to generate more population, they are specific times and not always people can. > > If it would be in a group of 5 in ranked, people would return to the game, which is why there are fewer people, you want to play with friends at any time, but you can, because people leave it and that's what happened. > Under what claim do you think that 5 man Q's will bring more people when you're enabling even more toxicity to the try hards that already try to stack team in duoQ? Nobody will want to play against 5 man try hard just like they already refuse to play AT's anyway. DuoQ should be removed from people on the leaderboard, that would solve a great part of the competition because those who match manipulate are always on it. It's not a competition if you can always be with someone when there is only one place up there. That arguement alone should make it obvious how having 5 man only makes it worst also.
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