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Shao.7236

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Everything posted by Shao.7236

  1. > @"Yasai.3549" said: > > @"Shao.7236" said: > > > @"Yasai.3549" People actually retarget with Rush, so nah. It's seeking property is never really lost. > > Good point. > I totally missed that Rush can be retargeted mid run in order to change directions to the other target. > > Still, I was making a point to someone who was trying to argue that Rush is somehow stronger than 2 other skills which function differently in addition to that ridiculous arguement that they can only be used as Gapclosers. > > And somehow Rush's running is stronger than the other 2 skill's direct displacement of their character model during a leap. > > Which is strange too, because Swoop is also similar to Rush where it runs 600 Range and leaps 400 range (with evade baked in) with a total of 1000 range covered. > I think Swoop final leap is the reason it's not as clunky, while Rush "second" skill has some mandatory distance to at least go over before doing damage and then probably dislocate the hitbox at that point hence why it just misses. Personally I never had Rush miss on me from long distances, only short.
  2. As long as it's not bugged depending on movement speed, it can't really be an issue. Clearly Rush not just one skill but two depending if the target is reached or not hence why it's not comparable to Swoop or Leap of Faith in practice. Best they can do is fix the tool tip with the proper info about it so that's it's better understood, such as; Damage: 686 (1.7) Attack Range: 300 Range:1200 They've done something similar with Deathstrike which is mostly how Warrior Rush feels like anyway, a sequence. @"Yasai.3549" People actually retarget with Rush, so nah. It's seeking property is never really lost.
  3. Top Stats give extra pips, just like being in Platinum does as well. The higher you go in the leaderboard the less you'll be rewarded as you get closer to the peak of competition. It's always been like that and because you feel like you're doing worst due to the current ranking in badges, it would be no different than if there was more players and Legendary being readily available again. When you're on top, you can only be rewarded properly by fighting people your own size or more.
  4. > @"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.
  5. 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. Being able to kite so much by just moving should not be part of the PvP choice. You also well know that while the kitting happens upkeep is being easily rewarded whether you get in range or not because Shortbow range and Hammers heal every hit in range of them.
  6. No until population can prove me that they have real full teams to play with for more than just 2 Golds. You damn 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.
  7. > @"ZDragon.3046" said: > > @"Shao.7236" said: > > When you accept the queue, the profession should be locked. > > > > If having to switch to your PvP character is something you need, they can increase ready time by a minute before you can press it, the current system allows it. > > > > Being able to fall back on whatever people want based on what they've been paired against is one of the biggest reason why the meta is so stale and barely with any innovation. > > > > Forcing people to stick to their guns will emerge new builds of greater or lesser tiers to fullfill needed roles in their team. Having them to work at any degree is the only part that matters. > > > > This would EASILY force players to improve and know their profession better as well, including AT's. Allowing strategies to shift at a limited extend is what conquest really needs. > > > > If everyone wants to play meta, then should their team be stacked with it and end up with the weakness multiplied, knowing what the other team will play is already a big thing, adjusting the locked profession builds to meet the demand is how you'll see different things show up. > > Something ive been hoping they would change for a long time now. Its kinda gross to see people swap right before match starts because they peeked at the enemy team comp. > Another simple solution is to hide the professions and names on the score board till the match starts. I would agree to this if it didn't introduce the new problem of having players still being able to fight and discover what's going on in the match warm up.
  8. Most NPCs are subject to so many exceptions and are very jank to effects. Taunt for example doesn't work the same as it does on players, cripple or chill is typically almost ignored on disengage, they teleport on various occasions also. It's a very broken mess if you consider the lack of proper nerfs to them also.
  9. Now that's a good poll. With great suggestions added.
  10. > @"Azure The Heartless.3261" said: > Throwaway feelgood post. > > Just wanted to mention that even in this meta, I still find sparks of joy in watching people landing cc the moment someone's stab, block or invuln runs out, or snapping around raw to manually aim an attack where someone is about to port back with spectral walk, or using a block to tank one attack then stowing it so they can attack before their opponent can cast again. > > Even with all the problems the core of the combat is still pretty nice to experience/watch. Throwaway feelgood post. You're a pretty nice to experience/watch.
  11. Had fun before with some of the power creep, but the meta was way more stale. Now I'm still having fun, perhaps more than before even if I got nerfed in most of the aspects I used to play with because I'm able to play various builds now and I see people play various things as well unlike before. I disagree with the bunker meta also, this is power meta. Should get it right.
  12. When you accept the queue, the profession should be locked. If having to switch to your PvP character is something you need, they can increase ready time by a minute before you can press it, the current system allows it. Being able to fall back on whatever people want based on what they've been paired against is one of the biggest reason why the meta is so stale and barely with any innovation. Forcing people to stick to their guns will emerge new builds of greater or lesser tiers to fullfill needed roles in their team. Having them to work at any degree is the only part that matters. This would EASILY force players to improve and know their profession better as well, including AT's. Allowing strategies to shift at a limited extend is what conquest really needs. If everyone wants to play meta, then should their team be stacked with it and end up with the weakness multiplied, knowing what the other team will play is already a big thing, adjusting the locked profession builds to meet the demand is how you'll see different things show up.
  13. Some classes are not supposed to be mobile like you wish them to be. Take it as it is. 25% is a very significant number and for those who have to slot it as a rune is one very efficient way to balance mobility.
  14. Losing an unrecoverable mid? Attempt to decap far or go back home to defend if someone already does it. Commit to cap if viable and defend from respawns 1v1. Players on respawn from mid will take care of home, far no longer possible? Fall back to mid for a back cap / help team that should have home secure by now. Dying in the process? Teamwork your way home after respawn if it's not been won already or head mid to team fight and win it. Should be able to rinse and repeat from there.
  15. If you don't press anything for 3 seconds you've mitigated half the burst of condi daredevil, the problem is the stealth/blind spam that makes them campy and almost untouchable without reveals or long resistance duration. As a Revenant ports ooc, they're vulnerable to CC and if they legend swap to stunbreak that's energy loss as well being even more if it's not glint and on that note they get hard CC if that happens again under the time they can legend swap again. If it's in combat with energy, they're still vulnerable to cc and likely somewhat wounded or with an heal already used therefor having half the kit gone, it's on you to outplay. Try to at least analyze the situation before complaining without making any sense. Also, yes having 4 charges of SoJ with Trapper rune ability spam is full degen, not disagreeing with how forgiving it is because it replicates the problem with condi daredevil, only that burning is way more bursty and the lower stealth uptime doesn't compensate for it.
  16. It would be better if we had biases aside and really talked about problems directly without stepping out of the things that can be really done, like working within the limitations of the dev time and engine itself. From what I have learned, people care little for balance and prefer flexing around. I've wrote a dedicated Rev post for suggestions based on my experience but there has yet to be another from anyone, if anything most subs have nothing to would hint devs in a direction.
  17. Outside the recent seasons, I have no complains. The XvX's might have been somewhat frustrating but conquest has been much more bearable and diverse than before the patch where all you would see is Firebrand with it's flavors, Tetherbreaker and Holosmith of all sorts. Now it's just Renegade and Trap Spam, speed rune this, speed rune that, rune of resistance here, rune of resistance there. Rangers have also problematic pets. Finally, some bunker issues like Guardian Scepter spam or Healbreaker that one is not as problematic as Guardian. Stealth spam with Condition is pretty annoying though.
  18. Enforcing players queued profession after they press "ready" would force build diversity. Can't go meta if you can't swap classes that have bad match ups you don't want to innovate with. For the PvE players, just swap and go to your so called professions you want to play with before pressing Ready. If 30 seconds ain't enough, Anet can easily increase the ready up time to 1 minute.
  19. > @"Vancho.8750" said: > > @"Swagg.9236" said: > > > @"FrownyClown.8402" said: > > > Sounds like someone is mad that they blew all their cd's and had nothing left to defend vs thief. Honestly, if you knew how to use terrain thief wouldnt be an issue. Try learning the game before complaining about something within your control > > > > Learning map quirks and sightlines is among the lowest skill ceiling upon which to base game mastery, and it also doesn't encourage player creativity since the "correct" play is to stand more or less still on top of esoteric terrain assets which just so happen to bug out teleport pathing. It's not difficult at all to do, but it also smothers anyone's ability to participate freely in combat. Moreover, "blowing CDs" is an inevitability in any GW2 PvP encounter. Every class inflicts burst damage, and generally, the easiest way to survive is to mitigate it through cooldown usage. Good luck capturing anything or contributing to any big team fight without using cooldowns, just so you can wait to use them when a Thief presses F1 while you're in transit somewhere. > That and the no port spots/no path available feels more like bug abusing then actual game mechanic, but they let it fly cause they are not willing to fix that or the ports. > And it is not like they can't make fair teleport skills, line of sight+ telegraph https://wiki.guildwars2.com/wiki/Frigid_Blitz but who will pick that if they can teleport through walls. Deathstrike used to be slower on it's cast, people complained that it had no identity because slow and chill was exactly the same as Frigid Blitz, so they did something completely random. They both had different benefits, players whined because they wanted to, Axe was never a bad weapon for either Power or Condi, Sword was debatable however the port was useful because you didn't need a hit to get in close range for many options. Removing everything from Sword 5 and speeding it up was Anet solution and caused various issues which desyncs is one of the biggest. Deathstrike was fair before, just like Phase Traversal has an animation unlike pretty much all teleports but Sword 2 on Thief which has a little tell but it's honestly extremely minor.
  20. @"Ragnar.4257" Was testing how much it took for damage to get absurd under many different traits and skills. For as long as Zeal was taken, it would break around 12k constantly even while running actual sustain and it could reach 15k without Save Yourselves given some other types of buffs or conditions were involved which is not far out there let's be honest as shown in the last one, especially how this AoE is used in teamfights. The boon 8% increase in damage is honestly insignificant as it depends more on the RNG of the hits, which IMO is stupid. Having it more consistent and at around 10k damage to punish people wanting to contest a guardian is more under the realm of fair, just me though. Symbols are not particularly difficult to manage and Punish is an annoying one reaching out there outside the AoE without notice. Point being, yes we were testing it around for 15 mins or so but that doesn't stop from showing how strong it is currently. Going full degenerate with the damage is stupid and not worth the increase of around 6k damage based on RNG in exchange for sustain, but as an AoE 12k is 12k and on 8 seconds cooldown, can potentially go to 18k with readily available Might and Vulnerability without going full stupid, it's rather disgusting. Not here to say, kill the skill. Just to fine tune it a little, it's stronger than what I'd consider normal for something often used. Can't recall any other AoE that does so much on a cooldown this low outside of Staff Fire 2 on Elementalist. Looking at the versions in between gamemodes, it's clear that damage could use some changes. Maybe take the WvW version as an example and adjust as seen.
  21. > @"Ragnar.4257" said: > What even is this forum any more??? > > "Symbol of punishment does 18k damage" > > "Ranger has almost no stability access" > > I'm coming to realise that this entire forum is an experiment in AI designed to troll me. Or you could always test it yourself rather than posting to be funny, I wouldn't say anything without knowing it's real. That Symbol specifically has such random explosive damage that even without all optimal damaging options, it's still reaches whack numbers;
  22. > @"Brimstone Jack.3462" said: > > @"Shao.7236" said: > > > @"Brimstone Jack.3462" said: > > > > @"Shao.7236" said: > > > > @"bethekey.8314" Those are subtle hacks though. He doesn't have swiftness that would allow Speed Runes to benefit, though I would agree Speed Runes needs to go from PvP, they're a pretty toxic mechanic to deal with. > > > > > > I mean, EVERYONE has access to them, so there's no unfair advantage. I think what you meant is that YOU don't want to deal with anyone who can outrun you when you chose not to use those runes. > > > > Nah, you're forcing down your assumption to me. Speed Runes grants free damage avoidance to almost every single melee attacks in the game by merely holding W away from someone for an undefined amount of time. I'm able to accept that they're toxic and not properly tuned to exist as they are right now, I know this because I "USED" them many times before. 50 or even 40 percent increase is way more reasonable than it's current state outpacing every single utility in the game but Superspeed itself. > > > > Having something accessible by everyone doesn't mean that it's balanced, in fact that's like saying that everyone should just play the strongest build in the game and never look anywhere else. It's feature being this strong AND exclusive is actually the problem. > > Necro has some of the worst mobility in the game and you wanna kneecap them further because you can't just face-tank them without using the rune. Got it. More wild assumptions, I know the topic is about Necro but me wanting to have speed runes balanced is definitely not just about Necro, more specifically my own profession for most part being meta because of them. Face-Tanking necro? I've done that and they didn't need speed runes to keep up. They know what they have, besides, poor mobility is a broad statement. They can't easily travel around the map but they're definitely not bad at harrasing people.
  23. > @"RedAvenged.5217" said: > I just think rev is busted. I dislike the place thief is in, in fact it’s been pepega since for a very long time just swapping between w.e is more cancer at the time. However we do seem to be touching on actual busted issues like short bow mobility which is insane compared to previous nerfs, it just took really killing the classes build diversity. > > BUT, just bring rev down and you’ll see things like s/d thief being a really balanced roamer, then again that same dp build suffering atm might be op without rev so idk? Balance Rune of Speed along Rune of Resistance and I can guaranteed you the popular builds of Revenants will easily take a hit. (Infuse Light also deserves tweaks but I explained that so many times already.) I'm fairly confident that they're the problem because without these, neither of these builds have been an issue in my experience and they're typically the defacto that makes it so they're able to survive when I fight them specifically. Herald Power was in fact dethroned from meta as soon as Leadership was dunked on, while Herald Condi gained popularity with it's lack of nerfs (And tbh wrongly nerfed, not properly.) yet now we have another Rune (Resistance) just carrying both of these builds into easy mode again. Speed is just too good, too fast. Not meant to be like it is. Makes anything slippery af with it's ability to avoid damage at close that normally would hurt, tweak that and Renegade will sit down soon enough as a high risk high reward rather than medium risk high reward, because currently conditions is still a good counter to it.
  24. > @"Math.5123" said: > > @"Shao.7236" said: > > > @"Arheundel.6451" said: > > > > @"Shao.7236" said: > > > > Comparable to Symbol of Punishement really, skills that do a little too much than they should for how often they can be used. > > > > > > Do you guys think...any dev will take you seriously? > > > > Should any skill by itself alone be allowed to do quite literally damage that can kill someone in 2 seconds? That's the argument here but all we're getting is "just dodge lol". > > > > People want gameplay that's not braindead yet we're okay with having a single button capable of ending the fight this easily? I'm not sure we're on the same page here. > > > > Not saying that pressing 5 buttons hard here, just think about how one button shouldn't be able to do so much, that's all OP is asking for and I'm just dipping in the fact that Symbol of Punishement whether you can step out of the AoE or not, being able to kill someone with one skill is not okay. > > > > Dealing 15k+ damage with one skill is definitely overdoing it. The fact that people complain about Sevenshot being able to do 5k damage every 7 seconds while this stuff exists shows the inconsistency in complains rather than reliable evidence of overperformance because "just dodge lol". > > > > 10k~ Damage is about as good as any power skill should be depending on CD, follow ups and excluding conditions because playing Hybrid to buff damage further has it's costs in stats. > > > > If we can't agree with all that and we're dumbing down gameplay then why did we nerf Sevenshot, just dodge lol. (As the rev main I can attest that I'm glad they nerfed it because it was definitely OP.) As little reason there is to not play anything else but Renegade still, let's not make it even more mandatory by restoring what it used to be because we can just dodge, there's way more to it that just what OP just showed Lighting Orb to be doing to him. > > Since when does symbol of punishment down someone in 2 seconds? Figure of speech, in it's entire existence one of these can still deal up to 15k~ damage fairly often, even seen 18k. Being 4 seconds and all the other added factors. It's still not far off the 2 seconds mark on average. > @"Megametzler.5729" said: > > @"Shao.7236" said: > > > @"Arheundel.6451" said: > > > > @"Shao.7236" said: > > > > Comparable to Symbol of Punishement really, skills that do a little too much than they should for how often they can be used. > > > > > > Do you guys think...any dev will take you seriously? > > > > Should any skill by itself alone be allowed to do quite literally damage that can kill someone in 2 seconds? That's the argument here but all we're getting is "just dodge lol". > > > > People want gameplay that's not braindead yet we're okay with having a single button capable of ending the fight this easily? I'm not sure we're on the same page here. > > > > Not saying that pressing 5 buttons hard here, just think about how one button shouldn't be able to do so much, that's all OP is asking for and I'm just dipping in the fact that Symbol of Punishement whether you can step out of the AoE or not, being able to kill someone with one skill is not okay. > > > > Dealing 15k+ damage with one skill is definitely overdoing it. The fact that people complain about Sevenshot being able to do 5k damage every 7 seconds while this stuff exists shows the inconsistency in complains rather than reliable evidence of overperformance because "just dodge lol". > > > > 10k~ Damage is about as good as any power skill should be depending on CD, follow ups and excluding conditions because playing Hybrid to buff damage further has it's costs in stats. > > > > If we can't agree with all that and we're dumbing down gameplay then why did we nerf Sevenshot, just dodge lol. (As the rev main I can attest that I'm glad they nerfed it because it was definitely OP.) As little reason there is to not play anything else but Renegade still, let's not make it even more mandatory by restoring what it used to be because we can just dodge, there's way more to it that just what OP just showed Lighting Orb to be doing to him. > > I am not sure whether Symbol of Punishment or Sevenshot are even halfway comparable to Lightning Orb... > > Nobody uses warhorn in PVP for a reason. I would still be in for a change: Make it similar to Sevenshot, a lightning orb over the top of the caster shooting lightning at the enemy. Because the energy situation is different for ele, make it a 10 second CD, same damage - vulnerability instead of torment application. That would help tremendously - the rest of warhorn is still slow garbage though, but they could rework it once they're on it... IMO Ele general needs it's utility cooldowns re-considered so reaching out for damage isn't asking to be stupidly glassy in any situations. Tired of only seeing conditions and weaver being the only viable options because the utilities of this elite are in practice better. They should take notes from how often quite literally all classes but most notably Ranger get to have so many stunbreaks on low CD but because Ele gets 4 weapon skill bar it can't even have a decent amount of utility? Yeah, it's no wonder. I used to main ele fyi and I feel you on the level of it, I tried to enjoy my old core recently and it's quite a mess to try and be anything decent outside weaver in close combat. Also wouldn't in a lasting fight combining pre Lighting Orb into an Arcane Immobilize give a deadly amount of damage like shown? By that I mean, can't sustain forever as eventually there's bound to be someone that can't clear or dodge so a well placed setup could result as something like it.
  25. > @"Arheundel.6451" said: > > @"Shao.7236" said: > > Comparable to Symbol of Punishement really, skills that do a little too much than they should for how often they can be used. > > Do you guys think...any dev will take you seriously? Should any skill by itself alone be allowed to do quite literally damage that can kill someone in 2 seconds? That's the argument here but all we're getting is "just dodge lol". People want gameplay that's not braindead yet we're okay with having a single button capable of ending the fight this easily? I'm not sure we're on the same page here. Not saying that pressing 5 buttons hard here, just think about how one button shouldn't be able to do so much, that's all OP is asking for and I'm just dipping in the fact that Symbol of Punishement whether you can step out of the AoE or not, being able to kill someone with one skill is not okay. Dealing 15k+ damage with one skill is definitely overdoing it. The fact that people complain about Sevenshot being able to do 5k damage every 7 seconds while this stuff exists shows the inconsistency in complains rather than reliable evidence of overperformance because "just dodge lol". 10k~ Damage is about as good as any power skill should be depending on CD, follow ups and excluding conditions because playing Hybrid to buff damage further has it's costs in stats. If we can't agree with all that and we're dumbing down gameplay then why did we nerf Sevenshot, just dodge lol. (As the rev main I can attest that I'm glad they nerfed it because it was definitely OP.) As little reason there is to not play anything else but Renegade still, let's not make it even more mandatory by restoring what it used to be because we can just dodge, there's way more to it that just what OP just showed Lighting Orb to be doing to him.
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