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Girth.9731

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  1. > @"Svarty.8019" said: > Let's get rid of Unblockables. > > What's the point? It's not like people are saying "Oh that person is blocking, I'll use my unblockable". That level of gameplay doesn't exist. Unblockable just helps unskilled players with their random ability spamming. > > /tut /rolleyes > > Found the DH main.
  2. > @"Mighty Cole.7849" said: > Healing Signet was nerfed too hard. The passive base heal should have been reduced to 326 to match the healing potential of Mending. It would have created more diversity in builds and the only trade off would be whether you wanted to clear conditions or have access to resistance. Mending would still synergize better with Peak Performance, whereas Healing Signet would benefit from Signet Mastery. Right now, it's too anemic regardless of what build you're running. > > It's never a good sign when the paradigm is, "Choose this skill because it doesn't suck as much as the other skills". :wink: Yeah Healing Signet was way overnerfed. Believe me, I was one of the last holdouts who swapped to Mending because I loved the gameplay that the passive heal promoted, but Mending is _way_ better than Healing Signet right now. There really isn't even a comparison to be made honestly. I wish Anet would give Healing Signet a little love so I could use it again.
  3. > @"Lan Deathrider.5910" said: > > @"Teratus.2859" said: > > > @"Lan Deathrider.5910" said: > > > > @"Teratus.2859" said: > > > > > @"Fueki.4753" said: > > > > > > @"Teratus.2859" said: > > > > > > Every idea I see that proposes a "fix" for Hundred Blade is often just "make it mobile".. I can understand this but it would look pretty stupid if you were running around flailing a GS around like that lol > > > > > Since most Greatsword skins look stupid anyway, that flailing while running should be no problem. > > > > > > > > Lol you're not wrong XD > > > > > > > > > @"Lan Deathrider.5910" said: > > > > > > @"Teratus.2859" said: > > > > > > I much preferred how Hundred Blades functioned back in Gw1 but alas we have what we have. > > > > > > > > > > > > Every idea I see that proposes a "fix" for Hundred Blade is often just "make it mobile".. I can understand this but it would look pretty stupid if you were running around flailing a GS around like that lol > > > > > > > > > > > > I think a better solution would be to rework Hundred Blades so it functions more like Reapers Death Spiral or Rangers Hunters Call. > > > > > > > > > > > > Death Spiral is a really good skill that hits for x6 in a single second which is only two less than Hundred Blades hits for over 3 and a half seconds so this is definitely practical for a rework of Hundred Blades. > > > > > > The problem is though if it functioned like this it would be such a massive damage spike in a very short period of time so it would either need a long and thus predictable cast time or a heavy damage and CD reduction to make it not ridiculously OP.. > > > > > I'm okay with a massive damage spike. > > > > > Nothing stopping Anet from making said damage spike conditional though. Like have it be 6 hits, dealing 0.2 scaling per hit, but if they strike a CC'd target they do 0.5 scaling. > > > > > > > > I'm mainly trying to avoid a big nerf to the max dmg output of Hundred Blades which I feel would be a certainty if they made it function exactly like Death Spiral. > > > > Hundred Blades is a really hard hitting skill with a long cast time trade off as well as a placement lock. > > > > Cutting the 3 and a half second cast time to 1 second but still having the x8 critable strikes would be such a huge amount of damage inflicted in such a short time.. it would probably become an insta kill skill against many in the PvP scene. > > > > Nerfs would certainly be called for in that case I'd bet. > > > Blurred Frenzy deals 8 strikes in one second, it has meh damage but that is because it also evades during that time, so it is overloaded from a competitive viewpoint. Giving 100B a 1s cast time for 8 hits without evade frames is perfectly reasonable for at least a moderate damage ability, and if it has a very obvious windup animation then it definitely deserves high damage. > > > > > > When I was thinking about it I was thinking more a quick horizontal slice animation. > > It could work with a buildup though but if it's too easy to see coming it'll never be that viable in competitive as people will always be watching for it. > > I think a 0.25s of animation frames of the warrior cocking back the big AF sword before unleashing a kitten ton of damage is enough of a warning for people to get out of the way if they have dodges left. At the same time it would be quick enough to successfully start once you CC someone and get respectable damage in even if the last hit misses. I think this would be the best direction for the skill to go in. I'm okay with the channeled strike requiring you to stay in place, I think that's part of what makes Hundred Blades cool and unique. What I want to see a 0.5s wind up animation where the Warrior can move followed by a channeled burst of damage over the next 1.5s. I think this would make the skill feel alot more usable in multiple situations while maintaining the theme of the skill. I think the damage should be somewhere around 1.5x an Arcing Slice since this skill would still be harder to land.
  4. > @"Ghos.1326" said: > Warrior is not even bad, it's just other things are still untouched or not touched enough. quit living in pre-nerf days, nobody likes to get hit with a lvl 1 burst skill on a 6s cd that chunks 11k+ out of your health pool. That was broken, still is broken. Nerf the other kitten that's still OP, then warrior will climb back to where it needs to be without touching it at all. Ez. I mostly agree with this. I don't really think we need to buff Warrior, but rather nerf a few over-performing specs. This only thing I would like to see is a rework of the dead 300s traits, a few weapons skills updated, and either a rework or a buff to Healing Signet as, in its current state, its unusable compared to Mending.
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