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Yasai.3549

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Everything posted by Yasai.3549

  1. What I want for Hammer : - auto 3rd hit dazes for 0.25 seconds. - Symbol moved to Hammer 2. - Hammer 3 should be 600 conal range. - Hammer 4 knocksdown instead of knocks back.
  2. No they aren't. They have had their power level severely neutered, that much is true, but so did most of the Professions. Only few builds (not professions, builds) are left largely untouched and are truly thriving.
  3. > @"Fueki.4753" said: > Not it's not. > If clones can potentially exist infinitely because they can't be killed and the Mesmer doesn't shatter, they should be nothing but visual distraction. > If clones do even a single point of damage, there is no reason for them to be unkillable. If clones cannot be targetted, it wouldn't matter. It would mean if the Mesmer goes in and out of stealth or whatever, they will be the only entity which will accept targetting. That alone will make them more vulnerable than they are now and easier to shutdown and kill. Clones would then be just visual clutter on the screen since yu can't target them in any way. In exchange for having Shatters which don't die on yu or Phantasms which don't waste themselves, this is just a small price to pay.
  4. > @"UNOwen.7132" said: > They could buff PI *literally right now*, and it wouldnt break anything. Theyre not avoiding buffing PI because theyre worried it would make D/P stronger, theyre not buffing it because they want it to be unplayable. Thats the reason it got nerfed in the first place. Highly doubt that devs nerfed it for malicious reasons such as "making it unplayable" They probably nerfed it to make the other options, Staff Master and Havoc Specialist look more appealing. But as usual, Anet fashion, they overnerf so they can essentially ignore and treat the "problem" as dead. Guardians also have a trait which is similarly dead (Shattered Aegis) It's just Anet's balance laziness as usual. Ticks me off tbh.
  5. > @"Fueki.4753" said: > If clones become unkillable they will need to lose all their damage and condition application, so they can only be used as distractions and Shatter resources. Condi is fine, if it is nerfed for duration, which is not too bad. The Daze from Mirage ambush definitely has to go.
  6. > @"Yoci.2481" said: > Imagine if Guardian skills just didn't go off and went on full cool down near an enemy blob. Renegade Summons and old Scrapper Gyros. They phased Gyros out, only time will tell if they will do the same for Clones. Summons should also get the invul treatment, but only if their effects are reduced because Darkrazor and Icerazor are troublesome if untouchable.
  7. > @"Sobx.1758" said: > > @"Yasai.3549" said: > > > @"Sobx.1758" said: > > > > > lmao, yeah sure, you totally need one extra pair of eyes. I wonder why don't we specifically see flocks/zergs of thieves if they're so strong in a group v group setting. > > > > Seems like yu enjoy joke answers so here's one : > > They in Stealth. > > Smooth dodge on ~~the first part of the~~ the whole answer ^^ What can I say, I play Thief.
  8. > @"Sobx.1758" said: > lmao, yeah sure, you totally need one extra pair of eyes. I wonder why don't we specifically see flocks/zergs of thieves if they're so strong in a group v group setting. Seems like yu enjoy joke answers so here's one : They in Stealth.
  9. I'm not a genius in GW lore but: If Balthy kills Primordous, the magic released upon its demise will be catastrophic and chaotic. This is the case with all Elder Dragons and gods upon their fall. The magic released either goes big boom like in the Desolation (The huge blackened hole in Crystal Desert) or gets absorbed by other dormant Elder Dragons (like when Zhaitan died and Modremoth, Jormag and Primordous nom nom nommed the energy)
  10. Power Sceptre. Yu can shoot lazer beams of death.
  11. Make Clones and Phantasms invul and untargetable first. Then we talk.
  12. Save yurself the trouble just use Pistol Dagger. Pistol Dagger offers : - An Auto which applies Bleed. - An immobilizing skill to apply Poison when traited - A Torment burst which teleports yu back and allow rapid Bleed stacking for cheap Ini cost - On demand Stealth if in melee range.
  13. 1. Click on target or any cluster of targets. 2. Tab target to cycle through until I get the one I want
  14. > @"UNOwen.7132" said: > Theyre a class that never dies, but also never kills. They just reset over and over, annoying you ,but never posing a threat. Might be true if yu are fighting Thief 1v1 in an isolated setting with no external factors. But since this is a WvW thread, this is hardly the case. 1. Players rarely roam alone. This means the Thief has someone to "tag team" the aggro which usually would be directed at them. 2. Thief is very capable of killing anyone. The reason they "reset" over and over is because when they get attacked, they need to use their utilities and skills to peel for themselves. Now what happens if the attention isn't on them all the time? They are free to use their resources to have a field day on anyone whose attention isn't on them. 3. Multiple Thieves are actually extremely hard to deal with. They pop in and out of Stealth, making it difficult for each individual player to track them. For each additional Thief in a group, yu need 1 extra pair of eyes to look out for them. This is made even worse with infamous Thief only fight guilds which all wear the same transmutes in order to further confuse people that they are attacking. All that said, Thief groups are bullies against any number of enemies which isn't a havoc yet. And we even have the rare Thief havoc.
  15. > @"Firebeard.1746" said: > Chrono, all the way. I know we got IP back, but at the end of the day, we lost our distort. Feels totally uncalled for. Chrono may have received a buff in PVE DPS because of some of the shatter changes, but overall it felt like part of the class's identity was stolen. If anything new Shatters made Chrono more unique, giving Chrono an identity with special Shatters Issue is CS is straight up weaker than Distortion as a defensive Shatter in every way, except maybe in PvE where it's great for rotations. But I guess that's what tradeoffs are. > Also Mirage in PVP. I know it felt insane before, but I feel like now most of the time mirages are a joke in PVP. I find a good one every now and then, but it's so rare I wonder if the player would do even better with a completely different class. Mirage getting 1 dodge removed was totally uncalled for. Problem was IH, IH should have been given the big slap, not having 1 dodge removed.
  16. > @"Kuma.1503" said: > > @"Yasai.3549" said: > > 99k? > > Downstate bruh. > > > > Besides burn guard is one if the more easy builds to deal with. > > > > Wait till yu fight Turret Flamethrower Scrapper. > > Yup. > > > ... > > > ... > > > ... > > What? You were expecting me to defend it? I play that build. I know it's dumb. ? I was commenting as a reply to OP. Did yu forget to change accounts? kek.
  17. My general opinion is that : 1. Anet will initially nerf everything but core problem. 2. Anet will eventually nerf core problem 3. Everything else is not reverted Thus I would like certain nerfs reverted since core problem was nerfed. Example : Deathstrike Chill removal should allow 2nd hit to be faster again.
  18. > @"kash.9213" said: > I could go with a quick non stackable stealth comparable to the Silent Scope duration for stealth off of leaps, or they could bake more stealth into skills or traits like Silent Scope dodge or Cloak and Dagger. Would much prefer that there are two versions of Stealth, similar to Swiftness and Superspeed. Stealth from Combos and Traits will fall under "Stealthed" which is stackable but removed immediately upon getting hit. Stealth from cooldown based utilities will fall under "Cloaked" which is immune to Revealed and non stackable. This will make Shadowmeld weaker with this kinda change and maybe then it could be reworked, but that's another topic. Ps: please go back to talking about Dagger/Dagger
  19. 99k? Downstate bruh. Besides burn guard is one if the more easy builds to deal with. Wait till yu fight Turret Flamethrower Scrapper.
  20. This wouldn't be an issue if the power levels of each Profession after Feb nerfs didn't become extremely lopsided. Before this, it was simply : aight, everyone can burst, play ball. Now it's : alright only like 4 Professions can fight like gods, rest just er, twiddle yur thumbs or something.
  21. Not sure if +1 even matters anymore when node control builds are extremely potent and can even fend off ganks. Op just has a hate bone against Shiro and players that can play better than him.
  22. Plus it's interruptable. On other hand full glad that stuff like Jade Winds or RotgD doesn't consume Energy until the skill goes off. Other skill similar to this is Mace 3 and its legendary cast animation.
  23. It's a multiplier for the skill itself.
  24. > @"Obtena.7952" said: > That's true and that's agreeable ... so people need to STOP using 'not meta' to justify class changes. The only thing yu said so far that makes sense and I agree with. However, I do believe Herald needs a buff to their supportive aspects, to push them toward a PvE support role. While they are already played with that role in mind in PvE, alot of people simply run Herald as a self-supporting DPS. I much rather they put more strength into Herald's group support capabilities, as with alot of the suggestions here are targetting, in order to push them deeper into a group support role, which eventually would be strong enough to compete with the likes of Druid. Having more options are always better. Who knows if EoD will bring new encounters for other supports besides Firebrigade to shine. (heh wishful thinking EoD will be good anyway)
  25. > @"Swagg.9236" said: > I never said that such a thing was good for any class. In fact, I've said nothing but the opposite. GW2 is a silly game, and anybody who takes it seriously or defends its merits as a skill-based environment are deluded. Skill based to some extent I feel. More of a knowledge based game. Which is one of the reason why I detest Stealth Spam D/P, because there is literally nothing to see to apply game knowledge to, so yu rely entirely on instict and feeling which is just a silly way to play a game. But back to Staff Sword/Sword : Sword/Sword does overexpose the Herald, specifically when used in conjuction with Shiro, burning a load of Energy in the process. This leaves them vulnerable to counterattack due to their now depleted resource bar, which makes even swapping to Staff useless for at least 3 seconds. Only Revenant has this issue though, due to their utilites and weapon skills all costing Energy. Herald however bypasses this with Glint. Maybe that's the issue most players have against Herald.
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