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rdigeri.7935

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Posts posted by rdigeri.7935

  1. > @"Yasai.3549" said:

    > > @"rdigeri.7935" said:

    > > Never said it's garbage, it's quite a good skill.

    > > You might consider it skillful, but in truth it's also extremely limiting.

    >

    > What do yu have against limits?

    >

    > Yu know, I feel like 80% of the players begging for buffs or changes or reworks in the forum have only one thing in their mind, and that's like "ugh this thing I want changed can be better, its just short of perfect"

    > Hey guess what, nothing has to be better if it is sufficient in what it is doing, and intended to do.

    > It doesn't have to be better, and the limitation is a design flaw baked into the skill as a deterrent from becoming an all encompassing one-hit-wonder.

     

    Correct, nothing has to be better, no changes have to be made at all to anything, there is little objectivity in all balancing, etc etc. I suggested this because i think it would feel better.

    I personally would rather have a reliable stunbreak that's only decent, than one that has everything but in specific scenarios is guaranteed to fail you. I wouldn't mind the endurance gain taken away or the distance reduced for this change (energy cost increase is the worst way to go about it though.)

     

    It is also not such a one hit wonder as you say, since most things you'd do with it, like dashing, are already possible with about face.

     

    > Power Herald has always been using Shiro, but do yu wanna know the real reason Shiro is used on most Power builds?

     

    Uhm, the real reason they use shiro is the teleport, the burst potential, the cc potential, and YES the good evasive stunbreak. Saying that the reason it is good is RS only is wrong.

    Also, rev has only 2 core power legends, not very surprising if one is used in power builds, eh?

     

    > Because Ripositing Shadows is the single most overloaded one press Stunbreak Revenants have accessed to.

    > It's just so good that it has been nerfed several times in an attempt to make it less appealing, and guess what, people still use it because it's functionally superior to whatever the Revenant has access to.

     

    They didn't nerf it to make it less appealing (i hope), they did it to stop it from overperforming. Not the same. Things should be appealing to use despite their performance.

     

     

     

    > @"LucianTheAngelic.7054" said:

    > This is 10000% a user skill issue. The skill is fine. If you want to aim it a certain direction then learn to position your character properly first before casting it. If it became a ground target type skill it would become awkward as all hell to use

    >

    > HARD NO from me

    Skill issue, i suppose true since it can be played around by maticulous positioning and rotating of your character in case of any and all immobilizes, taunts, fears and hard cc that hits you. But awkward? i disagree, how it works now is much more awkward for me than if you could aim it.

     

    > @"Clownmug.8357" said:

    > Hmm, it would be nice to be able to stun break without rolling off a cliff or going the wrong way because of fear. You'd have to do the same change to Withdraw, Roll for Initiative and Lightning Reflexes though, and I don't think the associated professions of those skills need even better mobility.

    Agreed. I think it's much more significant on rev though since it's simply the only stunbreak you can take on Shiro.

  2. title ^

    as the only stunbreak of the Shiro legend it sometimes takes you in the entire different direction than you want to go. Sure, we can call managing your positioning skillful, but it's kind of unnecessary and it would be much more comfortable if you could decide which way you wanted to roll.

     

    Perhaps this has been suggested before, if so, apologies.

  3. Revenant - Devotee

     

    They only have access to one legend. They lose their legend swap, replacing it with an energy refresh with the same cooldown.

    All of the core legends (and the new legend, if there is one) gain a second set of utilities for an energy expensive primed state, which they can swap to with the new f2, Devotion.

     

    All of these primed states also have an exit skill which have no energy cost, but they switch back to the core skills of that legend. For shiro, for example, it would be an in-place Riposting Shadows with no endurance gain and a smaller evade window.

     

    What this'd do is break away from rev's duality and potentially allow for 5 completely different new viable builds, one for each legend. They never intersect in skills, making it easy to balance individually. The new legend and weapon could be many things though.

     

    the devotion skill would probably have low cooldown and 10-15 energy cost.

    Traits could include interactions with-, or unique ways to enter the primed states, and perhaps some procced traits that grant small amounts of energy.

  4. > @"Skada.1362" said:

    > > @"rdigeri.7935" said:

    > > > @"Skada.1362" said:

    > > > > @"rdigeri.7935" said:

    > > > > > @"Skada.1362" said:

    > > > > > so adapt to the meta then and dont play staff. this thread, what a joke.

    > > > >

    > > > > Why is it a joke to desire a state of game where you are able to use something you grew to love in the past?

    > > > >

    > > >

    > > > Because his post is just another frustrated poor me my build sux, everybody else is op post. Thief and Daredevil got good builds to use to compete. what a joke

    > >

    > > Staff daredevil plays quite differently. And truth is, it does suck and the mentioned things are op compared to it.

    > > I'm still missing what's so funny. The forums are for feedback. It might have been funny if the discussed build was not actually struggling, but it is.

    >

    > You read TS post as feedback? I see it as whining. He offers 0 solutions or ideas to what he sees as issues. Here is an example of what feedback could be - reduce initiative costs for certain staff skills, maybe increase the endurance per initiative gain from the trait Staff Master, maybe reduce cast time on certain staff skills etc. There you go, I just saved the thread!

     

    Indeed, ideas for a solution would be better (though calling out perceived problems also has some value). If you asked what solutions OP has or gave some in the beginning instead, it'd have been constructive, is all.

  5. > @"Skada.1362" said:

    > > @"rdigeri.7935" said:

    > > > @"Skada.1362" said:

    > > > so adapt to the meta then and dont play staff. this thread, what a joke.

    > >

    > > Why is it a joke to desire a state of game where you are able to use something you grew to love in the past?

    > >

    >

    > Because his post is just another frustrated poor me my build sux, everybody else is op post. Thief and Daredevil got good builds to use to compete. what a joke

     

    Staff daredevil plays quite differently. And truth is, it does suck and the mentioned things are op compared to it.

    I'm still missing what's so funny. The forums are for feedback. It might have been funny if the discussed build was not actually struggling, but it is.

  6. ^ this.

     

    I think cleanses on warrior have the same problem, even though those are not similar in their other effects. They're stackable, so to avoid a situation in which the warrior can have an unfair amount of it, they are also given quite high cooldowns.this leads to them having less worth individually, and so viable builds are really boxed in.

     

    If warr had utilities that had drastically different purposes from one another, there'd probably also be more variety.

  7. > @"Tempest.8479" said:

    > While I think that changing stealth to refresh duration wouldn't be a bad solution, I'd actually like to see stealth addressed from a mobility and evasion perspective first. As it stands, I feel it makes no sense that a player who shrouds themselves with invisibility can move as fast (or faster in some cases) than regular movement speed. As a concept defined by this game's mechanics, stealth isn't intangibility. There's still a person occupying physical space that still functions just like everyone else. Someone who's invisible running around like normal or even at 150% speed, often dodging around in a full set of armor would be a pretty loud, easy to spot target even without the ability to see them. Therefore, I think players taking advantage of stealth should be forced to be less mobile to maintain the guise of invisibility.

    >

    > **I think it makes sense to adjust stealth in one or both of the following ways:**

    >

    > * **Stealth now reduces movement speed by anywhere from 15-25%. This is always 25% in pvp/wvw (Bonus movement speed granted by Meld in Shadows is reduced to 25%)**

    > * **Entering stealth now applies exhaustion for its duration**

    >

    > Applying the first change would apply a slight nerf to stealth mobility in pve, hopefully with the intention of reducing the ability for players to skip certain mechanics. The 25% nerf in pvp seems like a reasonable reduction in movement speed without becoming so restrictive that it would make it impossible to disengage imo. In addition, thieves would now have a unique advantage in stealth while taking shadow arts because they would be the only profession to be able to move at 100% speed while invisible. Nobody should ever be able to move faster than 100% speed in stealth.

    >

    > The second change would introduce an interesting limit to a player's ability to use stealth defensively, placing more of an emphasis on positioning and using stealth proactively to avoid attacks rather than dodging away in stealth reactively. Interesting strategies and counterplay opportunities would be opened by baiting dodges out of stealth to cripple an enemy's ability to use them while invisible.

    >

    > I'd also like to add that the application of these changes wouldn't be in a vacuum. If one or both of them proved to be too little, then I feel that stealth durations should be addressed like OP suggested. If certain professions, namely thief, feel like they're underperforming after these changes, then some buffs to trait and skills could help compensate, as well as reductions to skills that apply revealed.

     

    These are feasible, but there's a hiccup that you probably didn't consider: You can grant stealth to others. Anet has always shown the philosophy that allied players musn't affect each other negatively, whether that's debuffs, damage taken, or anything else. For this reason, exhaustion, movement speed reduction, cooldown freeze, and other such changes are off the table as long as stealth is not always a personal choice.

  8. > @"Blocki.4931" said:

    > I'd much prefer if some skills went through blocks, instead of being able to have multiple unblockable hits on any skill as long as you have something to enable it.

     

    This. It also removes so many variables, individual unblockables are so much easier to adjust.

     

    I think most of those are good right now, Gale or necro staff5 for example are not very fun to play against however; they don't require much positioning on the user's part, they are fast and difficult to notice, and straight up interrupt your defensive skill you may be using.

  9. Since the announcement of the Cantha expansion, but even before, players have shared many of their Elite Specialization ideas with enthusiasm here; It's impossible to miss them. Some are liked very much, some less so. Some have mixed opinions. Of course we'd all love to see elite specs that have the weapons, theme, playstyle or strengths that we want, but that's not what this post is about.

     

    What is it you respect about Elite Spec design, disregarding personal bias? When do you call it good, even if it happens not to be your taste?

    -Is it giving access to things the class lacked?

    -Is it providing an interesting new theme?

    -Is it having synergies with other skills and traits?

    -Should elite specializations move away from the core, or make you re-explore it by providing a new lense?

    -How big an impact should they be on your build compared to core traitlines?

    -Can it even be generalized, or the case is always different? Is there any objectivity to this at all?

     

    What are some good or bad examples of this in your experience, and why?

     

    I'd love to hear all your thoughts on this, maybe anet can refer to these general preferences too, no matter what they have in store for us.

  10. > @"Taril.8619" said:

    > I'd just want to point out that Be Quick or be Killed will proc whenever you use F1. Including when you repeatedly F1 bosses during group content either due to the cooldown resetting or because of using Mercy.

     

    Yes. I know.

    Be Quick Or Be Killed is the one of the three that has the least issues, the reason i suggested the third part is to be more interactive and to compete with Maleficent Seven in sustained, non-supported fights.

     

    It can be considered an extra suggestion to the first two, which are much more necessary to make those traits compete imo.

     

  11. The middle line of the Deadeye traitline consists of two traits that activate upon the death of the marked target, and one that has a passive buff for when you have quickness, plus quickness gain upon marking a target.

     

    While i feel that these have their use in open world (map completion becomes trivial) and the third one's great in instance content because of the passive part, their strength quickly diminishes against targets that can't be killed with one burst.

     

    Of course this can easily be bypassed by not picking these traits for such content, however their universal usefulness could be improved upon with the changes below, with minimal reworks:

     

    Old Collateral Damage:

    Trigger Burst of Shadows at your target's location if it dies while marked.

     

    New Collateral Damage:

    Trigger Burst of Shadows at your target's location if it dies while marked OR when the Malice bar fills.

     

    Old Payback:

    When Renewing Gaze triggers, this trait restores a portion of the recharge time needed by your healing, utility, and elite skills. (20%)

     

    New Payback:

    When the marked target dies or the Malice bar fills, this trait restores a portion of the recharge time needed by your healing, utility, and elite skills. (10%/15%)

     

    Old Be Quick Or Be Killed:

    Gain quickness when marking a foe. Your power and precision are increased while under this effect. (4s quickness in pve)

     

    New Be Quick Or Be Killed:

    Gain quickness when marking a foe or when the Malice bar fills. Your power and precision are increased while under this effect. (2s/3s quickness in pve)

     

     

  12. You do get additional vulnerability stacks on the autoattack, immob on Spotter's Shot, more damage on Three Round Burst, and up till july 10 2018 kneeling also granted increased critical hit https://wiki.guildwars2.com/wiki/Silent_Scope/history , though this doesn't matter now.

     

    Personally i like the idea of it, this "bunkering down" where you need to think ahead whether it's safe and appropriate to do so, but i do feel like it's somewhat lackluster in terms of being engaging.

     

    What i find more problematic however is the weapon's lack of stealth access without the use of combo fields. Shouldn't rely on Silent Scope (which by the way is quite uninteractive in pvp) to use stealth skills often (which is the motto of the spec)

     

    I could see one of the rifle skills reworked into a skill similar to https://wiki.guildwars2.com/wiki/Hunter%27s_Shot

  13. > @"Zuko.7132" said:

     

    My first girlfriend turned into the moon :(

     

    > In pvp, warrior excels at nothing. Sub par damage. Sub par sustain. Sub par support. Just sub par.

    > Here's my rework to try and bring warrior back. I'm only going to comment on what I have ideas for how to fix. All numbers are negotiable. Not every change has to be made if they make warrior too powerful collectively. These are just some options.

    >

    > **Trait Lines Section**

    >

    > **Base Profession Changes**

    > 1. Fast hands is baseline.

    > 2. Burst recharge is six seconds by default.

     

    absolutely agree with the fast hands change, discipline has always been too important because of it.

     

    > **Strength**

    > 2. Brave Stride: Reckless Dodge inflicts 2 seconds of cripple and gives you 2 seconds of swiftness if you hit. Self explanatory. Current version is useless in prolonged fights.

    Would love it!

    > 3. Restorative Strength: Keep as is with the might, but add five seconds of retaliation.

    Good thought, synergy with defense

    > 4. Body Blow: I believe the cc play style traits should be moved to tactics. Change to give five stacks of vuln for five seconds of 3 seconds of fury for landing reckless dodge.

    > 6. Merciless Hammer: This trait will be moved to tactics. Replace with Healer's Retribution.

     

     

    > **Arms (This is a mess)**

    > I'm gonna leave this for me to fill in at a later date.

    I look forward to how you imagine it.

    >

    > **Defense**

    > 1. Thick Skin: 5% damage reduction for each stack of adrenal health. Swap places with adrenal health for clarity. Ex: Adrenal health is the first minor trait. Thick skin is the second.

    Good idea.

    > 2. Spiked Armor: Gain 3 seconds of retaliation for each stack of adrenaline when you land a burst skill. Keep damage reduction. Remove icd.

    > 3. Armored Attack: Gain 2 seconds of protection upon landing a burst skill. No change for the amount of adrenaline stacks, always 2 seconds.

    I don't know about the Spiked Armor icd, i think retal uptime would be way too high if it was removed. But lowering it is probably fine

    Armored Attack should grant protection regardless whether you land it or not, there are way too many things depending on landing them, heheh

     

    > 4. Sundering Mace: Change to affect all cc's not just maces. Keep mace cooldown reduction.

    Yes.

    > 5. Lesser Endure Pain: Delete this trait. Replace with Break the Chains: Gain 2 seconds of protection and inflict area weakness for 2 seconds when you break a stun.

    There's already a trait here connected to stunbreaking, maybe this could be something condition damage reduction based instead.

    > 6. Last Stand: Remove auto balanced stance proc. Reduce stance cooldown by 20%. Stances grant retaliation and vigor for 5 seconds and last 25% longer.

    Hmm.. may turn out overloaded, but yes it would be nice to have a trait related to stances.

    > 7. Cleansing Ire: Keep as is, but have bursts remove blind on cast.

     

    > **Tactics**

    > 1. Martial Cadence doesn't need an icd if it requires landing a burst skill. Remove it.

    > 2. Empowered: Change to soldier's focus grants fury and swiftness to allies for three seconds.

    > 3. Warriors cunning: Replace with merciless hammer. Remove the adrenaline gain.

    > 4. Martial Cadence: Delete. Replace with Crowd Control Champion: CC's inflict three seconds of weakness and cripple. Gain 10 Adrenaline on cc. 3 sec idc for the adrenaline.

    Why did you make tactics the cc line?

    >

    > **Discipline**

    > 1.Fast Hands: Old version is baseline. New version is gain 2 seconds of swiftness on weapon swap.

    Nice.

    > 2. Crack shot should be moved somewhere into tactics.

    Why?

    > 3. Heightened Focus: Keep quickness and icd the same, but activate on landing a burst.

    > 4. Vengeful return should change, but I don't what to right now.

    >

    > **Weapons**

    >

    > **Greatsword**

    > 1. Hundred Blades needs to be a bit more rewarding. Barely does more than the auto attack.

    > 2. Rush needs its pathing fixed.

    Yes.

    >

    > **Axe**

    > 1. Eviscerate needs to do more damage. It's sad right now. I say tier three damage baseline. This will still be less than arcing slice with gs trait under 50%. Apply, 2, 4, 6 stacks of might based on adrenaline.

    > 2. Throw axe needs its pathing fixed.

    > 3. Dual strike should give 1 second of quickness per strike instead of half.

    > 4. Whirling axe should reflect and give retaliation.

    Reflect may be much but won't say it's a bad idea, using it at range makes you miss out on its damage anyway. Blocking projectiles is a more likely alternative.

    >

    > **Shield**

    > 1. It's fine, but can we maybe get shield bash damage back please?

    >

    > **Mace**

    > 1. Can we get f1 damage back?

     

    > 2. The auto attack chain is too slow. Speed it up a little.

    Yasyas, at least the first hit to not be completely useless against blinds or aegis.

    > 3. Counter blow should keep blocking unless they enter melee range.

    > 4. Crushing blow needs to apply cripple and do more damage.

    > 5. Tremor needs a faster projectile speed.

    Would be even better if Tremor was a ground effect instead of a projectile. rev axe vibes.

    >

    > **Sword**

    > 1. Hyrbrid doesn't work. Pick power or condi and rework. I vote condi, we have enough power options.

    > 2. The burst needs a total rework.

    >

    > **Longbow**

    > 1. The burst needs to do more burning and proc more regularly.

    > 2. Arcing arrow needs to apply some burning and maybe a 1 second daze. Longbow needs a way to get people off of it if they are being focused.

    >

    >

    > **Rifle**

    > 1.Auto needs some more damage.

    > 2. Brutal shot needs to evade as it shoots like thief and ranger shortbow does.

    Yes.

    There was also a suggestion somewhere to make rifle autoattack shoot 2 shots after using another rifle skill, like ele's summoned fiery axe.

    > **Hammer**

    > 1. Either give the autos more damage or give the cc skills some damage back.

    >

    >

    >

    > **Utilities**

    > To be Filled in Later

    >

    >

    >

    >

    >

    > 5. Great Fortitude: Useless. Change to give 2 seconds of protection and 2 second of resistance on heal.

    > Healer's Retribution: Gain 3 seconds of quickness, fury, and swiftness on heal.

    I feel like there shouldn't be such a big focus on the healing skill, as only Mending truly benefits from them, and Signet users don't get synergy with them at all.

     

     

    You had many good ideas, sorry if reading my comments is lengthy. I think warrior has some deeper issues (regardless of current balance) and i'll try to write my thoughts together sometime.

     

     

  14. > @"Shao.7236" said:

    > Pretty sure Anet went with the easy way out for themselves which make things more complicated in that regard for the player

     

    Heh :p well i wanted to propose regardless of what anet's attitude is, worst case scenario is this doesn't go anywhere

     

    > A lot of people tend to hate how Jade Winds only consume at the moment of the stun because if it didn't you could swap legends and follow up more smoothly with the other legend already out, but that means losing energy on button press rather than at completion, if you decide to use that skill in a fresh swap and get interrupted that's 50% lost on the fly.

     

    Yeah, this'd not solve that problem unfortunately

     

    > To me personally, I think it adds a careful layer. It also gave me better upkeep habits whenever using Soothing Stone, which is honestly the only skill that really suffers from that. It never really occured to me that any other skills were interrupted by their up keep.

     

    It tends to happen on unrelenting assault, shackling waves, and citadel bombardment the most for me, especially the latter.

     

    > Axe has done it a few times and I learned from it, maybe it just has to do with the server delay? That could be why this problem exist in the first place.

     

    I'll try to add some footage here later to show an example, it's definitely not a server delay, it seems to be just how energy works.

     

     

  15. > @"Shao.7236" said:

    > It's intentional. Everything is consumed at the effective time peak of the skill purpose. I can't really imagine how they would do turn off the upkeep skill because you've pressed something that has yet to be fully rewarding. They assume that the player will do it's best for that not happening, adds a mechanical layer too if anything.

     

    How would you know it's intentional?

     

    I'm all into mechanical depth, but if anything, this breaks the flow of play. And sure it can be played around, but should we have to? Is this a fun mechanic? Does it improve gameplay?

  16. > @"Lan Deathrider.5910" said:

    > > @"rdigeri.7935" said:

    > > > @"Lan Deathrider.5910" said:

    > > > > - _Savage instinct:_ need something to replace it.

    > > > Gain 2s/1s (PvE/Comp) of invulnerability after using a primal burst?

    > >

    > > Yes please, i had the exact same thought, although with just the Feel No Pain effect. Would go a long way to make Zerker more self sufficient everywhere

    > >

    > > Though should it be upon casting, or upon landing?

    >

    > I agree on just feel no pain and no stun break. What I mentioned was as a replacement, sorry if that was unclear.

    >

    > Upon using the burst for the effect. Anet is kneecapping warriors by making to many of our burst related traits only take effect upon hitting with a burst. Although I’ll accept on hit here if Adrenal Health and Berserker’s Power and changed to on use.

     

    Heh, what a dream that would be

  17. > @"Atticus.7194" said:

    > > @"rdigeri.7935" said:

    > > > @"Atticus.7194" said:

    > > > No offense but have you met the Developers? They hate the forums, and generally speaking they hate all of us, if we're not on our best BEST behavior they find reasons to leave and not listen to any of the great constructive feedback that's been left. They're literally looking for a reason to vindicate their disdain for us and leave, we can't give them that.

    > >

    > > There is probably some correlation between anet's withdrawal from participating in forums and general player attitude, somewhat justifiably even. Turn it around for a second, would you want to deal with seas of comments cursing anet in many colourful ways, if you were a developer?

    > >

    > >

    >

    > Yes, because I would use it as an indication of how effective I'm being at my job, it's the exact reason why Steve Jobs used to sit in on random customer service calls and emails and look for the negative feedback, because once you parse out the vitriol there is a fair amount of actionable data in there. So yea it might suck listening to people tell you that you're not doing your job well but there is benefit to it. Nothing wrong with us trying to soften the blow and prevent them from taking the easy way out and ignoring good and feedback too.

     

    Fair point.

  18. > @"Svarty.8019" said:

    > What happens when cheese is available is that experienced, quality players accept said cheese and run that because it's the best. Why would they do otherwise? Variety?

    > The option to choose variety over victory is a luxury that only the best players can afford.

     

    You're absolutely right. This is why cheese is something that should always be non-optimal, aka not be able to do as well as the more challenging builds, provided that they've both achieved their skill ceiling. When this happens, it's a balancing failure.

     

    Then there's also the question of "Whose build gets to be the optimal build?" Ideally every profession should have builds that strive for the top, but i don't know if that's ever happening.

  19. Well, that wouldn't eliminate this problem, you could still get an upkeep tick while you're casting something which reduces energy below the casted skill's required cost, canceling it

     

    The problem here is that the upkeep is prioritized over the casted skill which is something the player never intends.

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