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Svez Poizon XD.5268

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  1. It is shame how they made these last episodes... if i was them, i would just freeze icebrood saga for 1-2 years in future and just focus on new expansion, doing these bad espisodes with even worse story telling is just pushing people away.
  2. All i am saying is that i do up to 50k to 200k damage with quick combo, moving back for reset then going in again with range setup whitin 5 to 10 seconds. Currently my server(FoW) is linked with UW which is in tier 1. However all i see now and what i saw before is that if melee team tries to go in, people split and move away from their path, set range red circles with damage, cc so they have to stop chasing or they start dying. Only play for melee team is with stealth play but even then, you can use range weapons beneath yourself and do better than melee weapons(I am pointing mostly about melee damage vs range dmg, weapons used for supportive way is other story). What i wanted to try but i also never saw(in wvw from other players) is tempest with Fresh Air trait, moving in, doing air overloads. Not just that spell has 3 targets only in very small range but also with 4 seconds cast time but its damage is very small now compared what it was long ago. And when spell cast is complete you give shock aura which again only works in melee range. - my point with this is: why would i go in as tempest overloading air to 3 targets in melee if i can use staff to deal 200k damage on 5 targets in 5-10 sec with quickness sigils?
  3. Well what i currently play is staff weaver with quickness sigils, quick burst aoe combo with meteor shower of 2700 range(burning retreat+blink). And Soulbeast with longbow-longbow(quickdraw trait) barrage(9 sec cd) spam and all i can say is that damage is too much. Having many people like this makes melee impossible to work, also i mentioned wvw situation of 30+ vs 30+ players. My point is to allow some melee slow classes to have a chance to at least reach their targets and do something. I tried personally to play melee builds(exclude thief and rev) and if you even try to walk to enemy, you die with ranged chain cc all on you, there is just nothing you can do about it. Many of these key damage range abilities aren't projectiles which makes all those spells to land directly on targets far away and burst them to death.
  4. People complain about barrier but please, it has 50 sec cooldown and it decay after short time, it is an melee imobile class that you have problem with because it is only good in its 1 think- being an duelist on node. This is more like troll post.
  5. Devs didn't understand properly what makes people tanky. It is not toughness and armor but healing power with other damage mitigation effects in their kit. Less damage taken- less healing needed to recover the health loss. So if you think of perfect sustain it is balance between damage mitigation and healing. However there are counters to healing which is poison and counter to armor which is life steal, retaliation, condition damage. Tanks exist exactly because there are classes that can one-shot you so you want to absorb their spells and set those on cooldown with chance to attack back. Damage need to be considered like % of health loss rather than flat number: if for example you hit 5k crit with random spell/random class, vs ele with 11k health it is almost 40-50% of its health loss. However if you hit warrior with that which have around 19k health(by default), then that is around 25-30% health loss. Some classes can take larger % of their health down. Having spells that can do 30% to 100% health damage is out of mind even on squishier targets like default ele with 11k health. As long as such damage exist in game, tanks will always be there to counter that damage, because it is not skill pressing 1 spell or even few, pressing everything you got. Devs needed to keep toughness amulets in game with all defansive stats but to implement debuff effect that could reduce armor. Vulnerability condition is currently better on targets without damage mitigation than on targets with it. If we had toughness amulets as we did, and if vulnerability condition had also -33% toughness debuff as secondary effect, everything would be fine, math can also confirm. Having for example 1200 toughness soldier amulet(removed) with dolyak rune(300 toughness) it is all together 2500 toughness. So with -33% debuff you would have just 1650 toughness from 2500 with all that armor investment you would lose up to 850 toughness for not cleansing vulnerability condition. What we got now is unkillable tanks(weaver) and one shot classes like shiro rev(still not hitting a true nerf after all these years) and at the end there is no skill, no cooldown waste for both as tanks can just make so many mistakes and one-shot classes can disengage even if failing to go in, missing half spells etc Another problem we got is condition damage bursts. It is made to be DoT pressure(damage over time). Other words with long durations but with not many stacks/intensity(easy to cleanse). And what it is: you stack 5-10 burning stacks and someone dies in few seconds if they wasted their cleanses or if they are under cc. Devs will never make PvP balanced, especially with upcoming expansion. I am afraid they gave up from PvP last year.
  6. For DH they just need to nerf trapper rune, class is fine. Herald and many classes that got blocks should also be unable to capture for time of the block, same as it is "Obsidian Flash" from elementalist. Herald's heal skill is fine, you can see when it it is up and pulse regen so you can manage your dps down for possible consume of same skill to get activated, it gives almost no healing. Maybe its problem is that it can heal up to full health if activated in proper time. Shiro is too oppressive, hard to punish mistakes as its utility and elite spec helps. All in all i believe zerk classes or similar stat classes will also have some negative stats like - vitality or - toughness, and tanky classes less power and less condi damage. Wish those amulets existed, being an assassin but also able to survive for ever is not the way to go. Also for condis they should keep duration, maybe even increase durations but reduce number of stacks for each classes. So it would be a real DoT damage that can be easily cleansed that deals pressure over longer time.
  7. Idea is good, sounds good and simple, instead of letting people to spam stealth, they need to be some time out of it and let others to punish them for mistakes.
  8. it is shiro not herald, also devastation traitline, herald and renegade just give it might for even larger bursts
  9. Burning could be nerfed in number of stacks, its duration is fine as it is, maybe it could be longer as balance for less stacks. Adding second effect: burning endurance, 1 stack= -1 endurance per second, so 10 stacks= -10 endurance per second, as return, there could be long cooldowns of spells that apply burning and with less stacks it wouldn't be that OP as you can evade spell that will proc burning or just cleanse it.
  10. Just remove stealth from trapper rune and instead add effect that hides animation of you placing a trap below.
  11. Conditions with special effects/debuffs is cool story, however there must be "dot-damage over time" effects. Conditions with defensive builds are fine as long as you need long time to really set damage up, which can be cleansed and never applied/reached on long fights. Only problem is condition bursting as there are very few ways to mitigate condition damage and avoid burst. Other words, condition damage is flat damage, always dealt, avoiding armor and directly cutting your health. There are some classes that can reduce it : renegade, scrapper, soulbeast, death magic necro. Even with these, condition damage go trough. So best way to balance conditions in PvP is to remove too many stacks of same condition but as return to increase durations, so if enemy player do not cleanse it take great damage over time but it cannot get bursted by 10+ stacks instantly.
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