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anduriell.6280

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Everything posted by anduriell.6280

  1. > @"God.2708" said: > You can't change the meta by changing traits and skills, as silly as that sounds. > > META is the game outside the game. In order for the meta to change, people have to actively engage in analyzing what other people are doing and how to beat them. That doesn't require changes to traits and skills, though that can initiate such build movement. It just requires competition. Which WvW sorely lacks right now. Well while i agree with your point, META is something constructed by the players themselves, it is heavily influenced by the game design. So if other classes come around offering not a replacement but an alternative although the players may resist for some time at the end the new build variety will settle. It would be a new "META" that is correct, but it would bring more variety to the game mode.
  2. > @"Raven.5362" said: > I often feel I'm on a team that's mismatched, which I'm sure is many people's experiences. I'm constantly learning of course, and losing to learn, but I want to know the matchup at the end, to know the ratings of our team and their team. > > Who else agrees? I know the more experienced players can tell if they're facing a platinum, but I think it would be just transparent to know. add them as friends so you can see their rating in the friend list.
  3. > @"Salmaan Vilcassim.7108" said: > just wish there was a option to reset your pets name to it's default, for example (juvenile jungle stalker) Delete the current name and save it, it will reverted to default.
  4. > @"Gotejjeken.1267" said: > I've tried this every way I can think of and it isn't working for me. What I did was go into WvW and slot live fast and essence of speed to see if essence of speed increases quickness as well or just other boons affecting you. It seems to do neither? Use a beast skill to get quickness, doesn't increase the quickness you get from the skill (for me it's 3s with food), nor does it increase the fury uptime (i.e. other boon). Use beast skill to get quickness then cast say protect me, no increases. Cast protect me then use beast skill, nothing. > > So....how does this work? Does it work? It does not increase quickness, the trait does not take into account the new applied boons but the already existing on the ranger. Check it out with some might on then cast the F3 and you will see how might is extended for 2 seconds. The only way you can extend Quickness with this trait is to have a previous long quickness (longer than 5s) active. As such i think this trait can be removed fromt he game, it is not usable in it's current state, it needs the ICD removed at least to make it playable.
  5. > @"Justine.6351" said: > I would rather the classes be more heterogeneous than homogeneous. > I don't really understand this all inclusive mentality. I think the base game comes with 4 character slots. I personally don't like the MOBA design for an RPG. Gatekeeping classes to one specific role only works when you have a lot of different classes. GW2 has 9 which is not many for a MOBA game play. I think all classes should be able to fill different roles, it's not all classes can do the same but different combinations. For example: If you would be using Druids to replace some scourges you would still desire boon rips. Thus you would bring more chronomancers. Then if you bring Druid and Chronomancers and an Herald maybe Firebrand is not needed. So you are fulfilling 3 spots with 3 no-meta builds: Druid (heals,cleanses, ranged AoE), Chrono (boon rips, ranged CC, reflects ), hybrid Herald ( ranged DPS, Boons support) . You get the same final result but with different synergies.
  6. > @"Dawdler.8521" said: > > @"anduriell.6280" said: > > WvW is not for duelling, you are taking one of the limited spots in that map for doing something you can do in obsidian sanctum. > > If you want to benefit from the participation you should do that, **participate** . > I've personally dropped from T6 to below T3 because I was defending a spawn tower vs a 5 man guild with no supply to repair, tried to delay them running to the spawncamp while calling for help, delaying them at the camp and then giving up on it because I no longer **participated** in WvW despite probably having downed them like 10 times but failed to secure a kill because as per usual its one pocket healer per dps at the minimum. > > Anet does not consider that participating in WvW. > > You dont either? > > Should I have whispered them and taken the 1v5 to Obsidian? Well that should be the risk of defending: if you could get help you would be able to defeat them. Because nobody helped you, you ended up wasting 10 mins of everybody's time. You did what you were supposed to but your server didn't respond in kind. If after a minute or so nobody came i would have left the tower be flipped. I think repairing as a defensive strategy shouldn't be a thing: Repairing should be something you do after a siege. If you can't see how annoying is to trying to flip a tower but one player inside just keep delaying the inevitable for nothing we won't be able to understand each other.
  7. The art style and graphics are fine, we need better performance thou.
  8. > @"InsaneQR.7412" said: > The pull is pretty dope too. Would be a shame to miss that. Agreed but for a this pull we are missing some kind of damage mitigation. Thus the idea of merging Unflinching Fortitude (or minor version of that) with Prelude Lash so at least you get 2s of immunity while the immob last. And increase the CD to 40s. This would remove the clunkiness this skills have, and also make easier to build for them. The condition removal in this case being for the group could easily go to Spiritual reprieve so it is better justified the 40s for the heal.
  9. WvW is not for duelling, you are taking one of the limited spots in that map for doing something you can do in obsidian sanctum. If you want to benefit from the participation you should do that, **participate** . I personally would remove the participation from killing NPCs, you should only be able to gain participation by defeating players, conquest objetives or supply runs. It should be enough incentive to keep the camp (points + supplies) if the rewards for wining the match would be significant enough. Participation for just defending objectives can be easily abused thus i would remove it, you should get it when defeating enemy invaders.
  10. > @"TheQuickFox.3826" said: > > @"paShadoWn.5723" said: > > Replace daily gold reward with daily gold tax, amount based on highest character/mastery level on account. > > If an account goes bankrupt after tax deduction, suspend it but allow gem-to-gold conversion. > > To make things even ~~worse~~ more realistic, allow harvesting of nodes on the map only after buying gathering license which lasts until the change of maps with gold, or permanent license with gems, cost of said license calculated dynamically based on average TP worth of all map nodes. > > Also, add medical bills for when your character gets treated or revived. And add a mandatory health insurance that does not cover the costs if your character needs extended medical support. If i'm not mistaken in the first years you got to pay something every time you died in the game. It wasn't much but the medical bills were there. Same with broken equipment.
  11. > @"Yasai.3549" said: > > @"knite.1542" said: > > > Yes. One sic em soulbeast plussing you in a fight is not enough. We need 4 of them moving at mount speed. > That's the idea. > > Well most classes can move faster than a mount in wvw after the nerfs to speed, i don't see the utility of that.
  12. skill points? not sadly but do not worry you will unlock all the skills when you finish leveling. For now just experiment and enjoy the class.
  13. > @"thomasgfrerer.3469" said: > late but i think that gerneral it could work against melee grps if you are in a consistent zerggrp by yourself. i would use ether pistol/dagger as 2nd or pistol/Pistol, i also think you should consider, that if you go on deadeye you can range the enemys easier with steal and the advantages of steal because for me it seems daredevil lives for melee and that is too squishi in zergfights. > Greetings :) DD is perfectly fine for zerg fight, Vault will allow the DD to evade most of the damage and a Marauders build is tanky enough to stand the random damage you may get.
  14. Longbow, Axe/Axe. Axe for tagging mobs and DPS, longbow for Barrage and break stance bars. Forget about spirits those are mostly useless, Shouts and Survival skills are the way to go. Focus in damage traitlines as your pet will tank for you.
  15. There is a lot i disagree with your opinion. > @"butt joint.3982" said: > Nooooo not Primal Cry I've been having _such_ a fun time running around a Condi/Support Soulbeast build that utilizes moas and the NM line for a nifty 3 heal build. I usually run White moa, and it's quite nice to get off a heal AND get a good chunk of damage onto whatever or whoever I'm fighting as well. Primal cry it's an skill which applies 9 bleed, is not that relevant for a condi build. Even the animation is not that great. **Anet could merge Primal Cry and Worldly Impact** and make that skill to fit better with the Soulbeast hybrid theme as all damage multipliers from the traitline improves both power and condi damage. **Unflinching fortitude can be merged with Prelude Lash** as otherwise you need to equip always SoS otherwise the pull can't be used to land any damage from the ranger. **Spiritual reprieve could benefit from some self condi conversions** as well. Those skills are in 40-50s CD which doesn't fit with the actual effects from them. > The stance share from Leader of the Pack is extremely useful in many cases. Dolyak stance is a very handy stunbreak and the drawn out stab when you are running something with increased boon uptime can be most annoying to anyone who can't rip it off you and your group if you are playing either competitive modes. This is the only trait in the Soulbeast line that impacts allies and it's kind of sad, but I suppose it makes sense. Soulbeast wasn't made in mind to be a support spec but it does still need something that helps to buff your teammates somehow. The stance share is too short to be relevant in WvW although for the soulbeast those are fine. The radius is too short as well as it needs the soulbeast to close to the melee block **but the worst offender is the duration is not relevant enough to be noticeable**. It is better in small scale (groups of 3-4) but as soon as it get's over those numbers the stances effectiveness degrade rapidly. I posted a couple of threads with some analysis related to that while using ArcDPS. The conclusion was Leader of the Pack needs to share 100% duration. If you ask me i would do this changes, **if Leader of the Pack would share the full duration from the Soulbeast that would make the trait better for support**. If you ask me **the extended duration for the Soulbeast should be baseline** (with a nerf to Moa's duration so it's baseline with the rest of the stances) and Leader of the pack should allow to share the 100% duration with allies. **Leader of the Pack would replace essence of speed,** thus the Soulbeast would has to choose between boon self-sustain with Second Skin, Additional dps with Predator's Cunning or Support with leader of the pack. **Predator's Cunning would need a buff so it triggers also when applying bleeding** so it can benefit from synergy with skirmish. **Eternal Bond should be merged with Elevated Bond and Oppressive Superiority replace Furious Strength** as minor so we replace that 7% when fury to depend on the HP. > I feel like a few pets should have the Archetypes _changed_. Juvie Boar comes to mind, would make better sense to have it's type be Ferocious as opposed to Versatile. But I feel like the whole concept of pet Archetypes goes with the gameplay and how you need to adapt to certain situations. Some pets are going to be more useful in different scenarios and the Archetype skills can be buffed by other Ranger traitlines. Certain pets literally carry particular builds and would not work without them. There are many pet's which could be used if they would have a different Archetype F3. Either way i think it is always better to have the flexibility to adapt that detail to the player liking as to allow more build flexibility.
  16. > @"Korgov.7645" said: > > @"Stand The Wall.6987" said: > > > @"Fat Disgrace.4275" said: > > > Be quiet . > > > > haha, you scared anet is actually dumb enough to do this? > > Portable Cannons, Golem Rush Event, Toxic Alliance Event, Repair Hammers, Megaservers, World linking, Warclaw, Gliders, Jumppads, Megalaser, Barricades, vertical map design, Shadowportal... > > I'm scared. Yes.
  17. > @"Lan Deathrider.5910" said: > > @"Stand The Wall.6987" said: > > eles get their attunement cd reductions on all their minor gm traits. might be cool to do this for all other professions weapons traits. > > That only works because Eles have 4 attunements and very few weapons. Such a thing would not work well with the professions with numerous weapon sets, both OH and MH. We already have those traits but not as minors. It is perfectly possible and doable.
  18. > @"InsaneQR.7412" said: > No offense but: I disagree. > > The best rework yet was from @"Pterikdactyl.7630" > > https://en-forum.guildwars2.com/discussion/comment/1209118#Comment_1209118 > > It basically revamps the class into better specific roles and disperses play patterns more. > > Its my favorite revamp so far and it is pretty much what i will adapt when i convert all gw2 classes into DnD instead of the official druid. Agreed that is a fantastic rework. We could get something similar for the Soulbeast where the Archetype ability is defined by your grandmaster trait, so at least the Soulbeast can go for the preferred pet without being constrained by the poor archetype choices.
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