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Safandula.8723

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Posts posted by Safandula.8723

  1. Im up with the idea, current ly Red infus are ugly as hell and as drop is very rare, its not to usefull for many players. With this idea noone Will get hurt while "rewarded" players Will feel like they are really rewarded.

    Currently stacking 100 cm kps has absolutely no purpose, outside of "measuring skill" which is very lmao. For many players changing their kps for Real non cosmetics infusion would be very usefull

  2. > @"Strider Pj.2193" said:

    > So... the full zerker ele does less damage to himself than the group he is attacking. Obviously, if the group he is a part of is around, he will get healed by one of his party members. It works out.

    >

    > And if he is in a party without a healer, and is playing full zerk, he deserves the damage.

    >

    > In PvE, maybe, just maybe someone shouldn’t be going full zerk in an area with mobs that carry retal?

    > Maybe bring some vitality or damage reduction food.

    >

    > And if your still not able to live through it, get help.

    >

     

    dont u think any class should die, only if he actually gets attacked?

  3. > @"Delita Silverburg.8632" said:

    > > @"Safandula.8723" said:

    > > > @"Delita Silverburg.8632" said:

    > > > > @"Safandula.8723" said:

    > > > >

    > > >

    > > > This is what they deserve for just standing back and pewpewing. Running away and kiting on a ranger/deadeye that has 1500 range needs to be combated somehow for melee characters like a guardian and honestly, I'm ok with retal being one option for that. The design of retal allows a person to close that gap and not just get killed in the process. The only reason I could see a person crying for a boon to be removed from the game is because they do not have a fundamental understanding of how boon strips work. This is on you to learn how the mechanics of the game function and how to work around them.

    > >

    > > what about nerfing ranged classes as they are bs obviously and cut out retal that is cucking everyone else. so are you saying that retal is made to close the gaps while fighting rangers?

    >

    > I'm saying it's one option of interaction for the exact example you provided. There are plenty of other ways of counter play available as well. Nerfing ranged classes doesn't solve the problem either. Having different ways to play the game is what keeps people coming back. My point is that you can't cry for a boon to be removed that has a legitimate function in the game., and has counter play against it. You do not just have to "wait for it to fall off", you can just as easily boon strip it. Play a necro or spellbreaker for a change of pace if you're struggling, or heck, even run marauder's gear to give yourself a larger health pool to react/survive. IMO if you play a glass cannon zerker build, you get what you pay for. You might one shot some peeps, but if an intelligent person reacts by giving themselves retal, it's a legitimate strategy of counter play.

     

    if someone plays full zerker ele, u dont need retal. jsut hit him 2 times and hes done. hes countering himself by lower hp/armor pool, absolutely no need for retal there. now dont tell that retal is counter to glass cannon zerker build, cuz its not. its counter to every FAST ATTACKING build, even if this build has no dmg at all, but procs many dmg ticks. btw u know what happens if u strip retal from guardian? it appears again. and i dont rly want to play necro or spellbreaker, and i get cucked if i want to play anything with many dmg ticks. bad design

  4. > @"ShinigamiPL.4086" said:

    > I'll start by saying that i im not a new player in general, i dont have much experiance with fractals so far, but lately i actualy do them quite often (2-3 times a day, just to learn mechanics and different perspective) and i'm about 72 personal lvl so i will refer to T1-T3 fractals: So sorry if the question would be obvious but i honestly look for and answers and yes - i did check wiki

    > 1) mai trin fight. So far the combat was rather simple - we need to break her 10 point resistance by Horiks blue fields, we clean mobs - no controversy here. Guy with purple bomb will get hit by electric bubble and we need Mai at that spot. But what should i do when i see regular bomb icon above me? So far every time i did it (so t1, t2) me and other players removed ourselfs so others would not get hit. But few days i go in PUGs game people divided into 2 options. One mentioned above and second: we stick to mai trin the whole fight if there are no mobs (so yeah, we accept that regular aoe dmg). Any comments on that? Is it tier related? or we dont move if we got support player in the team? Or maybe i did it wrong the whole time? Is it crucial for the party if i remove myself from the group for that attack?

    >

    > 2) In sirens reef fractal, in the part when we need to take 3 coins to the chest very often i see ppl interested in taking just first 2 coins, then they wait at the exit. While i get that 1 or 2 guys might get the attitiude ' i done my part' it makes me wonder - what are the expectations when i'm the only one who goes backfor the 3rd coin. As far as i understand the mechanic - i cant do it solo due to the mechanic - it will slow me down regardless if i throw the bag or run/ dodge with it. Is it soloable for engi (or other classes)? I'm asking cause in half of the games i play only one guy (most of the times - me) goes for the last coin, gets slowed down, at some point get run by mobs etc - i dont see any skipping part or other advantage with leaving that guy behind. Or maybe i'm just unlucky with teammates?

    >

    > 3) im not fun about the whole 'meta' idea i get that its important to know and check from time to time what are the 'best' way to play certain character. And so far i was using metabattle to do it. But for the last week or two weird thing happens. I pugs with guardians / necros / engis / rangers / revs all the time. Now and then i group up with a thief as well. But in the meta section i see elementalist (recomended so i understand that it's a strong and usefull build) that i don's see very often (to be precise not a single elementalist in the last few days). On the other hand mesmer with wells / quickness and alac that is ranked 'viable' is in my groups regularly. So is there a reason why i dont see those elementalist any more? It's safer them to group with friends, metabattle is outdated or again - im just unlucky and there is no conspiracy here?

    >

    > thank you kindly for your comments

     

    1) u should stun her when electric field appears so she dont teleport anywhere. On start of the fight, its the best to stun her immadietly when fight starts, and than 2nd breakbar appears right with electric field.

    2) its the best if 3 ppl go east, they can rotate 2 treasures between them, and 2 ppl west. If ppl are slacking just tell them to get gud and stop slacking.

    3) ele is meta in cms, as it has the highest single target burst (next to power soulbeast), but in t4s (or t3s/t2s etc) it lacks cleave. Also its much harder than other classes u mentioned and due to low hp pool and light armor most players will have problems with staying alive

    On my note, plz dont use metabattle as often those builds are not even critcapped, and generally it has many issues. https://discretize.eu/builds/ is much better for it.

     

    edit: sorry i didnt get ur first point. outside of electric field there are 2 types of aoe attacks. 1 cannon shot from horrick - its projectile and can be reflected - revenant ventari bubble just block it entirely. dont mistake it with other aoe attacks - mass canons. aoe looks the same, but those aoes appear in groups. they can be only sidestepped or dodged. bascily this fractal force you to sidestep and dodge a lot

     

  5. > @"saerni.2584" said:

    > > @"Astralporing.1957" said:

    > > > @"saerni.2584" said:

    > > > You attacked into a sea of red and died. Not really surprised.

    > > So, you're saying, that when attacking a number of enemies, using AoE attacks is a bad idea.

    > > Duly noted.

    > >

    >

    > The video had a number of issues from my perspective. The ranger was out of position and using attacks on a large enemy group that had a very low chance of killing or downing any particular player.

    >

    > At the start of the clip we see the ranger using an AoE into a section of the enemy forces that is triggering retaliation feedback from the start. We also see that most of their utility cooldowns, except for their heal, have already been triggered. Next, we see that the ranger is targeting a FB who has retaliation, among many other boons, up and starts a rapid fire sequence. This is where most of the damage from retaliation comes in. At no time, however, does the target’s HP drop below 100%.

    >

    > As someone who uses projectiles, I have a few thoughts on the failure of the ranger here to do any appreciable damage except to themselves. First, reflect is generally a far more dangerous issue for ranged damage dealers. You are much more likely to run into a magnetic aura, or a random reflect ability, in group play than 1v1 and boon corrupts can handle things like retaliation. So if fighting in a group you need to be prepared to cancel casts to stop from hurting yourself. This applies to reflects but also retaliation to an extent. If retaliation is an issue you need to bring an ally with boon corrupts or be prepared to stow your weapons.

    >

    > Second, you need to be able to pick your targets. Casting into retaliation with a multi hit attack is generally a bad idea unless you have some form of personal boonstrip that will take retaliation away.

    >

    > Last, I’ll return to what I stated earlier—that the ranger was out of position. If you are a roaming sniper you should not be firing into a blob of players like that. You don’t do enough damage to solo them and the tag can’t support you from the opposite side of the red blob. Just like picking the target with retaliation was a mistake so was not picking a target that had fallen behind the group.

     

    First of all this ranger is aiming commander to put an additional pressure on him, and Yes he want to be out of position as his only rolę is to burst fb. He dont need boons like stab or prot, so his position is good. It doesnt matter if he use barrage at start as retal Will be on enemies for every single attack anyway.

    As u can See in video retal is worse than reflect as reflects from minstrel deal only small portion of dmg.

    No healer would be Able to effectivly counter this dmg.

  6. > @"Delita Silverburg.8632" said:

    > > @"Safandula.8723" said:

    > >

    >

    > This is what they deserve for just standing back and pewpewing. Running away and kiting on a ranger/deadeye that has 1500 range needs to be combated somehow for melee characters like a guardian and honestly, I'm ok with retal being one option for that. The design of retal allows a person to close that gap and not just get killed in the process. The only reason I could see a person crying for a boon to be removed from the game is because they do not have a fundamental understanding of how boon strips work. This is on you to learn how the mechanics of the game function and how to work around them.

     

    what about nerfing ranged classes as they are bs obviously and cut out retal that is cucking everyone else. so are you saying that retal is made to close the gaps while fighting rangers?

     

    > @"ShadowCatz.8437" said:

    > > @"Josh.4132" said:

    > > > @"ShadowCatz.8437" said:

    > >

    > > >

    > > > Could we, please, not mix up reflect (from skills) and retaliation (boon)? They aren't the same even as both are "returning" to the one that are attacking damage.

    > > >

    > > > Retaliation do still give damage to target even when attacker will also get damage from using its skills to attack. Reflected damage is mainly preventing projectiles to hit target and that way also do prevent target to get any damage from projectiles (but will still take all other type of damage like from ground AoE or non-projectiles).

    > >

    > > Who's mixing them up? because if you read my comment again, and my other posts in the thread, you'll see I do nothing but compared them which obviously implies they are different things, because they so clearly are. If you mean I shouldn't be comparing the two because they are so different then thats fair, but thats not what I'm trying to point out. My point is reflects are a counter to projectiles and are active defence options. Retaliation is practically the complete opposite and I think its purpose in a competitive game mode is completely out of place. If you are fully bursting a target, no matter how many skills you use, that target should die/ or be low, not the player doing the burst. It should be up to the player to actively counter the other player's burst to avoid being downed, not relying on a passive boon to cause damage.

    >

    > My response where actually more directed to @"Safandula.8723" and how some people seem to ignore the fact that target ALWAYS will take full damage even when it have Retaliation as boon active (it can only stack in duration up to five times since some patch changed this).

    >

    > What happens is that game calculate a damage on attacker that is: [(0.050 * Power) + 133 damage] at Level 80 for PvP and WvW and [(0.075 * Power) + 200 damage] at Level 80 (see GW2 wiki for source). It means that the one player that is source for this boon will be the one that provide "Power" in this calculation (not necessary the same player as the one that have this boon). As an example with Berserker gear and Runes that give +175 Power the total Power will be around 2550. Damage will then be 0.05 x 2550 = 127,5 as base and in PvP/WvW 260,5 (+133) and in PvE 327,5 (+200).

    >

    > If target have Blind (condition) then it will not be any damage on attacker as target will negate the initial calculation (same would happen for miss or evade). As Retaliation is based on Power as only source, any condition based player will only have base damage for Power at 1000 (50 as base and depending on PvE: 250 or PvP/WvW: 183 added). In short this type of damage can be only in a range for WvW/PvP from 183 to around 260 and for PvE 250 to 328. Condition based players will have much lower damage as source for providing Retaliation damage from this boon vs a Power based player.

    >

    > Reflected damage mitigation is based on projectiles and conditions related for whether it will land on attacker. Reflected damage can be a skill or an effect (which work as boon in this game that is tied to use of a skill or trait - can not be manipulated by tools that boon otherwise would be part of like boon rips or converted to conditions). As long attacker use skills that are seen as projectiles those can be reflected (only **Unblockable** projectiles can hit target and is one way damage). Reflected damage will have same impact as as attacker sent it to target, if it is successfully reflected and is limited to two times reflect, unless they are fully blocked (Aegis or effect that blocks). [i don't think it is possible to test more or realistic to expect a reflected projectile to go back and forth with both attacker and target to reflect more times then this]

    >

    > To sum it up:

    >

    > Retaliation can be countered by having Regeneration that each second will heal with [130 + (healing power x 0.125)] pr second. As one can see from those 130 for Regeneration as base, it looks very much the same as PvP/WvW with 133 in how Retaliation is being calculated, if we don't look at Power as variable or healing power. The impact on Retaliation could be negated by high healing (power) or by boon manipulation like ripping or converting boon.

    >

    > Retaliation is the power version of a condition as it will do damage each hit that is not negated by target (target need to have had taken a hit/damage from attack) when target get hit from attacker which then is calculated at the same time on attacker side. This boon is limited to only five stack/tick that only adds in duration (but each tick is calculated depending on which source that is for this boon: Mesmer can not give Retaliation from Signet of Inspiration any more, only duration so it have been limited to the player that have boon as source for where the Power is calculated from. Have not checked other possible profession that can give Retaliation as boon to other player then themselves).

    >

    > Guardian, Dragonhunter and FB start at 3 3/4 seconds Retaliation for Virtue/Tomes [F1-F3] when Virtues are picked as trait. At max it can be up to 6 seconds when boon duration are maxed out with Runes (Superior Runes of FB - not useful for DH or Core as they don't have Quickness) and (Diviner) Concentration as attributes. Both Retaliation and Quickness at 100% duration. There are some traits that procs from certain conditions like hard CC or Aegis that ends with Retaliation and Fury. There are Shouts (skill) that have longer duration, but in general then you have to build to use more or less only Retaliation and boons in general.

    >

    > Revenant seem to have more option in this way to both share this boon and to use it without going too deep into build.ing into it. Any way Retaliation do a limited damage that are more depending on how fast you attack with multiple hits in the same time frame and make use of Power instead of Condition Damage (but have more or less same impact by chipping down HP). It is not something that make a Mistral FB avoid to take any damage, if you have enough Power or even have some Condition Damage (with some duration) to add above Retaliation damage.

    >

    > What people in WvW die from most is still the big hits that chunk away a large part of HP before it is possible to do anything.

    >

    > Source:

    > https://wiki.guildwars2.com/wiki/Regeneration

    > https://wiki.guildwars2.com/wiki/Reflect

    > https://wiki.guildwars2.com/wiki/Retaliation

     

    i dont rly understand why u write all of this, just wanted to point out regen doestn counter retal reliably

  7. > @"Asum.4960" said:

    > The only thing I would change about it is streamlining the Orb of Light/Path room, bringing it down from 4 Orbs to 2 or 3 in more direct paths, as basically that entire section is just spamming Alacrity and waiting for the Special Action key to come off cool down.

    >

    > I wouldn't cut it completely as it teaches final boss mechanics, but especially as highly repeatable content the section really doesn't need to be that long.

    > Alternatively the Elevator section could be cut, reaching the boss room directly after the Light room, but at least that involves some light active gameplay and also serves to add some scale to the environment, so I'd prefer shaving the Light room time in half.

    >

    > Although reducing the frequency the final boss teleports/shaving off one Invulnerability/Spectral Flame phase (maybe with some slight HP increase to compensate) on top of one of the above could do good as well to make the Fractal feel a bit better in it's pacing

     

    elevator part is good, it teach party to communicate about pulls usage

  8. > @"ArchonWing.9480" said:

    > > @"Safandula.8723" said:

    > >

    >

    > Hmm, full glass ranger point blank fires into the enemy frontline (he is distant from his zerg) while blowing 4 of their utility skills, doing absolutely nothing because the group is together and will have full boons. Even if by some miracle he downs someone, what is the follow up? If there were reflects this would be the same story; would anyone complain that reflects are OP? (they are) as well as the zerg just breathing on the ranger. This is just a classic rallybot.

    >

    > Now I will concede that retal does make Marksmanship's piercing arrows unviable and does push forward the case for some limitation (eg, you can only be hit by 1 source of retaliation), but even without this, this is just suicide regardless. However, you also bring up this being a problem against a single target, which suggests this issue goes beyond just retaliation if you cannot deal more than 200 damage per hit on a target that basically cannot fight back otherwise. For example, Ranger could run Natural Healing and that regen on shout trait to almost negate the damage.

    >

    >

    > Even considering this is a build loss is not really an issue; you don't bring useless builds to a raid/fractal because that's just leeching; why would you bring a useless build to WvW? If a build is worth anything in a blob, then you should be able to axe 5 in the middle of all that and come out alive. And in all seriousness, do you expect Anet to balance 1vblob?

     

    Ur logic is so full of false statements, its not even worth of pointing it out

  9. > @"FrostSpectre.4198" said:

    > > @"Safandula.8723" said:

    > > what about forcing party to take healer, with decent mechanics, that are hard or maybe impossible to avoid, instead of passive retal. Do you see a diffrence?

    >

    > Well, if your whole zerg is putting everything on DPS, sure you will be surprised when some Control and Support pop some counters.

    > You still have a choice and that choice is to risk facing a Support or Control build.

    >

    > Support and Control builds don't seem to be very popular as far as I know when compared to DPS builds.

    > My guess is on that majority of players obsess on getting those kills at any cost.

    >

    > And Drizzlewood Coast really hasn't been problem to me, since I main Necromancer, and I just love boon corruption.

     

    im quite sure i was responding to pve context. in wvw supports dont suddenly "pop up" retaliation in good moment, its just always there.

    ye u should be easilly be able to run dps zerk build in open world if you can know, ur able to mitigate all mechanics coming at you. sadly retal is not the "mechanic" that can be skilfully dodged. literally only skill that lets you ignore retal is guardian's - litany of wrath. (kind of irony that only guardian has counter for guardian's boon)

  10. > @"Zephire.8049" said:

    > Retal in the open world definitely needs a rework, especially given how common it is now. In raids, PvP, and WvW it provides strategy and rewards people who track their opponent's buff bar.

     

    Not sure about pvp, but in wvw, if u see group of +5 ppl, u can be almost sure, they have fb, and becouse of that, they have almost perma retal, theres no need to track anything

     

    > @"saerni.2584" said:

    > > @"Safandula.8723" said:

    > > > @"saerni.2584" said:

    > > > So NPCs that have a boon based period where attacking them hurts you is bad now?

    > > >

    > > > What?

    > > >

    > > > Wait a few seconds if you build doesn’t have a counter to certain boons, or eat the damage and heal back up because retaliation is not going to kill you....

    > >

    > > u propably skipped the part about waiting. its never good, replace retal with other engagin mechanics, theres a lot of them. put some fast hitting skill on top of boss, and yea u can easilly die.

    > >

    > > > And to complain about retaliation in WvW...how are you doing less damage to someone per hit than retaliation? Are you spamming auto attacks on a full soldier build?

    > >

    > > do you know how retaliation works with fast attacking weapons? daggers, ele scepter... theres more of it.

    > > are u new to the game? u got 4 stars so u shouldnt be, u talk like one tho

    >

    > How can you not shealth your weapons or watch your target’s boons?

    >

    > Like...it’s part of the game?

    if u mean when i chased this fb, than yea i stowed weapon, while i took 10-15 % of his hp, i lost around 30% and almost died. amazing. and as said above, if ur facing guardian, u dont need to track anything, u can be sure retal is there

    if u mean open world... try to play fresh air tempest, put air overload on enemy pack, than even after stowing weapon and using healing skill u may go down. dh with placed trap and no heal skill will most likely go down as well. i guess there are few more examples (1 is in video posted above, u think its good design?)

  11. > @"Hannelore.8153" said:

    > Its literally the only thing in the game that makes players think about fights, use hybrid builds, or require a support. If we had more mechanics like Retaliation you'd hear alot less people going "omg we don't need a healer gtfo".

    >

    > At least these kinds of mentalities are rarer than they used to be because ArenaNet has made huge strides to making combat about more than "super max zerker dodge dodge 111121", and the game's certainly been better for it.

    >

    > its just a shame it took so many years for people to realise that having 1/3rd of the trinity doesn't make a game.

     

    what about forcing party to take healer, with decent mechanics, that are hard or maybe impossible to avoid, instead of passive retal. Do you see a diffrence?

  12. > @"saerni.2584" said:

    > So NPCs that have a boon based period where attacking them hurts you is bad now?

    >

    > What?

    >

    > Wait a few seconds if you build doesn’t have a counter to certain boons, or eat the damage and heal back up because retaliation is not going to kill you....

     

    u propably skipped the part about waiting. its never good, replace retal with other engagin mechanics, theres a lot of them. put some fast hitting skill on top of boss, and yea u can easilly die.

     

    > And to complain about retaliation in WvW...how are you doing less damage to someone per hit than retaliation? Are you spamming auto attacks on a full soldier build?

     

    do you know how retaliation works with fast attacking weapons? daggers, ele scepter... theres more of it.

    are u new to the game? u got 4 stars so u shouldnt be, u talk like one tho

  13. > @"lokh.2695" said:

    > > @"Safandula.8723" said:

    > > > @"lokh.2695" said:

    > > > Retal is there to punish players who mindlessly go MAXDPSZOMGRAWR!!!!!!. It's fine. Rip it, corrupt it or wait with your burst for the retal to go down.

    > >

    > > "waiting" is not a good nor fun counterplay

    > >

    >

    > We are talking about a "wait" of a few seconds. You can do it, I have full confidence in your abilities.

     

    im rly curious if u rly think waiting (even few seconds) is engaging gameplay for you, or you just want to argue

  14. I see few main issues with instabilities rn.

    First of all, most of the instabilities, dont matter at all. There are literally few instabs that can actually annoyingly affect ur gameplay.

    Social awkwardness - curent fractal party composition , requires party to stack, which is made harder/impossible in some cases, but its not the main problem. What slippery slope showed us, is that losing control over ur character is annoying, not to many ppl likes, to press buttons and dont get proper response. Same thing with social. Other problem is, u cant fully counterplay that instab by urself, and ur positioning, but ur always affected by 4 other players. I play with decent people, and i never had situation, when ppl found 1 position and didnt move at all, theres always someone pushing other people.

    Fixes: just remove it

     

    We bleed fire - Overall not bad, as u can reflect, or go inside hitbox. Main problem with this instab is how it works with Social awkwardness. Again u cant counterplay this instab by yourself. Other issue are heavy trash mob fractals. Theres simply no thing u can do to avoid all the burn, even if renegade knows how to use ventari.

    Fixes: disable the possibility for wbf, to appaear with social awkwardness

    Flux bomb - this instability should be disabled from both cms. Both cms are rly fast paced, and putting flux bomb on 1 random player, forcing him to delay his burst is just bad design, it shouldnt be happening. in other t4s, its rly good instab - u can either cuck ur team, or blind trash mobs.

    Fixes: disable this instab from CMs

     

    NPNG - nightmare of each renegade. And thats the main problem, it cucks mainly renegade and noone else, which is bad design. Now its renegade, previously it was bs or chrono, anyway its always put on 1 player only, while mechanics should be spread around all party. Now in t4s main problem is with pof fractals, where prot is baseline without npng. With npng present, its just impossible to strip all boons reliably.

    Fixes: Many things can be done here. After stripping boons from target, give enemy debuff that makes him take increased dmg, stun enemy or some other- solutions like this would result in new interesting strategies, where u can utilise npng. Replace protection with quickness. Make instabs stay for few days instead of cycling everyday - this way ppl can learn to deal with it properly (ill talk about it later). Fix the buggy triggering. Any changes would be good, as in current state npng is just bad.

     

    Last laugh - im quite sure, that stunning enemies, dont reliably give you stability as description says.

    Fixes: fix it

     

    Other instabilities usually dont rly matter. You can get 1 shoted if ur not carefull, but thats all. So from all instabilities, most doesnt matter, and some just ruin ur experience.

     

     

    Another problem with instabilities is inability to make reliable records. Fractals are great, and theres many place for speedruns, but becouse of instabilities its just annoying to do. Instabilities mentioned above make it impossible to go for a record.

    Fix: give us button in each T4 fractal to turn of the instabilities at the cost of not getting rewards (including daily chests). This way, people wanting daily rewards, are still forced to play with instabs, but speedrunning scene will improve dramaticly.

     

    Next point would be inconsistency - instabilities changing every day, are propably 1 of the worst part of it. Making instabilities last from few days to 1 week, would make people respond to them much better. It mainly comes to NPNG, where most renegades cant properly learn their cucked malyx rotation, as this instab is to inconsistent. Making instabilities last longer, would force people to adjust to it much better than it is happening right now.

     

    Imo instabilities in current state, are more of an annoyance, than real difficulty, and it should be changed.

     

  15. so in my opinion (not only mine) its the worst boon ever created, and i mean it both in pve and pvp/wvw.

    In my understanding, if u can hit the enemy, ur basicly outplaying him/it, as u can do dmg to him while ur not dieing. Now granting enemy passive buff that deals dmg to you for outplaying him is rly bad design. for example last time i was chasing minstrel fb in wvw, and i was doing more dmg to myself than to him, while he was just RUNNING AWAY. Same in small scale fights in wvw if ur facing some firebrands. Usually retaliation is the biggest part of incoming dmg. This buff needs either rework, or needs to be removed.

    Same for pve. Gorseval retaliation is good thing, as its temporary. You need to break bar to finish it - u get counterplay. In 99 cm, kraits randomly getting retal (from guardian halucinations i suppose), can passivly kill you, even if u stunlock them and they basicly dont do anything. Same in new map. some of the bosses getting retal, force you to stop attacking - its just annoying design, where u need to wait it out, and dont deal dmg at all.

    Please instead of giving passive retaliation, replace it with some more active mechanics, as current design of this boon is just terrible

  16. deepstone is kinda good, i would just remove the maze part as its nothing hard, just takes to much time. and change last fight. its annoying that u press 3 buttons, and boss teleports to other side of the platform, more running than fighting is kinda meh. either make him teleport every 20% instead of 10, or make it, that he cant teleport by more than x distance, or just change fight completly. first 3 bosses are rly good. from renegade perspective its rly nice fractal, as u swap off legend for every part, which imo is good design, just change/remove those 2 annoying parts i mentioned

    the most tedious fractal would be solid ocean i guess, and im quite sure it will get rework soon

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