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Khailyn.6248

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Posts posted by Khailyn.6248

  1. OK... well... magic find bonus during the event - fine (follows idea of lunar new year), bonus per age - not a fan even though i would get the highest bonus.

    enhancements dropping from monsters that give silly temporary effects - cool (hearts, stars horseshoes etc you can fill in the rest lol)

    rainbow events - would be really cool if this were an instanced jumping puzzle or racing track (rainbow road anyone?)

    clover drop rate increase - this is the part im not real keen on as im always needing coins for crafting. however, if mystic coins and mystic clovers were uncommon and rare drops from event related bags, i think it could balance out.

     

    other loot could be a shamrock green irish hat, and clover themed weapon skins if they wanted to go all in.

     

  2. I started GW2 and still play it for various reasons. The graphics, the combat system that promotes moving around and looking for tells, crafting legendary items, there is always pve content to do even not instanced, no sub fee, profession variety even if i dont stick to just 1 or 2, ability to customize the appearance of my characters (more armor choices is always better), currently doing my completion for my 3rd time and glad that heart completion can be done in more ways than just combat, friendlier community than in most mmos.

  3. > @"alcopaul.2156" said:

    > > @"Khailyn.6248" said:

    > > I used to put in buy orders for items on the TP, now i just deposit it into the bank of a private guild (im the only member). Yea it cost me 52 gold or so to buy the upgrade and some guild missions but its handy to store things.

    >

    > guild bank deposit have maxed amount of gold that it can have, while spreading it in TP almost has no limits (look at the numbers of expensive items comparable with legendaries like infusions and such)

     

    I'm aware of that. However since my primary interest in game is making legendary weapons the amount of gold I have doesnt tend to get nearly that high and the extra storage space for materials is a large benefit.

  4. > @"Justine.6351" said:

    > > @"Khailyn.6248" said:

    > > > @"Justine.6351" said:

    > > > > @"Khailyn.6248" said:

    > > > > While I still believe that Hammer needs a damage nerf, I liked the video. Had a lot of good fights and truly timeless music. Wish I was half as good at Rev.

    > > >

    > > > A lot of people believe that but a lot of people don't appreciate just how slow hammer is and how easy the skills are to miss targets before blocks/evades/invulnerables/blinds. You cannot land CoR on a target running at an angle towards or away from you and thats only if the Cascade properly navigates the terrain. People still eat Drop the Hammer in 1v1 when it's used as an opener. It's sad a skill with such a huge animation and cast time is facetanked by so many people. Maybe anet should stop giving revs, as a whole, more damage through things like increased might power, burst of strength type modifiers and such.

    > >

    > > yea, youre prolly right about that. After watching a few of your videos I was curious, is there a reason to use swords in wvw instead of staff?

    >

    > Sword/Sword is better at killing single targets I would imagine. But ya I wouldn't give up staff to kill single targets better when I can just staff aa + io.

     

    alright. ty for your advice.

  5. > @"Justine.6351" said:

    > > @"Khailyn.6248" said:

    > > While I still believe that Hammer needs a damage nerf, I liked the video. Had a lot of good fights and truly timeless music. Wish I was half as good at Rev.

    >

    > A lot of people believe that but a lot of people don't appreciate just how slow hammer is and how easy the skills are to miss targets before blocks/evades/invulnerables/blinds. You cannot land CoR on a target running at an angle towards or away from you and thats only if the Cascade properly navigates the terrain. People still eat Drop the Hammer in 1v1 when it's used as an opener. It's sad a skill with such a huge animation and cast time is facetanked by so many people. Maybe anet should stop giving revs, as a whole, more damage through things like increased might power, burst of strength type modifiers and such.

     

    yea, youre prolly right about that. After watching a few of your videos I was curious, is there a reason to use swords in wvw instead of staff?

  6. > @"Mithos.9023" said:

    > > @"Khailyn.6248" said:

    > > I never said not to strengthen them too. The whole transmute thing was a step in the right direction, but they have a long way to go. IMO warhorn should have been the aura weapon, so at least if others didnt like them then there would be other weapons to use.

    >

    > Seems I got your intentions wrong. But now I think I understand where your idea is coming from.

    > It has to do with the transmute skill of the auras?

    > Nevertheless, that is the only thing I guess where more access would be profitable. But the transmute skills have more problem than just being bound to the aura skill and with this to a specific weapon as well. As you have to cycle attunements you won’t be in the specific element most of the time even if you might get an aura and transmuting would be needed. With being limited to one attunement while you have to switch constantly it feels like our own class design works against them and blocks the transmute skill from ever becoming useful.

    > I don’t think auras being moved to every weapon would solve this as they still are blocked by 3 of 4 attunements. Overall as they are they became skills that are used the moment you use the corresponding aura skill as otherwise there won’t be a chance to fire them anyway. Get the aura, get one or two procs from it if at all and then fire the transmute simply because you can not use them tactical otherwise anyway.

    > I wish it was more like the guardian torch skill Zaelot’s flame. But that will never be the case as you can’t skill for aura transmute, you can’t choose to focus on it as you always equip 3 additional attunements that block your access. It would work if auras were somewhere else and not on the weapon sets.

    > At least this are my thoughts on the transmutation skills in general. They did not much to help auras and they need work even if auras should be rebalanced.

     

    yep you got it. sums up my thoughts exactly.

  7. I never really understood the difference in health pools. It just further causes problems with profession balance. I'd rather the hp be normalized across every profession and toughness/armor be more important (heavy professions having the most cause plate armor, and light professions having the least).

  8. > @"Mithos.9023" said:

    > > @"Khailyn.6248" said:

    > > The thing I would like to see from auras is having them on more weapon slots for easier access and variety during an encounter.

    >

    > Oh god everything but this. In their current iteration Auras are incredibly bad as weapon skills. Or at least some are. Imaging having fire Aura on more than focus, it is already a wasted slot there. I don’t want to imagine having this trash somewhere else too. Without a rebalance of the auras I would even go so far and say remove at least fire aura as a skill completely it is simply never worth it.

    >

    > Not to mention that the new aura conversion did nothing to improve the base problem. They should have made active skills out of theme that do an effect first and then apply the aura. The whole transmute is simply made to fail. While an active skill might help to improve the auras as weapon skills, then they would still suck if you get them from a different source. So, some improvement on the auras themselves might still be needed.

    >

    > But that is part of why I voted that auras should be strengthened. Not only are they not worth their slot on the weapons but additionally the different auras have a gap in power between them wider than the Atlantic Ocean. I still think fire aura should pulse some damage for example.

    >

     

    I never said not to strengthen them too. The whole transmute thing was a step in the right direction, but they have a long way to go. IMO warhorn should have been the aura weapon, so at least if others didnt like them then there would be other weapons to use.

  9. > @"Crab Fear.1624" said:

    > > @"Khailyn.6248" said:

    > > Wiki

    > >

    > > December 11, 2018

    > >

    > > This trait now grants a baseline 5% damage to crippled enemies and an additional 5% damage if the thief is wielding a pistol.

    > > The chance to cripple a foe upon landing a critical hit with a pistol is now 100%, and the tooltip regarding this trait's chance to critically hit has been removed.

    >

    > so what does that mean? I read it, but don't understand it.

     

    I read it as it should be 10 percent damage total if you have both crippling AND a pistol equip. but only 5 percent if you only fulfill one of the conditions. if its crippled but you are using a dagger it would be only 5, if they dont have cripple but you have a pistol it would also only be 5.

  10. Wiki

     

    December 11, 2018

     

    This trait now grants a baseline 5% damage to crippled enemies and an additional 5% damage if the thief is wielding a pistol.

    The chance to cripple a foe upon landing a critical hit with a pistol is now 100%, and the tooltip regarding this trait's chance to critically hit has been removed.

  11. > @"Hesacon.8735" said:

    > Most of the second generation legendary weapons require no pve, they may as well be wvw legendaries.

    >

    > I wish I had skirmish tickets to burn, I'm still working on my second legendary armor set.

    >

    > Adding material boxes like you can get with laurels makes more sense if we desperately need a ticket sink. Skins and armor have all my tickets spent for the next year at my going rate.

     

    This is completely false. Yea you can make the Precursor with just materials you can buy from the TP, but the items for the legendary itself takes map completion (gift of the fleet etc), and map currency (gift of the nuhoch etc). If you go the desert route instead then theres still Funerary Incense.

  12. These things have been kinda weird and random. We got balthazars outfit, and then weapons, fallen balthazars outfit and weapons (war god), and backpack, dwaynas outfit, dwaynas weapons and backpack, grenths outfit, grenths hood prior to that, backpack, but no weapons for him, lyssas outfit and backpack, but not weapons for her (them?), melandru has a backpack but no outfit or weapons and as you said nothing for kormir.

  13. > @"Jeknar.6184" said:

    > > @"Khailyn.6248" said:

    > > > @"Jeknar.6184" said:

    > > > > @"Khailyn.6248" said:

    > > > > (6): Grant Fury whenever you use a healing skill (Cooldown: 10 Seconds); increase damage by 5% while under the effect of fury.

    > > >

    > > > I would honestly prefer the old proc of 15s fury with 30s cd.

    > >

    > > That could work too. Just throwing an idea out there.

    >

    > Sure, I appreciate the effort, but let me tell you somenthing: All runes that have a 10s icd proc for a boon give like 2s of that boon. Plus, Fury is a offensive boon. You would need to keep using your healing skill offensively to get fury every 10s for like 2-3s. That's not only counter-intuitive to get a offensive boon using a defesive skill (There are some exceptions like Lithany of Wrath), but also counter-productive if you are fighting somenthing, need fury, but don't need health.

    >

    > That said, I would like to see the Superior Rune of Rage (6) to be: Grant 10s of Fury while in combat (Cooldown: 20s); increase damage by 5% while under the effect of fury.

     

    My line of reasoning for adding the effect on heal was because superior rune of the centaur does the same thing. on heal gain swiftness to allies. warriors have the option to trait to give their heal might etc. You call it counter productive, while others just call it a situational choice. I would write out your suggestion fully on what you think the rune should be, since it doesnt seem you want input all that much.

  14. > @"Jeknar.6184" said:

    > > @"Khailyn.6248" said:

    > > (6): Grant Fury whenever you use a healing skill (Cooldown: 10 Seconds); increase damage by 5% while under the effect of fury.

    >

    > I would honestly prefer the old proc of 15s fury with 30s cd.

     

    That could work too. Just throwing an idea out there.

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