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Shroud.2307

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  1. > @"Clownmug.8357" said: > Yeah, let's turn off our brains some more, paying attention to our environment is too hard. Can you explain to me how these things are fun for you? I'd love to understand. Or, like all the other intellectuals on this forum, are you just being sarcastic and combative because you don't know how to take part in an actual discussion that isn't an echo chamber.
  2. > @"KrHome.1920" said: > Dredge turrets are part of the dredge event. If they annoy you, then kill the dredge in the cave. Almost the same can be said about the oak heart. It is clearly visible and it is slow. It symbolizes an area of denial. You fight at a high risk close to it. That's also intentional. > > You have a different opinion of how WvW should be designed than ANet. They do obviously like these little things you have to keep in mind. The game mode is actually not just a battlefield where everything except your encounter can not harm you. Watching your environment while fighting is part of the design. Well put, and although I agree with > You have a different opinion of how WvW should be designed than ANet. it isn't always a matter of "watching your environment." Especially in larger scale fights you don't always have the option to control where a fight is moving or taking place if you're not the Commander. And if it's small scale there are often times a stray skill or AOE will aggro the Oakheart, and Dredge Turrets just fire on who ever they feel like. This isn't about how they can be dealt with, but rather why they are so much more dangerous than everything else. It'd be one thing if other mobs were as problematic to fight around, but that's not the case. > @"Mil.3562" said: > This is what happens when you guys called for nerfs to players. Please continue to call for nerfs to every skills and professions, very soon we will need a 10 man squad to kill the sentry guards... Maybe being a little over dramatic? Asking for nerfs isn't something I often do, and if at all, I ask for something specific rather than asking for an entire class to be nerfed like most people do. And I don't think what I'm asking in the OP is a "nerf". I'm asking for these things to be removed entirely because they're unnecessarily hazardous compared to everything else.
  3. > @"Justine.6351" said: > > @"Shroud.2307" said: > > > @"Justine.6351" said: > > > Flip dredge > > > Deal with the roots like you would a ranger. > > > > > > Idk how grub and tree spirit are affecting your gameplay. > > > > Are you defending these things for the sake of disagreeing with me, or do you enjoy these things being a part of WvW. > > > WvW is about as close as we will ever come to pvx maps so I don't mind having weird quirks like dredge turrets. Neither do I, but for some things it's different. Ambient and Neutral mobs are nice to keep the map(s) from feeling completely empty and giving it flavor. But when they start to be an actual issue in fights, such that you probably want to prioritize taking them out if you can, I don't think it belongs in WvW. Objective defending NPC's are a different story, so I'm not talking about those. I'm only complaining about these two in particular because if they get involved in a 1v1/X or a small scale fight it can very easily be what gets you killed. I don't think any mobs should have that kind of impact unless they're relegated to a single location _(like the Elite Drake in Red BL)._ Champion Grub and Arborial Spirit are like that, so I don't think they're much an issue. I only cite them for removal because they're pointless, but I suppose that'd apply to every other neutral mob too. This is more of a personal gripe, but I do know I'm not alone in hating these two things. There have been many times I've seen someone curse the Dredge Turrets or Oakhearts in fights and it's never a fun thing to get killed by. Dredge Turret in particular has a nasty habit of interrupting heals and respawning 5 seconds after it gets destroyed. There has also been multiple occasions I've won/been winning a fight/outnumbered fight and an Oakheart(s) get aggro'd and I can't stomp a downed because the stupid thing is Immob'ing and CCing me.
  4. > @"Justine.6351" said: > Flip dredge > Deal with the roots like you would a ranger. > > Idk how grub and tree spirit are affecting your gameplay. Are you defending these things for the sake of disagreeing with me, or do you enjoy these things being a part of WvW. > @"Ronin.4501" said: > Oakhearts? Dredge? I've never encountered either of these types of npcs in either the Alpine or Desert borderlands?? Or were you referring to that OTHER map...the bad place?? If that's the case, there's a simple solution!! Stop going to the bad place!!! A lot of people consider Red BL to be the "bad place". What is it that's "bad" about EBG? I can take a guess, but I'd love to hear the answer.
  5. Back to the old favorite look. ![](https://i.imgur.com/dolpBy9.jpg "")
  6. Are some of you actually serious about these Thief and Ranger votes? Lmao. > priority to balance in WvW As frustrating as some roamer builds can be to deal with, I don't think it's a matter of opinion to say that they shouldn't be the priority for balance. I'm both hoping and assuming that at least some of you are joking, but I also don't doubt some of you are serious. Everything needs adjustments, but priority should be; Firebrand, Scrapper, Scourge, Reaper, Herald, and Spellbreaker. And I don't say those things meaning I think they should all be nerfed, but that they should be prioritized for WvW balance due to the impact they have at every scale, be it small or large. Don't let the wall Rangers and gank Thieves distract you from the real problems. And I say this as a Necro main that often gets trolled by these things. I want to see roaming become something more than trolling like it used to be before passive upgrades and sustain comps took over.
  7. I feel like attacker/defender balance is extremely situational, and therefore not as in favor of one or the other as some people say. It is entirely dependent on the creativity and knowledge of each, though objectively I do think defenders have the edge. Taking anything is going to be difficult if you're always building siege in predictable/easy to counter locations, allowing yourself to get Marked before you're ready, not tagging Waypoints, etc. Just like defending anything is going to be difficult if you're building excessive amounts of useless siege, people aren't using siege, and everyone is staying inside instead of having some outside to cut away the easy to kill stragglers. One of the biggest problems isn't defense or offense however, it's Mounts. Which ever side has the numbers to steamroll is going to do it faster and faster due to the speed they can traverse the map(s). If they're rushing to defend, the attackers won't have the time to even dent what ever they're attacking. If they're rushing to take something, the defenders won't even have time to start using their siege or rally numbers. The problem of Mounts is particularly significant in EBG where I believe they shouldn't be allowed at all. At least in Desert and Alpine the maps are large enough that the mobility of Mounts isn't such an issue.
  8. > @"kamikharzeeh.8016" said: > let's say, group composition; > FB, dmg, dmg, secondary support, secondary support > > sec support = scrapper, healbreaker, chrono, tempest. in this rowing sorta. scrappers are nearly staple, u just want the stealth option. > > that's basically the magnus opum composition, which is used alike for a very long time. > > @"Shroud.2307" lmfao... druid? > idk, i've not one time since i play wished that i had any ranger specs on my blobs... but often wished less of them on the openzergs. > > the group composition in roamerpacks barely really matters. adding a firebrand just forces out real groups to destroy the roamergroup..... but yeah @ OP... gankergroups are still a thing, sadly. > > @"Paradoxoglanis.1904" 50 m&m necros, with minis activated and golemancer runes, also as many shiny infusions and armor and weapons as possible. let the lag fight for you. Druid spike heals are nice and can take you from 5% to 100% in a second. I've had them in groups enough times to know they earn their place, but only so in smaller groups. When things start to scale up past 15 or so, they become less valuable and Scrapper is a better replacement.
  9. Party of 10. Frontline bruisers with lots of Stability and Boon hate. Squishy backline with spike healer/peeler and CC synergy for frontline. OmegaFAT bomb potential but vulnerable to sustained fights. Would have to do a lot of kiting and regrouping for focused pushes and bombs, but would have the utility and spike to wipe out players very quickly. Party 1: Support Scrapper, support Firebrand, x2 frontline Reaper _(Greatsword, Spite + Spiteful Spirit, a/some Shouts, no Wells),_ condi Herald _(with Permeating Pestilence)._ Party 2: Support Druid, support Firebrand, Burn DH, Power DH, backline Reaper _(full Wells)._
  10. Some of you need to stop comparing professions. A Vitality penalty for example would be a lot more significant if placed on Guardian, Thief, or Elemenalist. Trade-offs will differ between each profession and spec but should have similar degrees of significance. Losing access to Toolbelt F5 _(Holosmith)_ isn't the same significance as losing an Endurance bar _(Mirage),_ and losing access to a core Trait line isn't a trade-off.
  11. > @"Paradoxoglanis.1904" said: > Its a low effort meme build that does quite well in a lot of matchups and teamfights. Power is easily countered if you avoid the stealth pull and can set off their traps without getting cc chained, but not every build can do that. Condi is just stupid and not even worth fighting unless you can cleanse every few seconds. This ^ It's one of those meme builds that does what it does so well it tends to completely shut down anything that doesn't have the tools to fight it. Eg. full Venom Thief = meme build, only going to kill people with 0 cleanse, will die extremely easily. // "Sic Em!" Soulbeast = meme build, can kill most things even if they're prepared, can be hard countered but also has options to avoid that. Trap DH would fit in the latter category.
  12. @ those discussing Full Counter- It's an evade, grants Stability, is unblockable, Dazes, is on a very low cooldown, and deals damage in an area around the Spellbreaker. With traits it has various other effects, but just looking at the baseline it's still pretty frigging strong. Honestly, it should lose the Daze all together as it is already an extremely strong effect. Giving it a little damage back in compensation would be fine. Personally I don't have much of a problem with Full Counter. I know how to deal with it, and on Necro even how to make it work against them with Corrupt. But objectively speaking, it is a very low risk/high reward skill that even if in its substantially reduced in strength state, is still very strong. Removing the Daze entirely wouldn't destroy the skill assuming it isn't accompanied by any other nerfs. The way I see it, removing the Daze would level it out, adding a little damage back would still be at a good balance. Anything further and it would start to become bad. Spellbreaker as a whole, and Warrior in general tbh, are a whole other story. It isn't in great shape and could use buffs here and there, but that doesn't mean it doesn't have things that aren't overtuned either. A class/spec can still have overperforming aspects even if much of the class/spec is the opposite.
  13. > @"XenesisII.1540" said: > Let's not forget that for the most part (I say most because scrappers I believe were not that great in the beginning) every single elite spec were overtuned Oh no, Scrapper was overtuned in the beginning as well. Although it wasn't wanted in zergs, it was one of the best 1v1/small scale specs at the time. Release Scrapper was _astoundingly_ broken. Like I would genuinely rank it top 3 most broken OP on release specs. That said, again, it wasn't so in zergs. In PvP and WvW roaming though, Scrapper was big L U L. > and added roles that were not intended to be in the game in it's first design, namely pure support specs which added so much more heals and cleanses and boons, and no longer even needed blasting fields to produce them. Plus the inflation of power since the expansion, there's only one way to go, nerfing down, not continuing to buff up. Buff useless stuff by all means (gyros are a good example of this aren't they?), but they need to continue keeping the op stuff in check. Agreed, and this goes back to my original comment about _"Game is too far powercrept to fix it now"._ There are roles that should never have existed by GW2's balance philosophy, and literally everything is overloaded with Boons, Conditions, and general effects. It would take such a colossal balance patch to bring everything down to a more reasonable state that ANet would be better off releasing a _Guild Wars 2 Classic_ with no elite specs. I don't think a lot of people are fully comprehending how much stronger and easier everything is now. > And yet it was ok to over nerf scourge chrono and mirage right? when gyros got buffed and practically kicked every mesmer out of zergs. And shades being reduced to 2 targets is a god kitten joke. Winds repeated nerfed into uselessness, I can barely tell if even one warrior bubble goes up in a fight these days. > > You worry about lack of stability and turning into a pirateship, and yet now we have groups just walking over aoes like they don't exist, there's no fear to walk through a bomb with 12 boons and the infinite cycle of boons to condi back to boons instantly. To counter this you're expected to come up with an army of boon strippers with a coordinated bomb, meanwhile the army of scrappers and fb are sitting there mindlessly hitting a couple buttons to cleanse and heal and refreshing everything. > > There are ways they can deal with the stability issue, they even mentioned it one time they thought about giving more access to stability, if they could do that and reduce the boon spam in general it would be a better step in the balance direction. But hey, wvw is the last thing they ever thing about in this game, certainly not going to care about balance when they have new specs coming to break the game again. Scourge and Spellbreaker are still used, but now it's more out of necessity than because they're strong. There is just _SO MUCH_ Boon spam that if you don't bring these things you really have no chance of wiping anything. These two specs will always have a place until something else comes along that does what they do better, be it a new elite spec, or a reworked skill/trait/utility, etc. Boon hate is just mandatory now and there isn't any other way about it. I'm sure some might argue, _"well it's this way because there are so many AOE's and Conditions!",_ and they're sort of right. It's a feedback loop where ANet tries to resolve one thing with another and it just keeps getting worse. Unfortunately, they stopped at support being the solution to AOE's/Conditions without continuing the cycle. Why not let everyone have an immortal sustain blob so they can smack each other with pool noodles and everyone's happy. At times it truly can be difficult to avoid a coordinated _(or even uncoordinated)_ bomb, especially for inexperienced players. Generally however, all it takes is familiarity and it becomes relatively easy to position yourself and read groups such that death is minimal. If ANet brings support down _**JUST A LITTLE**_ we'd be in a better spot. Not so much that the feedback loop starts all over again, but just touch on a couple outliers to bring things more in line, and we can start having actual fights again.
  14. > @"Za Shaloc.3908" said: > Generally Rev has pretty clear animations, but True Nature really stands out for me as needing a clearer tell considering its potential impact. Another good one to add. Again, just something simple like giving it an outward rolling black cloud or something. > @"Kodama.6453" said: > Overcharged shot is a meme right now. All the skill does is launching a single enemy since they removed all damage from the skill and then it even has the drawback of knocking the user back as well. > > Let's first get the buff through which was hinted by Anet ages ago to remove the self knockback, then you can try again. Very true, but I tried to be as clear as possible in the OP that I'm not asking for any of these things to be nerfed. This is just one of those skills that has such a low wind up with so much combo potential that it is often a fight deciding skill. I'm a long time Engi player myself so I know the drawbacks of it and that it's in a pretty crappy spot right now. Still, I think a better tell would be good- just like a little explosive aura or something to better indicate what's coming in the chaos of a small fight. On the subject of Overcharged Shot though, I made a thread a while back suggesting the effects of Jump Shot and Overcharged Shot should be swapped. Overcharged Shot should apply Vuln and Jump Shot should clear soft CC.
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