Showing Posts For Iyomi.5374:

Deadeye Demo Weekend Feedback

in Thief

Posted by: Iyomi.5374

Iyomi.5374

I dont know about you guys but Ive been having alot of fun with DE. All the positioning, the calculated attacks, the kiting and all that with the rifle really gives me that sniper feel.

Ive felt those issues above at first but I find that they’re actually manageable as i got familiarized with the spec, I could even win some 1v2 fights and got grief-whispered once too (i get rekt by DD thieves and mesmers tho).

The access to the stealth class mechanic is a major balancing factor here, and that is why there must be counterbalance through trade offs like mobility.

The range, projectile speed, and good damage are all fine considering the above.

Other classes rifle also have slow attack speed, obvious tells, and movement issues of thier own.

There is no comparison, deadeye is leaps and bounds better at the weapon and role.

Coming from experience, this is true for me except that the projectile speed of the stealth attack is stupid slow.

Im not without my own issues tho, Im mainly having problems with the visuals. I play an Asura DE and its easy to forget Im kneeling with that the Asura kneel is less noticeable during a fight. The projectile visuals are very unhelpful and the mark visual Isnt clear enough for me that I have to call target on my marks to track them better.

Condi Thief Plague

in WvW

Posted by: Iyomi.5374

Iyomi.5374

I think what makes condi strong is that its less demanding, stat-wise. Just stack up on condi dmg, you can skip expertise altogether cuz condis wont last their full duration anyway.

Still, not having expertise doesnt really hinder a condi spec’s dps, at least not as much as not having either precision or ferocity to a power spec. Like say, a power spec with soldiers gear vs a condi spec with dire gear of the same class competing for dps, the condi is likely to win.

2/22/17 Engineer Balance Update

in Engineer

Posted by: Iyomi.5374

Iyomi.5374

I love the Explosives line and I was expecting more from the balance patch.

The explosion change for Scrapper Gyros, while good, is kinda lacking. I mean, what do you get? 1 stack of vulnerability and a chance for cripple and bleed, the damage boost is negligible. Not enough to consider pairing Scrapper with Explosives.

My dream buff would be:

Thermobaric Detonation: Removed the damage boost but now also removes the cooldown on Evasive Powder Keg. Still turns it into a blast finisher.

Now thats an Explosives GM trait, if it’s not too much to ask.

I was hoping to get more blast finishers from the Explosives line cuz we only get to choose one between two GM traits. Siege Rounds doubles your Orbital Strike but it has a long cooldown and an awkward delay. Thermobaric Detonation is hard to utilize cuz Evasive Powder Keg is tied to your dodge and has a cooldown.

I really think that giving the Explosives line more blast options would make for a more defined play style given that the Engineer already has great access to a variety of combo fields.

If a no-cooldown blast dodge is too strong for a GM trait, I still have other things in mind:

Evasive Powder Keg: Now shows a status icon when ready.
Short Fuse: Now affects Evasive Powder Keg.
Explosive Powder: Now affects Gyros when detonated or destroyed and turns their explosions into blast finishers.
Reworked Siege Rounds: It now only reduces the cooldown of Orbital Strike by xxsec.