Showing Posts For Klypto.1703:
I like how condi’s were already a problem so they decided to make them even worse.
Here we go.
Renegade: Needs better condi management its got the same existing problem that revenant/glint has its you have to sacrifice something that keeps you alive just to get something like ventari or mallyx where you needed something else and in wvw ventari is crappy because of so much condi spam its still really bad. Plus the damage from shortbow is utterly crappy I can do more auto attacking with a mace than all of the skills combined can do then the summons don’t last for more than a couple seconds if that.
Deadeye is a good concept on paper but it really is not worth playing imo. A lot of it is why daredevil was used so much more than the core thief due to its massive utility and then we got locked into using trickery so build diversity went out the window with that brilliant design. On top of that the risk is extremely high and where as the reward aspect is microscopic. Only an npc would know you are still where you stealthed at with the rifle stealth. Not much of a point in it stealthing you unless you were extremely lucky that a target did not see you. From the testing I did with it because everyone is weapon soldier or dire versions of armor you aren’t going to be killing anyone even if you had the initiative to do it that fast so after that you are dead because there isn’t any mobility. Part of that problem is that the trickery lead attacks and initiative bonuses are utility you can’t deal without so the builds aren’t going to be very diverse where it can be balanced out. There should be a non-stacking bonus of these added into elite specs for thief so we can freely chose 2 trait lines other than trickery being one of them its killed critical hits and shadow arts for 2 years because of that.
So anyways yeah these two have to get addressed before I would even think of buying the expansion.
I don’t know whether to be happy about this or even more disturbed. Just pointing out some downsides to this system.
Skirmish tickets are time gated and roughly a player at wvw reset/weekend can get as many skirmish tickets as someone who is an active day to day player. Skirmish rewards are kinda meh and the fact that no tickets come in those is also a downside.
As well pretty much anyone who meets the rank requirements of those armors has all the ascended armor they could ever want anyways. So this just seems like a waste of time gated tickets that mostly have been put into the backpack. Only way I could really stomach this at the very least if there was a discount where you could trade in some pre-existing ascended armor for one of these. Especially being I figured this would never be an issue in wvw so I already have multiple sets for each weight armor type.
That is all I have to say but I don’t think I am going to bother with this unless its made more reasonable.
My suggestion with QoL on behalf of the revenant. I understand with condi removal ventari is the main source and that it works well in pve and pvp(better than it did before). However its still under performs in wvw and most of the reasons for this in comparison is even just one player playing a typical vanilla condi build can out spam you with condi’s faster than a tablet can remove them and you are burning up all of your energy to deal with an auto attack from another player using no tactics which to speak of. Then on top of that you also have to micro manage the tablet moving it so atleast for wvw’s sake make it where you don’t have to manually move it around and also it needs a rework for the condi removal. My idea on it was to make the removal one that does it based on condi’s to heal instead based on boons and make the passive ability of the tablet to remove condi’s at an interval decent enough to not just drop dead from condi’s in which are still on a massive scale.
As well the healing with shiro needs a little buff to it too because it was nerfed for pvp sake where it was giving too much survival but in the case of wvw its actually the worst heal available which staff and shield heal pretty much for me do more than the main heal. One other suggestion to make swords more viable too is on the sword devastation trait it should have like a chance % depending on how many swords are being used to remove condi’s as well. Just two areas that would make quality of life playing rev a bit better to deal with.
This trailer was great their was excitement and confusion at the same time. The only parts I sort of understood were the parts where it showed things that look like they may have come from the other continents(like the one guy looks kind of like an elonial noble). Swordmaster Faren will save us though.
Yeah I just got this as well with a client crash with the 64 bit PC version. My dishonorable client lol.
While I agree with why they cannot or will not make some or all material storage there are a lot of these items that just do not have any kind of storage other than to making characters storage characters. So if you want to end up playing this character your ending up moving hundreds of items around a time.
If anything the easiest choice would be is if we had a special kind of storage that worked as an extra inventory that only held these types of items that are commonly acquired. The having a storage guild is something to alleviate the non-account bound items but there is a need for a place to store all this extra stuff imo.
To make this short the tactics rewards are great for guilds in this in which is great but also for the players time in wvw the rewarding of gold is almost no better than before when there were no rewards at all. Basically the way it should work because most wvw players are in guilds that are based mostly on WvW. So there really needs for Guilds to be a reward of like Tactics, Siege, Decoration, maybe special guild missions that can be queued up(some of the wvw guild missions are laughable at best). Then on personal level the misc junk right now of transmutation charges, badges, proof of heroics, or some kind of gold or something worth some gold(possibly even redoing the bag system in wvw where they drop little items like fractals where they are junk that is worth gold so you could possibly pick bags as an option). As well fix bags so they are dropping at a rate for everyone being that some of us we can tag or kill same amount as another person and you’ll see someone get a stack of bags and another person get 20 out of doing the same stuff.
The skirmish tickets yeah I understand wanting long term rewards to work toward but some of us have been doing this on the long term already and all that means is waiting 2 years just for an armor skin not needing the actual armor or weapons. So basically we’ve had to balance getting gold and doing wvw where as others were just gold farming or whatever they were doing but hadn’t put in any of the time and gold into wvw that we have had to do and currently this system does not reflect that even with the pip bonuses. As far as the armor if its going to stay a time gated skirmish tickets system might as well make them legendary armor pieces for wvw imo.
Before these rewards no one gave a crap if I took a bio or a short break before coming back to the game.
This is nothing more than elitists seeing there is something they do not have over other players wanting it taken from them. So I really hope that anet sticks to the current setup with ranks and pip acquisition. Especially since without the rewards these players complaining about it would never have had any interest in the game mode.
People who are taking short breaks do not want to have to wait in queue while half of their guild is stuck waiting. This isn’t botting plus the only botting that really has ever existed is the treb smc bots and the thief bots that teleport through everything destroying siege. Although neither of these forms of botting are ever receiving any type of punishment for doing so in wvw. So I highly doubt that even if players could bot for rewards don’t expect anything to be done about it.
Yeah same for me only things I really want that I couldn’t get before are the mistforged armor and weapon skins. Compared to fractals though you can get items in mere days versus this system can take months to years no matter what your rank is lol. If anything those of us that exceed those restrictions on rank should be able to have additional ways of getting these tickets without being time gated. At the very least having the option of being able to get skirmishing tickets from skirmishing chests(something besides tactics to choose that would be useful). Just my 2 cents on the matter.
All I can say is I am glad they established some value on time spent achieving ranks. On the other hand the skirmishing ticket prices need some work done to them especially if you look at players who have just become interested in the game mode it should well pretty much any player okay that is achievable. Instead of looking at that puppy thru the window saying I’ll see you in a couple of years.
So either the price of those skirmish tickets needs to be lowered or inserting other ways to get them. At the very very very least adding it as RNG out of the skirmish reward boxes to get them too. So no stripping of any kind unless its the cost but don’t cave on the level restriction pls.
I’d propose a basic revamp of the way wvw works right now and eliminating things that just do not have a place in today’s gw2. For example most players in wvw they do not come for k trains or leveling up characters like they did in the past thanks to reward tracks but its still heavily implied in the systems design so most players just want fights. I am the same I want fights too but at the same time most are neglecting the real estate and only will defend an objective just to keep someone from being able to run inside it and siege cap it with enough siege to carve their name onto the moon.
So with the suggestion I have there really wouldn’t be any need to have anything like KDR or Glicko because everyones eyes would see the same exact thing and if you got beat you’d know it.
So first I’d propose that only during peak times for the various time zones where wvw is at its strongest is the only time you could capture a structure owned by the home of the borderland itself. Which there wouldn’t be any restrictions on the home owner of said borderland. So if you are looking for fights defending structures you still have control of would most likely get you the fights you are looking for. Then the flipside to this is pretty much eliminating ebg and eotm for more better gameplay. Now I remember there was this idea of small worlds but the idea I had on that notion is random maps that take the place of ebg and eotm in the hours that are not peak time zone hours where you could get special tactivators and other things unique to specific worlds that help you in your servers upcoming battle. So like fridays are not the apocalypse before a reset and are fought to the moment of reset for running tournaments each week and then a grand finale tournament that exists to end the month and the re-linking.
Just my thoughts anyways to try to keep the game mode fresh and the player contributes no matter what time they happen to be getting on. As well if they made like the underworld from gw1 or advanced version of that it could be off peak hour way of not having to farm something but still with the reward track keeping rewards in line with players would in strictly pve maps for that. The game just needs to bridge the old with the new and to keep people playing.
You know if when anet claims keeps if it replaces the lord with a legendary dragon that drops legendary things people will say oh no please claim it.
I can see it now it would drop legendary food to drop with 10% chance of a legendary arrow cart fully built to spawn at your feet. Or even a pair of socks everyone loves brand new pairs of socks can’t go wrong with that.
Mostly Jalis, Shiro, and mallyx work great now no need to change them. The problem is condition management with traits, glint/herald spec, and ventari. Especially if you are using power in most cases you wouldn’t want to use mallyx because other than being able to cleanse people it uses condition damage or else you are cutting off the usage of a legend.
As for traits you have two traits that only remove 1 condition every 10 seconds in which where the game is right now you remove that condition and wait another 10 seconds as they keep piling up so power builds are really difficult to use with the current meta. Now ventari seems like its design was to be the counter on paper for conditions but yet it takes too much micro management and slow to remove said conditions. Then take in consideration too that the elite spec herald as well as glint legend both have no condition management what so ever but hard to do without utility abilities.
I like that mallyx has its own unique way of dealing with the problem but it makes power builds just too frustrating to even attempt to play especially in wvw where epidemic is being spammed left and right.
Yeah last night I went into a tower and I was pulled from about 5 paces from the portal, to where the portal made me enter the tower, then to the top of the gate and then back in front of the portal outside again.
I’ve also seen DH’s use the leap on the gate so they can jump off of it and into the inside.
Lol the skill rating now is determined by ones ability to faceroll condition spam at your enemy team. I hear razer will come up with a keyboard that can wrap it around your head so you can pvp in your sleep.
First of all, Cuddos on splitting balance though. Great Call. But i can’t help but to show my frustration on the notes itself
Why would you do this kind of “balance” to a class that has a high skill ceiling such as revenant? Seriously. The class is hard to play, you said it yourself, so it should be rewarding. This kind of nerf you cant ‘’work your way around’’ with skill. Youre punishing both the experienced and the unexperienced revenant for rev being too strong on high level. A good balance to a class that is hard to play tho too overpowered if mastered should involve making it easier to play yet nerfing characteristics that only high level revenants can take advantage of.
Im not saying i agree with nerfing revenant at all. Im saying that if youre gonna do it, do it the right way.
Part of a solution on that is ventari still will have no stun break. Then the elite specialization herald/glint has no condition management/removal. As well too skills like the #5 on shield which you have to stand in one spot and cannot move which is also like the pistol whip on thief you cannot move while using these skills making it easier on your enemy to kill you.
So here’s sum of my wall of text.
1. Give horse dude a way to break stuns(maybe eliminate as much micromanagement of that staff as possible too).
2. Give Glint some conditional removal/management or else players are forced to not use it losing all of the utility it provides.
3. Remove the stationary aspect of skills that just work better for the enemy if you use them.
Yeah its with all of the new winterberry foods they don’t apply the magic find.
Well the big things in my opinion is the d/p meta only is meta because of a smoke field on offhand pistol. We really need a rework as a class on how stealth works and imo one of the better directions would be to make it a class thing like maybe a shadow form for being stealthed(not like the old gw1 elite but for fun purposes). The idea I had behind it is you drain initiative while you stay in stealth and then if it had functions that actually give us an advantage for being so squishy that would solve a bit of problems we face.
The next one is trait lines which trickery and daredevil have so much utility you almost never see a build that doesn’t have them in it. The reason is obvious though because trickery holds all the cards with stealing and the lead attacks, boon removal/stealing, swiftness, and vigor. With things the way they are now there is no diversity in builds .
So to wrap it all up… We have a lot of problems as far as how thief goes but hopefully anet can address some of these issues too because to some degree other classes have same problem like the dragonhunter without the utility of the virutes line. Daredevil has so much utility you just have to use it and then trickery boons to allies, boon stealing, multiple steal cd reduction and lead attacks trait. Anyways here is to hoping they can give us wiggle room or revamp/re work certain things that hold us back as a class.
I do wish atleast for the holiday we got pumpkin pie and turkey drumsticks or whatever it was like we had in original guild wars. I remember farming those raptors for them lol. At the least could have put a giant turkey to zerg on in lions arch :P rofl
My view on revealing stealth is that it shouldn’t be something you can just instantly bring that is effortless without any kind of tactics to just counter the act of stealthing. Then go take a loot at our non d/p weapon setups like d/d, s/d, and staff. The ones with offhand dagger have stealth ability but its not easily accessible and then staff you can stealth with it but with comparing other classes and their options the thief has to do a lot of sacrificing in order to do it which makes it not viable.
I’ll give one example of when they add in a reveal like that they should also add in an option that doesn’t make d/p the automatic go to setup for stealth. This ones a no brainer dancing dagger it received a damage buff in the last balance pass but its still never going to be used unless someone really really likes the sound it makes and likes to die without doing anything except annoying someone to death with cripple. Then there are all those skills that are there that require you to just be using one weapon which you are never going to see anyone use.
So don’t know if anet will ever read this or not but I’m not saying giving those reveals is a bad thing but a good thing to do would be a polishing of all these abilities that are agreeable by vast numbers of players that they will never use and maybe do something where we have choices on what skills we have on weapons to where if you wanna use weapons as an acrobatic nature fine. If say you wanted to have decent access to stealth you can do that too. It just doesn’t sound viable to keep giving our reveals and then buffing skills that aren’t used and only one kind of weapon setup to rule over all others basically killing the thief class. One idea I had for dagger/dagger was reinvent that #4 dancing dagger skill as shadow form where it could be a utility stealth that drains initiative at a certain amount per interval basically like gw1 energy system/way revs work with some of their skills this would make both d/d and d/p both be useful but unique in their own ways.
Weow, pve scrubs can’t handle change while rest of game suffers? Don’t rely solely on one build
No doubt and its not that bad being leadership runes with food already give you close to 100% boon duration without even using the f2 skill. When I use that particular set with shiro mode I don’t even use that f2 skill because it interferes with the quickness/super speed so its really not that big of a deal personally. Then again for some the changing like it happens this game is not for them but its one of the aspects that kept me in gw1 and gw2 is that things change and keeps game play worth playing.
How long will hardened leather continue to be absurdly expensive with no reliable means of gathering it?
There is one loosely feasible way I have farmed it but its hard to ever find or create squads for is farming the cleric events in bloodstone fen. All the unstable trash items that drop salvage into random things like leather that are more difficult to collect/farm for. It would be nice though if there were squads setup to do it since its the one place where you do condi spam and such and no one complaining about it lol(the more players that are doing it there the more seekers spawn/higher quantity of the salvaged items and rare drops from completing each event).
On the economy itself the auric basin multi map which was fun to begin with but is rather boring since you don’t have to do anything and basically has dropped the value of mithril and silk down from where it used to be(there are other issues aside like druid being the main reason the leather has gone up so much higher). That is just my take on it since a lot of other content is fun to do but sometimes can’t find good maps because players just go to their one stop auric basin multi map and then wait a few hours before they can do it again.
I’d rather have pistol/bow AA buffed moar and Pistol 2 and Pistol/Dagger 3 removed and replaced with better skillz than have another gun…
I would hope that they take a look at combinations like p/d and d/d offering just as good stealth options but still keep the uniqueness of the setups. Off hand dagger 4 is probably the most unused weapon skill in this game. My suggestion would be for d/d offhand #4 make it kind of like a shadow form from original guild wars except make it use initiative per second/and on being hit so its not way too OP but gives utility for stealth like d/p does making both still useful and then for p/d give it a re-work where it works kind of like how sword 2 and 3 work except a condi method where when you shadow step to target you begin hitting for torment damage that drains initiative per second or until you shadow step back.
That is my view on it since I want to see more unique gameplay other than just playing d/p shortbow all the time.
The only things that I felt needed improvement is first the sparking petrified wood accessories they do not have a stat change ability like blood ruby. Then because you can’t attune them you can only wear one of them where I believe if you spent that much time getting resources you should atleast be able to wear 2 lol.
Was wierd for me too I had tried to wp somewhere and eventually it said firewall blocking access lol. Then my internet went out for like 2 seconds then came back. So then I login to have this issue was very wierd.
I don’t talk on TS but after using CD’s TS I am ready to immediately transfer somewhere else where I won’t collectively be a part of them.
I was wondering the same thing since these hero weapons are kinda meh but the mistforged always looked cool. So is there going to be another tournament or some reward track that is going to help with making the mistforged
As well this isn’t really just limited to WvW players but the stat trailblazer like the rest of these there is no ascended trinket version to get. As well the stat itself not many players are using it due to the extremely low drop rate that many materials tied to the jungle plants. So for players who just do WvW they aren’t going to spend the amount of resources needed at the present just to obtain this stat.
So possibly add this material to those specialty chests as well as an option for WvW players. I have several classes I’ve wanted this stat on but just too much IMHO for a pve or wvw player to fork over to obtain it. As well I’ve tried to gather as many of these nodes as I could and am yet since purchasing HoT gotten one drop.
Going along its original design it would benefit Venom Enhancement and Bolstered Anguish if it put a stack of Poison and Torment for each condition that the rev is holding at an interval and being we do not have a stun breaker in mallyx that possibly increase the intensity of the trait if you are stunned/disabled.
I want a dominator axe replica to chop wood with. As well I want a life size charr-like garden gnome to scare people away too for a statue.
As well to be the coolest kid on the block I also want a replica of SMC from EBG. With customization option to be able to make the walls taller incase people try to portal into my backyard.
First mistake was bringing back alpine maps. All the complaining ppl who claim they quit over the desert ones didn’t even come back. So the quality of life aspect that didn’t win is lowered. At the very least it would be great if we had a rotating map like factions of gw1 worked where it pushed one way or the other so you don’t see this old looking alpine map and at some point get to the one that looks like it had a lot of time put into it and was interesting to play on.
The latest WvW poll is on the subject of Reward Tracks. Please share your thoughts on this link: https://feedback.guildwars2.com
Keep in mind we plan to add more reward tracks in the future and this poll is specifically to determine if the team needs to spend more time making larger changes, or if the feature can leave beta and only needs small or no changes to be made to it.
My 2 cents on this and I am not sure if those legendary armors are supposed to be exclusive to raiding. The thought on this is most of these groups you’ve got to meet all their pve criteria and those kind of groups of people basically the content like raiding was just made for them the way it separates the players who do mostly wvw or pvp. So I do like the reward tracks but when legendary armor does come out I believe at the least wvw should have rewards that help get that too without being excluded by that small group of people who run the raids with specific criteria or you can’t get in their pool.
So my vote is I do like the stuff in current reward tracks but I kinda would say no until content is balanced between the major platforms of pve, wvw, and pvp then I would have no gripes with the system.
Overcome and adapt bring the desert bl’s back!
I have yet to see a post from anet acknowledging that this game suffers from power creep. So this balance patch will probably just be a shift of power, certainly not a significant tone down.
Yeah like thief with daredevil the utility of that specialization basically makes it a must have for a thief but the design of it has absolutely no synergy with shadow arts. Then for initiative and initiative management the trickery line has to be used in most cheese builds. However I do have one last build that shadow arts still works in for trapper the acrobatics they talk about will just completely ruin shadow arts.
Same with revenant the sword is really good however because the shield and axe skills are so much better compared to the offhand sword skills they say oh we are just going to nerf those because it does too much damage on main hand so they will never see swords being used again.
This has got to be an april fools joke or either they need to learn what the concept of balance actually means.
I am hoping they nix the acrobatic and do another balance pass on thief so I can play like a thief again(you know attack from the shadows and stuff) and not some circus freak.
Seems like they are purposely trying to remove stealth from the game by feeding in these filler things no one really ever used like acrobatics for thief. Unlike the other professions that their elite spec branched out covering multiple areas of a class the daredevil only focused on acrobatics for the most part. So as they are saying they think it needs more is not a good sign for those of us who liked our shadow arts builds. As well as deadly arts and critical strikes will be gone soon too. Reason I say that is the way that daredevil works pretty much almost all thief/dd builds require trickery because of its steal and initative management. So essentially with the meta you the player only get to pick 1 specialization which is pretty much a heavy and hard nerf to thief. So eventually mesmer will be the only actual thief class in the game(atleast where stealth is concerned). Overall though they should be leaving acrobatics alone and focusing on the critical strikes and shadow arts areas or even replacing some of these unused daredevil traits and making them something in conjunction with shadow arts so that possibly we could use shadow arts instead for our steal and initiative management. Another thing would be removing the thing where you can’t move while doing pistol whip otherwise it would be a good pulmonary strike setup.
Revenant: Nerfing sword is bad idea especially with offhand one. Axe and Shield are always used over offhand sword due to are you going to take a short block and a pull that most likely won’t pull your target or will you pick a teleport and interrupt or healing. Just feels like a lot of these nerfs and focused areas are not being used or targeted to the right areas of the different classes such as ele with a billion condi removals going to use their condition counter to add to the massive pile of condi removals which makes no sense to me.
So I had no real complaints about HoT but what this blog is saying to me is making me start to regret getting it now.
My biggest gripe is how most builds that compete in end game have to have trickery and daredevil or either you are gimping yourself if you leave either of these out the way that daredevil works. The main thing I have a gripe with though is the daredevil has no traits that have any synergy with shadow arts or stealth. All the while you have classes like druid/ranger and mesmer/chronomancer and even DH’s with using trapper runes big changes with HoT for stealth but the main class here that didn’t get a smidgeon of stealth synergy was the thief/daredevil.
I know they kinda wanted to go out of the box on what these new classes or specializations can do. Although I think issues like the shadow arts and stealth should be addressed in the near future or either new elite specialization maybe like an assassin type thing that is based in the near future.
Then again if I am wrong please show me a shadow arts based idea that can benefit with daredevil where I am not forced to also use trickery.
Staff Build.
Use DA/SA/DD , trappers runes with trappers respite and tarp mastery. trait hidden thief/se/CIS.
You will get plenty of stealth for hook strike which can be followed up with an immediate attack. Impact sigil on staff used in conjunction with the Shadow trap and you get a knockdown and 15 stacks of might with 10 percent bonus from the sigil. It hits hard whether you follow up with vault or fist flurry after triggering basi.
Yeah that is awesome plus the shadow arts grandmaster traits are good for that too so the cis for the support it gives with the blind, falling damage, extra stealth options or the SR one for the lost initiative/management but overall a much better trade off
Thanks a lot
(edited by Klypto.1703)
My biggest gripe is how most builds that compete in end game have to have trickery and daredevil or either you are gimping yourself if you leave either of these out the way that daredevil works. The main thing I have a gripe with though is the daredevil has no traits that have any synergy with shadow arts or stealth. All the while you have classes like druid/ranger and mesmer/chronomancer and even DH’s with using trapper runes big changes with HoT for stealth but the main class here that didn’t get a smidgeon of stealth synergy was the thief/daredevil.
I know they kinda wanted to go out of the box on what these new classes or specializations can do. Although I think issues like the shadow arts and stealth should be addressed in the near future or either new elite specialization maybe like an assassin type thing that is based in the near future.
Then again if I am wrong please show me a shadow arts based idea that can benefit with daredevil where I am not forced to also use trickery.
Hey guys I figured out how to make them and what the problem is. The mix up is the wiki states it takes 1 armored scale but the actual thing is that its 5 leaf fossils. Herald one takes the rev rune and evergreen loadestone and 10 leaf fossils so its just half of the fossils to make the rev rune. I hope this satisfies the frustration we all have had about this rune
Edit: Oh almost forgot it wouldn’t work on my character that had leatherworking but I have a armorsmithing one at 400 and that character was able to make it but other part of the problem is that you need do it on armorsmith(atleast for me anyways).
(edited by Klypto.1703)
I hope one of the patches is removing those powers from wvw atleast until its released. Just pushes off as pay to win the way its going right now. So where you could have a fun weekend playing its soured by constant patching and constant p2w camping.
I don’t want to ruffle anyways feathers but I kind of have an annoyance with the title vs the content of the game. If you remember the tree guy talk about the time during the original game on how there will guilds fighting each other but no longer do in theory. I am wondering if there is some kind of lore to bring the guild wars back to fit the lore into what the game in a sequel of it sharing the same name(excluding the 2 part of course.
Also on top of that I am not sure how much of this is true or rumors but the core of guild wars itself was in cantha/factions. I have heard that the devs really aren’t going to be focusing on cantha or elona and are just sticking to tyria. I just find it odd where there is no content/lore in the game of where the game really got its momentum in the original game of what I was expecting if that makes any sense
My view on this is that okay the expansion is fifty. Even back when some of us were playing the original Guild Wars all 3 costed fifty dollars and then for what eye of the north brought it was less but no where near the content level of what we have seen so far so I can see the justification on the price as well as how the price is with their business model. As well the seventy-five dollar one with all it comes with is fine IMO. I do agree with the one hundred dollar one based on how things work most likely someone who is going to buy the 75 or 100 dollar choices is going to eventually down the road that 4000 gems so just look at it in the form as all of the HoT content plus a discount on those gems being the same things for 75 dollars but if you pay 25 more for the 100 one your getting the gems at half price which is nice imo. Anyways that is my opinion on it.
My problem is roughly with the poison/venoms, ricochet, and practiced tolerance.
Roughly the way I see it is its saying they removed the trait to get extra charges/uses out of the venoms. In actuality if you look at it from diminishing returns perspective yes they add it but then since they are making the poisons/venoms duration less its roughly the same thing as just removing the trait altogether.
Yeah for anyone wanting to use pistols it seems pistols have been focused on to take it out of any contention with the meta.
Last is the critical trait Practiced tolerance which ferocity can be a good thing but builds like say running a sinister set becomes useless because that chunk of health you got is roughly in a lot of fights the difference between living and dying on a thief lol.
So they need to come up with something other than a clever way of getting rid of the extra venoms, get pistols viable, and have some way to get that chunk of health back and then if they do all that I am fine with the changes imo.
Same here can’t load them into LA.
I did some searches past few weeks until I found one with a good template for building one. I so hope we get better traps and such. Here is the link to it as well being first time posting on these forums I hope its not against the rules to put this link in of the build I found for it.