Showing Posts For Krysard.1364:

Detailed Weaver - Staff Feedback

in Elementalist

Posted by: Krysard.1364

Krysard.1364

I missed this post, these changes are rly good for the most part and would rly help make staff viable on a pvp environtment, which Ive been looking for so much

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Staff autoattacks

in Elementalist

Posted by: Krysard.1364

Krysard.1364

Earth’s staff autoattack would be a lot stronger if Projectile Finishes would be worthwhile. That 100% projectile finisher chance would be the actual utility of Stoning, not the weakness it inflicts.

Another thing that came to mind is the Stoning skill of Guild Wars 1. It didnt inflict weakness, it knocked down the target if it was inflicted with weakness. (Enervating Charge followed by Stoning was a skill combo used by some annoying mobs). So what if GW2 Stoning kept inflicting weakness, and had say, a 33% chance to knock down if the target is already suffering from weakness?

Generally speaking I don’t believe buffing damage for all non-fire element autoattacks would be the way to go. Fire is meant to be the damage element, naturally it should outshine all other elements in that regard.

Its also worth considering that staff is generally the long-range weapon of the elementalist, and when you are safely away from the hostile situation you feel more confident going full-on damage most of the time, which can also contribute to the feeling that Fire is the only worthwile element on staff.

I would say the knockback on weakness should be attached to earth 2 rather than earth 1, as even with the reduced % it feels rly strong, and rng is usually bad. Having earth 2 knockback would make more sense as it gives some “use” to earth aa and promotes seting up a good earth 2 to make sure you hit it on moving targets and stuff.

EDIT: by knockback I meant knock down

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Staff autoattacks

in Elementalist

Posted by: Krysard.1364

Krysard.1364

Iirc air aa is stronger than fire aa when you have two targets next to each other. Anyway, air aa is actually better than fire aa in a pvp environment cause you actually hit things, so theres that at least. Some buffs wouldnt be bad, tho.

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The most useless PvP weapons

in PvP

Posted by: Krysard.1364

Krysard.1364

Warrior offhand sword was actually used once, but that was a long long time ago.

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Swindler's Equilibrium CD

in Thief

Posted by: Krysard.1364

Krysard.1364

Right now, SE CD feels somewhat oppresive, as if you want to avoid it reseting Steal cd when there are only 5s left, you need to slot Sleight of Hand and use Steal right away after it being reseted. That, or not dodge at all when using a sword at the last seconds of Steal cd. If the CD was increased for ~5s, or make it not reset Steal when theres only ~10s left, or smth around these lines, it would make the trait feel much better instead of forcing you to spam Steal twice.

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Time to make Fast Hands baseline for Warrior?

in Warrior

Posted by: Krysard.1364

Krysard.1364

I think you all are missing the point Xaylin made. Fast hands being overpowered and mandatory for any viable warrior build doesnt mean it should be baseline as it doesnt cripple your core mechanics in any way as other situations exposed (mesmer). If fast hands was made baseline, you might aswell make cleansing ire baseline as you “will notice a heavy difference playing at gold tier or higher with or without it”.

Except that is one of the most kittened things I have ever read. Is it selective memory or something because this is the list of traits made baseline, for Mesmer since that’s the topic right now but the theme is the same for the other classes:

Mesmer
Traits that are now baseline:

Reduced glamour recharge rate
Phantasmal damage boost
Manipulation range.
Illusionary Persona: Shattering illusions creates the shatter effect on you as well.
Illusionary Elasticity: Bouncing attacks have one additional bounce.
Protective Mantras: Gain extra armor when you cast a mantra

Yeah I’m incredibly sure that further blink and mantra armor really affected your ability to shatter

The intention was qol and trait diversity, and warrior is the one class with THE worst trait diversity in the game.

Reducing CDS and buffing damage has nothing to do with making traits/added mechanics baseline. Also, just going to stand out that in any way Ive been ever in favour of past “made baseline” changes that didnt affect the core mechanics per se, so looking for past examples does not do anything but prove my statement that Anet has been lazy design-wise, and making FH baseline wouldnt be but further evidences.

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Time to make Fast Hands baseline for Warrior?

in Warrior

Posted by: Krysard.1364

Krysard.1364

Except Ive seen more competitive (talking about pvp btw) builds without fast hands than cleansing ire. No decent warrior build has ever played without cleansing ire for as far as I can remember. Also, my point was, FH shouldnt be made baseline cause it doesnt hinder thw actual class mechanics, opposed to other cases. It has nothing to do with a trait being mandatory or not. Making FH base would be the unreasonable and lazy solution. If its the only solution, well, thats sad, but I would rather have anet fix warrior and make FH an optional trait that changes the way you play warr, like it does Fresh Air to say something.

Which competitive builds aren’t slotting Fast Hands in pvp? Meanwhile, Cleaning Ire is the more commonly selected GM trait on a line that’s taken for other reasons, with Rousing Resilience and Last Stand making appearances as well.

In fact, Fast Hands had been in practically every competitive build even before Cleansing Ire was introduced and before the current trait system. At that time, every competitive warrior build invested just enough points to get Fast Hands and then often stopped going any further into Discipline.

That aside, there’s no history of hindrance to the core mechanic being the determining factor for baselining a trait and it’s not a compelling argument anyway.

Moreover, it makes no sense to say Fast Hands shouldn’t be baselined to deal with a problem but, instead, Anet should invest a bunch more time buffing other areas to make warrior viable without it. Obviously, if they took the longer path, then FH would have to be deleted.

What should be the compelling argument then if its not something related to the core mechanics and design of warrior? As for FH having to be deleted if Anet properly balances warr, they should just make it compete with other strong GMs. And, iirc, when Anet buffed rifle like crazy, there was a build that countered a lot of tanky meta builds that used Arms instead of Disci. While not meta, it was rly strong on a lot of usual comps seen at top level, and that is already way more than we can say about Cleansing Ire.

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Time to make Fast Hands baseline for Warrior?

in Warrior

Posted by: Krysard.1364

Krysard.1364

I think you all are missing the point Xaylin made. Fast hands being overpowered and mandatory for any viable warrior build doesnt mean it should be baseline as it doesnt cripple your core mechanics in any way as other situations exposed (mesmer). If fast hands was made baseline, you might aswell make cleansing ire baseline as you “will notice a heavy difference playing at gold tier or higher with or without it”.
I hate trait lines being mandatory, and I would like to be able to drop def/disc too, but imo theres no reasonable reason behind making FH base besides Anet being lazy and balancing warrior the cheap way.

Here’s something Xaylin is saying (uninformed):
“Looking at Warrior, on one hand, I agree that Fast-Hands is a very powerful trait which most builds can benefit from – especially in a PvP scenario where flexibility is key. On the other hand, it is far from being mandatory for utilizing, for example, Burst skills. It just obviously makes them more accessible due to not-shared cooldowns. Most rotations (and I’m not talking smashing F1 as often as possible or raid benchmarks) can be performed without Fast-Hands even though admittedly sometimes at a slower pace.
People like to argue that this makes certain rotations unviable but that’s not true. They’re just less efficient (so maybe not meta) – not not effective at all. If this actually was the case one should discuss a specific rotation, not making Fast-Hands baseline”

Since we’re talking about PvP, and we’re discussing it on a class that is completely missing from high level play because even with Fast hands on every single comp build it simply isn’t good enough……

Not having fast hands 100% gimps you in competitive. Good players understand this. It is not a case of being “less efficient”. It has been completely entrenched for years. Warrior is garbage tier in PvP, and this trait is probably the only thing that gives you the situational versatility to even attempt to climb.

It is MANDATORY.

Rotation? Are we talking about Rotations on warrior and PvP in the same sentence? Going to go ahead and discount this entire thing as PvE hero rambling despite the assurances otherwise. Warrior skills have huge telegraphs. Against intelligent players, it is a constant set of mind games and dodge baiting, and when you don’t have fast hands your options for actually applying damage are so incredibly predictable.

To be clear, I am not 100% on the wagon for baseline fast hands, but I need to point out the completely incorrect assessment of warriors reliance on it.

As I said just above, my point was not negating the dependence warrior has in fast hands, but rather how to fix it instead of just making FH baseline, which is unlikely and it doesnt make sense at all(that is, by design, not viability).

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Time to make Fast Hands baseline for Warrior?

in Warrior

Posted by: Krysard.1364

Krysard.1364

I think you all are missing the point Xaylin made. Fast hands being overpowered and mandatory for any viable warrior build doesnt mean it should be baseline as it doesnt cripple your core mechanics in any way as other situations exposed (mesmer). If fast hands was made baseline, you might aswell make cleansing ire baseline as you “will notice a heavy difference playing at gold tier or higher with or without it”.
I hate trait lines being mandatory, and I would like to be able to drop def/disc too, but imo theres no reasonable reason behind making FH base besides Anet being lazy and balancing warrior the cheap way.

Except Cleansing Ire isn’t mandatory, lots of competitive builds don’t use it, and its effects are easily replicated using other useful traits and skills.

My response to Xaylin’s point, as you’ve laid it out, is so what? Fast Hands isn’t only important for the core mechanic, and being shut out of a core mechanic isn’t the litmus test for whether something should be made baseline.

Whether Fast Hands should be made baseline isn’t about mesmers, but since we’re talking about IP as though that’s the standard, did you know that there were several common and competitive builds that didn’t use it before it was baselined? Not so with Fast Hands, which seems to me a more compelling case.

Did you also know that IP wasn’t the only trait made baseline for mesmers at that time? Is the claim now that all of those traits were necessary for mesmers to access their core mechanic, and that that’s more compelling than the case for Fast Hands? I hope not.

It’s either make Fast Hands baseline, delete it while bringing in a host of additional balance changes, or unnecessarily keep warrior in a narrow range of build diversity by sticking with the status quo for…. reasons.

I’d rather Anet take the “cheap way” as you’ve described it than nothing at all. Hell, I might even prefer it as the least disruptive and most achievable fix.

Except Ive seen more competitive (talking about pvp btw) builds without fast hands than cleansing ire. No decent warrior build has ever played without cleansing ire for as far as I can remember. Also, my point was, FH shouldnt be made baseline cause it doesnt hinder thw actual class mechanics, opposed to other cases. It has nothing to do with a trait being mandatory or not. Making FH base would be the unreasonable and lazy solution. If its the only solution, well, thats sad, but I would rather have anet fix warrior and make FH an optional trait that changes the way you play warr, like it does Fresh Air to say something.

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Skyhammer mid

in PvP

Posted by: Krysard.1364

Krysard.1364

This is not an issue at all, even though it is probably unintended.

If someone is just standing under the point using aoe, then they are contributing almost nothing to the fight. It is basically a 100% loss fight if someone in your team is doing this.
Tbh I don’t think this should be changed, it is just not worth the effort and no one really does this anyway.

For what I know, while it is rarely used, its not unusual for a necro to get in the situation where you kite underneath the node and can spam your marks before re-entering the fight, so while not being much, it rly gives some advantage.

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Decay discourages playing

in PvP

Posted by: Krysard.1364

Krysard.1364

Matchmaking doesnt take into account your decayed rating, so you will get the same quality matches with or without 700 decay. Im aorry to tell you that the “7 games of frustrating quality” are actually the average gold matches, and any division for that matter.

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Skyhammer - ranked rotation

in PvP

Posted by: Krysard.1364

Krysard.1364

It bugs skills, like revenant sword 3, it counts as cast, so you can be interrupted by thieves, and it allows you to kite melee classes indefinitely, which can force dumb 2v1s or good reset options and stuff. It is rly a kittened mechanic when abused properly

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Weaver weapons.. focus? or dagger?

in Elementalist

Posted by: Krysard.1364

Krysard.1364

Focus because ranged denial and survivability. Offhand dagger stopped being good the moment the cele meta was ruined

Indeed u are bad ele xD

Rare footage of dagger fire 5 not bugging o.O

Anyway, focus is still better, even tho with weaver focus will be a lot worse as you have a 3s delay, so dagger may be a solid option

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Time to make Fast Hands baseline for Warrior?

in Warrior

Posted by: Krysard.1364

Krysard.1364

I think you all are missing the point Xaylin made. Fast hands being overpowered and mandatory for any viable warrior build doesnt mean it should be baseline as it doesnt cripple your core mechanics in any way as other situations exposed (mesmer). If fast hands was made baseline, you might aswell make cleansing ire baseline as you “will notice a heavy difference playing at gold tier or higher with or without it”.
I hate trait lines being mandatory, and I would like to be able to drop def/disc too, but imo theres no reasonable reason behind making FH base besides Anet being lazy and balancing warrior the cheap way.

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NERF Thief Shortbow 5

in PvP

Posted by: Krysard.1364

Krysard.1364

you want to nerf the core reason the profession exists? I’m sorry, but to me that’s just stupid

If the core reason this profession exists is to be doomed on a decap/+1 role, and abuse steal, well thats sad. Really, how can be anybody against giving thief better mechanics and more role viability?

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NERF Thief Shortbow 5

in PvP

Posted by: Krysard.1364

Krysard.1364

Thief finishes almost dead player… OP
Thief runs from a fight he lost…. OP

Dont make a fool of yourself, it has never been saidthat it was OP cause it could finish low HP players, its BS cause theres no counterplay attached to some of his mechanics, and so hes forced to abuse them cause the rest of his kit is bad. I dont udnertsnad all the kitten forum warriors here when itsnot about getting some rolling nerfs to thieves, but rather make QoL changes to obv bad mechanics

I was only referring to
“1. You encounter Thief.
2. Your health is low and your defensive skills are on cool-down.
3. The Thief will chase you down , you die , you have to wait for the re-spawn.
4. Result = The Enemy Team will gain more points.”

I mean really… if your health is low and your defensive skills are on cool-down, and your still in combat… there’s not much you can do v.s any class. Thieves are the most mobile and they sacrifice defense to be the most mobile. Meanwhile there are other classes with more defense who also do good damage and can teleport to player. (Guard, Rev are two.)

They dont sacrifice defense to be the most mobile, they are forced to do so. Thats what Ive been saying the whole time. And thats what I want to be changed. Thief mobility is just unreasonable, but they need it to be so or they are useless. Why it has been like this for so many years, I still dont know.
Also, lets give a random scenario, and dont take it too literally like all the dumwits on this forum. Youre relatively low on health(like 30%) cause youve just won a fight or w/e, but you still have dodges/def cds. Guess what? A thief jumps you from stealth at 2k range and bursts you down. Rev has a telegraphed port, Guard port can be easily predicted, and the dmg is low per se. Not thief’s. Thats the whole point. It happens every day, everyone can relate to. Youre just happily leaving a fight, apparently youre safe, and from nowhere appears a thief that kills you from stealth/instant skills. Theres no counterplay to steal, and Thief gets carried so much by it, which is bad design. Change it, for the sake of QoL, and balance thief elsewhere so hes not forced to play the role hes now.
The same can be said for sb5. Not going to be so simple, but so you can get the idea, imagine that somehow you rework it and it becomes actually good for 1v1 situations. Now you have a class with rly good mobility, that can properly duel, but it doesnt have godlike decap potential or overall mobility out of combat.

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NERF Thief Shortbow 5

in PvP

Posted by: Krysard.1364

Krysard.1364

When I fight people i always save all my initiative so i can swap to short bow and spam 5 because it’s THAT OP!

If you don’t save all your initiative to spam shortbow 5, you’re just a bad thief.

Well, i play d/d condi thief and if i don’t spend initiative i am pretty much dead. But if i do spend initiative (#3 is my favorite one) my opponents die, what a surprise
Autoatacking on thief only works on d/p Theif, which is the most boring spec in the game. But even d/p needs tu use #5 and then #2 for stealth attacks which is a lot of initiative spend. Who wants to rely on aa only? Staff AA? Sword AA? Pistols AA? REALLY????
If you don’t mind i rather kill my enemies with spending initiative than autoatacking and dealing zero pressure to them and then run away with SB #5. Is it ok if i really want to kill something?
Good luck with autoatacking and escaping with SB #5, you left Point and noone cares if you just run away alive. You have so many great defensive skills which costs initiative, i have no clue why should i ignore them all with exception of SB #5?

Edit: Oh, and btw, SB #3 has saved my life more times then SB#5. Great skill for kiting and evading attacks.

He was obviously joking

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NERF Thief Shortbow 5

in PvP

Posted by: Krysard.1364

Krysard.1364

Thief finishes almost dead player… OP
Thief runs from a fight he lost…. OP

Dont make a fool of yourself, it has never been saidthat it was OP cause it could finish low HP players, its BS cause theres no counterplay attached to some of his mechanics, and so hes forced to abuse them cause the rest of his kit is bad. I dont udnertsnad all the kitten forum warriors here when itsnot about getting some rolling nerfs to thieves, but rather make QoL changes to obv bad mechanics

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(edited by Krysard.1364)

NERF Thief Shortbow 5

in PvP

Posted by: Krysard.1364

Krysard.1364

I hope most people here are joking, cause this is saddening. Dont take the scenarios OP gave too literally. What he said is that either A: you have low health low cds, in which case its nearly impossible to kite a thief cause he has so many tools to gank you, some of them even instant and that can deal heavy dmg (steal+pi), or either B: thief is low hp or on a losing fight, and he can just disengage and decap or +1 something else.

What this means is that thief abuses superior mobility from things like sb5 and shut down potential from steal bursts, and sucks at everything else. Having a class nearly impossible to chase or kite is straight up bs, and playing a class that can only play a very specific roaming role cause its the only thing that its good at is straight up bs.

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(edited by Krysard.1364)

Why are all PvP maps the same?

in PvP

Posted by: Krysard.1364

Krysard.1364

Every single map in this game is the exact same map.

3 capture points

First team to 500 wins.

Now some have bells, or monsters, or other stupid gizmos and gadgets. But they’re all the same maps! Sit on capture points to win.

Where’s the deathmatch maps? (First team to 20 kills wins)

Where’s the king of the hill maps? (1 capture point)

You know I’ve lost some games cause nobody wanted to sit at home and babysit a point. And the other team just kept coming in to decap it constantly but NOBODY wanted to sit there and defend it.

Honestly I couldn’t blame them. It’s kittening boring to sit and babysit a point all kittening game and it’s even more boring just running around capping and decapping points.

So why don’t we have other maps? I think at least 1/3 of the maps should be Deathmatch, 1/3 should be King of hill and another 1/3 should be current maps.

The only GOOD map is Coliseum. No godkitten monsters to try to steal. No stupid bell to babysit. No Lord to try to kill. No kitten trebuche blasting you. Just flat out best PvP team wins.

No one should ever sit on a point, whoever does that is throwing the game as the rest of the map is left 4v5. Also, coliseum is badly designed amd I would say the mechanics are worse from a PvP exclusive stand point than those from temple/capricorn, as they dont include any type of “player feeding”, whereas coliseum gives buffs to stats and stomp/rezz abilities that can carry otherwise lost fights.

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Skyhammer - ranked rotation

in PvP

Posted by: Krysard.1364

Krysard.1364

The fact that skyhammer is still in ranked rotation even though the jumping pads are game breaking is just saddening.

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NERF Thief Shortbow 5

in PvP

Posted by: Krysard.1364

Krysard.1364

I can’t stop laughing.

I mean, QoL tweaks like nerfing sb5/steal so thief can be properly balanced would actually be good for both thief and sPvP, instead of the bad designed, gimmicky role that thief has and ever had.

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No ticket response since Friday 14 days ago

in Account & Technical Support

Posted by: Krysard.1364

Krysard.1364

I also have a ticket since a few days ago unanswered, which is annoying, but usually (as this is not my first ticket) they only take a day or two to answer, so lets just hope its a temporary situation and they will be quicker soon.

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(edited by Krysard.1364)

Guild Wars 1 account...

in Account & Technical Support

Posted by: Krysard.1364

Krysard.1364

Have they answered already? I submitted a ticket 2 days ago as I’ve found my old game box with my code and everything, but I dont remember which mail I used back then. I really hope they wont take much more as I actually want to replay it/link accs so bad.

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Ele new spec weapon? [leaks]

in Guild Wars 2 Discussion

Posted by: Krysard.1364

Krysard.1364

As for it is said, sword and reaver. You would be better asking on ele forum tho

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Sooooo That Expansion Riiiight?

in PvP

Posted by: Krysard.1364

Krysard.1364

Im not expecting much of competitve PvP, but the game is still enjoyable to play cause combat mechanics, so new builds are welcome. Anet has made a good work on getting HoT bs back in line, so hopefully the new elite specs will be way better (qol terms) from the start of the xpac. So yeah, I actually want the new xpac to be released, even if its just for the funzies

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Expansion 2 ! Class Preview and BETA TEST!

in Guild Wars 2 Discussion

Posted by: Krysard.1364

Krysard.1364

Except at least 40% of the hype is already ruined by the leaks.

Well, we know we are going to Elona and we roughly know what the new elite disciplines are (though not all of them).

We dunno when is the expansion going to hit (probably Nov 2017).
What is the new class (I am guessing it will be Elona themely based, medium armor with high HP pool).
We probably get to test the new class and elite lines (similar to last expansion).
Probably new

There is much to be covered. I am excited

99% sure there wont be any new classes tho

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Players can now turn in midair while jumping.

in Guild Wars 2 Discussion

Posted by: Krysard.1364

Krysard.1364

They always could tho, I dont understand this patch note

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shield + blind

in Revenant

Posted by: Krysard.1364

Krysard.1364

A necro can have unblockables in shroud if he casts the shout that makes all attacks unblockable before he enters it. There is no way of getting around the ridiculous amount of unblockable attacks in the game at the moment, and shield 5 is a good way of advertising that you’re a great target for them.

Then the necro is running a subpar build(unless gvg, where sword/shield is not even played). I play rev daily and I have problems with unblockables one out of ten times I block. Just use it to block an attack that is not unblockable, no big magic here

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Monthly AT nice meme

in PvP

Posted by: Krysard.1364

Krysard.1364

I dont see the problem, its not supposed to match equally skilled teams

The problem is there are no other skilled teams, maybe next month they can just give them the rewards.

And how is this monthly ATs fault?

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shield + blind

in Revenant

Posted by: Krysard.1364

Krysard.1364

The trick is to cancel it in most cases I think. It’s far from a useless skill. The shield toss could be a little faster though.

I have been doing this but 25 seconds is not really a short cool down for something u are just going to cancel after a second of using it

Shield 5 is one of the highest energy costing skills, 20 energy, and has the single longest cooldown of any weapon skill for revenant, 25 seconds. Canceling it can save you, yes, but for something that expensive, you shouldn’t have to cancel it when what you get from it is so lackluster.

You dont have to cancel it if you use it when you know there are no unblockables running around (eg when necro enters shroud)

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Monthly AT nice meme

in PvP

Posted by: Krysard.1364

Krysard.1364

I dont see the problem, its not supposed to match equally skilled teams

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PVP alternative build request

in Engineer

Posted by: Krysard.1364

Krysard.1364

Elixir B, Mass Momentum, and have fun!

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Offensive Auramancer

in Elementalist

Posted by: Krysard.1364

Krysard.1364

I play meta build in pvp but with air instead of earth. It underperforms its role, but you gain a lot of offensive potential and its an overall more interesting/fun build to play imo

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shield + blind

in Revenant

Posted by: Krysard.1364

Krysard.1364

What I mean is people don’t use shield so it doesn’t matter how you change shield 4 so long as shield 5 is bad.

uhh shield is meta in pvp.

Eve axe has a better use, check Frost.

shield is meta in pvp

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Pvp necro questions

in Necromancer

Posted by: Krysard.1364

Krysard.1364

Thanks for the input. While I do like playing MM and commanding a small army, I am open to other builds.
The big thing with mm is the great condi cleansing. Plus stacking vulnerability helps minions do even more damage.
Also I prefer direct damage over conditions. What higher tier direct damage builds are there?

for power damage build.. https://metabattle.com/wiki/Build:Reaper_-_Power_Boonstrip

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Lucid Singulariy vs Deathly/Abyssal Chill

in Elementalist

Posted by: Krysard.1364

Krysard.1364

The system doesn’t work that way. It doesn’t start to apply the chill and then reduce it -100%. It never actually applies in the first place. No bleeds.

Are you speaking from experience and have actually seen it prevent the bleeds?

Back in the day, it was kinda usual to see necros playing svanir runes + relentless pursuit in order to prevent chill from enemy necros. What happened was that chill was applied to you, and half a second after it ended, and there was no negative effect attached to it, so the icon appeared but you were effectively immune to chill. Not sure if it still applies bleeds tho, cause this combination was used with the old deathly chill trait.

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Function Gyro Bug Fix ASAP

in Engineer

Posted by: Krysard.1364

Krysard.1364

Couldnt even use it on a match now, bugged af

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Death of daily rooms

in PvP

Posted by: Krysard.1364

Krysard.1364

The funny thing is that most people are in the idea that “non-PvP players shouldn’t get PvP rewards”, even though technically the reward track you could only get via dailies are mostly PvE stuff outside of Balthazar’s backpack. You won’t get pips which contain actual, PvP-only stuff.

And yet somehow there’s no hint of irony of asking PvE stuff for PvP-only players.

If only we had finally a reward track that didnt award us with random stuff but pvp shinies man..

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Skyhammer

in PvP

Posted by: Krysard.1364

Krysard.1364

So, when will ANet remove the jumpads so the map becomes at least barely apt to be played in ranked?

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END OF MATCH PVP

in PvP

Posted by: Krysard.1364

Krysard.1364

I think its bad but mainly cause sometimes youre on engaging fights that you want to finish and this cuts it

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[Ele] Official Ele Forum Guild

in Elementalist

Posted by: Krysard.1364

Krysard.1364

Vichyssoisee
Teacher/Tester
PvP, maybe some WvW
Baruch Bay (may switch tho)

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Scourge analysis

in Necromancer

Posted by: Krysard.1364

Krysard.1364

Even with speculation and little information there are some things we can guarantee since they are trends in every trait-line we have and every shroud so far.

Shroud
Shroud 1 is usually a strong auto attack with a fairly decent power coeff. It likely wont apply a condition or a boon.
Shroud 2 will be a gap closer/opener of some sort.
Shroud 3 will fear because of all the fear.
Shroud 4 will be a multi hit ability.
Shroud 5 will be some sort hard/soft CC.
At least 1 of the above will generate LF in some way.

Traits
At least 1 trait will do something when entering/exiting shroud
At least 1 trait will have a persistent effect while in shroud.

Also, nearly all healing skills have a “blue theme” (I think only signets dont), so apparently the new heal is the last thing we unlock

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I think Decimate Defenses is broken.

in Necromancer

Posted by: Krysard.1364

Krysard.1364

Not to be mean, but isnt it obvious that the added crit chance shouldnt be shown on your panel? I didnt even thought of it when xpac came out

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Never Played A Game With Such Terrible PvP

in PvP

Posted by: Krysard.1364

Krysard.1364

Literally…. damage for some professions is off the roof and CC makes some matches unplayable…..

Literally:

CC
CC
CC
CC
CC
dead

No where near enough stability/cc breaks to cope with it.

Cant remember the last time I died to a CC chain with half+ HP unless I had a focus on tfs and I already popped cds, which sounds fair

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FIX THE HEALING TURRET !

in PvP

Posted by: Krysard.1364

Krysard.1364

Quite sure you cant blast it before the overcharge since they added the 0’5s cd

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condi rev is seriously redonkulous

in PvP

Posted by: Krysard.1364

Krysard.1364

Pretty sure condi rev is still trash tier, not to add that two of their most direct counters, thief and necro, are rly strong rn

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Why do you not play?

in PvP

Posted by: Krysard.1364

Krysard.1364

Matchmaking: not much to be said here, we all know it’s not good especially if you’re in plat/high gold and get to face top 10 duos with nobody good on your team. Or alternatively, you’re forced to carry potatoes because nobody in your MMR range plays the game at that exact time and you get punished for losing.

It should be obvious that MMR isn’t linear but ANet tries to average the teams MMR. What I mean by this is, a 1800 MMR player is a LOT better than a 1500 MMR player whereas a 1300 MMR player is only slightly better than a 1000 MMR player comparatively. This just leads to trash matchmaking when you have silver players in the same game as top 10 duos despite the MMR being sorta numerically equal.

Balance: Not much choice in what to play, most players run the same builds because they are effective. Seen some guys try different stuff in S5 but they always got shut down by players running meta. Very few viable niche builds so it makes the game kinda boring.

Rewards: Well rewards aren’t my sole motivation in playing but this season they nerfed everything so hard the rewards are basically 0 to me as a PvE player.

The titles are also the same as last season and basically they’re going to be worth less every season as more people get them so I don’t care anymore and not gonna bother.

There isn’t even a Call of the Mists buff in Season 6. Feelsbad.

Repetitiveness: There’s like the same old maps over and over again with very little variety. They even made Khylo boring af so it’s like meh. This is further multiplied by the ‘stale’ meta where it’s always the same builds, same maps etc.

Solo Q/Duo Q: The mixed queues kinda annoys me since I don’t have the ability to have a reliable duo partner. Last season I made a few friends and duo’d some games but had to solo at the end since they started to have school/college. It’s just so much of an advantage to duo especially with the wonky matchmaking and it feels unfair to me so I don’t bother.

Ratings: It sucks losing -20 and gaining only 13 for beating top tier players because they get padded with silver players who drag the average down despite it being a super hard game. I guess it also sucks for them since they have to win 10 games to cover 1 loss. Basically sucks for all involved.

Only way ANet will listen: Not playing is pretty much the only way of complaining I have left about PvP. We’ve all posted what we think is bad and so on within these forums there’s not much else to do but not playing puts some real numbers in context of how bad PvP is doing due to these poor choices. If you have like a 50% player # drop from S5 then they’re kinda forced to do something about it whereas complaining on the forums does nothing.

Pretty much tho

M I L K B O I S

Sigil Proposals

in PvP

Posted by: Krysard.1364

Krysard.1364

Depends on if the damage bonus is universal between power and condi. If air and fire have been removed I can see the usefulness in these.

Damage bonus is for strikes.
All other sigils not listed would be removed.

So, passive sigils are better for power builds than condi builds?

M I L K B O I S

Sigil Proposals

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Posted by: Krysard.1364

Krysard.1364

Not worthless when all alternatives are worthless LUL, I wouldnt discard thief using one of them cause weapon camping

You mean…. BALANCE?

Maybe they are balanced, but as I said before, I would like to choose sigils cause they are good or have any synergy with my build, not cause they are the less bad. I dont think sigils should be stronger, but I think theres some work to do still design wise.

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