Showing Posts For Pyro.3069:
Don’t worry gaiz, the solution is so obvious I’m sure Anet is working on it as we speak:
Gain a legendary precursor at 10k achievement pointz.
Getting stuff, for achievin’ stuff. Makes alotta sense.
Title says it all. What if we could unlock “extra” weapon skills that could be swapped out for the current ones in slots 1-5? Could add some complexity to skill system and a little bit of surprise in PvP where you don’t know what weapon skills a guy is using just by looking at his weapon/class.
I’m not sure why other classes get crit damage + along with a useful main trait like vit or precision, while we get a measly 0.1%+ damage on our burst skills, most of which are not damage based (only ones are basically kill shot and eviscerate). I guess the low number is because critical eviscerates were overpowered in pvp or something, but 0.1 is way too low. 0.5%+ is still half of what it should be and is more acceptable. I guess i’m just a little miffed that i have to use a trait line with very decent active traits that lacks oomph in stats.
TL;DR: 0.1%+ burst damage should be changed to 0.5%+ in my opinion.
Why is our sword burst so….weak? I use it and i’m dealing about 128 damage per hit…ON CRIT. I’m guessing the fast stacking bleeds are supposed to make up for it? But they last 2 seconds =_=. They should really double the base damage and increase the bleed duration to at least 4-5 seconds. As it is, I either just don’t use this or tap them with immobilize and hit them with aa/switch to another weapon. Really disappointing for a burst that roots you in place and kinda looks cool…
Now, I don’t really remember this clearly, it was a long time ago (around launch?), but I thought I read in a post by someone from Anet that if you were hit in stealth, there would be bloodstain effects visible. Does anyone else remember this or am I just loony? :O
Where did you hear the 45 minute minimum per run? Has there actually been some official announcement on specific of DR? I’m also pretty sure 180 tokens per dungeon if all 3 paths are completed is intentional.
I see no problem with the DR system once it’s free of these bugs that cause reduced rewards randomly if it works accordingly:
*30 minute timer for each dungeon path. Assuming you’re not clearing each dungeon run in under 10 minutes(which i highly doubt even the most skilled dungeon groups could manage without exploits, you can simply rotate each path to avoid DR. Hell, you could rotate just 2 paths assuming it takes you longer than 15 minutes.
*Also, i’m not a fan if the DR applies globally to all dungeons. DR for a dungeon should apply only to that dungeon, thus if i switch dungeons, I should be able to get normal rewards.
Just my 2 cents. Let the discussion begin.