Showing Posts For Rain.2108:

Mesmer Damage Nerf

in Mesmer

Posted by: Rain.2108

Rain.2108

1. There is mention that the bouncing damage increments with each bounce. This was a bug in how the ability works. However abilities like hundred slash are built around this damage per hit increase. So why was it a bug and not just the basic functionality of the attack.

Hundred blades is not a boomarang, bouncing projectile, or piercing skill. Its channeled with each hit giving a similar amount of damage (except for the last hit) to total a large amount of damage. If one person gets hit with it and a second runs into it halfway through the second person doesn’t take more damage than the first (if using identical builds/gear). Now, warrior kill-shot when shot through a crowd would gain damage with each consecutive hit. Thus, you get the videos of 21k damage from a warrior. Rifle warriors didn’t need a nerf, they needed a bug fixed.

This also means that iberserker was suffering from this bug as well. It didn’t get nerfed it got fixed. Just to clarify it could use a buff now that its has been fixed.

Again: Weaponstats and Kits..

in Engineer

Posted by: Rain.2108

Rain.2108

SPvP its fine and balanced because your stats come from items aside from weapons.

The mesmer example, just.. no? Can the mesmer put sigils in the staff or use stats from it when using staff?

Elementalist elements and engineer kits provide the same use effectively, different skillsets at the expense of not using multiple weapons. The only difference is elementalists scale with weapons and engineers don’t.

You seem to be arguing from the perspective that abilities that equip a different weapon shouldn’t have your main weapon stats is fine logic wise but gameplay wise it blows.

Your suggestion is just a bad version of scaling it to weapon damage and stats as it does not allow customisation at all, and still has the problem that having a grey main weapon is just as effective as having a legendary main weapon when it comes to using kits, which are often used more often than the main weapon itself.

How doesn’t it play into the mechanic? Kits are designed to supplement your main weapon with utility, having it so you become weaker the moment you equip them is stupid, having it so there is little reward or customisation for improving your main weapon is stupid.

Mesmer example does work because what weapon is equipped when you have a flamethrower out? A Flamethrower, why would pistol stats work towards the weapon that is literally in your hands?

To your point about customization and the differences between masterwork vs legendary weapon stats….you want more customization for the class that has access to the most abilities while in combat? And are you complaining that you don’t have to grind for a legendary weapon spending a ton of gold, time, and energy? Those are amazing perks to the engineer class.

It would be different if let’s say bomb kit provided 100 power 200 toughness 100 vitality. And for those who would counter saying it would be imba at low lvs, make it scale. 100/80 x player lv. But then that solution would limit what stats we actually want (no customization at all).

….This is a slight adjustment to my point, but it is essentially the argument I made. Do not have kits use bonuses for weapons that are essentially unequipped, but give them some bonus. This could be in the form of better scaling (since they rely on a smaller stat pool since the weapon is not counted) or a straight bonus like you said.

From what I have read on this argument is that people want their pistol or rifle stats to be used when they have a flamethrower or elixir gun literally in your hands. I say if your going to complain, legitimate or not, ask for better scaling or innate bonuses on kits not that you want your unequipped weapon to affect your stats.

(edited by Rain.2108)

Again: Weaponstats and Kits..

in Engineer

Posted by: Rain.2108

Rain.2108

I’m going to preface this with the fact that I just started an engineer (lvl 21) and tend to not spvp. The complaint seems to be similar to a mesmer complaining about how his greatsword stats and sigil aren’t counted when s/he has a staff equipped as the primary weapon.

An elementalist has his attunements but their weapon skills are still based upon the weapon, so the mechanics for engineers are not the same thus the argument that elementalists get their weapon stats/sigils is a poor argument.

Honestly, if the damage using kits is too small then you should say they need to increase the coefficients so that the kits scale better since they draw on a smaller stat pool. Or argue for innate boons that appear when a kit is equipped to mimic the effects of sigils.

Saying you want stats from something that is not equipped is a kitteny demand that doesn’t play into the mechanic at all.

Dual Axe Warrior

in Warrior

Posted by: Rain.2108

Rain.2108

Crit damage>Power>Precision in terms of adding dps. I agree with seithan.4823 about the Knights gear to give a bit of toughness for at least the armor. You will lose 16% crit damage but gain a little bit of survivability.