Showing Posts For Raph is Chilled.8304:
As pistolwhip is about to go down we will face the next mindless 3 smashing build (s/d).
Since thieves have the highest burst potential ingame they should be easiest to kill. Right now it is very hard to kill a good thief even if he is not attacking you and that is because of evade spamming. No other burst class can do that much damage and still be that hard to kill (take a look at eles – they die when you fart in their direction, but only the best do the damage a mediocre thief does).
I know that evading is a part of the thief mechanic therefore it should still be possible to evade on demand.
BUT there should be a punishment if it is just a “random dodge”.
My proposal is that every dodge that is on no cooldown has some frames after it where the thief is not abled to move nor abled to cancel the skill. (some sort of acd like in gw1)
It will not affect skilled players since they know when to dodge however it will affect the 3-3-3-3-3 bots.
I agree with retal having a CD that it only hits you say once per second max. Hell, while we’re at it let’s increase the damage, reduce the duration, and apply it to condition damage taken as well.
LOL at this.
wvw is pvp, just on a different scale
ROFL AT THIS.
WvW is PvE with more lags. OP obviously has absolutly no idea of tPvP..
PvP is no longer skill related
Sweet stars above, kiddo, nothing in this game was ever skill-based. Please don’t tell me that it took you this long to realize that.
How come there have been outstanding teams that dominated others? Were they just lucky?
Since when was PvP skill related? It has always been about OP builds rolling over every other class.
this.
ANET how can you still dish out scarlet crap if such a statement cannot be considered false?
LOL this is the teldo bunker.
By the way – whats wrong with decap engies? It’s almost the same concept as a bunker guard and none complains about that..
Warriors are just ruining the game. It is no longer skill related. If you want to win you don’t have to be good you just have to play hambow warrior.
In addition its not like “yeah they’re pretty op right now, so every team needs one”. To win you need as much warriors as you can get.
Please ANET PLEASE fix this on 18th. It is just frustrating and ruins the game for everyone to see one build devastate you every single time without a chance of any counter.
Just a little example of what i mean:
I was playing yoloq when i encountered a team of 3 warriors. We had no warrior.
Im not saying rank=skill, but losing with nothing more than 26 points for a team like this is not normal for people around r50.
But, in a fight where you can see your enemy, you can still see the asura animations. In a fight where things are blurred by particle effects, it is very difficult to see any animations regardless of race. So, seems to be a bit of a moot point at best.
It’s not that hard on Norn, Charrs, Humans and Sylvary. Once you get used to it, you’ll see key animations (like healing, moa, 100b etc.) even in a 4v4 fight. But on Asuras it’s different.
But subjective advantages needing dev attention? I have my doubts, and I mean no offense by that.
I think alot of people would agree that fighting an Asura is harder than fighting a Norn. And IMO this is not negligible but more important than it should be.
It’s not that much of a big deal making certain animations more noticable on Asuras. The people who care will consider this change positiv and the people who don’t care won’t notice. It won’t affect actual balance.
Asuras obviously have the smallest models. That brings several advantages for them in PvP that should be fixed IMO.
1.
The Asuran skill animations are much smaller and therefore harder to percieve. As a necromancer, who interupts healing skills with DS#3 it is very important for me to see the skill animation (especially healing abilities). On Norns, it is very easy to react to healing skills since you can’t miss the blue light. On Asuras however you can barely see that light. This is a VERY big advantage. Maybe healing skills could get a bit brighter.
2.
Asuras can hide much better and are better suited for surprise attacks than Norn. On capricorn there are several rocks, where you could easily hide behind as an Asura but you will be seen immediately as a Norn. Even if you can see the name on top of both, in a battle it is more likely that you will take notice of a model than a name. I don’t know a fix for this one.
3.
Asuras are often psychologically underestimated since they are very small. This maybe considered a disadvantage, however “weak and small” enemies are more likely to provoke a silly assault. This may be banal but you should be free to chose your race without any consideration of advantages.
4.
Since Norn and Asura share their range for any skill, you can hardly tell if you are in melee range or not. 100b for instance has the same range on Norn as on Asura, however a greatsword looks more like a toothpick on an Asura. A Norn wields like a whole bole. This means there has to be a range where the sword model from the Asura is not visible but nevertheless deals damage. This is very counterintuitiv and again provides unwitting advantages for Asuras. Maybe there could be some kind of slash animation that indicates the actual range.
There are some additional minor points but i won’t list them since they aren’t as important as the ones above. This is of course irrelevant in PvE and in low-level PvP but i think the higher you get the more you try to get even the smallest advantage you can possibly gain. Races should be about storytelling or aesthetics, but not about having advantages/disadvantages regarding game mechanics.
The GW1 players of you will remember: Almost every weekend there has been a special buff or increased loot at a certain region. I dont understand why they didnt nerf cof p1, since its way to much grind and after doing it like 100 times it gets very boring. So why dont make other Dungeons viable aswell? “Because increasing loot in dungeons would reduce the value of every non dungeon drop”. But here is the idea: You make dungeon weeks like ac p2 week or arah p4 week where this path is as rewarding as cof p1.
If you dont want to nerf cof because of (insert reason) please make it atleast possible to be succesfull by doing other dungeons instead of cof. It gets realy boring. Here are some of the advantages:
-GW2 farming is less grinding
-GW2 farming doesnt only require muscle memory but real skill, you are succesfull if you are a good flexible player
-Players would complain less about the lack of an endgame, since there is something to do (thats not completly boring)
-Maybe gold would regain its orignal value, because of overall less players doing the “farm”
You run slower because higher running speed in combat would mean even more complexity and aiming skills are required. This is obviously not intended so you move at this certain speed while in combat. And this is not unoticable; you run 33% faster while out of combat – this would mean huge changes to melee classes and dodging.
Well, if you are out of combat you mostly run arround in order to travel or to get somewhere. Its no longer necessary that you are running slow because combat complexity isnt affeccted. So you run faster to save boring running time.
I love this because i always hated to run for like 10 minutes. I dont know if some of you have noticed it but samething goes for reviving. While out of combat you revive like 3 times faster than in combat. Why? Because faster reviving affects combat – out of combat its just boring waiting time.
The title basically says it all. Please make a dedicated Minipet slot. If you put a Minipet in there it automatically spawns every time you log in.
This would bring the following advantages:
-Minipets dont get transfered to the chest if you hit “deposit all mats” (i know there are invisible bags)
-We would see much more Minipets since one often forgets to put it out after teleporting/loging in/entering a new region.
-You can feel like pokemon trainer that travels across the land (searching far and wide) with your best friend/pokemon.
This would raise their reputation and make them more valuable. Means more money for you (aNet) since more players would buy them.
I think nerfing is necessar because if one class is to powerfull you had to make EVERY other class besser in order to preserve fairness. This would lead to an endless cycle of rapid buffing. We would end up with like 130k hp and 50k atk. That should not be the final result, since it makes everthing more complicated.
Additionaly this is just a psychological effect: If you see your class nerved you think “oh noes i cant play backstab anymore” and 3 days after you think well i got to find another build/class and you start experimenting – case closed. If every other class would be buffed it would actually be the exact same procedure with the only difference, that you would notice it immediatly. You maybe just would notice after 3 weeks that backstab doesnt work the way it worked once and you start experimenting. Actually the same.
It just seems that after every nerf people are flaming on the forums because even if the majority would love to see a bs nerf, the people who would be hit by it came here and flamed. In german we say “Hit dogs bark”.
@ Puppy – have a look at nemesis guides in the necromancer section (its a sticky thread). Before i watched them all i thought the same way – now i think its in most cases even more viable than the most classes. In pve and pvp!
I dont understand why there should be technological boundries. If the server cant handle 1000+ bleedings just add them up and calculate the dps. If the amount of bleeds change within a second the next tick (even if its only .3 seconds away) will consider this changes. In my experience it already works that way: go to the heart of mists and try it. Add 10+ bleeds to the testing golems. The damage number appear to be randomly popping up but if you look at the golems health bar you see, that the bleed only does damage once a second and not all the time.
My suggestion is, that you dont see the damage of every single tick but the whole damage your ticking bleeding does atm. So you can better understand how much dps you are doing and you can still see how much other skills do.
Any stealth nerf is a good nerf!
Thank you – but i’m more into spvp… Will this patch also change this issue for spvp?
Is it intendet that thieves are still stealthed after they attacked for like 2 seconds? If not please fix this as fast as possible, since this makes the stealth mechanic completly overpowered especialy for thieves!
Not to hard, to fix these problems.
1. Make brooms available for karma or something.
2. Eventhough if they wouldnt do that, i could still change my gold into gems. I havent paid a single euro and still got several gem store items. Mysterious isn’t it?
3. Imo brooms have a much greater fun potential since, you can “fly” with them. As already mentioned above, you could fly over LA or Divinitys Reach or something on a invisible path. This would be super fun and also look very neat for everyone who is not attending the race. With Moas, that would just look weird.
4. I think you wont be abled to have your private racing moa so the “tuning” aspect would be lost aswell
What about a Broom Funracer Minigame in LA (similar to rolerbeetle racing in gw1) ?
In the eastern part of LA there is already somekind of track (these wooden things) and you could easily insert it. Here are some ideas of myself that could make it even more fun:
-If you get damaged by another player you lose health. If your health shrinks to 0 you have to restart from a checkpoint.
-There could be some spots that heal you but they arent that easy to reach. You could lose time or get some disadvantages to get there.
-You should not be abled to fly sideways but navigating by turning. This way curves wouldnt be that easy to fly.
-You could fly over certain spots to gain special one time skills, which support you or disable other players (similar to Mario Kart).
-You could make some parts of the track in the air. Basically you would be flying on an invisble plain above LA. If you fall of you have to start from a checkpoint.
-You could make it watchable for other people by preventing them to step on the Track. So you dont have to create an instance and it would be watchable for everyone in that overflow.
-You could distribute some rewards to change your brooms specs (NOTE: you should not be abled to make you broom better, since new players wouldnt have a chance. I rather think of making an aspect better while making a different one worse like: better handling, worse acceleration).
-You could sell broom skins and special animations on the gem store.
-You could make a ladder (maybe the normal pvp ladder should have priority).
-Later you could add some other tracks.
This would be a great activity for LA while looking for groups or something – i know this is much work but i think it would be worth it.