Showing Posts For Raze.8467:
I think Anet thinks that vulnerability is a very big deal that should require large sacrifice or only be granted in small amounts. Thief pistol 2 is another example where a thief would need to use all his initiative to average..maybe 15 stacks without +duration? Though with how initiative works it’s completely optional where axe…well I guess it’s optional but you really have to juggle weapons and DS.
The problem comes from two things I think, the players don’t want to make that sacrifice and that there’s some exceptions to the rule that can stack it without as much hassle. In necros case even within it’s own class. Within it’s own weaponset even since focus is the goto axe offhand.
You can’t really make it even for the higher levels without taking their talents and utility/elite slots which I don’t think they should do because it’d throw off your game, but it certainly feels like the actual stat downscaling is way to lenient.
I’d be happy if they just dropped or buffed tooth stab. 20 levels in and I’m just now getting used to stealing regularly, because the game kept turning me off to it by giving me this awful ability over and over.
Make it 4 or 5 stacks and ranged. And it doesn’t actually have to last a minute for no reason.
Put all mechanics aside, even putting GW2 aside, and I think underwater is just not a place people really want to be in games.
I made a thief recently after not playing for awhile and don’t mind it though. I don’t know if it’s general improvements they made or just a gap in performance underwater between the classes, but I didn’t feel weak at all where I did before(Unless I was ‘cheating’ with engy kits). The guy who mentioned ‘where did the utilities go’ is spot on, but otherwise I felt going underwater was a nice change of pace instead of ‘Ugh, I have to go underwater?’
What’s the reasoning for ranged weapons not tracking in the first place? It’s not really skill to hold down a strafe key and the shooter doesn’t have the tools to outplay the strafer. That is, you can’t aim for where he’s GOING to be.
I wasn’t aware that having legit physics in a game is considered a nerf.
If it were real or a action game(Which as much as anet initially wanted to market it as more action orientated, it’s not and I think hanging onto that is why this mechanic exists) a skilled archer would just compensate to hit the idiot walking sideways 15 feet away. You don’t have that as a viable option to counter a player holding the ‘a’ key to hard counter you in this game.
If you want to dodge, use your dodge roll.
Pure lowbie pve leveling opinion, it feels like I just lost a auto attack because I have to use two cooldowns on one move.
Can’t argue with it sticking on target though.
They shouldn’t remove ‘heat seeking’ from ranged weapons, they should be adding it to every weapon that doesn’t have it.
They’re still probably better than anyone at getting from point a to point b. Nonetheless I’m surprised it wasn’t a pvp specific nerf.
I’ve hated the concept of mf since diablo 2 and that wasn’t even as team focused. It just seems so stupid to me that you wear mf gear to get new gear that you aren’t going to wear because you’re using mf gear all the time.
In a mmo it’s even worse because you punish the person who brings his A game with less drops than the guy who isn’t.
Last night, I was in Gendarran fields for 20 minutes and ran in to at least 30 different people.
Game is dead.
Gendarran is still low level and it’s a human area AND it’s right by town. It’s actually right after there that things start to thin out.
I gave up on crafting mid wool tier tailoring on my first class and haven’t bothered with it on any alts. And I don’t even think DR existed then. Crafting needs to be seriously casuallized so you can level it with just what you find leveling up or it needs to be given something that makes it worth being the hardcore gold/timesink that it is.
I hate people sitting at the TP with those noisy insect pet things myself. But, just like the bell, assuming people aren’t cheating to ring it more than they should(And even then..), it’s ANET’s fault for putting it in rather than the players.
’Here’s a bell. Now don’t ring it or we’ll ban you.’ Turn your sound down and stop trying to fight jerks by being a bigger jerk.
Even in less extreme cases like elementalist I think the ’don’t use aoe single target’ mindset is bad when each weapon just has four cooldowns. Some moves are already situational(cc, gap closers etc), if you make aoe situational too combat is going to get a lot more boring as you auto attack and wait for your single dps cooldown to come up.
Pure PvE leveling tips.
Do not buy gear with money while leveling – use karma, there is no point in saving it. Use your money for map teleports.
Very often gear is just 1 copper over npc resale. It’s definitely worth upgrading at the trading post as long as you don’t let yourself get ripped off.
I should have figured out the teleport finisher. I’ve had myself killed in hopeless situations running circles in mist form instead of trying to escape when I knew I couldn’t just to get impaled anyway because I walked right back into it.
For asura friends, while less versatile and shorter duration(And I think longer cd), the offensive golem summon IS stronger than any of your elementals.
You seem a bit stuck on the mandatory 15 points, but the traitline is already a mandatory 20 point line for the dodge roll clones. You’d have to hand both those out for free to change that and I don’t see it happening.
Scepter clones really need something though(Along with scepter in general). Greatsword works without a condition because it’s multihit and stacks the bleeds faster than the others. Scepter’s whole gimmick is how fast it summons clones and it’s clones don’t do anything. And it’s confuse should be instant so you can use your block instead of facetanking.
It’s probably not, a ton of times I’ve had underwater skills look unlocked even when they weren’t.
Then I changed to S/D build. While it offered me an improved range, its damage was not good enough. It took me too long to kill an opponent, not to mention that spells like fire 2 were entirely unusable because they cannot hit moving targets.
S/D left a real bad taste in my mouth when I first made a elementalist. At 70 I randomly decided to pull out my scepter and was actually pretty impressed. I don’t know if it’s good scaling, points in arcane or me ‘getting’ how elementalist works(Alright, I KNOW it’s those last two and possibly the first), but it wrecked everything. It is still ‘half melee’ though because of moves like Fire Grab, your might stacking combo and just landing dragon’s tooth in general. But then you’ve also got two blinds and a toughness buff so you may not feel the need to kite as much.
Though I will say they really should just make dragon’s tooth either a targeted aoe or, ideally, have it follow the target. I don’t think it’d make it overpowered for pvp or anything, it’s still a really telegraphed attack.
On hitting gendarren fields recently I started to feel pretty squishy. Went water/earth spec just for the stats and it made a world of difference, though perhaps I just needed one of them. Anyway my advice is not to worry about traits until you unlock the second tier, spec for stats and don’t hesitate to respec if you need to.
I don’t like the idea of it being a mantra because it’d have a cooldown. I think mantras are a design failure because the useful ones have cooldowns, the channel to prepare it should replace the cooldown otherwise what’s the point?
I don’t know if you can save scepter since I’m not sure how valuable ‘lotta clones’ is. The abilities like mirror images and dodge clones that make staff more appealing as you level make scepter less appealing.
Were I to try though I’d definitely say the number 3 skill needs some work. The long channel means it doesn’t mesh well with the theme of the weapon. For one I’m not summoning things, for another I’m getting smacked in my face while I’m doing it, at least if I want to make the most of the confuse.
Now if it were a instant cast and I followed up with blocks while the enemy killed himself trying in vain to hit me that’d be pretty cool. I don’t know that this would ‘fix’ scepter, but it’d at least make it more fun. I mean, staff/greatsword is optimum, but I enjoy playing sword/random offhand to mix it up. Scepter I only pull out to see if it’s gotten better since I last tried it five levels ago.
I’m not sure what makes you believe that iZerker was ‘supposed’ to be our opener…it seems pretty clear this is not the case.
Because it’s a cripple. And because it worked so well when he wasn’t getting one shot. He’d get aggro, cripple and spin away so not only is the mob snared, he’s not even chasing me.
I suppose I will concede it’s not really the delay that’s the problem here. It’s the signet of illusions not working until several seconds after the summon or the phantasms just not having enough health in general. Probably health in general since the signet is kind of a bandaid and it’s double bugged(It doesn’t give the health right away..but it gives more than it should).
I don’t care much for pvp, but leveling pve the iberserker is supposed to be your opener. You summon it and it reliably gets one shot. He needs to go instantly or signet of illusions needs to not have a delay in increasing health so he can take a hit. Or he could spawn out of melee range, though I don’t know how that’d affect his accuracy.
I can work around it. I can attack and put hate on myself first. But that’s not how it’s supposed to work. I WANT the enemy to attack the iberserker. Just not until after he’s attacked and bought himself time for the signet to give him more health than a critter.