Showing Posts For Rodrigo.1486:
Racial Specializations is an amazing idea.
The big question would be whether you let them loose in WvW.
All they have to do is have them say it in Latin so that it sounds magicky:
Feel the Burn = Sentire Ustum
First specialization will probably be main hand axe pyromancer
Later on you will get the geomancer with shield, aquamancer with trident and aeromancer with spear
Why don’t we just embrace the imbalance
It would be easier to embrace the imbalance if the game didn’t keep rewarding the imbalance by giving advantages and better rewards to the winner. “You get to show up and die so the other team can slay you like NPCs and get more loot bags and rewards than you do,” isn’t exactly a pitch that’s going to get most people to turn up every week.
I am looking at the map size as the imbalance. A map with 5 subsections meant to be played by 400 people per side is not as rewarding when in reality there are only 40 people per side. That is why I think the answer is variable maps:
Gold tier- remains as is generally
Silver tier- 1 map with 2 subsections
Bronze tier- 1 map without subsections
The imbalance within the tiers will always remain. I understand that it is no fun getting kicked around week after week by a server that simply has more people. But this is the reason why it is a 3 pronged fight. Lower population servers need to come together to defeat their bigger foe.
Why don’t we just embrace the imbalance
It seems apparent that the complaints of population imbalance are radically different based on the tier of the individual. This leads me to believe that a blanket solution cannot be achieved that will address everyone’s concerns.
My suggestion is therefore to address different tiers differently. Lower tier servers for example have no que at all. Most of the time each server holds its own borderland and battles it out in eb. This means that 2 of the 4 maps is not utilized. Eb fluctuates depending on the stronger server but generally battles occur around and for sm. small zergs run around capturing each other’s towers etc. it seems to me that wvw with these smaller populations should be designed differently. You could potentially have a single map rather than 4 that is designed to be more rewarding to the roamer population.
This is how I imagine it:
Bronze tiers:
Single map, larger than eb with the same general design of eb except that instead of sm in the middle you can introduce a city that has multiple capture points. This map would reward roaming and small group tactical play
Silver tiers:
This is harder to figure out. Generally silver tiers can reach ques on their own borderlands and eb. I think the trick here might be to get rid of eb altogether and have a central point (again a city design would be interesting) connect the 3 borderlands. This would funnel forces through this point and create opportunities for small group skirmishes but still allow a Zerg to push through and attempt to conquer other servers borderlands
Gold tier:
This tier should remain generally the same as the current wvw map as it is being used as designed. Some changes I would introduce would include providing some open capture points to reward open field battles
That’s about it. Any suggestions or comments are appreciated.
As always if Anet decides to use these ideas I expect a juggernaut and a predator in my mailbox
I am new to thief but I found a trick I really like
From stealth on pistol mainhand you can fire body shot and immediately afterward fire sneak attack. Since body shot is a slow moving projectile you are not revealed. You get the target immobilized for the entire sneak attack
I think the slick shoes buff is substantial because engi excell at Pbaoe. Combos with grenade barrage or mine field + jump shot come to mind on a36 sec cool down with speedy gadgets. That’s not bad. You also get a stun breaker at 21 seconds with super speed if you go all in the Tools trait line.
Reduce the radius affected and don’t allow it to be thrown from behind gates. Done.
It seems apparent that the complaints of population imbalance are radically different based on the tier of the individual. This leads me to believe that a blanket solution cannot be achieved that will address everyone’s concerns.
My suggestion is therefore to address different tiers differently. Lower tier servers for example have no que at all. Most of the time each server holds its own borderland and battles it out in eb. This means that 2 of the 4 maps is not utilized. Eb fluctuates depending on the stronger server but generally battles occur around and for sm. small zergs run around capturing each other’s towers etc. it seems to me that wvw with these smaller populations should be designed differently. You could potentially have a single map rather than 4 that is designed to be more rewarding to the roamer population.
This is how I imagine it:
Bronze tiers:
Single map, larger than eb with the same general design of eb except that instead of sm in the middle you can introduce a city that has multiple capture points. This map would reward roaming and small group tactical play
Silver tiers:
This is harder to figure out. Generally silver tiers can reach ques on their own borderlands and eb. I think the trick here might be to get rid of eb altogether and have a central point (again a city design would be interesting) connect the 3 borderlands. This would funnel forces through this point and create opportunities for small group skirmishes but still allow a Zerg to push through and attempt to conquer other servers borderlands
Gold tier:
This tier should remain generally the same as the current wvw map as it is being used as designed. Some changes I would introduce would include providing some open capture points to reward open field battles
That’s about it. Any suggestions or comments are appreciated.
As always if Anet decides to use these ideas I expect a juggernaut and a predator in my mailbox
I like the idea of Alliance battles. I would keep the servers set up as they are currently and have alliances created depending on the server ranking. Alliances can be as follows (numbers represent server ranking):
1|2|3
6|5|4
7|8|9 and so on
Alliances would work so that the higher tier server can send a specific number of players (lets say 20) to each ally per map, but lower tiered servers cannot send players up. This would alleviate ques on higher tiered servers since the excess of players can go help the lower tiers. the lower tiered servers would then get an influx of players at all time zones.
I would them limit allies by not allowing them to claim keeps or towers, not allow them to use waypoints and have only limited access to supply (maybe one supply depot per map + any captures). Maybe even restrict them from entering keeps and towers? This would create a force that has a bit less value than a player from the home server.
There also needs to be an incentive for players to help out their allies. Anything can do. Maybe a buff of some sort.
I got a copy right on this idea, so if you plan to use it you must pay me off with a Predator and a Juggernut.
I like the general concept of the mortar. It was the one skill I wanted to unlock most of all for WvW because it felt like it was the perfect attack/defense skill at walls. In practice though it feels disappointing.
It should be 2000 range so that it can be set beyond longbow range.
The skills are good support, but the 1 skill is low in damage. I wouldn’t increase damage; rather, I would decrease the recharge rate to 1 second.
There should be no minimum range. This would make it somewhat useable outside of WvW.
Finally, I would have the turret grandmaster traits affect the turret in some sort of elite form. Maybe a larger reflective bubble for fortified turrets and protection from crits for experimental turrets
All the no. 1 skill needs is a sigil that does not have a ICD to make the 10 hits worthwhile. I think it was designed as a criting machine. By adding ICD to all sigils the flamethrower got hit too hard.
A couple of things you are probably aware of but are worthy of note:
1. When you turn into either elite form your power in hugely increased; therefore, if you place a Big-Ole-Bomb and then transform the bomb explodes after the transform and benefits from the power increase.
2. Toss Elixir B gives you a stability. If you use it before overcharged shot you don’t get knocked down
3. You can increase duration of Elixir X either via Elite Supplies or Potent Elixirs (if I remember correctly). If you take into account your high elixir recharge rate you end up with an uptime of 25 seconds on rampage every 84 seconds. That is almost 1/3 uptime on your elite!
My recommendation would be for you to always include bomb kit, and maybe flamethrower (for knockback); use the sequence BoB> netshot>Elixir X for the mega damage; and lastly to change your power shoes to elite supplies for elite uptime (and try to keep swiftness from the toss skills and elixir b). The build looks like fun. I will be trying it later tonight. Have fun.
Engineer:
Rumble- Skill is good but the recharge is too long for what you get. I would think it should be closer to 30 seconds or less
Toss elixir U- again a good skill but recharge should be lower than smoke screen and wall of reflection (or at least the same) due to rng
Mortar- generally the range needs to be increased by 500 (whether traited or untraited I leave to those who know better)- this is due to the fact that you are locked in position. Also, the new traits that affect turrets should affect mortar since it is a turret.
Launch Mortar Shot (Mortar 1)- needs to be spammable. I believe this is one of the reasons people feel (and correctly so) that grenade kit outperforms mortar even if mortar is an elite skill.
I have a feeling we will be getting an elite kit at some point in the future, so I am not too concerned about mortar remaining a turret
I was thinking mortar is a turret -> turrets got new grandmaster traits -> why don’t they affect mortar? So the point of this thread is to discuss what these new traits could provide to mortar to make it viable keeping in mind it is an elite skill:
1. Fortified Turrets: A bubble for 4 seconds on this is kind of useless since you are not picking up the mortar at any point and are actually manning it; but an oversized bubble for 4 seconds every 10 seconds could make a great utility (probably op but again since it is an elite turret it should have an elite effect i think)
2. Experimental Turrets: The easy answer for this one is AoE stability although the engi already gets stability so there would be no direct self benefit. Can’t really think of anything else though.
Thoughts?
For Flamethrower I will be trying 30/20/0/20/0 for quickness on airblast and 0/30/0/20/20 for creating mine fields on zerg or 0/20/0/30/20 for condi flamethrower + flame turret for extra might
Fortified turrets will be fine even if not so big since you don’t have to stand inside it but rather behind it
Experimental turrets sounds amazing for loads of uses. SD gets fury for 2/3 uptime, loads of vigor from healing turret, and swiftness node from net turret (drop at supply camps and get fast yakks)
Gadgeteer not so sure about. I like the aegis on mines, the x5 might on analyze sounds great and the fury on PBR for spikes
I think you may want to give more credit to PBR. Keep in mind it is a launch rather than a knockback which means that when you land it your target will sit on a floor for a couple of seconds. You may want to try overcharge shot to magnet to prybar to PBR. All attacks should hit, and your enemy is lying on the floor helpless (barring stability/ stun breaks) for your next attack or two… maybe static shock discharge.
I agree that you cant really compare the two traits. However; The gadgeteer still feels a bit weak for a grandmaster trait. I think it would be interesting if the corresponding toolbelt skills also got an upgrade. For example:
1. AED gives condi removal on main and 5 second weakness on Static Shock
2. PBR gives fury and LPBR knocksback
3. Rocket boots gives vigor and Rocket kick dazes for 1 sec
4. Slick shoes gives regen and super speed gives knockdown on enemies in the way
5. Throw mine gives aegis and mine field creates an aoe blind
6. Utility goggles gets might and analyze gets vulnerability and 3 stacks of 100% crit
2 hours before the new grandmaster traits are released. Let’s get some good guesses:
Explosives- remote bombs
Arms-something for rifle to shine- maybe “go for the eyes” blind on crit with 5 sec cooldown moves to grandmaster
Inventions- shield bubble on turrets (pretty cool, pretty cool)
Alchemy- some sort of non-elixir trait- much needed gadgets upgrade- gadgets and gadget toolbelts grant 4 secs of protection (probably not the right traitline for this)
Tools- Kit refinement makes a come-back
Do Reserve Mines remove a boon like other mines do? If so maybe the trait doesn’t suck as much as we all think it does.
AED probably stands for Automated Elixir Dispenser. So here goes the speculation:
The functionality of it is probably a heal per second that can be activated for a smallish heal (like warriors heal sig)and in the case that you are brought below 1% health the heal is greater. Only when you hit the <1% health does the heal per second get negated. Kind of like an enhanced signet. Assuming I am close then you will want to activate before you hit the 25% health mark. Let automated medical response kick in and reuse right before hitting <1% health.
As a side note, if super speed breaks stuns and kit refinement for tool kit gives super speed we just got a stun breaker for a kit all be it a cituational one
Excellent guide Phineas. Thanks for putting it together. I run a similar setup but with one slight difference in that I place 20 points in explosives to get Enhance performance (3 stacks of might) and use it in conjunction with the medkit. It definitely does not clear conditions as well as your setup but I like that I can go into my medkit to get fury and swiftness from the stimulant and keep up my might stacks in that fashion.
I am curious to know if you have tried this combination and if you have any specific preferences.