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Skull Grinder Overkill

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Posted by: Silent Sol.4963

Silent Sol.4963

And you just noticed this kitten design for the skill just now?

Why, it’s been there in the game for quite a while now after HoT and yet now is the time to call out OP on it. If it isn’t Meta it is ok we’ll turn a blind eye, but once it is Meta then it’s time to pick up the pitchforks.

The skill should have been looked at and adjusted long before for inflicting so much in one swing.

I always knew it was crazy, just no one played warrior in Pvp that it didn’t matter until now

Skull Grinder Overkill

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Posted by: Silent Sol.4963

Silent Sol.4963

Is no one else going to mention how absurdly bloated this skill is?
Its Base damage is decent with power.
It inflicts 4 Condis: blind(5), cripple(8s), 4 bleed (8s), 4 confusion(4s).
Dazes for 1s.
Is a blast finisher.
5s cool down.
and has some extra range, mobility and tracking on it.
High spamability with cool down reduction(3 1/4s) and burst mastery and of course 3 condis cleanse with ire.

Warrior finally coming back into meta is a great thing but this skill is a bit too insane.
Daze duration should be reduced for sure and either a removal of the multiple condi stacks, durations or an entire condi altogether.

Current Revenant Gameplay

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Posted by: Silent Sol.4963

Silent Sol.4963

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Wrong IP joining map

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Posted by: Silent Sol.4963

Silent Sol.4963

I managed to log in once today after the update and crashed as soon as I tried to enter heart of the mists. Now I can’t log into the client at all.

Adding counterplay: salty balance

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Posted by: Silent Sol.4963

Silent Sol.4963

  • Mesmer
    I am So afraid of the insane potential of a chaotic interruption mesmer, mesmer weakness isn’kittens damage output, it’s its ability to deal with thieves. My only change (which a friend suggested) is to make null field apply 3s of revealed on enemies per pulse. This along with thieves revealing on wiff is enough to make mesmers strong again.
  • Elementalist
  • good nerfs are good inc. Just. HOW HAVE ELES MANAGED TO STILL DODGE THE PERMA VIGOR PURGE. The only reason why this was missed in the first place was that eles were dead asf in the meta at the time of the purge.
  • also scepter/ focus is full of instant cast damage and needs to be reworked, obsidian flesh OMG.

If you think my ideas are wrong, please tell me why. I really want this game to grow and become esports as kitten, but I have no hope in the direction this game is currently going. The power creep is just too unreal. Once the inhuman monster that is Ostrich eggs decides to take a break what hope do us mere mortals have?

Finally, my necros Fart Goblin and Butt Stank both got banned, just some more proof anet hates necros.

http://i.imgur.com/oxyQYNl.jpg some small idea of how much I play and my experience on each class

Adding counterplay: salty balance

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Posted by: Silent Sol.4963

Silent Sol.4963

  • Thief
  • please don’t put executioner and panic strike in the same line WHILE being able to take both. Best of both metas with 0 trade off, gr8 m8.
  • attacks from stealth- this should possibly only apply to the 1 skills from stealth. wiffing a stealth attack should reveal the thief, currently a thief can poke an aegis, shake a blind or even get dodged with no consequence all from stealth. If you managed to blind block or dodge a backstab, you should be rewarded with the thief revealing himself from goofing up.
  • Engi:
  • Overcharged Shot- short warm up animation
  • Incendiary powder- I don’t think this trait will be as much as an issue with it becoming a GM is a mostly unused line but I want more counterplay. My idea is for an audio queue to happen once it is procced but a napalm projectile similar to flame thrower #2 is launched from the engineers tool belt after the queue happens.
    This gives the opponent the opportunity to dodge or even LoS the proc. The audio queue might make dodging it too easy but I think the projectile or something similar is a necessary change. Have the velocity at a reasonable speed and not slow and unreliable like scorpion wire or magnetic grasp. If needed, have it deal a very small amount of damage like doom or chocking gas.
  • accelerant-packed turrets- when a player detonates a turret, have it make a whooping siren and display a red emergency light for its AoE ring. A 1/2 or 3/4 time until detonation is a reasonable time for evacuation of the vicinity. If the turret is destroyed NO TIME FOR A WARNING but the siren still sounds so players know what the hell just happened.
  • healing turret-this heal is SO incredible, its overcharge heals allies for 2.5k and is a water field in such a huge radius AND removes 2 condis AND is on a 15s CD or 20s if you chose to blast it for an additional 1.3k AoE heal. Up its cool down 20(25)s at LEAST.
  • slick shoes- this received a CD reduction on both parts of the skill, revert one of the 2. My votes for the active slick. Also, not everyone wants to channel their inner swine and roll around in an engis poop juice when they’re standing still waiting for the diarrhea to end. pls fix
  • grenades- getting nerf but who cares mortar to replace?? This applies to both perhaps. The visual effect for grenades is only visible once they’re in the air, point blank there is no tell. Add a glowing light effect on the engineers hands with the colour based on which type of grenade is being thrown. Red for shrapnel, Blue for freeze and Green for poison. The auto and flash don’t need it.
  • Necro
  • staff skills should have the same animations I mentioned for grenades, Red for blood, Blue for chillibains, Green for putrid (I think this actually already exists but make them ACTUALLY VISIBLE)
  • corrupt boon- this skills animation is very unnoticeable and only has 1/2 cast. Give it a noticeable white glow to the cast, 3/4 time but allow it to strip ALL boons again.
  • Signet of the locust- this has possibly the worst active effect for any signet in the game. My change is to make it a stun break and blind foes nearby target on a 25s CD (wots signet of air). The idea is to give necro a descent IMS and a fairly strong low CD stunbreak. Thoughts
  • deathshroud- this is obviously a tough topic but my idea is to delete life force completely and just have it keep the same health bar. This will put an end to conflicting heals. The functionality will change to something like a form you can switch to for 20 seconds at a time before getting kicked out. Its CD would be 15s starting when you chose to leave DS or are automatically kicked out. Current traits that buff being in DS would have to be changed and life force gaining traits would be obsolete, leaving room for other options for defensive or offensive options.
  • doom- have the skull appear while the Necro laughs menacingly because they’re jerks and all and have the fear proc 3/4 of a second after the cast. leave the skill still “instant” but with an attached delay.
  • chill of death- I have 2 ideas for this trait.
    -Similar to my proposed change to IP, after the proc an ice ball flings from the necro at the procced upon carrying all the current effects of spinal shivers.
    -A buff procs which is visible on your bar to all players where your next life blast can only activate it. It causes your next LB to deal +40% dmg, chill and remove 3 boons. The effect will be removed if its dodged or blinded and when the necro exits combat. The ICD only starts counting down when the effect ends, reduced ICD to 15s. The colour of the life blast is blue
  • spinal shivers- reduced cast time to 3/4s

(edited by Silent Sol.4963)

Adding counterplay: salty balance

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Posted by: Silent Sol.4963

Silent Sol.4963

Professions:
Now I want to moan and complain about all the kittened no skill traits that have no counterplay for each class.

  • Warrior:
  • rampage-Thanks to the stab buff, rampage is now an unstoppable monster with 30 stuns, reduced damage intake and slowing condi durations, lich like damage(but melee Oh No) and 3 stacks of pulsing stab. Reduce the stab to 1 stack pulsing or lose the reduced damage intake. YOU GET ONE OR THE OTHER, NO GIVESIES BACKSIES.
  • stupid amounts of shoutbow buffs coming JUST WHAT WE WANTED. MORE BUFFS TO THE MOST BRAINLESS BUILD, turrets have higher skill cap
  • Guardian:
    My only problem with guard is smite condition being such a big hit as an instant cast, what do you suggest? Oh and scepter 3 bumped to a 3/4 cast time instead of 1/2 because latency and reaction time don’t mix well.
  • Ranger:
  • entangle- this skill with krait runes makes it near impossible to escape the roots with a cleanse, half the time you do manage to cleanse, it just hits so fast a 2nd time that you can’t do anything about it. Increase CD to 90s(78s traited) because 60s(48s) is too kitten ed often. Perhaps also reduce its pulses from 4 times -3. I am happy with its cast time and animation and getting hit by it does deserve to get punished, but 100-0 punish is stupid.
  • signet of stone- reduce duration by from 6s to 5s
  • Rapid fire- reduced dmg by 15% (100% safe from 200000 range single target 100 blades, no thanks)

Adding counterplay: salty balance

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Posted by: Silent Sol.4963

Silent Sol.4963

I am having a hard time enjoying this game anymore due to all the passive play, sustain and lack of counter play in the meta. I’m so afraid of the introduction of specializations and the huge amount of power creep that’s coming for every class (except necros huehue). This is full of tons of salty rage but all these changed are legitimate and IMO fair.

Sigils:
The changes to sigils last year I think was a HUGE mistake. As far as I understand, it was made because the ICDs were too confusing for players. Because of this, we now have to deal with things like fire/air and doom/geo. There’s no avoiding the on crit sigils and swap sigils are instant and unpredictable. My proposed change is to be only able to have one sigil type per weapon set. This means no 2 swap sigils or 2 on crit sigils on one weapon set. This change won’t prevent all strong sigil combos but it would help eliminate extremely strong and IMO unfair sets.

Immobilize:
Back at the legendary dhuum fire patch, when there was a mass exodus on pvp players, everyones favorite immobilize stacking was introduced to the game. This was never asked for or wanted, but we got to deal with it anyway. Anyway, the reason why I bring it up is because it’s too easy to stack a long duration immob and it (seems[can someone confirm?]) to have a very low priority to cleanse. The main problem is that the base for many immob skills are already very long durations and getting hit by one can result in easily over 5secs of immob at a time. I just want the base durations to get a look at and reduced reasonably for the next balance patch. I am afraid of the 3 hit devourer venom>pindown(3sec Base )>signet of earth. WHY IS MID AIR IMMOB STILL IN THE GAME.

Confirming the: "I was mid dodge roll!"

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Posted by: Silent Sol.4963

Silent Sol.4963

[NA] war/thief/engi lft ToG/WTS

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Posted by: Silent Sol.4963

Silent Sol.4963

Still looking! message me

[NA] war/thief/engi lft ToG/WTS

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Posted by: Silent Sol.4963

Silent Sol.4963

I played warrior for No Clue in the previous ToL2 and am looking for a team to play in the upcoming ToG and hopefully the WTS.
My available play times are after 11:30 pm EST on weekdays and anytime on weekends.
Message me in game or here if interested or have any questions. Thanks