Showing Posts For Zeick.2891:
Short and simple: Gyro’s are too slow they either need to have the delay in their ai removed so they’re right on their owner, or have their movement speed changed to be higher then the scrappers so they can keep up(with swiftness/superspeed as well)
If your looking for a way to keep up life force for now just go with the healing shout it will give you plenty. I haven’t had any reason to stay out of death shroud with it
Armor is not the most efficient its mostly just whimsy
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Thought I’d make a solid thread for discussion on this rather then several smaller threads, so feel free to put your thoughts here.
As for my own so far while agree with others that the reaper shroud a lot squishier then death shroud its doing a bit to much damage right now. I was playing around in stronghold and just slaughtering people with no problem when i could hold it up.
On the opposite spectrum the deathly chill trait just doesn’t do enough damage to be worth taking. It might be usefull on a pure condi build but there are other trait-lines I’d rather go down for that.
Lastly, anet, you gave us a bunch of easily interrupt-able set of weapon skills but we still have a pretty weak pool of stability to help with that.
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After a full round of SW, with people topping up on MF food and MF bonfires, no one got one. I joined the last 15 minutes of a Dry Top Tier V, and the most I’ve seen in map chat is one person saying “someone in my guild got it.”
There’s rare, then there’s Preserved Queen Bee rare. This may be a small beta.
With the number of people playing this game they need to give it a small drop chance; otherwise the beta would get flooded. The beta’s probably reasonably sized, but actually getting is going to be a low chance
I’m not saying it IS doing this. I’m legitimately asking, curious whether others think this may be true.
I ask the question because, first of all, the Revenant: isn’t getting much skill selection from what we have seen. Weapon sets, and two legendaries which pretty much seem to fill slots 6-10 for you.
Second of all: it was that you could mix and match traits from several lines. Now, you get three. Or, two and an elite specialization. So I can essentially have three trees fully chosen, not 6 that I can pick and choose (to some extent anyway)
As such, it concerns me; it looks to me at first glance that we are having our build choices reduced for all classes, and very little choice for the Revenant at all.
But I’m not saying I’m right here, and I’d love to be proven wrong. So tell me, what do you think about this?
Potential build diversity does not equal actual build diversity. Right now there a lot of builds you could run, but those build are not viable and so wont be played. By restricting our choice it makes it easier for Anet to balance traits. Hopefully this will mean that their is more viable builds, and thus more actual diversity.
What’s with people trying to use real life logic into inanimate objects taking poison, confusion and any other fantasy condition?
This is a game, folks. Move on. The Force isn’t real. Lightsabers are not real. People cannot be turned into Moa’s or summon magical kitten from their hands.
People like to have a degree of logic apply to things, a set of rules that make sense. It helps with immersion and is much more satisfying to work with. When something doesn’t make sense It’s immersion breaking, its unsatisfying to deal with, and it feels unjust.
They cannot do that, the metrics show that “make them take condition damage and be crittable” has been asked for more times than “scale with amulet”.
They shouldn’t be balancing solely based on what more people are asking for. That’s and idiotic practice. The average person doesn’t understand what makes good game design. Those people are just asking to make it easier for themselves in the simplest way possible.
The functionality needs a change. Changing just the numbers won’t help.
I see a lot people saying how this a great, but none of you seem to be aware of how frail turrets actually are. I can take a turret down quickly with just my rifle auto-attack. With crits and condi damage added to turret engie’s will no longer be viable.
The issue with turret engies is the low amount required to play it, and that a player can put into the build.
May I suggest(My guild-mates idea) the ability to store turrets so they can be placed down, with no cooldown, but the turrets maintain their health(healing only from the autotool installation trait) and then reducing their overall defensive stats and/or allowing condis like burning and vulnerability(the ones that make sense).
Also in response to the initial topic: While it would make some sense for turrets to take burning damage, the build is already very vulnerable to conditions, and that would only make that matter worse. Possibly even making it useless against condi. Conditions like vulnerability might make more sense balance wise.
Turret engie doesn’t need a nerf. The build is easy for inexperienced players to play at lower levels, and its hard for inexperienced players to beat; which is why people complain about it. If anything it needs to be provided with more versatility at the cost of lower base effectiveness.
The problem with AI builds is that while they have a low skill cap to play decently, there’s also a hefty limit on how far you can actually go with them since you can only manipulate the AI so much.
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