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BWE2 review on Rev so far

in Revenant

Posted by: AegisFLCL.7623

AegisFLCL.7623

With Infuse Light…..who says running into the fire is a bad thing

The best part is popping infused light, getting 8+ stacks, then swapping to mallyx in PvP n_n

How do you counter sword 3?

in Revenant

Posted by: AegisFLCL.7623

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From what I’ve seen invisibility can cancel the channel, not entirely sure though.

Can't deal with conditions without Mallyx?

in Revenant

Posted by: AegisFLCL.7623

AegisFLCL.7623

To some degree this is how I feel, there’s also the issue of, at least in my opinion, that all the mallyx utilities cost way too much energy. When swapping legends to mallyx when you need to deal with condis in PvP, you get one choice of utility skill then you have to sit and wait 3-4 seconds before you can do anything but autoattack. I’d prefer if certain utilities regardless of their stance had a CD to help reduce energy cost and not be too strong through spamming when* possible.

Reaper Changes for Next BWE

in Necromancer

Posted by: AegisFLCL.7623

AegisFLCL.7623

Nice to see the majority of feedback and suggestions made it through. There are two issues you’re likely to have complaints about though…

1) The blast and end damage on Death’s Charge is too high for it’s cd and mechanic; at least from a PvP perspective

2) Chilled To The Bone is now almost as quick a cast as Jade Wind, has double the damage, and has in general more utility. I guess the long CD offsets some of that but I do feel the changes to this were in the wrong direction.

Decimate Defenses?

in Necromancer

Posted by: AegisFLCL.7623

AegisFLCL.7623

Decimate Defenses, Valkyrie gear, and the 50% crit trait while in shroud makes you hit so hard with the constant might/vuln stacking it’s INCREDIBLY strong.

[beta] Greatsword/Reaper PvP Focused Feedback

in Necromancer

Posted by: AegisFLCL.7623

AegisFLCL.7623

Wait a damage reduction on shouts? They weak as is…

also their effects are weaker than stock skills…

The damage reduction was exclusively for “Chilled To The Bone”. If it received a shorter cast time and cool down, the base damage would be way out of line for an AOE stun, AOE chill application, and stability, on top of having a chance to almost crit for 2.5-3.5k depending on might stacks.

They loaded too much into the skill to also have a high damage attack to go along with all the utility. It would most certainly be too strong.

[beta] Greatsword/Reaper PvP Focused Feedback

in Necromancer

Posted by: AegisFLCL.7623

AegisFLCL.7623

Your post is a lot like the one I just made. Large, comprehensive, and many of the same points. We agree just about all around.

We’re basically best friends, now. Thanks for the post.

I am all but certain we’re going to see some greatsword buffs, likely due in part to members of the community expressing their impressions in a thoughtful, clear manner such as this.

Edit: I’d also like to say your suggestion to make Death’s Charge channeled is the best solution to that skill’s awkwardness I’ve heard so far.

Thank you for the comments.

I do hope other more experienced PvP players would drop some comments, I really do not want the Devs to overlook Reaper and GS from a PvP aspect. Unfortunately it seems all of the elite specs were tuned for PvE and PvE only; I find myself disappointed and not surprised at the same time.

[beta] Greatsword/Reaper PvP Focused Feedback

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Posted by: AegisFLCL.7623

AegisFLCL.7623

In it’s current form GS provides very little reliable damage in PvP as well as poor utility due to clunky and hard to aim skills. Again Life Force generation needs to seriously be addressed considering GS puts you on the front line and you’re not exactly a warrior or Guardian in terms of defenses. Now to move on to some quick comments about Reaper Shroud.

I do find RS to be quite strong in both PvE and PvP. When supported by the proper traits, runes, and armor, it is truly… “Terrifying”. When timed properly, even with the poor LF sustain from GS, you can quickly turn around a fight if you can properly line up burst and CC. With supportive traits from Soul Reaping you can sustain RS quite well when running Valkyrie for pvp, the only real struggle to be had is dealing with condi heavy teams which will tear a huge hole in your LF pool. Moving on to a few more short notes…

Shouts are bad in PvP. Chilled to The Bone would be great if the cast time weren’t 2 seconds, I feel 1 or 1.5 seconds would be great along with a dmg reduction to keep the shout from being too strong. I also feel it could use a 90 second cd instead of 120 to make it slighly more useful in PvP. All of this said, I rarely find myself using it as I die or get CC’d in the process. I find zero use for any other shout in PvP, they are not even worth mentioning, especially when you need spectral skills to sustain life force, and other utility slots for condi removal and stun breaks.

My last comment and suggestion applies to Death’s Charge in RS. I find the utility useful, the CD appropriate, and the blast to be very satisfying when landed properly, but because chill has such a short duration from the majority of skills I often find myself being put in the wrong place at the wrong time and will often lose my target. It’s hard to suggest making this a targeted leap or something similar as it would certainly make the damage off this skill too strong, possibly making it a channeled skill that you could interrupt may solve this issue.

[beta] Greatsword/Reaper PvP Focused Feedback

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Posted by: AegisFLCL.7623

AegisFLCL.7623

Greatsword Auto Attack Chain:

- Desperately needs a cast time more in line with 1/2s, 1/2s, 3/4s (or even 1/2s). I’d rather not see the damage buffed, as it would be far more reliable and useful to have the chain cast speed reduced in both PvE and PvP.

- Remove the chill from the 3rd part of the chain if cast speed of the chain is not reduced and add 2 stacks of poison; would make AA far more useful and rewarding in PvP. If not increase the duration of the chill and again reduce the cast time of the overall chain; the chill is useless in PvP as you rarely ever AA using GS

- Add Life Force generation to the AA chain; I’d say 2%/2%/4% would be acceptable given a slightly faster cast time

Gravedigger:

- In all honesty i’m a bit lost on this skill, the damage is alright but considering its cast time the damage could also be considered subpar.

- Could use a small range increase

- Could also use a shorter cast time and more responsive animation; the skill itself is very floaty and clunky feeling

- Reset below 50% leaves you with a very odd downtime and a very disconnected feel with the rest of the GS kit

Death Spiral:

- Increase the cone width

- Increase the range from 170 to 200 or slightly more

- Reduce the cast time to 3/4s

- Add an area/range indicator

Nightfall:

- I honestly still can’t find anything wrong with this skill aside from interrupting it too easily sometimes

- Add an area indicator

Grasping Darkness (By far needs the most work especially for PvP):

- Increase the range to 800 or 900

- Slightly increase the projectile speed

- Make it a target cast, but still pull other enemies within the cone

- Remove poison and instead add a 4-5 sec chill to the skill

- Remove Life Force generation (give it to AA chain just like poison)

- Give it a range/cone size indicator

(edited by AegisFLCL.7623)

[beta] Greatsword/Reaper PvP Focused Feedback

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Posted by: AegisFLCL.7623

AegisFLCL.7623

Just a precursor, I would appreciate if this wasn’t merged with the rest of Reaper/GS feedback as dev’s seriously need to consider PvP balance as a valid part of the game, especially considering the new PvP system to be put in place come HoT’s release.

After initially trying out Reaper and subsequently Greatsword in PvE for a few hours I decided to spend some more time in PvP. I find myself to be an average or slightly above average player as far as skill is concerned, and after about 6 hours of PvP and slightly modifying builds I ended up with roughly a 70% winrate on my Reaper running GS/Staff. To start things off I will make a few general comments about the Greatsword in a PvP environment.

The biggest issue is I never auto attack with GS, there is no reason to. I’m either interuppted, too far, not connecting autos because of the dreadfully slow cast time, and can’t be assed to try and chill someone on the final swing of the chain. Both guardian and warrior have higher base dmg with GS, more useful utilities off the 3rd swing, and have a FAR shorter cast time for the chain. Long story short do not autto attack, it does absoultely nothing and will hurt your DPS even in PvE as Reaper Shroud autos are MONSTROUS and much quicker.

The second largest issue is that while both of the Life Force generating abilities (3 and 5) work incredibly well for PvE and large groups of mobs, you have to be on top of the enemy player in pvp for them to ever connect. This further cripples the new Elite spec due to the absolutely unreliable and horrid Life Force generation with GS; if you make any mistakes there is very little chance to sustain RS unless you waste Spectral skills to generate LF. I believe moving Life Force generation off of one of these abilities and giving it to the auto attack would be a viable way to not make it too strong in PvE and give you better LF generation in PvP. Now to move on to some recommended changes for each individual greatsword skill.

(edited by AegisFLCL.7623)

General Reaper Feedback

in Necromancer

Posted by: AegisFLCL.7623

AegisFLCL.7623

I played around in the new map for about 2 hours and also tried a couple trait variations; no extensive testing though. Impressions/issues…

- GS 1 is TOO SLOW, as far as base damage is concerned another user has already pointed out GS base damage on AA is inline with Dagger AA damage yet has horrendously long wind ups. The chain as a whole needs to be sped up, damage should stay where it is.

- GS 2 again is TOO SLOW. The windup for this skill is ridiculous, in pve it may be fine but you are likely to NEVER hit a target in pvp with this skill. The tell is obvious (as it probably should be) but cast time likely makes it the easiest skill to avoid through dodging or cc in the ENTIRE GAME. The damage is underwhelming for it’s cast time; reduce the cast time and possibly tweak the dmg numbers to be slightly lower than their current form if reducing the cast time.

- GS 3. Utility is good, the animation is very satisfying, the damage is alright, the cast time feels good, and I personally feel this skill sits fairly nicely as is; could use a small range increase.

- GS 4. I have no issues with this skill aside from the fact it’s very easy to interrupt by accident.

- GS 5. Great in theory, terrible in practice. This skill seems to share some of the downfalls of similar skills with terrain pathing issues. It is also very hard to aim, and even when facing in the proper direction it seems to miss quite often. I strongly feel like the CD should be reduced (especially looking at this skill in pvp) and the range should be increased otherwise you will be kited indefinitely in pvp. With a CD reduction and range increase this skill will definitely need poison duration tweaked.

I don’t have much to say about shouts, they’re generally unrewarding outside of PvE even when traited. I still find myself using mostly wells and other utility skills.

Reaper shroud feels very satisfying overall and skills seem to have good synergy between one another. I do find the Reaper 5 skill to again have too long a wind up and its cast time could use a slight reduction (especially from a pvp point of view). I also find it much harder to sustain Reaper shroud as opposed to normal Death shroud in terms of life force; GS also seems to be a poor choice or way to gain life force currently.

I would really like GS and Reaper to function well in PvP, but in it’s current state GS skills are far to clunky and slow to be use-able in PvP.

I dont wanna dx12 because...

in Guild Wars 2 Discussion

Posted by: AegisFLCL.7623

AegisFLCL.7623

Personally I don’t care. This game has incredible graphics for an mmo that most computers can currently run.

Why fix what isn’t broken?

WvW and World Bosses would like a word with you…

Not that I don’t play other games, but my pc is worth roughly 3k; PvE is fun yada yada get 100-180fps with everything maxed including supersampling, step into WvW or a zerg on a world boss and I watch my fps plummet down to the low 20s. If you think GW2 wouldn’t benefit from an API like DX12 or Mantle in these MASSIVELY cpu bottlenecked scenarios, you really don’t have the authority to make a comment like that. And no dropping settings is not a solution.

There are several issues with GW2’s engine current implementation.

- it caters to the lowest pc hardware denominator (i.e. one of the big reasons they will likely never update to a never version of the engine unless working on a new game from the ground up)
- it’s based on dx9 which has little to no multi threading functionality
- it’s limited to a 32-bit client

Some other issues that I believe prohibit Anet from working on an API/Client update:

- They’re working on HoT
- Living story updates require constant work on new content as opposed to dropping expansions every 1-2years
- They likely don’t have the manpower to maintain multiple dx/client versions of the game including updates, beta testing, and bug fixes
- It would cost them a huge amount of money and manpower to port the game to a newer dx version

So as much as a 64-bit client and newer API support would help in CPU limited scenarios in the game, myself and a huge portion of the community believe Anet won’t bother with such an endeavor until/if there is a GW3 in the works.

And sadly this is why I don’t play WvW, the performance with more than 20-30 people playing drops through the floor. Heck, I’m even surprised they added in new AA options and some minor graphics options, too bad we’ll likely never see performance improvements for WvW/World Boss zergs (cpu limited scenarios).

(edited by AegisFLCL.7623)

5 rogues on team = lose

in PvP

Posted by: AegisFLCL.7623

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This will never work simply because thief is the only class outside of necro, whom have huge base hp and 20k hp deathshroud that you can almost insta fill with the latest changes, that dont have an invulnerability and the second you get caught it’s likely game over.

- You cannot contest points 1v1 unless the player is below average skill
- Have the worst AOE in the game
- No access to stability outside of 1 of the 3 kittenty elites
- No invulnerability
- Least reliable condition removal, most of which is built into trait lines poorly
- Below average weapons sets with poor synergy
- Low stealth duration outside of refugee, which you either get knocked out of or die because people instantly spam aoes as it’s the most predictable thing in the world
- 9/10 forced to go marauders to give you a small window to even try and heal
- No stability
- No protection
- No blocks
- Low base heals
- Poor burst unless you run Zerkers (wahhooo 11k hp)
- Bad elites

I really don’t know the list just goes on and on. Personally I love thief, and I believe im a slightly above average pvper, but even playing perfectly is not rewarding as you will likely still die due to inferior survivability compared to every class. I could care less about bursting an opposing player in under 2 seconds, I want the ability to survive while playing a more engaging form of pvp.

Reasons to get Staff on Thief Elite Spec.

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Posted by: AegisFLCL.7623

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My biggest issue is that 99% of the current staff skins would likely look AWFUL with melee animations.

We need stealth counter skills

in Guild Wars 2 Discussion

Posted by: AegisFLCL.7623

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To the OP, please try and play thief currently, and don’t say you do it would be obvious you’re lying. Mesmers with ranged builds for bursting out of stealth is a little bs, but that doesn’t mean the issue is due to stealth.

I will say though, stealth as a whole seems to need an overhaul.

The largest issues of profession balance

in PvP

Posted by: AegisFLCL.7623

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While I agree with all of this, there seems to be very little internal dedication/focus to specifically balancing professions (mostly from a pvp aspect for me). It seems they have to tackle “other” problems before any consistent and or well designed balance can be done.

Thief issues

in Thief

Posted by: AegisFLCL.7623

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Having only picked up thief in the past 6 months, it’s a joke to see where they’ve ended up. Having played Ranger, Ele, and Warrior for the majority of my pvp matches, throughout every patch i’ve always found a way to hard counter a thief even if it meant sacrificing 1v1 status against other classes; it eventually got to the point where I won’t even bother with thieves unless they’re trying to take a point.

Thieves currently have the weakest survival skills/traits out of any class, bar necro they’re the only other class without an invul/direct damage negation, and necros have a huge base HP, DS, and amazing ability to sustain DS now. There is no argument to be made that a mesmer does everything a thief can, but 100% better now.

Most weapon sets don’t seem to meld well with any trait lines, SB is used purely for resetting or escaping, and traits seem to have poor synergy and really confusing/worthless options for minors and traits that likely belong in another line. Unfortunately I don’t see a thing happening until HoT is done, or there is some serious internal reorganization @ anet; I’ve never seen such a scatter brained and spread thin operation.

Stealth as a mechanic could use a serious overhaul, and imo thieves should have more skill options from stealth rather than just changing the #1 ability for each weapon. Steal also needs an alternate mechanic when using ranged weapons as to not further put you at risk of being bombed by any class by putting you in melee range.

Is Basilisk Venom worthy of being an elite?

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Posted by: AegisFLCL.7623

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Way too much work, we dont have cds and are initiative based, they’d have to design a new skillset for this to work properly outside our normal stealth skills. Unfortunately won’t happen. Thief is in such a @#$* state, you have to pick 2v1s with teammate or run and cap points, you’re outclassed simple due to all the invuls and survival mechanics other classes have over thieves.

Ah, I don’t know. I wouldn’t mind being able to use stealth skills (Backstab, etc.) for 6 seconds straight. That alone would be a nice feature for an elite utility. Basically, just flip the “stealth switch” on for 6 seconds. Shouldn’t be much work. The Stability, Protection, and Resistance are just a bonus to make it more survivable.

Hehe, here’s even another bonus to throw into the mix… infinite dodges while the effect is active. Other professions have complete invulnerability, so why would this be too much? Plus, it would mean the thief can/must choose between being aggressive (backstabing, etc.) and defensive (dodging).


Essence of Darkness:
Transform into a shadow for 6 seconds. Gain all benefits of Stealth. Gain Stability, Resistance, and Protection. Refills Endurance. Dodges use no Endurance during the duration of this effect.

What I believe needs to be implemented is simply more skill options from stealth. Have the #1 from stealth still be based on your equipped main hand, and have a #2 and #3 that possibly give thieves some access to boons which they lack so horribly.

I also think steal should have an alternate effect when a ranged weapon is equipped: summon a shadow copy that mirrors your attacks for 30% of total damage so you’re not forced into melee range 24/7 only to die due to joke health pools, terrible condi cleanse, and continuously nerfed vigor/dodging ability.

Trait lines have such poor synergy across the board, burst and die, or do no damage and struggle to survive. I’m a decent player but there is simply no way to keep up with other classes currently, stealth for thieves is a joke of a defensive mechanism with all the recent nerfs and beneficial traits being scattered through different lines.

(edited by AegisFLCL.7623)

Is Basilisk Venom worthy of being an elite?

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Posted by: AegisFLCL.7623

AegisFLCL.7623

All they need to do is reduce casting time to 1/4 and the duration to 1.5 and it’ll be golden.

What is it mantra of distortion, 3 stacks of instant daze on demand, and you think basilisk venom should have any cast time in its current form?

Is Basilisk Venom worthy of being an elite?

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Posted by: AegisFLCL.7623

AegisFLCL.7623

Instead of the “Elite” skills we have now i would like to see a Elite skill that for a short period of time, lets the thief use the number 1 key stealth ability outside of stealth.

This skill would be instant and have a few seconds duration.
Should have a noticable effect like black smoke aura on the thief to let other players know you are using the elite so they can have a chance at stunning you or use evasive actions.

Oh, I like it! Semi-stealth state…


Essence of Darkness:
Transform into a shadow for 6 seconds. Gain all benefits of Stealth. Gain Stability, Resistance, and Protection.


Basically, you are visible, though you are using stealth mechanics. The Revealed effect should be applied for the entirety of the skill so you cannot enter true stealth. However, that does mean that Revealed Training will apply if traited. The traits from Shadow Arts would also be active (if chosen) as well as any other stealth trait (Hidden Killer, Fleet Shadow).

Way too much work, we dont have cds and are initiative based, they’d have to design a new skillset for this to work properly outside our normal stealth skills. Unfortunately won’t happen. Thief is in such a @#$* state, you have to pick 2v1s with teammate or run and cap points, you’re outclassed simple due to all the invuls and survival mechanics other classes have over thieves.

thief: medium class hp pool

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Posted by: AegisFLCL.7623

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I’ve been wondering how a base vitality increase would affect the class lately. Seems like pvp is currently swarmed by tanky condi bomb specs which just sit on points. The longer this game survives it seems the worse stealth gets for theives, especially considering some of the changes to condi removal in the recent patch; untraited stealth is generally 2-3 seconds and this gives you 1 shot at removing a condition. Meanwhile stealth will no longer remove immobilize and you get spammed by auto attacks and aoes in stealth so I question why they even keep it in the game. The base speed increase in stealth in the acrobatics line would be fantastic, if you were not forced to go into acrobatics for it.

Currently the way I see stealth on thieves:
- low mobility within stealth unless going out of ones way to get the acrobatics trait and losing out on either damage or condi removal
- channel skills do not break when stealthing and you still end up taking loads of damage
- certain ai seems to function weird with stealth; i.e. mesmer clones or ranger pets will not have a target reset once you break out of stealth, even if you are running away from combat or at another point they will continue to chase you for 2000+ yards until they explode/duration runs out
- mesmers can caster aoe weapon spells and remain in stealth?!
- mesmers get a trait (albeit a grandmasters) that increases stealth duration by 100%, meanwhile we get 1 extra second while the thief class is supposedly based around stealth as a dominating mechanic

The longer I play my thief in pvp, the less and less I seem to care about stealth outside of condi removal which is really bad compared to most classes. Then you have to go and consider EVERY class has some access to an invulnerability, and on top of that several also have access to stealth…

Thief Bugs (Post-Patch)

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Posted by: AegisFLCL.7623

AegisFLCL.7623

Withdraw still has not had it’s base heal increase by 10% as promised, meanwhile we sit here with the 3sec cd nerf.

So, new patch, old Withdraw?

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Posted by: AegisFLCL.7623

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No healing increase and they increased the CD, so useful

Is dx12 in GW2's Future?

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Posted by: AegisFLCL.7623

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As the topic suggests, with dx12 being released with Windows 10 at some point this summer, is there the possibility of porting GW2 to dx12 in the future? I’m no expert but I do know dx12 has great potential to alleviate some fps issues (due to cpu bottlenecks) in dense player situations. This would potentially make WvW more accessible to players with lower spec’d pc’s within the community as well as make pve bosses a much smoother and enjoyable experience. What would a possible timeframe be for such a port?

The Biggest Concern about HoT

in Guild Wars 2: Heart of Thorns

Posted by: AegisFLCL.7623

AegisFLCL.7623

So let me get this straight. You know all of the zones/maps to be released. You know the exact number of story instances and dynamic events throughout the maps, which according to you is very few (when even the small portion shown in the demo contradicts this). And you believe adding the mastery system and a new weapon class for each profession on top of a new class is some small little 4-8 week endeavor?

You and all of the other people claiming this is some tiny little expansion for some crazy amount of money are making incredibly rash judgments. To be frank you, myself, or anyone else has not the slightest Idea of how much content is actually going to be released, nor the price. Until an official statement is made about the content, people need to stop making such outlandish statements about the quantity of content when they have no insight on the actual amount and or process behind it.