(edited by Alexander.6250)
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Now my game bugged out during the mission and now I can’t even login anymore. This is just ridiculous. Anet should recompensate at least in some way for this huge screwup.
This boss fight is just one big pile of bugs !
You would think that after they made the worst boss fight in gaming history in the original game, they would make sure it wouldn’t happen again. But apparently they’re making a tradition out of making the most dissapointing boss fights ever.
The fight itself is plain boring and super easy, but I’ve tried a dozen times and every single time a huge bug makes it impossible. (mostly the glider malfunctioning in numerous ways)
Burst pressure is ofcourse usefull in addition to conditions, but the phantasmal duelist (from pistol) for example will deal about the same damage as the warlock (unless your party has a huge condi output), but also inflict quite a few stacks of bleed since it hits 8 times. Warlock can only inflict 1 bleed stack max.
I you look at the Mesmer’s staff weapon skills and the traits affecting the staff, it is clear staff is meant to be a condi-focussed weapon. Yet in my opinion the staff’s phantasmal warlock doesn’t fit in a condi rotation at all, to the point I avoid summoning him at all in my skill rotation.
When playing staff condi mesmer in Pve, I try to stack up a lot of bleeds using illusions using the trait sharper images (bleed on illusion crits). So staff clones with bouncing attacks that also inflict condi’s are great for multiple hits.
Yet the illusionary warlock only shoots out ONE projectile, that hits once and inflicts no other condi’s at all.
This means that basically ANY OTHER phantasm does a better job at applying condi’s, since their attacks hit multiple times or they just attack faster or inflict condi’s themselves. He also doesn’t even do more damage. (also he misses a lot).
On top of that, since phantasms don’t get overwritten by clones, you are pretty much stuck with him until he shatters.
Necromancer used to have something similar with scepter attack skills, but now Anet has changed Feast of corruption to inflict Torment for each other condi on a foe instead of the dmg increase. Yet the memser staff skills reamain unchanged.
Does anyone else also think this skill has pretty bad synergy in a condition-focussed build? (btw, I’m talking about Pve here)
I just think removing soft cc’s effects just takes all the skill play out of this game. Crippling , blinding or weakening bosses at opportune moments were effective and fun ways too counter attacks from them, plus they required timing and knowledge of what your skills actually do.
Now you just use whatever and watch a bar deplete.
This change is just a dumbing-down of a previously interesting part of the game. It also makes absolutely no sense too introduce slow on mesmer and lots of chill on necro only to nullify this again later.
pets are cool, druid has infinite heals, but zerker people just get 1-shotted all the time so pretty useless
I also fear Anet is not going to touch the pet system because it would require a lot of work and time they can use for making fancy-looking new stuff. If they are too lazy too fix the bad system, they should at least make some traits baseline and just give pets an overall stat boost. It’s an easy fix that would at least make pets a little more usable in pve, wouldn’t really do much for pvp though.
Even if they gave pets an insane dmg buff, nobody in pvp would even notice since all they hit is air…
That would be pretty usefull, but I doubt it will be implemented like that since pets also have their own skillset that complements their stats. Also it would kinda take the fun out of searching and taming new pets, something I really enjoyed when I just started playing.
Another way to diversify stat choices would be to make every pet have unique stats. Example: different color moa’s would have similar but different stats, ranging from more tanky to more dps stats. This way it would also be easier to add new pets to the game (otherwise every stat combo variant would require an entire new family of pets)
The stats of a pet are determined by the species, what would be the use of different species with different stats if you could change them? They really should add more pets with more usefull stat cominations though.
Everyone who has played ranger in this game has probably noticed that you can’t just ignore your pet if you want to deal some actual damage. A lot of people think it is unfair for rangers to have a part of their dmg linked to the pet, and are asking for a permanent pet stow for a damage buff (never going to happen btw). I personally don’t think pets are that bad. I do have some issues with them when it comes to traits (or specializations, whatever they’re called now).
The problem is that when I want to make my pet actually usable for damage dealing, it requires me to use 2 specialization lines (beastmastery ofcourse and nature magic for buff stacking). In my opinion having to use 2 entire trait lines just to buff the class mechanic is a bit much, and this means there are very little options left to make a decent build.
The idea behind the ranger class is that the ranger and his pet fight as one, but as of now the pet is mostly dead weight and the ranger has to saccrifice a lot to make it better, and can no longer focus on increasing his own abilities.
So here’s an idea that might solve my problems with ranger and pet traits: Give the pet his own specialization line! This would make the pet an actual companion for the ranger, with its own abilities, instead of a permanent summoned creature. There is already a pet ui window, so just add a specializations tab to it.
The way i see this: Give the pet 1 specialization line. This gives your pet acces to 3 personal traits that can be selected out of 9 possibilities. 6 of those could be the same for every pet (base stat increases, attack speed,..) and 3 could be specific to the species of the pet (drake, bird,..).
Moving some traits that only affect the pet from the beastmastery line (or other trait lines) to the pet’s line would also free up space to add some actually interesting traits that focus more on pet-ranger interaction and active pet use. This system would also allow for better pet customization and more diversity between species.
It would for example make it possible to have a condition focused pet while the ranger is more direct-dmg focused, or the other way around. Or to have 2 pets who both have a different focus.
Let me know what my fellow rangers think of this idea!
I fully support the specialization system
in Guild Wars 2: Heart of Thorns
Posted by: Alexander.6250
Personally I’m not a big fan of the removal of stat changes from trait lines. This would be a very good idea if you could make any stat combination you want for your character using armor/trinkets, however this is not the case at all. So I just hope they add more stat combinations with HoT. (like condi dmg/power/toughness or vitality/power/precision) The current trait system allows some compensation for these missing stat combo’s, and with specialisation this will be lost.
This is however a problem created by missing stat combo’s and not really the removal of trait linked stats. so if they fix that problem they can remove those all they want.