My rev will be an ele killer since I detest 90% of people playing the class. Soon as theyhit30% they go full kitten and run to heal. I will chase them down strip their booms and watch them die.
One more nail in my gaurds coffin……
Yep my guard just got rooted into a death sentence. He’s about to become the God of mobility and change his name to rev.
Class lacking mobility? Let’s give them cast times and roots on all their skills so they feel like they’re playing WOW again!
Yep my long time guard just got the executions axe.
Edit: he couldn’t dodge it, he was still rooted from true shot….
Ummm it’s already the most broken mobi in the game? So please go play the game before suggesting this it’s an obvious no.
Why in the kitten would I want a knockback that gives stability? This is the definition of poorly made. If I just knocked it back, I should be safe from a ckittenil the measly stab has already ran out. LOGIC
Off: They said no more big changes on this thread, but the rev and various others debs are still encouraging large changes. The bunny hunter is feeling the hate.
The Druid needs more damage output abilities, not op numbers but the solar beam should cause a 250 radius ape per pulse around the target.
The problem here is they are adamant about their own statements now matter how wrong they might be. Soon as they say something is virtues are a trade off cast time for new aspects etc. they the. Become hellhound on making it that way not realizing this is a beta not a so-let-it-be-written-so-let-it-be-done phase.
TRUE SHOT make it unblockable and it will become widely used. Right now putting my life on the line for 3/4 s root to have it not crit for ~2.5k or get blocked makes it weak. It’s a one shot pony so make it unblockable as its pretty easy to block a kills hot like this one.
And no big changes? Something has to give since traps have been utterly avoided since bwe1. DH ‘is in a bad spot.’
I thought I read in a bwe3 post that true shot would grant stability? But I don’t see it on the DH spec. Someone quote me to answer please.
The lb5 ward rings almost never make contact, -lay down the rings on the first hit. There’s no point to doing a kitten combo and then locking them with the ward AFTER THE FACT.
The traits need a rework. I understood from the last post ‘there were no current trap changes since they were working on them’. Now I see ‘no major changes’.
The damage boost with no conditions is silly from the traits. So a damage boost that will never be seen. Make it 20% since it will only be active damage 1/4 or less of the time in combat.
The knock back is random and weak, any enemy is back on you in half a second and you knock them out of your own traps symbols etc. Make it a knockback and knockdown.
The damage increase on f1 bind is ok, maybe make it also up the burn stack by 1.
(edited by Gwaihir.1745)
One thing, the reason why the guard community has a problem withy he new virtues:
Virtues are already a trade off mechanic. We trade the passive effect for the active.
———— We now have a DOUBLE trade off, cast time and passive loss.
Not asking for cast removal but pointing this out.
The longbow is shaping up. I can see it becoming a weapon where it’s not you trying to get close to me, more you trying to get as far away as possible when I lock.
What’s left: —- Longbow auto target needs to snap to target on fire, 3/4 sec cast time is enough to get an enemy behind you and when fired it need to turn and fire towards the target.
—- I would reduce the root on true shot to .5s or make it only slow you down similar to whirling wrath.
—- Will await further trap dev changes, as someone said above test of faith should force them to walk through the barrier not rofldodge it, taking multiple hits on the way out. A pulse burning in the center would be a good motivation for them to get out.
Add: ‘supersonic hop’ aka F2 isn’t any sort of saving move as it now stands. You just kind of hop up and down, it really needs to become 900 range to become viable. Hopping 600 range to an ally in wvw or away from an enemy is laughable.
Yes traps still need a major overhaul.
And the other thing needing work is the lb autos track. Thieves already do that. Crippling only on 2 targets is generally useless. If only 1 target is struck should grant a boon to the guard, both effects for 2 or more targets.
Other than that allowing for directional backwards casting is the last remaining.
If those get fixed I will be in full support of playing a viable wvw dragon hunter.
I still stand by a mobility flip skill gained via a trait when a trap is placed. Would effectively allow you to kite with a longbow and lay traps, since you would no longer be on top of the trap rather 500 or so range away true shorting the sucker that just stepped into your trap. See my other post for my idea on this more fully.
One thing that comes to mind, as a trait when we have virtues on cd those around us gain their passive effects. Giving us an edge on buffs that have been stolen from us by other classes like rev.
Add a trait to fire traps from the longbow up to 900 range. Double the activation time for a launched trap.
Guards already have consecrations and symbols to place on themselves or close, sticking a trap under me blocks me from placing a symbol since the enemy will then avoid that area and never trigger the trap. Do this and you will solve the lb traps synergy issues and the symbol traps synergy issues.
This is a beta testing for dragonhunter thread. Please keep non related spirit weapon shield fixed in their own topics.
Traps could provide a flip skill that is a 400-600 ranged shadowstep targetable or backwards, could have kitten iced to prevent spamming. Would allow the guard to kite with traps AND longbow equipped at the same time. I would change one of the traits to said effect to avoid other trapping classes crying over it.
Still needs a few rooting and cast time changes. Having a cast time or root on 80% of DH skills virtues included makes me feel like I’m playing wow again. Instant cast supports gameplay synergy.
Incoming flame. Don’t worry just STRAFE it.
What I see as good suggestions:
1. Some sort of 25% movement speed, maybe on an F4.
2. Make LB2 slow you down similar to whirling wrath instead of rooting.
3. Change/reduce virtue Cd/cast.
IDEA TO SYNERGIZE LB AND TRAPS:
On trap placement we gain a flip that is a 400-600 range shadowstep, could be targetable or backwards only. Would allow a new type of semi skirmish bow kiting.
Edit: Would only trigger shadowstep in combat to avoid pic mobility exploitation.
Fixes needed:
1. Strafe able auto attack projectile speed.
2. Deflecting shot being shot over top of.
To synergize longbow and traps:
Upon placing a trap gain a flip skill that is a 400-600(range would need balanced) range shadow step. It could be targetable or just a backwards shadow step. Imp it would make trap kiting ‘strong’ but not broken and if lb got some sort of burn/condi runes of the trapper would be viable non meta gameplay.
If you like this idea feel free to make it heard as I’m not very loud spoken on the forums.
My other thoughts:
The problem with DH is that 80% of the skills are cast time. F1 f2 f3; lb2, lb5, all traps. Fix? Simply take off virtue CDs and maybe make the lb2 slow you down like whirling wrath(saw that on another post).
I am in Idaho, NA and cannot access website or game from my laptop home network. My 4g phone network can access the forums. Tried changing my DNS but no dice, any ideas to fix this would be welcomed.