Showing Posts For Kicker.8203:

We Heal as One Feedback [merged]

in Ranger

Posted by: Kicker.8203

Kicker.8203

i would say that it is op but we are talking about rangers here. they need something op to overcome their weak state. Maybe middleground would be that the heal skill would behave like it could only share 5-10 seconds of a certain boon instead of infinite

Sept 29 Bug - Pet F2's no longer work

in Ranger

Posted by: Kicker.8203

Kicker.8203

Anet said in last quickfix note:

  • Fixed an issue in which the Ranger trait Go for the Eyes interrupted pet-activated skills.

However, pets still forget to use their F2 ability by the time they reach their target. Even withouth this trait. Hope Anet is aware that it’s still an issue after the “fix”.

We Heal as One Feedback [merged]

in Ranger

Posted by: Kicker.8203

Kicker.8203

Anet, plz let us set each pet skill individually on auto-use or don’t use. (hate when my pet has 50s of swiftness and decides to stand in place to cast swiftness on himself lagging behind his target during the process. it does the opposite what it should do. Many other pet skills are not worh usign in certain situations either.

Also giving condi dmg to pets is a good start but what they lack is condi skill. barely any pet has any condis and even if they do its not enough especially after the condi rework where 2 stacks of the poison is the equvalent of 1 old stack of poison or so in the old system.

Crippling shot on SB: It uses pet’s condition damage (controversal with the tooltip which suggests it takes the ranger’s into consideration.) Also pets have way less condi dmg than the ranger even after the change

Incoming War Buffs

in Warrior

Posted by: Kicker.8203

Kicker.8203

  • Rousing Resilience Buffed by 130%
  • Last Stand ICD now 40 seconds
  • Rifle DMG buff
  • Shield skills CD reduction and Bash now stuns for 2 seconds

I agree with the rifle and the rousing changes but Last Stand? It is really strong because it doesn’t stunbreak but it prevents the stun so u can safestomp with it without worrying about having to restart the stomp. Also 6s of vigor on all stances and the 25% duration is pretty strong for a possible 3 stances as utilites and then comes the endure pain trait and this trait resulting tournament players already opting for it even thought it has a 90 s recharge.

I’d make it work like Hard to Catch on thieves meaning you still get interrupted but you immediately stunbreak a split second later. Because on 40s cd this will be totally nuts and noskill otherwise.

PU Nerf

in Mesmer

Posted by: Kicker.8203

Kicker.8203

50% duration is still decent thanks for this fix!

Over nerf on Ice Bow?

in Elementalist

Posted by: Kicker.8203

Kicker.8203

Ice Bow was supposed to be a support weapon in the first place. Add tons of healing and support to it and done. The other conjures need buffs too! they dont see use in any part of the game except fgs

Mallyx: "Condis can't be removed from you"

in Revenant

Posted by: Kicker.8203

Kicker.8203

Simply why not add an effect to mallyx stance: “Conditions cannot be removed from you.”? (To remove the tension between supportive allies and revenants.) or even make incoming cleanses cause condi duration extention instead or something. When they leave the stance the condis could be cleared again. This would allow keeping the signature skills of mallyx like condi copying to foes and self-inflicted condis.

Mallyx is completely flavourless now. I liked the original idea a lot though.
Resistance would require some kind of counterplay other than boon removal though because it is too easy to keep up in 1v1s, like incoming CCs reduce resistance duration duration on you by a set amount while in mallyx, lets say 2-3s.

sidenote:
Also Unyielding anguish needs at least a pull or launch upon activation.(Has a nice leaping animation so ppl could react to it which is fun)

(edited by Kicker.8203)

Remove icebow from the game

in Elementalist

Posted by: Kicker.8203

Kicker.8203

Icebow was kind of broken for PvE (not in PvP) but now none of the conjure weapons are viable except FGS. They seriously need a heavy rework. The Ice Bow was supposed to be a healing conjured weapon. Why don’t u add tons of healing to it? The Axe, Hammer and Shield are still not used anywhere.

Bring back ricochet trait!

in Thief

Posted by: Kicker.8203

Kicker.8203

Ricochet in its previous implementation is not slated to return at this time.
When the trait system was condensed, the standard was set in that each weapon set could only have one trait. Being that a player might want to receive increased damage from pistols, but not necessarily inherit the RNG bounce attacks from the secondary trait, this secondary trait was cut.
I will say though that pistols are something we’ll be looking to improve, being as they feel under-tuned at the moment.

-Karl

The RNG was weird indeed so personally I don’t mind it being gone, the pistol skills still lack flexilibty and survivability though.

Balance Patch Notes confirmed

in Thief

Posted by: Kicker.8203

Kicker.8203

—Vigoroous Recovery: changed from 5s to 7s.(noone would use this trait even if it gave a day of vigor)
—Expeditious Dodger: Changed Swiftness from 2sec to 4sec. (which is still 3.25 s effectively cuz dodgin ovewrites swiftness speed)

Conclusion: YESS ACRO NEW META

Balance Patch Notes confirmed

in Thief

Posted by: Kicker.8203

Kicker.8203

Karl : " I admit pistols are a bit lackluster "

buffs the damage and calls it a day

Okaaaaaaay…

exactly.. the main problem with pistols is not the dmg but the survivability and flexibility it lacks….

Druid Healer Confirmed - Feedback [merged]

in Ranger

Posted by: Kicker.8203

Kicker.8203

Pets should have all their skills (autoattack and the 2 other automated skills) allowed to be set to auto-use or don’t use at all outside combat. (personally I’d give people the option to also manually use all their pet skills in combat).
This would prevent:
—Birds using their swiftness skill when they have 40 secs of swiftness on them already instead of attacking.
—pets randomly messing up combo fields with thier own
—random knockdowns on wolves are no fun for anyone
—random blast finishers on drake(never in combo fields), etc

Guardian Balance Preview

in Guardian

Posted by: Kicker.8203

Kicker.8203

Save yourselves is already meta! why do they up the boon durations by 100%? dont forget it also draws all condis from allies….

Ranger Pet takes no damage on evade?

in Ranger

Posted by: Kicker.8203

Kicker.8203

bird pets for example have an evade skill or idk what u mean

BWE 3 Daredevil Specialization Changes

in Thief

Posted by: Kicker.8203

Kicker.8203

Don’t forget the hidden initiative cost on the dodge trait(s). On the condi dodge trait it also has init cost. Dunno about the others tho.
Driven Fortitude should be 1sec icd per 5 evades but should be a lower base healing like 250, meaning that a cleave-heavy situation you could heal for like 1k per dodge(we are talking about thieves here so you lose 4k hp between 2 dodges anyway) whereas in duels most likely you get healed for 0 or 250. This would provide the teamfight sustain it was supposed to give which it doesn’t ATM. (shadow arts thief heals for 400 per sec in stealth(4pulses every 3 sec) while u heal 450 per succesful evade with this….)

(edited by Kicker.8203)

[BWE2] Revenant Feedback Thread

in Revenant

Posted by: Kicker.8203

Kicker.8203

Hammer: skill 4 is dark field but comboing it with autoattack is pretty underwhelming. your own blast finishers cant be used inside of it because it is always in front of you. I suggest expanding the aoe so a part of it would be under you. Thus you could blast in it with staff 4 or hammer 3.

Hammer 3: the weapon lack utility so skill 3 could be changed to a chain skill: when you leap somewhere the skill switches to a skill that lets you stay wherever you have leapt to at the cost of getting a significantly increased recharge time.

Hammer 2: still has a shorter range than the animation indicates. One target can be hit 2 times if they stand between any 2 aoe portions. This skill often fails to hit on steep hills or ppl standing on coin sized rocks.

Sword 3: needs decreased single target but increased multi target dmg.

Shiro: Phase Traversal: its fine having no CD on it if target is in range but I’d add a few seconds of cd on it if the target is out of range when the skill is cast.

Staff 2: stage 2 is a bit too costly imo.

Nicely done Roy!

in Revenant

Posted by: Kicker.8203

Kicker.8203

Even though i mostly post about what should be improved, the revenant is still a great design and don’t think I don’t love it! GJ

Unrelenting Assault is massively OP

in Revenant

Posted by: Kicker.8203

Kicker.8203

What this skill needs is a few secs of extra cd and to deal less dmg on single target BUT to deal -each time it hits a different skill target- a LOT of extra dmg. This would serve the purpose of being useful in a teamfight as well. For dueling it is too goodhence the base dmg decrease.

What is the state of Thief class in PVP?

in Thief

Posted by: Kicker.8203

Kicker.8203

Would be great if daredevil thief on s/d became a thing. The old d/p metabuild might still overshadow it thogh. S/d is a pot more fun imo.

S/p needs some more flexibility on skill3 like splitting p.whip into 2skills like on s/d

Emmm Stronghold?

in PvP

Posted by: Kicker.8203

Kicker.8203

This map is pve. If they removed npcs except lords it would be not boring. I like the idea of capping nodes way more as it is more pvp oriented and strategic

[Daredevil] - Feedback

in Thief

Posted by: Kicker.8203

Kicker.8203

Bugs:
—The new dodges cannot be used back-to-back (relatively high evasion downtime between 2 dodges) so that should be looked into. They should function like normal dodges.

—These dodge abilities also get canceled by weapon swap.

—The new dodges reset autoattack or any skill chains including the new elite unlike normal dodges

(edited by Kicker.8203)

[Daredevil] - Feedback

in Thief

Posted by: Kicker.8203

Kicker.8203

BUGS
—bug with all of the new dodges : If you spam the dodge fast enough it can drain 100 or 150 endurance instead of 50 and obviously only dodge once.

other problems ive found on bound(maybe they apply to others):
—sometimes cannot shadowstep during the dodge or activate instan skills as if i was in the air(need confirmation)
—character is stuck for a short time at the end of the dodge
— weapon swaps cancel dodges

(edited by Kicker.8203)

[Daredevil] - Feedback

in Thief

Posted by: Kicker.8203

Kicker.8203

BUG: The minor trait in daredevil that is supposed to grant 50 endurance only grants 25 or so

New dodges consume 150 endurance/each

in Thief

Posted by: Kicker.8203

Kicker.8203

other problems ive found on bound(maybe they apply to others):
—sometimes cannot shadowstep during the dodge or activate instan skills as if i was in the air(need confirmation)
—character is stuck for a short time at the end of the dodge

(edited by Kicker.8203)

New dodges consume 150 endurance/each

in Thief

Posted by: Kicker.8203

Kicker.8203

bug: If you spam the dodge fast enough it can drain 100 or 150 endurance instead of 50 and obviously only dodge once.

so how do you kill ele ?

in PvP

Posted by: Kicker.8203

Kicker.8203

could you just remove mist for from vampirism in a hotfix and nerf eles before the other stuff?

Is mallyx OP?

in Revenant

Posted by: Kicker.8203

Kicker.8203

It’s hardly overpowered.

If you’re a condi build up against Mallyx, there are two things you can do (off the top of my head anyway):

- Use boon stripping. Engineers, necromancers and mesmers all have access to boon stripping. Just make sure you destroy their resistance.
- Make sure you use your condition spikes and bursts when they’re out of Mallyx. Eventually, they’re going to have to swap legends and when they do, you’ve got 10 seconds to rip out their intestines.

Easier said than done.

—First of all Engineers dont remove boons(except for throw mine that noone uses)
—2nd a revenant can beat a condi class just from camping mallyx and when the opponent goes low only then go into a different stance to burst them down
—even if you leave mallyx you can stack up a ton of resistance first that will last long after u left
—boon removal is very limited in the game and they can be dodged most of the time
—even if they manage to remove something it doesnt necessarily remove resistance but it can remove 1s of might or anything
—Last of all you can’t “rip out their intestines” unless you are an eviscerate warrior -who can’t removeboons.-

Why do weapon skills use energy?

in Revenant

Posted by: Kicker.8203

Kicker.8203

the current problem is utility spamming instead. skill like Unyielding Anguish(teleportfield) or the perma resistance one make u spam them and autoattack. these scream for a cd,
and also there could be more utility on some weapons, like hammer3 should give u the choice to stay at the location uve leapt to, skill 4 on hammer should also have at least 1 more function or at least make it a combo field. sword 2 still feels like it could be more flexible and not just dmg and 1 s chill.

the other skills that lacked stuff like staff 4 got some buffs already so no complaints there gj

Physical skills - A nerf to Improvisation?

in Thief

Posted by: Kicker.8203

Kicker.8203

I’ve always said Improv shouldn’t randomly recharge something coz it adds no play. Too unreliable to count on steal rechargeing the skill you want, and unfun to play against: you see the thief just used his refuge so you think he cant res his teammates until it reloads but then surprise! he has it again. same with stunbreaks and other skills.

What it SHOULD do is reducing the recharge of the next skill you use by like 20% after steal, which would stack with the other 20% reduce traits

(edited by Kicker.8203)

Suggestions to make Staff viable.

in Thief

Posted by: Kicker.8203

Kicker.8203

Very good post, I agree with all of it except that auto attack is slow. have u seen it at all? in action it has like no aftercast, so its way faster than sword and lets you use your 3for evade when u want unlike sword.
Great suggestions, i also think staff wont be a better choice than current weapon sets unless it gets buffs like this. especially the skill5 mobility part(other melee sets are superior) and the skill 3 aiming(theres no time to position your camera on an evade skill)

(edited by Kicker.8203)

Thief POI

in Thief

Posted by: Kicker.8203

Kicker.8203

Fist Flurry/Palm Strike needs a lot more dmg, way to easy to fail just 1 hit and it does autoatttack dmg overall or just a bit more bcoz of the palm strike part

F2P in PvP really needs a system

in PvP

Posted by: Kicker.8203

Kicker.8203

They have already stated that these would be available only to ppl with HoT:
The revenant
Elite specializations
Stronghold heroes

runes and sigils? not sure about these… if the new ones are gonna overshadow the old ones it would but unfair to deny that form new trial players
the point is that they should still have multiple meta builds available to them but not all

(edited by Kicker.8203)

Revenant Changes Based on BWE Feedback

in Revenant

Posted by: Kicker.8203

Kicker.8203

Legendary Assassin Stance
This stance had a lot of positive response, but based on feedback I felt as if we could really improve the feel and flow of this stance. A big one was allowing Phase Traversal to work like other teleports so it still would go up to the 1200 distance if used on a target further away then that.

  • Phase Traversal: This skill can now be used on a target out of range to close the distance similar to how Infiltrator’s Signet on thief works.

This feels too mobile because it is a repeatable skill: if you have 50 energy and you use it 3 times in a row travels you 3600 distance straight away(some energy regens during the time). I feel like it was in a good place before the change.

I’ve got a better idea. The skill should teleport you towards your target even it its out of range but that also puts the skill on like a CD like 5 or so. However, if you use it from within range it doesn’t have CD.

Is PvP ever going to be rebalanced?

in PvP

Posted by: Kicker.8203

Kicker.8203

Balancing shouldn’t be hard and isnt hard if you just do the number crunching and testing. Especially for a company that wants their game to enter e-sport. At the current rate, not even close they haven’t made a single progress since release for pvp balance.

Even if they don’t listen to that, they should at least listen to ppl(with proper pvp experience) or learn from tournaments.

Pvp and the Daredevil: Let's discuss

in PvP

Posted by: Kicker.8203

Kicker.8203

I can’t see shadow refuge being used on Daredevil unless you take the dash dodge.

DASH will also reveal you because it travels a distance bigger than the diameter of Shadow Refuge.

Considering thief needs Shadow Refuge and Shadow Step as utilities, if a thief decides to use new elite spec, it is very probably that the third utility is the stunbreak-block because of its low CD (15 sec non traited).

And yes, I also think the early builds will be s/d + sb

Dash range is 360, Shadow refuge diameter is 480. so you can still easily dodge in it.

I wouldn’t close out d/p +sb yet coz u can combo a stealth with ur dodge. Yes it can reveal you if you dodge once more in stealth but thats your fault then because you dodged in the wrong direction.

Agree that refuge wont be worth taking if you take the damaging dodge trait but there are other really useful abilities. so losing that skill doesnt come close to outweighing the benefits that DD brings

Explain this match up pls

in PvP

Posted by: Kicker.8203

Kicker.8203

Yeah I’ve told them this back then when the system was new. Matchmaking either needs to watch what amulets ppl wear or each player sohuld have to chose a role they want to fulfill in the match like Bunker / DPS / Bruiser for example

ESL Go4 Cup 44 Rule Update (READ)

in PvP

Posted by: Kicker.8203

Kicker.8203

New update to ESL: You can only use one class in each composition of 5 players. Choose wisely.

Lol, not quite, but there is a rule preventing the 4 ele team comp now

“3.11. League Specific Rules
Each team needs to consist of at least 3 different professions”

If you have to limit useage of builds that have nothing to do with bugs that’s sad.
If every1 was on a different class coz of tourney rules anet would think their balance is good coz ingame where most of the ppl play its still a thing.

(edited by Kicker.8203)

4 ele and 1 thief win ESL

in PvP

Posted by: Kicker.8203

Kicker.8203

Yeah I agree, 4 eles is not enough, they lack of stealth for an unstoppable 5 eles comp.

Pls buff it.

They did go 5 ele during a match and they won with a 199 points lead (at 58:04)

4 ele and 1 thief win ESL

in PvP

Posted by: Kicker.8203

Kicker.8203

Did they really need to see this video in order to decide that current dd eles are the most broken class in the historyof gw?

Bring back solo queue [merged]

in PvP

Posted by: Kicker.8203

Kicker.8203

Plz, add Soloque now that gw2 is free to play(more players), especially with the leagues coming up.
Helseth summed up pretty well why it should happen: http://www.twitch.tv/thelordhelseth/v/13475329

PvP "End-Stat" Suggestion Thread

in PvP

Posted by: Kicker.8203

Kicker.8203

As a condi ranger the main power dmg source is your pet. However, this damage is not reflected by any of the end statistics.
—It would be the most interesting if it was added as a separate damage information instead of merging it with the player’s own damage.(ATM pet dmg isnt even reflected in that)
Would be good if other temporary pets’s dmg would appear like elementals, minions, ogre rune wolfs.

New PvP statistics don't work for pets

in Bugs: Game, Forum, Website

Posted by: Kicker.8203

Kicker.8203

As a condi ranger the main power dmg source is your pet. However, this damage is not reflected by any of the end statistics.
—It would be the most interesting if it was added as a separate damage information instead of merging it with the player’s own damage.(ATM pet dmg isnt even reflected in that)
Would be good if other temporary pets’s dmg would appear like elementals, minions, ogre rune wolfs.

Dagger Storm (suggestion!)

in Thief

Posted by: Kicker.8203

Kicker.8203

Daggerstorm is hot garbage, especially in SPvP. When an elite gets outclassed by a stolen skill bundle, you know it’s REALLY bad.

Cooldown too long, channels for too long, does too little damage for a skill that channels for that long, damage only remotely good if you’re whirling in fields (your own of which will expire long before the skill does), requires you to be in “murder me” range as the squishiest profession in the game to use in SPvP… do I really need to go on?

true, low single target dmg, worse than AAs. However its doing OK dmg(not high but has other effects) if it has multiple targets to bounce between. Whirling in fields doesnt rly change dmg output because the combos are so weak that they are negligible except for blinding bolts and cleansing bolts

Many whirl and projectile finishers should be made a lot stronger… 1 vulnerability doesnt compare to 1 blind…

also since burning has lower dmg/stack but skill cause multiple stacks these combos should be changed to apply 2 stacks of burn or poison at least(seems they forgot about them just like about ranger pets)

(edited by Kicker.8203)

Dagger Storm (suggestion!)

in Thief

Posted by: Kicker.8203

Kicker.8203

it wouldnt be bad in tpvp if it had a lower cd. if you stand in a smoke field its great for spamming blinds. 8 sec is too long for a duration you cancel it early every time anyway.
3 days back they finally fixed it so it can be caneled by stowing wep or dodging but its still on the weak side

Basilisk Venom Bug

in Bugs: Game, Forum, Website

Posted by: Kicker.8203

Kicker.8203

And same with nonfield skill like blinding powder infil arrow etc

Basilisk Venom Bug

in Bugs: Game, Forum, Website

Posted by: Kicker.8203

Kicker.8203

Yeah theres a bug. If your foe dodges in your poison field or any field that pulses a condi but no dmg the venom is consumed but not applied to them. If they stood in the aoe without dodge they wouldnt get stunned by venom obviously.

Ricochet... gone???

in Thief

Posted by: Kicker.8203

Kicker.8203

This thread shows how many devs read class forums right now. I’d do something about all the weaponsets for thieves honestly. d/p is just way too superior

Dear Dev's: Please

in Thief

Posted by: Kicker.8203

Kicker.8203

They removed the 10% dmg while endurance is not full from acro and now they gave it to dardedevil. 2 identical traitlines make no sense… just merge some acro traits that r on sucesful evade with daredevil and make acro something different and useful

Dagger Storm (suggestion!)

in Thief

Posted by: Kicker.8203

Kicker.8203

They should make it 25-30sec CD which is higher recharge than headbutt for warriors and make it an instant activation channel (righ tnow it has a slight windup time) 2 sec reflect with 2 sec stability so if you see a pin down coming in you could quickly reflect it or a part of a rapid fire could be reflected. The stability part could be useful when you have no dodges but you see an Earthshaker flying at you. And it would continue to throw like 2 daggers/target during this time+whirl finishers.
NO evades and such need to be added!

(edited by Kicker.8203)

This could totally be a thing now.

in Thief

Posted by: Kicker.8203

Kicker.8203

Oh my god. S/P will maybe be a thing finally.

It needs more than that. It is not flexible enough and you cant cast pistol whip face to face only if u pair it with a teleport utility because u get CCd evaded etc. Problem: not flexible enough for PvP.

Solution: Separate the stun part and the evasion part so if you precast the stun part in the air you can activate the evade part at any time.(giving an evade on an almost 1 sec delay(its more than 0.75s)is ridiculous) or you should be allowed to dodge while casting the windup (althought its weird mesmers can already do that with sword 3).