Showing Posts For drgast.1469:

Zephyr’s Speed nerf :(

in Ranger

Posted by: drgast.1469

drgast.1469

People exploit a trait with no ICD then complain it’s broken when the devs put an ICD to stop the exploiting….craziness.

Shadow's Embrace REVERT CHANGE

in Thief

Posted by: drgast.1469

drgast.1469

I’m sorry, but I’m thinking this nerf was a good one. You could essentially run builds where conditions were irrelevant against you because you could cleanse them so easily. Stealth has largely been a get out of jail free card for wayyyyy too many thieves. Stealth is an important mechanic for thieves, but it shouldn’t be the only thing you rely on to survive. Burst, stealth, cleanse…rinse and repeat was all too many people did on thief. That is still a decently viable strat and the trait is still good for people trying to utilize stealth a lot, but the nerf balances it a little, opens up other build options, and also increases counterplay to stealth. I’m completely okay with that.

Right now, I’m absolutely loving the condition removal with tricks along with the heal boost to withdrawal. I’m running a build a lot now with Withdraw(chill/immob/crip 1), Shadowstep(33), Haste(1), X, Dagger Storm(1) and S/x(1). I could easily add Roll for Initiative for more condi removal.

So those of you thinking that thieves are unplayable are being ridiculous. Adapt. Ok, so maybe going into stealth every 4 seconds and cleansing conditions for 4 seconds and going back into combat isn’t as viable as it was before. Deal. Add some toughness, learn to dodge roll effectively and use positioning, tweak your builds and play style and move on. You can still use stealth and deal with conditions just fine. You just have to have a plan for dealing with CC condis as well. It’s just not ezmode to remove condis with stealth anymore. That’s a good thing and if it’s too hard for people their difficulty ceiling is set pretty low.

(edited by drgast.1469)

Thanks for buffing Shield...

in Guardian

Posted by: drgast.1469

drgast.1469

So, Engineers get 4 seconds of Protection to allies with each shield skill from “Over Shield” trait..on top of the knockback/blast finisher and stun/daze….

Thanks for buffing Shield...

in Guardian

Posted by: drgast.1469

drgast.1469

I’d be stoked with shield 5 just being given a blast finisher on the 2nd part. Shield 4, imho, should be given aegis along with protection. Prot and Aegis on shield 4 and add blast finisher to shield 5 and i’d be thrilled.

The class that ruins competitive PvP...

in PvP

Posted by: drgast.1469

drgast.1469

Uhh so you quit the game and are posting an essay on why something is “broken”? Your input on the matter is valuable to the community. Thank you.

P.S. Thieves are fine.

Ranger range 1500 need risk, Sugg: 1300 range

in Ranger

Posted by: drgast.1469

drgast.1469

This thread makes me laugh. Ranger hits from farther than I can hit…must be OP. Must nerf. Nao!!!

Aegis, Visual effect - removed

in Guardian

Posted by: drgast.1469

drgast.1469

Love me some aegis animation. One of the cooler looking things in game imho.

Stability changes - general

in WvW

Posted by: drgast.1469

drgast.1469

if they wanted to balance the stability they had only to remove the stack duration

That makes zero difference to balance, if you rotate stability you would still have the same uptime.

Except it rewards coordination and penalizes mindless button mashing. I fail to see how that has no impact on balance. If the problem was melee trains being unstoppable because button mashing automatically stacked the duration then removing duration stacking fixes that problem. The game SHOULD reward coordination. The current changes to stability do the opposite, in fact. The changes reward mindless CCing…the very thing Stability is there to control.

It makes no difference because if the duration is the same when you rotate it (which isn’t hard, I’ve been in public zergs where the commander shouts “stab 1”, “stab 2”, it is hardly SC2 is it) then hard CC is still laughably ineffective, which is why stability was OP.

The changes may have gone too far the other way, but that does not alter that stability was way too powerful in WvW large groups before.

Why would a public zerg commander want rotating stability before? That makes no sense. At all. Stab was either up or it wasn’t. You’re welcome to your opinion, but it is wrong lol. A change to removing stacking duration would have required coordination, no matter how easy. Coordination > Mindless button mashing…any day, every day.

Stability changes - general

in WvW

Posted by: drgast.1469

drgast.1469

if they wanted to balance the stability they had only to remove the stack duration

That makes zero difference to balance, if you rotate stability you would still have the same uptime.

Except it rewards coordination and penalizes mindless button mashing. I fail to see how that has no impact on balance. If the problem was melee trains being unstoppable because button mashing automatically stacked the duration then removing duration stacking fixes that problem. The game SHOULD reward coordination. The current changes to stability do the opposite, in fact. The changes reward mindless CCing…the very thing Stability is there to control.

For HoT can we get rid of Food and such

in WvW

Posted by: drgast.1469

drgast.1469

Or……..not…….

Stability changes - general

in WvW

Posted by: drgast.1469

drgast.1469

if they wanted to balance the stability they had only to remove the stack duration

THIS. I can understand if they wanted to balance stability. All you need to do is make it so it doesn’t stack duration. Then you HAVE to time your stability skills in a group and you are rewarded for coordination. Otherwise people use their stab at the same time and bad things happen.

Currently, I am not sure I will be playing my guard in a support role in WvW anymore.

What Stab has done to GvG/fight guilds

in WvW

Posted by: drgast.1469

drgast.1469

Biggest issue I see is this change rewards ranged combat and punishes melee. If you can stay out of range and pew pew pew you are rewarded, but if you are forced to try and get to a target and stay with them to do dps you are going to be punished. I simply don’t see a way around it. Change is refreshing, but I don’t think this change is a positive one as it stands today.

Our mobility taken away?

in Guardian

Posted by: drgast.1469

drgast.1469

It won’t I don’t think. From minimal testing on classes teleports don’t work to anywhere you might have to normally jump to get to.

No idea about falling damage.

Our mobility taken away?

in Guardian

Posted by: drgast.1469

drgast.1469

Lol. Just tested both FB and JI and it’ll teleport you towards your target no matter the distance if you can target it. Lol.

Our mobility taken away?

in Guardian

Posted by: drgast.1469

drgast.1469

It’s a good change. So much QQ here.

Favorable Winds [Wind] -- Ranger Guild

in Ranger

Posted by: drgast.1469

drgast.1469

Raven Nebula
Isle of Janthir
PvE /sPvP and a little WvW

Pets -> More Combo Fields = More Synergy

in Ranger

Posted by: drgast.1469

drgast.1469

I’d also be open to the idea of letting us control another skill from our pet’s rotation. Simply remove the stow keybind (move the option to our Pet Management panel and make it a permanent stow until you bring it back out) and replace it with pet skill #2. Preferably let us use a skill of some use. Like the KD from canines, poison from spiders, heal from moas etc etc. Voila…more use from our pets. BOOM. I’ve got ideas for days people!

Pets -> More Combo Fields = More Synergy

in Ranger

Posted by: drgast.1469

drgast.1469

Lots of complaints about pets out there (some of which I share and some of which I think just comes with having a pet), but one thing I’d like to see more of in the future is pets with F2 abilities that provide combo fields. My thinking is this..

1) Our pet is not supposed to be some random minion that we summon to go attack things and then explode when we want it to. It’s supposed to be working with us and vice versa. The beauty of ranger pets in Guild Wars was that they could be vital parts of builds. My brain immediately goes to Bunny Thumper builds where your pet was integral.

2) Guild Wars 2 synergy is all about combo fields. We have a couple of pet skills that do this already, but the duration is pitiful and there is zero utility to it (aka traits that make AoE bigger or duration longer).

3) It gives Rangers some added group utility. It’s the one thing that keeps me from playing my Ranger more even for simple things like events. I just don’t feel like I add enough to other players. I’m the kind of person who uses Healing Spring for the sole reason that it can help another person out as well. I’d love to see pets get a few F2 abilities that do things like:

-Water Field -> Incorporate it however you like, but a pet that can throw down a water field would be tremendous.

-Fire Field -> Salamander Drake anybody?

-Ice Field -> White moa, alpine wolf…ice field>single target chill

The bottom line is this….Our pets are a critical part of our profession. This is just one idea of how to make them more fun and more useful. Everybody loves combo fields.

Pet Taming Wishlist for HoT

in Ranger

Posted by: drgast.1469

drgast.1469

Mordrem Monkey…it could happen…plus I like monkeys…and alliteration

Experience Scroll Solution

in Guild Wars 2 Discussion

Posted by: drgast.1469

drgast.1469

This really needs to be looked at bump

Bunny Thumpers...I miss you...

in Ranger

Posted by: drgast.1469

drgast.1469

I really miss bunny thumping and my ranger really feels empty without it. I also miss trap builds with a staff