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Can kill bunkers.
Just takes some time.
How much of your limits have you actually explored? Srs.
My only issue is I think bunkers can stall their death more than I think they should be able to atm. My belief is more boon removal would solve this, since I could just make a Bunker crush build, and do some anti-meta stuff but those options are pretty salty atm.
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Back to actual issues.
Acrobatics could use some work
Master Trapper- With all of our traits now functioning, this trait is still rather underwhelming. This could just be the current state of certain traps, and whether they’re made more enticing to trait for.
Assassin’s retreat. Should consider merging this with something or changing the kill clause or the duration of swiftness you get. It’s quite pve centric even considering WvW atm. If this was part of Fleet of Foot, man it might look more appealing.
Assassin’s Reward. It’s a weak trait, that is fairly niche as a result.
Pain Response – Wonky/clunky, whatever the word is.
Hard to Catch – I don’t want to say it’s terrible, but it can be fairly unintuitive. You stay stunned. So if it’s a ranged based attack on you? This does nothing really but give you swiftness while you stay stunned. Shoddy. To be more precise, the trait often does not fulfill what it should do, when it’s off-recharge, which is make you harder to catch, because it does not stunbreak, and because giving Swiftness itself is not a remedy for escape. This is rivaling every other acrobatics trait, and Quick Pockets. The other’s are generally a more consistent effect and relatively stronger the majority of the time.
You should also have attacks able to know whether they were sent out when stealthed or not. This would remedy last Refuge by recognizing that the attack was not made in stealth.
Not that I think anet will read this…just venting.
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Nothing in WvW brah.
No obligation to stay in any place.
Not like you don’t have 12 minutes to blow before the score updates.
Though whacking on a Guardian/Ele can get old pretty fast.
Off.
Only time I’d like it on is for range attacks to make strafing less conscious but it isnot worth it, and I don’t need projectiles going off when if I’m trying to stealth or something along those lines.
Nor do I need it immediately going off, when I’m moving behind someone cloaked.
It’s also annoying for the Ranger Sword, when it won’t behave itself.
More control means less accidents hombre + the game feels more engaging.
Stay tuned for next month where April is make or break.
I’ve presumed that is so that you don’t end up killing yourself by activating the signet.
I have never noticed an immobilize with my spike trap, I use it although no immobilize and the tool tip does not mention one that I noticed. It seems the thief has better traps than we do imo.
So I lol’d so hard mothakittenas wanna fine me.
But first trap thieves gotta find me.
Whats a trap thief to a Ranger like me can you please remind me?
I like my Sword/Torch + Longbow, or GS + Longbow with Flame trap with my BM so I get dat dere might. With the new Flame Aura, You can increase your damage pretty well using it with your leap.
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You can open a chest you already did on one server by guesting to another?
That doesn’t make sense to be possible. Should just make chests conscious of whether you did the event on another serva.
but I assumed overflows happen because people have reason to go out and play the world a bit more.
You can purchase a server transfer.
Either pay with money, or farm up some gold for the process.
When you press world selection in the character select screen you can either “Guest” to a server or Transfer to it making it your home server for WvW.
GW1 had flagging, after Nightfall.
GW2 pets should be flaggable without “Guard!”
Create an f5 skill for flagging pets.
Lol wot…
Way to fragment. A dungeon specific boon pets get?
Rangers should get flagging as an inherit characteristic of pet control on an f5 or something.
Why not just make a better trait for pet dmg mitigation.
And Improve Guard so they take less damage.
and then you have a skill option, trait option, taking beefier pets as an option, range pets as an option, or just trying your luck as it is.
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gw1 didn’t feel very serious either.
Tons of popculture references.
But the overarching attitude of the story was a bit more grounded.
Dragon’s do not feel like serious threats tbh.
Time to go back to somethin new srs.
That and those broken bridges got to get fixed.
Temple plz.
Lol give ini skills cooldown?
Of all the silly things I hear.
You prove the point though. If S/P is so good, why does no one use it? The answer is that it is weak.
Nah, people are just ignorant copypasters and are too lazy to try out new things.
S/P is absolutely fine as it is now.Ok. Post your videos of you beating any of the other weapon sets. Feel free to post you against a D/D, P/D, D/P, or S/D.
S/P is only decent in PvE against enemies that do not move.
I lol’d so hard.
Implying S/P can’t win.
Is this WvW talk?
1. Class balance & boon removal?
2. Planned Map revision/additions?
3. CA?
I don’t want a solo-queue
If you ain’t facing pre-mades you ain’t going hard enough.
Hard mode all day.
I want custom arenas.
You’re going to need slick shoes.
Assuming you’re a bursty engineer, you’ll probably need to do false bursts to bait. Since you have to lure out BF,PR and Distortion before you can actually kill the thing and then shoot the gap between BF and PR.
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Probably intended.
Swiftness is a general boon anyone can throw on you to make you a better runner.
These themselves are optional utility skills you’ve glued to your bar for the purpose of movement.
I want to be absolutely clear that all of this is tentative, and until it’s on the server it’s not a guarantee! We want to keep you guys as up to date as possible with the current development, but it must come with the understanding that features slip & dates slip, and what we’re giving you is our best possible projection of what and when.
Devs should just preface their conversations with stuff like this^ from the Ps2 devs.
Wot?
I was giving two different situations.
In the case that reveal does not stack, it’s a 3s debuff unless forcibly increased.
Meaning at 3s, a loss of stealth is completely negligible.
Which works just fine for a 10/30/30 spec.
In the case you’re doing S/P.
It scales very well with 10/30/0/30.
No indication whatsoever of a 30/30/30/30/30 spec in my words.
Im not going to base my idea on the strength on a trait on whether someone is sleeping or not. That makes zero sense.
It doesn’t make it any harder unless Reveal stacks otherwise there’s basically zero relevant change. If it stacks to 6s, you wouldn’t care in WvW since they’d be dazed for 3 of those seconds. Of the remaining 3 you’d have protection up for 2. Which means lol 1s of CURRENT vulnerability before you can stealth again at your discretion.
You’re harder to kill straight up, without losing any relevant damage save for Critical Haste.
It would offer a different playstyle for a weaponset (you know, spec diversity, what the community as a whole is in a clamor for). The same way some people like to run conditions D/D just for deathblossom, you could slot this trait and turn S/D into a dodgy, consistent damage setup that makes heavy use of Inf strike and Flanking strike rather than just the current control/heavy stealth style S/D has been pigeonholed into.
In WvW/PvE the heavy control is nice.
However you can just as easily use warps + auto attacks and flanking or DD and remain effective. If reveal doesn’t stack, you change basically nothing.
If it does, you again can again change basically nothing because the amount of prot you have mitigates the damage you’ll take in any of the spec you do and especially if 10/30/30 where that Protection is reducing damage in relation to 300 toughness.
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It doesnt make much sense. It only benefits pistol whip build, which already has a evade built into the pistol whip skill already. Plus, it eliminates the proper use of HIS, which is the only reliable cond remover on a build without shadow embrace. And would make SR tricky to use. A PW with high crit chance will generate a lot of revealed debuff, denying use of both HIS and SR, and to the ones that use it, Blinding Power utility. I wouldnt use it.
That’s not strictly true.
Assuming revealed does not stack. It is a semi constant 3s of reveal every 5s.
Meaning after 3s, you could stealth. With 33% damage reduction you would need to stealth less to begin with, and because of how traits work to begin with, this would not trigger off cloak and dagger of the S/D.
This would actually make an S/D build significantly stronger as it’s crit rate (sustain and burst dmg) would increase by 10% and at the same time it would take 33% more damage.
This would be fairly devastating for WvW and pve as Tactical strike can last 3s. This would literally mean, you can CnD, tactical strike, have 5s of protection while visible and do it again. In other words, you’d be far harder to kill while still being able to reap the benefits of Stealth.
It would be clearly outrageous in a 10/30/30 build. Perma protection so even if they whack you in stealth you take relatively weak damage, and when you’re not stealthed it’s up anyways, so you’re a freaking tank and heal when in stealthed and possibly gain regen everytime you come out. Which is worse since for 3s they can’t attack anyways.
Lol wot!?
Now assuming it does stack.
With an ICD the most reveal you’d have on you at any time is 6s. Which you’d be protected for, and if you take 30 in acrobatics your protection would last 6.5s.
Can easily be protected the entire time you are revealed without qualm.
Not bad in this situation since it justifies using Acrobatics again.
If not in either of the two defense traits and going into trickery, it still means you’re glassy behind is now a lot sturdier, same if you put 30 in DA for some reason.
Think of what you’re trading off? If you’re going to burst them regardless it means practically nothing.
Edit: 5s of reveal? Lol wot? Still would mean kitten if you’re bursting and if you have prot all the time up, you need stealth less to begin with, and can easily take other defensive/offensive skills instead of refuge (say SoA or Roll) to deal with targeted attacks.
Protection is incredibly strong, and easily competes with Stealth (if you only had the option of 1 or the other), since you can proactively attack while it’s up, and it’s effectiveness basically scales far better with actual toughness and vitality.
The con to it, is that it’s just protection.
It can be removed.
Nor does it care about conditions themselves.
In a world where boon removal was very frequent, this trait would be fairly garbage.
However that isn’t the case.
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Edit: Ninja’d by evil. So change….
Professions don’t need to be sturdier through toughness.
It’s background noise and part of the draw is this being an active game, and at the end of the day, protection is still more actively in the game than toughness which cannot be removed.
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inb4 bunker thief.
inb4 needacondtspectokillthisthief.
inb4 hekeepsremovingmyflippingcondis.
Your best idea yet though.
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Um let’s not and say we did.
Protection can be specifically removed by opposition
Armor/toughness, cannot.
Both are passive but one can be deconstructed.
Game needs more deconstruction of defense, boon removal.
Reworking toughness is just so that there’s less issue of losing Protection and professions that do not use Protection have even higher upkeep with it, but this game does not need to get more defensive IMO. It already is fairly bulky.
I don’t know what you talking about the difference is low.
I can very easily feel the difference between Knight runes and Soldier runes as a thief.
Very easily between Berserker and Soldier.
playing Mesmer, in a Shaman rune, let a 100 nades smack me for all he’s got and shrug it off and heal up, where my thief would blow up if I sat there and ate it. If Toughness wasn’t living up to snuff it’s because the active, engaged defenses of a profession we’re faltering not the stat itself.
It has a significant bonus to those who use protection and that is this.
As it is now, if I remove your protection, I straight out removed your 33% defensive bonus. You want to make them losing that less significant which only further degrades the need of boon removal as I see it.
Playing Sword I am very conscious off the loss of Bountiful theft when I opt out for it for other traits if I’m going for more damage or some other form of utility. I have to straight power through more situations or back off when It’s a very opportune moment to be aggressive because I have to consciously wait for a boon to degrade or do a fool-hardy kamikaze. Boon removal in this game is kitten and everybody knows it. That’s the games main problem above all, and if it was better, trust we’d all be looking at a different game, and warriors would shine a lot more in relation to other professions because they don’t rely on deconstructable defenses.
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If I was playing D/D
I’d have 30 in trickery.
Dodge the BP, Interrupt with Steal.
Force him on defense and try to capitalize.
Is the new warrior impale Overpowered?
I think we should just make them insta-kill.
I don’t think it’ll work well in practice.
If they gave us the ability to explicitly Flag pets ala gw1 the whole issue would be removed or at least significantly reduced.
“Guard!” doesn’t even work well enough.
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Just because they haven’t done anything doesn’t mean it is intended. I could CnD keep’s wall during beta and after release. It only got nerf recently because it finally showed up on their radar and up on their list of to do.
Which is an issue of WvW balance and was detrimental to the actual game in legitimate practice. Soul possibility of this is really in combination with a mesmers portal or some very peculiar triggering of Shadow trap (in theory).
How can we ask them to fix things like shadow step not breaking stun when we’re not honest and upfront about bugs that favor us?
Because one is a matter of actual balance.
And the other isn’t about weapon balance relative to anything, but instead arbitrary weakening based on a tooltip.
If it was actually a matter of balancing the game for the better I’d agree wholeheartedly.
However I’m stillpretty sure it’s still supposed to work exactly like it does now.
Reasons: 1. Gw1. Many shadowsteps worked like this, Recall, Shadow of haste, Shadow Walk, Aura of Displacement and Shadow Meld. Recall, Shadow walk, AoD and Shadow Meld had Spell cast ranges which was about aggro bubble (basically our 1200), but there warp backs were far greater. Think I could go further than the compass with SoH. In other words, this being a legacy characteristic of shadowsteps from GW1.
Reasons 2. All shadowsteps ignore horizontal distance to begin with. We see this with being able to target someone who is 600 units above you, but the pathing to get to them (which shadowsteps inherently use) will be longer than 600 units. The 1200 range to be frank, doesn’t make sense in proportion to how shadowsteps have worked.
Reason 3. It actually seems about more or less the range of the map (zoomed in). Though seeing anything different would be difficult. Which again is reminiscent of Shadowsteps return distance (for a certain few) being slightly larger than the map. By range of the map I mean Horizontally/diagonally.
Reason 4. The range on the return doesn’t make sense to how it’s used. It’s an approach to a person, from a person. If they kited 1 step backwards it would flop. Especially thinking about the weird kitten pathing shadowsteps have that can send you horizontally.
Reason 5. Has always felt like a copy n paste job from Shadowstep which again shares the exact same range, and again it’s existance of a range indicator doesn’t make any sense except for arbitrarily restating the range of Shadowstep itself.
However, full range is still pretty mind boggling, and easily surpasses 3600 range lol.
If it was without precedence maybe I’d see it as more than a tooltip, but there is literally a history of skills like Inf strike created by Anet. Also I doubt it’s range is shorter than Shadow Traps.
It’s not about pick n choosing bugs.
I don’t think it’s a bug, it’s the nature of the skill.
Reminds me exactly of Shadow walk, Shadow of haste and AoD. Well more Walk and AoD than SoH.
What actually seemed odd is the discrepancy between, inf signet and Steal’s reactions, but I assumed it is because inf signet is specifically a movement skill, while Steal having the possible function as an attack does not.
Not that I care for the actual full range it can traverse (which is rather obscene, no use for it, since you need a waypoint/portal) anyways, but it’s practical range, which is about 2500-3000 for catching those kitten rtl eles.
Still doesn’t look like anything but an incorrect tooltip, which they’ll address on their own time to make up for their lack of balance changes.
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You can avoid thieves as well in actuality.
I run a high toughness tanky type Thief. Usually I have a heavy or two in my pve groups that can take threat from me AFTER I stealth. This is no longer an option. Now I have to be more creative in tanking, kiting and moving more. A lot more annoying for the group that now needs to chase mobs more. Tank switching was viable with stealth dropping aggro, now it is not.
Also, now that downed skill 3 is pretty much useless will we get a new one?this was the exact reason for the change…
being able to bounce a boss off two thieves can be considered possibly as an exploit as no other class can drop aggro like that..
all this change did was to make thieves have to handle them like the rest of us have too..
that is apart from some of the other issues i read here like positioning for side strikes and getting hit before you can land that hit for instance..
and for the pvp side of things im glad thieves cannot abuse culling so easily..
p.s. my pet remembers every time you mistreated him and he’s comming for blood!
We aren’t like other classes though, we have the lowest HP and defense (no def boons.. stealth pretty much was it). Even in crappy Aion Assassins had a skill to drop aggro~ I thought it was working as intended so we don’t insta-die constantly in Melee PvE.
If you build toughness+dmg like me for more survivability you actually draw more aggo, apparently. Low HP/ High Toughness~ sometimes I’ll end up with 100% permanent focus over the heavys.
Maybe they should of had it dump 99% aggro instead? The instant AI tracking is still so weird, unrealistic and annoying in pve though. It could use some kind of LOS. This effects non thief allys in PvE as well, I can’t protect others as well anymore when they’re dieing.Our support role was nerfed with this.
You don’t have the lowest defense or HP.
Who has lower?
Only armor less than medium is scholar.
Who has Protection boon and who doesn’t?
Very relevant since it’s also part of why Guardians take less damage than Warriors.
That’s when used via stealthed. However there is no reason to do that, as the pet goes after them as soon as they come out of stealthed otherwise it tries to return to you as per normal. When they come out it goes back to chase them with it’s redonculus long leash range. This can mean keeping track of a thief is easier and makes reselecting easier as well because of it. At which pt when the pet goes out again, you can feint its rush to waste a CnD and start him off at a disadvantage. Means jack if they’re using D/P though or aren’t stealth based (S/P, P/P, SB)
Unless one of them feels like answering this now.
Can they detail the balance process in terms of how long it generally takes to move through things having to consider all 3 formats and how much attention they put to it?
Tooltip doesn’t match skill.
Assume skill is wrong, despite updates showing no precedence for that thought.
If players suggest changing a weapon that barely sees play into further obscurity.
Question wtf people are saying.
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Use a melee weapon.
Look at your skill chains.
It’s a buff really, you now have a target to C&D on while making your get-away. No need to equip Shadow Refuge anymore, safer too, without the house mark. The ranger might be annoyed that his pet is having a will of its own but they can always complain on the forum. The ranger forum. Or would they still come here, “Thiefs steal our pets, this has to stop” ….
You’re aware concious ranger’s can juke their pet to mindkitten with premeditated CnD’s, to waste ini?
I’ve done this on Rank 30/40+ Thieves in spvp on my ranger for kittens.
Making em waste 6 ini initially than another 6/4 on the actual cnd. Combined with pets not loosing aggro now it’s more delicious than it was before. Only thing is now I can fight someone else while a warrior fights the thief, and my pet helps him the entire time. Being essentially in two places at once against even target break.
I’ve already noticed swapping to my ranger how much more damage thieves are taking, since in practice pet’s still do end up hitting thieves even when they cnd off em, due their reaction spd now.
Left is a fair bit better though, but it’s more out of the way to use to begin with.
I’ll make note for Evan or whomever that there’s clearly an issue in the middle of the bridge.
Warping from the end to end stops you at the middle, so I can only assume there’s a blockade of some sort there. However even then past the middle there are issues so I have no idea how far it stretches into the bridge but that might be of some health to fix it.
A lot of really cool but ultimately unnecessary information as a response to something that clearly wasn’t true
Man, you guys have some trouble reading don’t you? I said IF the range is 3600 then it’s broken…is the range 3600? No? Then obviously it doesn’t need to be fixed. It’s called a conditional IF/THEN statement. Deal with it.
His comment is on shadow return moving you 3600 units not inf strike.
But it seems you didn’t even know how the skill worked anyways so lol.
Except that would require you to use Sword. Pass.
:(.
on spirit watch?
Might as well bring it up since it is relevant to
Thieves, Eles, Mesmer’s and I haven’t touched them but I’d naturally presume Necromancers and Guardians as well via their teleports as well. Regardless of whether Ele’s are rolling deep with Lightning Flash, Mesmer’s with Blink, and the other two wither their stuff.
Warps just fail on it. I don’t mean just to it, I mean off it.
If a flag runner if on the bridge and you are on the bridge and you use Infiltrator strike? You don’t move. Shadowstepping on to the stairs from the bridge? Flop.
Blink? Flop. Can only imagine a Necro using their DS warp on it, and wondering why they’re still standing in the same spot on the guy 300 units infront of them.
Guys 300 units infront of you on the other end of the bridge? Flop. Lol wot?
It’s very peculiar relative to the other bridge, there are ways to warp directly to it, but again weirdest spots. Once you’re on it though? Pain in the kitten I’ve got to wait before I can Shadowstep to try and Snare this ele before he RTL’s or this Ranger, or w/e. Because I can’t do it while on that bridge, though left works perfectly fine? Makes no sense hombre’s. Knowing where people can teleport is significant to every map, knowing there’s a bridge that makes it more difficult for them and gives them arbitrary barriers to do so? Definitely.
On the contrary the left bridge works perfectly fine.This creates a weird map imbalance that I’ve been using against thieves to take the Right bridge, because considering their own position relative to mine, they’re warps can straight out fail, and without those? He can enjoy the walk. Being a troll, I’ve used this to tripwire the are before the bridge, so if a thief for instance wanted to warp to me? The left side being more subject to assault since (though they may not be using it). A mesmer can just blink up the cliff from the bridge and come after you, so can an Ele, Guardian’s can warp too. A thief will definitely Shadow step/inf strike/Shadowshot/IA to your kitten I’ve used this knowledge to my advantage a few times, since you can basically start forming consciously the possibilities for a thief/mes/ele etc to actually reach you due to deadspots on the map where warps fail and use it to defensive advantage. For this reason I like running to the right side especially if I’m already on blue. Red has to move farther from respawn, and to boot warping is more finnickey with niche spots where they can do it. Lol plant the tripwire. If I switched to my ranger I’d be dropping traps right on the spot knowing you have to come to it or take the long way around.
You can have a guy 300 units infront of you and a warp fails, while you are on the same elevation, lol wot?
Why is the right bridge mentally challenged? I want to know.
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If the range really is 3600 that’s definitely broken. There’s no way they intended for a thief to have a spammable teleport (given initiative pool) for a range like that. Enjoy it while it lasts though haha.
Do people even understand the concept of displacement.
You have 17s.
Move 3600 units, 17s.
Upon 17s how much time do you have to fight?
To anyone who is conscious of the sword set.
It’s not a Dagger, assuming the person being attacked is sleeping it would still take 5-12s to kill someone who is afk. In other words.
The proper way to move a far distance with S/x in a timely fashion?
Usage of Steal and utilities.
What this means? Going without Steal/utilities, or in other words, reducing your ability to actually be a combat threat, and to use steal they have to be within 900 (1200 traited) range exactly or it fails and goes on interrupt recharge, full recharge if you are in combat state.
If you moved 3600 range and pressed it? Now 3600 range out of combat. You’ll lose target, which mean’s being unable to warp back to them to remove even 600 of that unit if you “spammed” it. So you can go walk back 3600 units.
In other words?
It is not spamabble 3600 range blink (nor is it even ground targetted to begin with), to make that statement is clueless to how it works.
It will also flop if it has pathing issues (even if they don’t make sense). What this means is actually quite significant to wvw (and the right side bridge of Spirit watch, which is buggy as hell) where destructable elements generally work very poorly with shadowsteps. Meaning, you may not move, at all using inf strike or Shadow return.
Lettuce break down Thief mobility with a sword.
Inf strike itself cannot be spammed, you have to use shadow return which is 2 ini.
In other words, you have to spend 5 ini.
To actually spam 3 inf strikes is 12 initiative, which are basically 600 movement and suspectible to kiting because you have to warp back in order to use it again, so the farther they move away from your return pt, the less your ability to go back to them, as your immobilize is now a warpback. Meaning if you’re S/P you’re only way to snare em if they’re moving is basically a terrible trait (unless your P/x) or utility skills. Otherwise all you have to do is walk away and you’ve removed the threat of the skill and made it work for you as, his time walking back into your range is basically time for your skills to recharge back. For instance, playing my ranger. I use PB shot, he get’s knocked back. and I can blitz him with a pet swap quickness shot as I walk backwards. He now is forced to move regardless because he has to warp back, and then walk back within 600 units and then warp again to hit me. Common sense. If he’s 3600 units away? The fight is over plain and simple soul exception is combo with Shadowstep, which is (relative to most players) an advance niche strategy, which removes your utility stunbreak from the equation for 50s. If he moved 3600 units without Shadowstep to begin with?
Then this was a scouting routine as he’d have to use IA to get to someone 3600 range away lol wot which would be 12 ini, assuming he’s got 15 in Trickery it works out to about two, than enough time for some regen to use the shadow return. Since Inf signet is out of the picture at a range like that, he wouldn’t be able to target to use inf signet’s warp properties.
In other words, highly situational, relatively impractical but important for when it can be done.
To say it can be “spammed” is straight out hilarious. How do you spam 3600 range? When you need to move 3600 units on 12/15 3 util slots (with only 3 potential shadowsteps only 1 of which has no condition to be used) and then still be an offensive threat outside of your autoattack.
Just doesn’t work like that buds, but you’ll know if you use a Sword for any length of time what the OP is stating makes very, very little sense.
Tanget time.
Considering it also does not stunbreak atm knockback,launch and pull.
Someone advocating for breaking one of the main draws to the sword relative to a 3 hit kill Dagger, lol nonsense.
However since the utility skill Shadowstep works exactly the same, except being ground targetted, 3 condt removal, and having less infiltration time.
Pretty sure this is exactly how it’s supposed to work. As both skills use Shadow return and traverse the same distance.
Will enjoy it, forever.
Note the length of the post wasn’t fully intended for you or the OP. and several pts were reiterated to make sure what made sense was drilled in.
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Impale cooldown increased to 20s, because 15 was gamebreaking.
Playing solo queue with a profession you are crap with will lower you’re MMR.
Since presumably MMR also considers your teammates, you’ll make the teams you guys fight lower, so you’ll generally win when you swap back to your main and boost it (since you’re teams matched with weaker people)
Kinda wonky but eh.
20/30/0/0/20.
10/30/0/0/30.
SS,SR,Haste
You’re welcome.
They did the same thing last patch.
inb4nextpatch “No-one communicates”
50% run speed was advertised a few months back…lol
I lol’d so hard.
Why would you remove graveyard that makes no sense.
You keep it how it is.
3 pts, hold pts to win.
You make killing the lord harder in general and increase the points he gives. Greater sense of danger for letting him die, and greater sense of urgency to kill him.
If you’re team builds to repel lord assault, you should still have ways of winning without being Hyper offense yourself, and that’s stall tactics via capture pts.
For sure.
Foefire
Put two archer NPC’s on the roofledge above each gate. Increase the gate health 30%.
Put a flagstand in the middle of graveyard and spawn a flag in the corner of Quarry/in the waterfall.
Increase Lord and his bandmates health 30%.
300 pts on kill.
GG.
(edited by ensoriki.5789)
I’d definitely prefer to have the Master’s back, tbh that whole zone would be great to see return. But if it’s going to take long triple golem health in the meantime so they can be of greater use while that’s getting coded.
Our support role was nerfed with this.