While you’re at it, reduce radius of Meteor Shower and add line of sight check to Dragon’s Tooth
Siege should only be destroyed with siege (Omega Golems).
I hope the forge can also build siege devouers like that champion from eotm.
That scythe is huge. Why does it have only 170 range?
Why doesn’t Parasitic Contagion heal in shroud like other life siphons?
Suggestion: make it move really slow.
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6. Dulled Senses: This is the trait that is part of the pigeonhole effect. This needs to be good on its own and it is not. If you are just using longbow it has no inherent knockback so wtf is the point? You guys merged all the medi traits into 1 since everyone needed to take them in order to be viable at dps and yet here you are doing the same thing all over again. This trait relies on Heavy Light and that is not a good thing. -A
This trait works with wards too. (staff #5, hammer #5, longbow #5 and sanctuary)
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My feedback:
Longbow:
- Puncture Shot: Too slow, could be faster.
- True Shot: No changes.
- Deflecting Shot: Since it blocks projectiles it should be unblockable.
- Symbol of Energy: Needs longer vigor duration. Missing symbol skill fact.
- Hunter’s Ward: No changes.
Traps:
- Purification: No changes.
- Light’s Jugdement: No changes.
- Fragments of Faith: No changes.
- Procession of Blades: No changes.
- Test of Faith: Says it’s unblockable but it isn’t (bug?).
- Dragon’s Maw: Should be unblockable.
Virtues:
- Spear of Justice: Needs instant cast time.
- Wings of Resolve: Leap range is too short. Needs instant cast time.
- Shield of Courage: Needs instant cast time.
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I just started my beta revenant it seems that the staff is missing how can i get it?
There is no rally when i use vengeance with Vengeful Return.
Why only tool kit, bomb kit and rifle have it’s -20% recharge trait?
Suggestions:
- Juggernaut -> -20% Flame thrower skills.
- Invension Enzyme -> -20% Elixir gun skills.
- Grenadier -> -20% Grenade kit skills.
- Siege Rounds -> -20% Mortar kit skills.
- Pistol -20% made baseline.
Flame jet sprays flames to feet when holding right mouse button.
Now rifle range is increased is there any hope for pistol range increase (to 1050) and coated bullets (pistol shots pierce)?
Warrior has their phalanx strenght, elementalist has soothing mist, guardian has strength in numbers, ranger has spotter, necro has vampiric aura.
Engineer has nothing special they can share with allies.
Suggestion: make mecha legs apply 25% movement speed to nearby allies.
Remove ICD from Medical Dispersion Field.
When asked (before the patch) about the nature of Mortar 1# projectile finisher, a dev (I don’t remember who) stated that the pop-up would apear if the mortar passed through a field, basically dodging the question about the effect working in an AoE.
There have been no official words on how it is supose to work since then, so we just have to assume that it will forever be clunky and impractical.
My suggestion: make medkits not disappear when someone touches them.
Melee event:
- Permanent stability (can’t be removed).
- Immunity to crippling effects (cripple, chill and immobilize)
- Immunity to retaliation.
- Only melee weapons allowed.
- Disable ground targeted skills.
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Is there any official statement why none of these made it baseline? I don’t think they are very strong or anything…
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Feels like that someone from anet forgot this part of the presentation:
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- Mortar shot is not AoE projectile finisher as promised.
- Mortar shot projectile finisher is not removing condition when charged by a light field (not even if it hit an ally).
- Mortar shot projectile finisher is not applying regeneration when charged by a water field (not even if it hit an ally).
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- Grenadier is still disabled.
- Mortar kit projectile finisher is still weird (you need to hit something directly to inflict condition)
Iron Blooded clearly replaces old Automated Response so why not make it reduce incoming condition duration as well?
Iron blooded:
Damage Reduction per Boon: 2%
Condition Duration Reduction per Boon: 5%
My suggestion: make flame jet burn every third hit like guardians Virtue of Justice.
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It removes only a single stack from condition.
Throw Bandages
Wish they made mortar shot projectile finisher apply its effects in an area. I never hit anything with it directly.
For some reason mortar kit projectile finisher feels weak:
Fire: 1s burning to single target when hit.
Ice: 1s chilled to single target when hit.
Etheral: 5s confusion to single target when hit.
Lightning: 5s vulnerability to single target when hit.
Water: Not applying regen when piercing an ally.
Light: Doesn’t remove condition from self or when piercing an ally.
I suggest increasing Mortar 1 damage by 18%. It hits too less now.
It was said that Coated Bullets will be baseline for pistol but when i wacthed the livestream it wasn’t there.
So what happened? Why it’s not baseline?
I hope 2-5 skills are pickup-able by 5 separate allies or else i just use them for myself.
What will Stremlined Kits (Kit Refinement) do when you equip the mortar kit?
Med blaster heals only 91?
You cant expect spamable skill heal for 1k right?:-)
No, but I can expect it heal 200 or 300 at least.
Med blaster heals only 91?
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Mortar kit 5 skill Elixir Shell is a projectile so it can be blocked by wall of reflection, feedback or a random guardian with aegis. I suggest making it unblockable the same way super elixir is atm. It’s a healing skill and shouldn’t be blocked.
Elixir Shell: Launch a mortar round that heals allies in the target area.
One of the medkit skills:
Throw Accelerant: Throw out an accelerant that heals, grants Swiftness, and removes a movement impariing condition (Immobilize, Chill, Cripple.)
But how does one pick it up while immobilized?
I wonder, is there anything mortar kit can give when activating kit refinment that would make it worth all this? Any Suggestions?
Let us try it first, then you can decide if it’s overpowered and add a cd (or maybe just lower the %??)
Medical Dispersion Field: You heal nearby allies for 12% of whatever you are healed for.
In WvW zerg fights protection injection alone can grant perma prot, even with stability.
It would be nice to share all this protection with allies.
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An trait idea for tools grandmaster TBD:
Automated protective response: When you grant yourself protection, grant it to nearby allies as well. No cooldown. Copy duration.
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- Norn Male no longer scream when falling
- Flame Blast sound is missing.
- Napalm sound is missing.
Hammer = melee. Melee needs stability or defiance. Engi specialization has defiance.
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Replace all horrors to flesh golems.
Burning damage will be reduced by 2,5 since it will stack in intensity.
If someone burns for 1000:
1000 / 2,5 = 400 burn damage with one stack.
All skills that burn should get at least 2 or 3 stacks baseline to compensate old burn damage.
If skills that burn get 2 stacks baseline = (400 * 2 = 800) = 200 decreased burn damage (nerf)
If skills that burn get 3 stacks baseline = (400 * 3 = 1200) = 200 increased burn damage (buff)
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Engineer specializes to warrior and then gets a hammer, which means more surviability, stability and possibly resistance. Drones are some kind of mobile banners.
Warrior specializes to engineer and gets pistol and explosives.
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Burning will stack in intensity, so why not make flame jet burn each time it hits?
- 1s burning when hit. 1 stack.
- 2% bonus damage per burning stack.
Shield of Courage blocks all attacks, not just projectiles.
“Shield of Courage—Instead of simply activating your Virtue of Courage and giving your allies aegis, you’ll now create a shield in front of you that blocks attacks for allies within its radius. "
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After specialization update how do I get my 30% boon duration and 300 vitality? Stats will be separated from traits.
Just make turrets immune to crits. Problem solved.
My idea for gadget trait:
- Slick Shoes also spawns Glue Trail. Increase Super Speed duration by 50%.
- Launch Battering Ram hits multiple targets. Personal Battering Ram pierces.
- Throw Mine removes 3 boons. Mine Field mines knock back.
- Rocket Boots range increased to 1200. Increase Rocket Kick burning duration by 50%.
- Utility Goggles immunity to retaliation. Analyze aoe and radius 600.
- A.E.D. removes all conditions.
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