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AlphaWolvesGamer.5790

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  1. Honestly, the potions were the only thing keeping me in PvP and were a nice bonus for WvW especially for new reward tracks or event reward tracks.
  2. Was having this discussion with my guild recently, and I only just now noticed this but... PvP Potions and WvW Potions are no longer available through daily play. Honestly, I feel the whole "Daily Achievements" thing wasn't well thought out because the more I play, the more I realize how much less I'm actually receiving from putting effort into the game. I'm not talking about the Daily Rewards, but the rewards for completing the 12 Daily Objectives for each day. While yes, you only needed to complete 3 of them to get rewards, you had an option of 12 of them and they also gave rewards on top of just being a checkbox. Why are we getting penalized by losing our daily competitive potions? Honestly, with how kitten the objectives vs rewards are for PvP and WvW, it's best just to turn those options off period.
  3. To clarify: Druids should not be forced into Astral Projection Form simply to provide Alacrity with a 6s cushion (while also getting Carpel Tunnel as Mukluk put it). Scrappers shouldn't be forced to use their F5 Function Gyro used for Stomps/Rez just to meet ends meat on their Quickness bar. Tempest shouldn't be forced to pick between providing Alacrity OR providing decent healing numbers. I feel like Anet unintentionally kitten a lot of healers by forcing them to use their reactionary abilities just to meet bare minimum Alac/Quick uptime.
  4. Was more so referring to Druids' being forced to use their Astral Form on cooldown in order to gain Alacrity for their party (Concentration gear gives ~6s spare Alacrity) and Heal Mech requiring to use their Function Gyro F5 or swap weapon sets, which either removes an AoE Revival/Stomp or Protection from your kit. On-Barrier Application isn't bad persay (that being said, how much you need to juggle for Scourge to keep Alacrity is non-trivial...) but I was more so pointing out that they shouldn't make a healers' boon application applied to their main defensive or reactionary toolkit. A healer's boon support should be through their Utility Skills, not their mechanic functions. Imagine if you had to go into tombs to give Quickness to your allies as a Firebrand, and even after going into tombs you only gave a surplus of ~5s Quickness before having to do it again.
  5. Just re-reviewed the patch notes and compiled some information I hadn't thought of before, but I just realized how much of the Alac/Quickness shift for Heal Support classes have shifted towards using their Reactionary Defensive/Healing abilities in order to keep up minimal levels of Alacrity/Quickness... I need to ask, who thought this was a good design philosophy? Defensive and Reactionary skills purpose is to be used when needed, not used on-cooldown. I'm confused why this was even considered in the first place...
  6. Honestly, I always thought it was weird that Harbinger granted Quickness when Alacrity made more sense, while neither Reaper nor Scourge were given the Quickness Boon instead. Now honestly, hear me out, what if we swapped Harbinger to be an Alacrity Provider instead of a Quickness Provider and gave Reaper the Quickness Boon instead. How do you ask? Why not take a page from the awful design ideas of Willbender and attach their boon sharing to a second skill tree. In the Spite Trait Line, substitute "Dread" for "Unholy Idol" (Unholy Idol = "Inflicting Fear on a foe gives you boons (Swiftness 15s, Fury 15s, CD 5). Boons you grant yourself while in Shroud are also shared with allies (Radius: 600, Targets: 5."). Between Unholy Idol + Reaper's Might + Awaken the Pain grants grants permanent 25 Might and Fury just using this trait line alone. Eternal Life from Soul Reaping would also give a good deal of protection. Infuse Terror could be changed to grant boons instead of a unique buff (Infuse Terror Rework CD 25s = Shroud yourself in dark armor that grants stability (x3, 6s) and reduces incoming damage (Protection 10s, Resolution 10s). You may shatter this armor to fear foes around you. || Terrify = Detonate your armor to make foes around you flee in Fear (2s).). This change would allow Reapers to provide AoE Stability, Protection, and Resolution. Even with 100% boon time, it wouldn't be enough to give you 100% Protection/Resolution uptime (to be fair), but paired with Unholy Idol, it would be great for a DPS Alac to share more than just Might/Fury/Alac. This tree would only work with Scourge while Sand Shades are active. While Nefarious Favor could theoretically provide both Alac and Quickness, Reaper Corruptions have no reliable way to provide self-condi Slowed/Chilled respectively to make that a concern, and most Slow/Chilled statuses aren't long enough to matter. Lastly, Harbinger would just change Deathly Haste to provide Alacrity instead of Quickness. Aside from no longer needing to spec into Boon Duration for it <Almost no top DPS Alac/Quick specs need to>, there wouldn't be much to change. I feel like Unholy Idol would open a LOT of potential for Boon Support Necromancers.
  7. Title says it all, what sources of healing does the Necromancer even have access to that makes Anet think giving them a bunch of +10% Outgoing Healing will solve all of their issues? I understand that they're afraid of Heal Scourge being "Too Much" if they did what they already do and given Alacrity, but I feel like the changes go far too far beyond what is reasonable. I understand that Reviving 70% was pretty insane with one trait was insane, gimping it down to 20% feels overkill! (That's a 350% nerf btw). I'll give them Transfusion needed to be fixed with one pull instead of two pulls, and reviving 1% instead of 2% on scourge, but can we at least meet in the middle ground and get 40% Revival with 2 wells of blood cooldowns? That brings me to the title of the topic, what healing does scourge even half outside of revival? They have regeneration from Well and Staff, syphon from Warhorn and Traits, and F4 from Scourge shroud but... is that really enough to compete with H.A.M. or AlacEle Healer? Not to mention Boneskinner will have even less people willing to do it for their Daily Strikes now. I'm just saying, feels like overkill and you are throwing the necro baby out with the bathwater on this one.
  8. I understand your argument Zealex, but I still feel like the skill shouldn't outright yeet you over an edge. Specifically, it was the Largos Twins fight that got me frustrated, because 1/2 of the area was death water and the other half was falling off the edge. And on that tiny sliver I could move, it was almost always death bubbles. Quadem was even worse because the tiny gaps in the floor are just large enough to fall into with your F2 without noticing unless you screw up the center tank. I played Wing 7 today with the Alac Willbender, and all except for the Cardinal Adina fight felt natural. Part of the reason is that I didn't feel choked by the limited amount of space, and the other half being that Cardinal Sabir and Qadim the Peerless seemed to have hit boxes that stopped me from moving past them. I'm honestly scared to even try this on Vale Guardian or Carne because of the amount of random teleportation they have. I don't know, it might of been a "Wing 6" thing because I don't have too much experience with Willbender Alac. It was super fun in Wing 7 but it still feels like I need to dump more into it than its worth. That being said, I'd have to respectfully disagree with Buran saying that "It just doesn't work", since I'm hovering only around 20% Boon Duration and getting enough Boon Uptime to provide 100% Alac to the team. It might be lower if I were better (heard some people getting away with 15%), but it was nice being able to hit 100% uptime while also dealing 16k (I know the benchmark is 33k but like I said, still new. I also don't weapon swap much so I'm gimping myself with that too). While maybe not stopped by an enemy hitbox, I feel like preventing Willbender's F2 from Yeeting off random gasps and chasms would add a lot more quality of life to the class than it might remove. I guess it doesn't really matter though. I probably won't be raiding with the guild since the Alliance Beta caused some friction and they decided to hunt me on WvW because I didn't join them. Eh...
  9. I understand that they added some QOL changes by allowing Willbenders to stack passives, and it helped a lot. But hot darn does it feel kitten to play in an area with a hard edge limit. Wing 6 is a nightmare trying to play Alac Willbender, there is absolutely no room to F2 without following off the edge. The fact that F2 moves PAST the target is a nightmare of itself, but if you're hard limiting arena size or movement (You LITTERALLY die when you try giving Alac during Conjured Amalgamate, Twin Largos, and Qadim). Seriously, can we make it so F2 doesn't move past the enemy hitbox? At the very least?
  10. True... but they did say no on this Expansion. Just wanted to play with some ideas that would be interesting to see. Honestly speaking, I'd love each class having more access to weapons. The "Physical Staff" idea used for Daredevil and Revenant made me think it would be pretty cool to see stereotypical magic weapons being used in a non-magical way. I'm still stuck on one of the "ritualist" elite specs I made back when EoD was first announced. Basically was a Necromancer (I loved playing Necro/Rit in Gw1), and their Life Force mechanic summoned a pet like the Mechanist. And their skills were Spirits like the Druid spirits but more death themed. But I'm digressing off-topic. lol Honestly, there is just so much untapped potential with the "missing weapons" for each class, I'd love to see what they do.
  11. True... in hindsight from posting this, giving every class access to every weapon would definitely be a LOT more work than simply making new elite skills. 9 classes = 7-10 new skills = 90 skills max. If they were to fill in all the missing slots on the weapon chart... eesh... Not saying that I wouldn't love this. One of the things I liked about GW1 was not having weapon limitations <technically>. But with how much effort they'd have to put into all the missing weapons, that'd probably be a massive downgrade. New class would be cool, but that'd be a lot of effort for something so small. Maybe a new race? People wanna play Tengu. Lol
  12. So... This is going to sound weird... but one of the reasons why I liked the Elite Specs was the ability to use different weapons with a class more so than the different playstyles than that of the core class. That being said, I still love Reaper and Dragon Hunter specifically, but I've always wondered what other weapons might be available for other types of classes. With Anet saying that they're not planning on making E-specs for future expansions, I was curious what they might add to the table to allow classes to use other types of weapons? My proposal: Weapon Master Masteries. The Weapon Mastery Masteries system would allow players to equip and use weapons on any class as long as they have the Mastery unlocked and trained for that weapon group. Each point of Mastery in that group would unlock one of the five skills for that weapon on all classes (i.e.: If you trained "Blade Weapons Mastery 3", you'd unlock Skills 1-3 but 4 and 5 could remain locked). "Aquatic Weapons Mastery" would include Spears, Tridents, and Spear Guns. This Mastery is unique in that it would also allow the player to use these weapons on land with different skills. "Bladed Weapons Mastery" would include Daggers, Swords, and Greatswords. "Blunt Weapons Mastery" would include Hammers, Maces, and Shields. "Marksman Weapons Mastery" would include Pistol, Rifle, Shortbow and Longbow. "Mystical Weapons Mastery" would include Scepters, Focus, and Staffs. "Survivalist Weapons Mastery" would include Axe, Warhorn, and Torch. Also, something that has bugged me with the Class structure in this game are the massive role holes left for certain classes but not for others. I've only recently started enjoying the game on a second "Main" character (Guardian was my first main, but got into Reaper with their new buffs), but unfortunately I don't have an Alac class to play between these two classes.* I can HQ Firebrand and DPS Quick on both of them, but not having Heal Alac or DPS Alac hurts when trying to join a group. (* I just learned that Alac Willbender is a thing using the Virtues trait line, I'm a dunce). What do you guys think Anet will do regarding these missing holes? (Currently, only the Thief/Ranger are missing Quickness and the Necromancer/Warrior are missing Alacrity). I understand that Ranger and Warrior get their Alac/Quick from Core Mechanics, so unless they have something like Chronomancer (basically making them choose between Alac OR Quick on Core), I doubt they'd give those two classes access to the other for the same reason Chronomancer was nerfed. Thief missing Quickness and Necromancer missing Alacrity though, feel weird because their Alacrity/Quickness are locked behind EoD Elite Specs. Just a thought that might be interesting to explore for Anet later on - expecially for those one class ponies like me. Lastly... What do you guys think the gimik will be for the next Expansion, if any? Maybe we'll be getting Marriage/Customizable Homes <rather than 'Home Instance'>? That'd be cool. TL:DR - Just theory crafting what masteries we might get with the new Expansion. 😄
  13. To be honest, I am just really confused why they picked Snow Leopard as a major spirit and what inspirations that they had come from. I will admit that the Boneskinner was an interesting take as a fusion between the Wendigo and Leshy, where as most pop-culture references will ignore features from the Leshy other than it's appearance and call it a Wendigo. <For those curious, the reason why this issue occurs a lot in pop-culture media is because of Stephen King's book Pet Cemetery>. That being said, I'm confused how Snow Leopard could have been chosen in any of the sources for Norn, especially when (as mentioned above) the snow leopards are originary from Asia. Like, don't get me wrong... Snow Leopard is an awesome animal, and they are pretty cool. I'm just having trouble seeing the inspiration that caused them to choose Snow Leopard based on what the Norn were influenced by.
  14. So... Really dumb question... What are the Norn Spirits based on? I feel like a lot of them were based on the viking clans/tribes and the animals related to them, but Snow Leopard always seemed like a weird one to include and is always the "odd one out" whenever I'm looking up information regarding the Spirits of the Wild and Norn Lore. For context; the original four Berserker/Viking clans animals were Bear, Wolf, Raven, and Boar. I'm just confused how Boar became Snowleopard. Lol
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