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Aussiemon.7418

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  1. Will the missing foliage physics in DX11 (e.g. grass moving as you walk through it) be addressed? This is one subtle advantage that DX9 still has over DX11.
  2. Warrior: The change to Doubled Standards ruins the viability of Tactics Banner Warrior. Players will be forced to take Discipline now. The loss of precision from Doubled Standards is also bad because Warrior was already one of the hardest classes to crit-cap on. Peak Performance didn't need a nerf. It was already underused. Light fields on banners is bad. Their blast finisher let players keep up marginally better might. Light fields just get in the way of damaging combos in organized groups. Revenant: Any skill that takes condis from allies will murder you with this resistance change. Torment: The torment change is good for stationary bosses, but it hurts the viability of scourges in a lot of places it was previously good. Wargs on Escort, Soulless Horror, Largos Twins, etc.. I think a better change would've been to have torment ramp up by a set amount the longer it's on you. 100 damage for 10s ends at 200 ticks or whatever. That would fix it for PvE and it'd still be viable for PvP formats when people leave it on them or run out of cleanses. I also agree with the previous poster: extra damage on stationary targets means the playstyle of scourges (fears and kiting to move enemies around) now works against you rather than with you. Staying rooted in place to keep the enemy from moving is not fun gameplay. Exposed Debuff: This would be better balanced if the lesser damage increase applied to both power and burning, with other condis seeing the greater damage increase.
  3. World 2 Zone 1: Just the right length, with cool Frogger sections, a boat ride, and a neat aesthetic that reminds me of Super Mario Bros 2.Rotating selection of SAB decorations for furniture tokens instead of baubles. Single blue SAB skin selection box at a reduced bauble cost.First and foremost, a new world, even one zone at a time. Less ambitiously, maybe another Super Adventure Quest to actually get the upgrade behind the destroyable wall in World 2 Zone 2. The one that teases an upgraded power fist. Better rewards for the bonus round zones at the ends of worlds would be appreciated. Maybe some sort of SAB strike mission that has players platforming and using items to beat a boss.
  4. So you completely ignored all the feedback regarding falling damage trait removal that wasn't about Griffinrook? This is a stupid change. It makes the game objectively worse, and your stubborn insistence on it is frustrating.
  5. Still a terrible change, and you don't even address PvE usefulness concerns in this follow-up. Falling damage reduction is useful for just playing the game: it's quality-of-life; whether you're exploring, in a jumping puzzle, or attempting a cool trick in a gliding/mount-restricted area. For example, jumping straight down from the chest in the fractal lobby jumping puzzle kills my warrior if I don't have falling damage reduction traited. Is this a huge deal? No. Is it fun to tank that fall? Yes. And what about warrior's fall CC? This was useful for both Amala and the ice elemental boss. It's not confusing; it's a creative application for an otherwise niche ability, and leaving it in allows players to discover useful tricks for challenging situations. Replacing it with a homogeneous damage buff is straight-up boring.
  6. This is a terrible idea, and I felt compelled to make my first ever forum comment because of it. Fall damage reduction traits have tons of usefulness where gliding and mounts are disabled (Fractals, Dungeons, personal stories, sPVP, WvW). This is as bad as when you removed banner skills: a useless nerf that kills creative gameplay and returns nothing to fill the void it creates. Don't punish niche players.
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