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Coinhead.7591

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  1. Good Shroud skills feel good to use Blight mechanic Healing when out of shroud Nice to have access to quickness sharing build Bad Elixirs feel boring, feels like they are all same skill Power based harbinger feels very weak, maybe because base necromancer power based skills are weak too.
  2. Here is some feedback on specific skills: Rushing Justice (F1): Not fun to use, feels weaker than normal or dragonhunter F1. I wish it was more like Burning Speed Flowing Resolve (F2): I wish I could control the distance this travels. Physical skills overall: I fear these skills if not modified will end up like most physical skills in the game already: Not used. Roiling Light: Rollback feels very slow and range of it feels very low. 30 seconds cooldown in pvp feels long. Heel Crack: This skill doesnt feel very impactful. Flash Combo: The conditionality is not needed, should always allow teleporting back. Reversal of Fortune: Negating only one single attack feels weak. I often got attacked by multiple attacks and ended up blocking something irrelevant. Heaven's Palm: Very hard to land against players even when used with Judge's Intervention. I guess its OK for breaking bars in PvE. Overall the specialization felt weak. Dealing damage to players was difficult. In PvE where opponents stand still there was no problem with damage or the use of skills.
  3. Falling damage traits are unique and beautiful. Losing them would be a tragedy.
  4. Is removing come stat combinations from gear a possibility? Personally I wouldn't mind to see minstrel gear gone :)
  5. Interesting. Inspired by your post I briefly tried some core roaming too (30 - 60 min). Here is how my fights went: Got ganked 4 times by a 5 man roaming groupWhile capturing a camp got ambushed by a reaper. However thanks to my speed runes I was able to run circles around the slow melee monster and gun him down.Fought against a scrapper and was able to land full Rifle #4 -> Rifle #3 -> Rifle #5 -> Toolkit #3. I also turned them into a moa and gunned down. Fought them again and got lucky spamming all my skills and somehow won again.Kited another Reaper to death.Dueled a very beginner weaver, after some kiting I was able to land some rifle combos and won.Tried to fight a revenant, but got quickly deleted. My build was a bit different, I wanted to use inventions and Bunker Down trait. I don't really know was it good. I had fun time running core and will try it again soon :)
  6. Short-termBigger fights are dominated by Firebrands and Scourges. There are other good builds too, but those 2 are the most powerful. Short-term goal should be to bring down power level of these two, without ruining their viability in small scale fights. Scourge What makes them too good: Can hit 10 targets with one skill. This is very powerful and prevents other builds from shining, for example going melee against these monsters is very difficult.What to change: Lower the target limit of shade skills to 5.Risks: Without massive boon corruption from scourges boon sharing builds could become unstoppable. This risk can be mitigated by addressing boon output of firebrand.Scourge becomes too weak and not played in large scale battles anymore. This risk can be accepted and I dont see it very likely, scourge would still be good.Firebrands What makes them too good: Great utilityGreat healingGreat condition cleanseDecent CCNo other build can bring so much support to the field as Firebrand. What to change: Reduce target limit of all tome skills to 3 targets. This will reduce the amount of boons and healing that firebrands are dishing out in large scale battles, but in small scale firebrand support remains strong.Tome_of_Resolve All skills only affect 3 alliesTome_of_Courage All skills only affect 3 alliesTome_of_Justice All skills only affect 3 enemiesValiant Bulwark Replace reflecting with destroying. Projectiles are already weak enough.Risks: Groups start to run 2 firebrands/party or 3 man parties, doubling the number of firebrands and reducing build diversity. However this would also reduce the damage output of the group and allow enemy Spellbreakers to close in and remove boons with their elite skill. Its impossible to say which side would win (the one with more firebrands or the one who instead brings Spellbreakers or other offensive builds). Accept the risk.Bonus: Warclaw Remove the ability to instantly finish downed enemies. It is simply annoying and removes possibilities for comebacks in fights where it happens.Limit the endurance of the warclaw to only two dodges. They are very difficult to stop as they are. Long-TermWhat could the future metagame look like: Melee builds and ranged builds would be more equal.There is more diversity in support builds. Ability to share stability is very important for a good support build as are the abilities to heal and cure conditions. Some support build can be better than others in some aspects.There is more diversity in builds that are able to remove or corrupt boonsOne shot (literally one shot), builds don't exists in small-scale fights. Bursts builds still exist.It is viable for a groups to focus on either ranged, melee or hybrid. Maybe one group uses firebrands, scourges, elementalists and revenants to deal damage from range and other group uses soulbeasts, reapers, spellbreakers and scrappers to engage the first group in melee.How to get there Iteratively adjust the power levels of known builds. Example: Restore revenant hammer #2 Coalescence of RuinIncrease reaper's boon removalHelp support tampest support better.Help revenants remove more boons.Consider removing some food effects from wvw. (ascended food).Also give players a change to spawn new builds by making large changes to skills/traits that have potential, but are not quite there. Dont be afraid to take risks. Examples: Remove reduced duration from Leader of the Pack. Maybe players can find use for stance sharing soulbeast?Restore Spirits Unbound and allow ranger spirits to walk again.Make engineer rifle stronger. Faster "cast times" to all skills and add evasion for the leap skill.Increase radius on mesmer support mantra skills. Maybe a support mesmer build becomes viable.Increase power of Death Shroud skills. Maybe players start using core necromancer more.Give guardian's valor traitline a powerful supporting grandmaster trait. Maybe this would allow support core guardian to be a thing again.Allow engineer to remove more boons.If at all possible, do balance iterations more often.
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