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DinoStone.2485

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  1. Quick overview for each classWarrior (I may be biased as this is my main)-Warrior’s cunning is a bit much, basically designating them as scrapper and scourge killers. I’d say turn down the damage buff and make it apply to barrier exclusively-Winds of disenchantment is a bit weak in pvp, and really powerful in wvw Guardian-Focus is op and is crowding out other weapon choices-Firebrand’s healing is a bit much for the amount of damage they put out. Glad they toned it down Revenant-I literally never see this used Ranger-Lingbow is annoying as hell-Druid, as always, is a bit weak in everything but raids Thief-Condi thief’s are definitely annoying-please buff d/p. It’s so much more fun than s/d-Deadeye is rediculously broken Engineer-Holosmith is way too powerful in some cases, but other things need to be turned up. The holo shockwave changes, while warranted, were a bit much. I’d say that 450 radius is more appropriate (and maybe return it to 600 in pve)-Scrapper needs a massive buff. Impact savant is completely awful, especially with the aforementioned warrior’s cunning. Function gyro also is bad, and getting progressively worse. The traits expert examination and damage dampener are also dumb and I never see them used. Mesmer-Mirage is, as always, a broken bastard, and needs to be toned down so much-The lack of distortion on chrono is great (just wanted to thank you for that) Elementalist-Especially on weavers, the amount of damage they can ignore through invuln is insane, and gives them great sustain, along with the ability to bounce if a fight goes south, especially considering their mobility.
  2. Seeing people here agreeing with the holo showckwave change honestly leaves me scratching my head. Was it too powerful before? Yes. But now it’s completely useless outside of extreme meow range, meaning that I can’t bait dodges with it or cc people because they can literally WALK out it the range before the cast finishes. Also, I’m pretty’s sure the changes to shaped charge were to keep it in line with the Mesmer trait fragility.
  3. I agree with this,though I think that they’ve gone too far with the reduced range, just looking at the attack animation, it barely even exists. I would be more ok with something like a 450 range, keeping in mind the fact that the wave has a slow travel speed. And yes, the corona bust nerf is fine. Even if they buffed the barrier to 200%, that wouldn’t make me like the skill. There’s so much wrong with how it works (especially now that warriors are apperantly designated scrapper hunters), I don’t think the trait was ever a good idea They’ve literally changed the profession mechanic to hurt the trait. That’s rough. My main issue is that the function gyro is complete kitten, and has been since day one. All it does is literally press f for you (and not even to pay respects). Scrapper deserves a profession mechanic that does something, rather than a profession mechanic that just serves to take up space.
  4. I’m seeing a lot of discussions about the engineer changes, but not a lot of them are addressing all of my thoughts, so here they are, including the ones that have already been discussed. First of all, while I’m glad that they lessened the vitality loss from impact savant, I still think it’s increadibly stupid that it even exists. Next, they still haven’t fixed photonic blasting module, leaving my power rifle build for raids still gimped, and holosmith in general pretty undesireable in raids. They added to function gyro, but the real problem there is that function gyro still exists (you all know it’s crap no matter what they do to it). The buff to all the hammer skills was nice, but it wasn’t what we were necessarily lacking in (and I still miss perfectly weighted). He biggest gripe I have though, is the fact that they turned holographic shockwave into more of a holographic pond ripple. It’s main use was (in my opinion) to either disable a large group of enemies, to take pressure off of you/your allies, or in pvp, to bait dodges. This nerf effectively kills both of those uses, which is a shame because it was one of my favorite skills, and an important part of the play style. (Also sidenote, warrior’s barrier eating trait makes me reluctant to ever bring my scrapper into pvp again).
  5. My point is that as soon as you step out if a game mode where you need to finish your enemies (pvp wvw) you lose half the use of the function gyro. Also, in something like a raid, you shouldn’t need to res if your supports/healers are doing their job properly. Not saying you never need to res, but in a perfect world you shouldn’t. Not to mention that when you can only res with the function gyro, it basically becomes a discount search and rescue.
  6. I mostly play PvE, so I can say that the function gyro is bordering on completely useless for me. And now the fact that I need to give up something as big as my elite toolbelt skill for a function gyro that is still practically useless means that the already minority healing scrapper becomes even less useful. If I’m being honest I just want them to remove function gyro and give us a profession mechanic that doesn’t so blatantly favor PvP and WvW. Even then, I’ve done some of both on my scrapper, and I can say that my toobelt skill (especially detection pulse) has always been more useful to me than the still pretty useless function gyro. Please give us a profession mechanic that works in all game modes, and not one that favors two, and still doesn’t work all that well. I think that a profession mechanic should be central to a class/elite spec, but I’ve never felt that scrapper’s function gyro is central to the class, or something that I couldn’t picture the class without. Take for example the holosmith. The photon forge/heat is so central to everything about the class, and all the traits, exceed skills, and weapon skills revolve around that. While I’m not saying that scrapper needs to go that far, I’d like to see a profession mechanic that works more like that.
  7. Honestly, most of the changes are kind of vague. When they say that it will scale dynamically, does that mean that at 100% heat we will have the 15% bonus? Or will we have the 15% bonus at 50% still and get a 30% bonus at 100% (admittedly, that seems kind of insane). We don’t know if laser’s edge will still apply after we overheat with photonics blasting module. Also, I’m not sure what they mean by multiplicative damage bonus as opposed to an addative bonus (if someone understands, please explain it to me). What I think really screws us over is the fact that overheating disables your tool belt skills. Overheating is literally a part of the rotation.
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