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Etaoin.4362

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Etaoin.4362's Achievements

  1. Full list of broken achievements for Return to Season 2 for me: -Revenge of the Vinewrath -Reconquer the Hidden Depths -Reconquer the Crash Site Climb -Reconquer the Retrospective Runaround
  2. This. Most professions now have a base movement speed increase trait in their core line. Why remove this aspect of the trait? I get encouraging active play; I don’t get removing what’s basically QoL for open world wandering. Maybe ANet should just increase base movement speed across the board and remove all of these trait and skill aspects like they did with skill cooldown reductions. Then they just have to balance around swiftness and super speed buffs. It seems like a win-win, but maybe I’m overlooking something…
  3. I mean, that's like, your opinion...man. No one's asking you to play it? Apologies: I thought that part of the initial post was to offer another distinct PvP format for players to give options rather than restrict them to the 5v5 capture point format (and occasional 2v2 or 3v3 season or, by some rare alignment of the planets, a round of stronghold in unranked). That has been framing my contributions to this discussion from the start. Perhaps I'm mistaken. I don't disagree that some of those builds can be dull or painful to fight; I also never meant to imply that they would guarantee you a fun duel, just that there are viable builds other than warrior specs for 1v1 out there. Also, since those issues you describe are general combat mechanics, I take it that they're dull or painful across the board in competitive modes, and not uniquely in OP's concept game mode. I would be curious to see both (a) actual build representation in a 1v1 mode and (b) win ratios for builds. I honestly don't know what those would look like, but the data might have interesting applications down the line. That's a separate matter, though. Edited: forgot to mention stronghold
  4. I mean, it’s not like we also have: -druid or untamed duelist on ranger -chronomancer or mirage shatter on mesmer -deadeye or currently broken axe spam on thief -reaper on necromancer -burst holo or scrapper on engineer -almost any “meta” build on guardian or elementalist -I suppose revenants might struggle a bit, but I’ve also seen some solid power herald and vindicator players out there, too. I don’t think we would hurt for build and profession diversity in a dueling format.
  5. I usually avoid posting on these forums like the plague, but…yeah, would love incentivized 1v1 mode. I also enjoy sparring over team play. Also, statistically less toxicity (just by the number of players per match).
  6. I get that Unyielding Dragon was arguably an overloaded trait. That said, I'd be content if they even nerfed the damage on it just to get the stun back. With Artillery Slash as the only hard CC in the kit now, and given how slow the projectile is, it's just awful to use. Coupled with the jankiness of Dragon Slash's interaction with traits like Adrenal Health and Cleansing Ire, it feels like the only thing the spec does now is spam personal barrier (and Scourge does that better and for other players as well).
  7. See title. Boost fails to dash forward half the time. Reach is inconsistent in terms of when/whether it activates effects like Adrenal Health.
  8. Literal shower thought: bladesworn lacks weapon swap in combat, but what if it still had access to F1 burst and moved gunsaber and DT to F2 and F3 respectively? I can see cons and pros to each side (and, with blind spam, I’m guessing DT will still be favored), but I figured I’d toss the question out there.
  9. I'm pretty sure that this hasn't been seriously discussed in...cripes, years? I'm just wondering if Anet is *ever* going to address issues of projectiles being "obstructed" on seemingly even terrain with no objects blocking path of flight. I feel like this is one of those issues that almost everyone knows about but that we stopped mentioning...
  10. As a stance-beast roamer, I like snow owl: mobility and healing are must-haves for my sanity. It's also decent for lots of PvE content as well, albeit slower than more conventional power-beast pets (re: smokescale).
  11. Game's crashing repeatedly in sPvP (also giving dishonor timeout, which, thanks for that). Multiple professions, no particular cause of crash apparent. DX11 beta doesn't seem to be the cause, either.
  12. So things are going pretty much as predicted. Scrapper is still tough, but the cool down increases are noticeable both in terms of damage output and survival. What I actually find most conspicuous is the sluggishness of the spec now: that extra six second cool down on Rocket Charge is rough. Honestly, I can deal with the coefficient decreases, but this change is just painful. The team took an already slow play style and gave it even less impact; they made it less fun. The cool down increase on Defense Field is also notable; I honestly think that 40 seconds is excessive (30 was fine). That said, I think I might be able to swallow even this change if they would just let us move at more than a snail's pace in combat.
  13. It's actually even worse than what you have at present: note the increased cool-downs on Electro-whirl and Rocket Charge, the former of which is arguably hammer's best damage-dealing ability and the latter being effectively the only mobility that hammer (and, in turn, scrapper) has for things like chase potential/sticking on a target. Scrapper has always struggled as a melee-oriented spec, an issue that was compounded when the devs decided that more of its sustain should be tied to actively hitting in combat for barrier-generation; these changes will only add further complications. While I will not deny that scrapper still has (and will likely retain) potential due to its broad array of damage-mitigating and health-restoration skills/traits/applications, some of these adjustments seem about as well-conceived as the nerf to pistol's already negligible power damage. Vagrant, please post your observations to the main thread on the upcoming changes to enhance their visibility.
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