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Lonecap.4105

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  1. Can’t say I’ve had bots in my games in a long time, maybe a couple of times a few years ago. And the latter is pretty uncommon in my experience. This is from 8000 total games played - the supposed issues in PvP are overblown, is all I’m saying.
  2. PvP takes the best and most well designed aspect of this game (combat system) and makes the absolute most of it. Truly it’s PvE and WvW I don’t understand a sane person entering, as there are so many better PvE games out there to spend time on, and WvW is running around for half an hour to fight some mind-numbing cele duel or over-stacked blob.
  3. I chuckled at this. I started playing scorched earth carpet bomb back in 2020 and if you told me it would be still receiving nerfs four years later I wouldn’t believe you
  4. The healing is fine imo, the cast times are pretty slow on staff 2 and 3. Just reduce Path to Victory coefficient + tune down sword offhand coefficient.
  5. I think it -is- unblockable, it just isn't listed on the tip.
  6. I have no bias, I main warrior. I think this is like condizerk all over again, where they nerfed savage instinct to try and address czerk, which was only a problem because of rabid amulet+dead or alive+adrenal health. It didn’t really hit the spot and just made power berserker worse. Staff sustain isn’t so obnoxious if you’re not playing spellbreaker. I wouldn’t want to see staff gutted for all of warrior just because spellbreaker enables due to the class mechanic. And this change makes FC have a 3 second longer cooldown (far from the end of the world). FC shouldn’t be a spam and fire ability anyway.
  7. Other things were buffed and warrior buffs were irrelevant/inconsequential, basically
  8. The thing is, staff is pretty balanced on power berserker… it’s only so good on spellbreaker, because full counter eliminates the “downtime” between staff skills and stance CDs.
  9. First, nerf Path to Victory co-efficient to 0.9 and buff Rampart Splitter to 0.8. Secondly - the sustain on staff isn't actually too high, you can see this for yourself if you fight a staff warrior that isn't using spellbreaker. The problem with staff sustain is because of Full Counter, it helps eliminate downtime between staff sustain and stance skills. People have asked for a longer cooldown on FC for a while - I think this is the time to make FC unaffected by Versatile Power, so the cooldown is no longer reduced.
  10. Coefficient seems to be 1.0 in competitive, rather than 1.7
  11. I did say a small “rework”, and it is small - the main animation doesn’t change, the root doesn’t change - all that’s added is some projectiles and FX to accommodate, the rest are just number tweaks. It’s really no different to how they added projectiles to gunsaber skills, which I assume was relatively easy.
  12. I think if we went all the way down to 2.5 cast time, the cumulative coefficient could remain unchanged, it might be a bit too much to bring the cast down so much whilst also increasing the current damage - which is totally fine and might be the better way to go now that you’ve suggested it, since it makes quickness less all-out mandatory for the skill. I’d still bring the final strike coeff up to about 1.0 though.
  13. I’m definitely open to fine tuning the cast time and coefficient so it feels right, those were just some small bumps I felt were fair - but you might be right of course, it’s hard to see how it would feel. I still want the skill to be extra rewarded for getting that CC and cast off in melee range, but hopefully the range can add some flexibility so you can cast it from root without the CC’d enemy being a hard condition of landing it.
  14. It might get a little crazy with quickness if we reduce it too much was my concern, and these changes would already be quite profound with a half second shaved off, damage ramped up, and then range added. I guess if it were up to me I’d see how all that felt first before going harder with the buffs.
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