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CroTiger.7819

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  1. You have no idea what you talking about and your opinion is what is not really important. If you played Guild Wars1 you would know importance of spectator and how much it gives whole game competitive direction and helps vs all current problem pvp has, which is helps newbs to learn game and reveal match manipulations.
  2. Yes i know there is observe mode already but its implementation is beyond uselles and makes things just worst on this particular subject.
  3. Why there is no OBSERVE MODE still in this game??? Its obvious that you can solve matchmanipulations and help ppl learning the game in same time with this tool you had long back than in Guild Wars 1. Why you choose to give VIP observe in this game and none streams it WTF.
  4. It doesn t work with spiders f2 atleast on untamed so far.
  5. The whole weapon is stucked in 2012... If torch 4 was any utility it would be decent weapon but right now its so bad. I hope for offhand mace to be good defensive or condi weapon cus right now you only have dagger as good offhand considering pvp. It would be easier to just buff torch 4 to do some utility than waiting another half year to have decent build (if mace ends up being good).
  6. You literally just get reliable evade skill from serpent strike which even is another utility and get another leap with some dmg which was needed since hornet stig was another unrealiable skill on sword. All your complain is fixed with about face with new serpent strike and engage with new monarch leap and all problems solved. You get better weapon with more dmg and 1 reliable dodge which is leap now instead 2 bad dodges which was never reliable in top tier pvp in first place. People complain no matter what. Also what is fun in doing stupid sword rotation just to evade and do no dmg in beetween, now you can actually evade and do something since you still will play with s/d in pvp so 2 reliable dodges on 1 set which will have decent dmg to it now. Real problem is they made sword better weapon than dagger mh for both condi and power builds and dagger is left no real use in pvp meanwhile sword gets second overhaul.
  7. Thank you for your efforts on changing uselles skills, and even thought most of them are not enough it is still good direction from PvP perspective. As a PvP player balance updates like this is what gives fresh stuff to this game mode and push theorycraft again but there is always issues going on top reducing viability and diversity: 1: You maybe overbuffed guard/dragonhunter/willbender. 2: You didn t targeted FA perma superspeed and dragon tooth should see cast time increase. Increase on cast time is unfun yes but chasing someone with superspeed casting instant blinds and casting most stuff without need to face target is very bad interaction and it stright up deletes 99% potential builds from game. I think you was way too soft about ele and i don t mean like nerfing it into ground but its still very uninteractive. 3: You buffed ele staff while ele already has bunch of available builds and its time to switch supports or bring more options instead making ele perfect choice since support is what defines big part of meta and also diversity. Bringing more weapons is good direction don t get me wrong but i think ele is not priority right now since it already is considered best support. 4: You did nice buffs to Druid previous patch but now you decided to stop midway. Just few simple ideas which could work. Verdant etching could also reduce effect of Celestial Avatar cooldown by lets say 5s since than you don t need to tweak celestial shadows since you can t take both. You could also do that glyph radius is bigger or even same radius but celestial avatar ones are ground target so you have to aim it (pushing druid inside ranged healer identity which would be much more intersting tbh than just radius increase). Lingering light right now is very weak compared to roots which many ppl hate so why not give lingering light something like your Celestial avatar skills are improved and so that Natural convergence is movable (or instant cast pulsing effect) or shares stability with allies. You can also do that CA can be used without full Astral Force and Natural convergence breaks stun. Pls finish work with Druid its still in need of quol since glyph are imposible to manage with pugs and most traits are stright up picks which often push it more toward side noder than actual support. 5: Spirits on ranger was very good in PvP when they pulsed from you because it actually made them usable and decent utility. I don t know if its possible to split it that much from PvE but it could open alot for Druid since stone spirit was nice protection uptime combined with Nature magic for small alac to help manage cd of CA. If temptest has stone heart why druid can t have 2/3 uptime on protection if it comits to nature magic traitline and grove rune lets say. It also creates intersting gameplay where ppl would target spirits like they do sometimes to necro worm and ranger could port spirit but the moment you port its dead anyway in PvP scenarios and you get small alac for doing right play. This gameplay was very niche and fresh. Nothing broken just good utility. 5: Signet update on ranger is amazing and thank you for that. Ranger already suffered alot from all the projectile hate and having this utility is fair inside PvP. 6: Untamed port is good nerf since it won t feel cheap and it won t go full cd if someone stealthes randomly atleast i hope so. Now when cast time is there you should remove cooldown part since sometimes you want to use it for pure overcoming obstactles and mobility. Than skill will be fine even thought im afraid doing the untamed burst with cast time port won t even land hilt bash on perma superspeed ele lets say. 7: Good changes to Firebrand and Berserker, not so sure about Bladesworn i think either blink or aegis skill should give stack of stability. 8: Give mesmer better fury uptime overall. Mirage should just get 3 dodges and get distortion removed tbh could be intersting. 9: Untamed needs condi option inside GM trait choice or* give hammer pet unleashed version some torment. Would fit very good on hammer 2 since you would be able to play fervent force and use hammer as prot, barrier, cd reduction weapon and still have ability to have that 1 skill which do dmg and therefore torment kinda fits perfectly for skill 2. This way Fervent force could see play inside condi builds and hambow (hammer/shortbow) could be strong choice. Since untamed is only possible spec on ranger with boon rip it would be shame to not have some kind of decent condi option. Shortbow ambush is kinda impossible to land all 3 hits on same target pls consider that too because its only good potential cleave. 10: About condi soulbeast last because i made that bird build from scratch and it took me long time. Dagger mainhand is still kinda bad weapon and whole bird build i made was actually to made d/d viable. I accidently made that strong build at times but it still struggled vs certain builds mostly because of bad cleanse so this is great update. Boonbeast may be back and actual part of condi ranger this time. Pls consider doing something to vulture stance because its in same time brave but uselles pick inside pvp. Thank you for all your efforts for our death gamemode hope community gives more credit to theorycraft instead of jumping on most broken things but its impossible without you.
  8. First of all this is expansion lvl content for me as ranger and pvp main. SOULBEAST: great changes which opens up ton of theorycraft but consider follow up on some pets like devourers which mostly have awtfull cast times but bring nice port back utility and can be intersting if you give them a chance (there is many more than devourers which are not on pair as meta pets but was just an example). DRUID PROS 1: DRUIDIC CLARITY: great changes to trait which was not really needed at all since you have great cleanse inside CA already with seed of life and its low cd. Finally you said we want druid as support and not selfish invuln to condis tank. It was toxic and even thought some ppl are complaining about this it is great direction. 2: SEED OF LIFE: this change is what im most excited for since it is instant cast now i hope it will allow us to cast it when we stunned since druid rly lacks that kind of help when focused and i don t think this will be enough but still big help ( it is also possible to blast it with lunar impact if seed of life is rly instant) 3: GLYPH OF THE STARS: i don t think stability and pulsing rezz will be healthy for game but it will definitly help druid while being focused which is usually the case when you support and especially one without instant save buttons 4: PASSIVE CA BUILD UP: another great change even though this will make lingering light kinda bad so consider revisiting that one since it got heavy nerfed with outgoing healing last time you boosted it to passive ca build up. People are definitly going to play ancient seeds from what i see and based on my experience. 5: GLYPH OF ALINGMENT: it is just nice little buff to skill which is kinda essential and probably the best pick utility for druid 6: VERDANT ETCHING: nice change but 300 radius is rly pain and is one of main problems of glyphs aswell. I will discuss problem for glyphs in cons below DRUID CONS 1: GLYPHS SHORT RADIUS: i rly think this is main issues for druid and even thought now when you have pulse stab on elite it still push you into clutch which is weak point of ranger. Current radius is rly bad in practice and i played it in plat 2/3 games so i rly know the pain of running toward someone to heal them in ranked and getting cc-ed on the way 2: CA COOLDOWN: This rly needs to be looked at since you fixed issue with druidic clarity. Only thing left is now celestial shadows since on 10 second cd of CA will still be problematic 3: NATURAL CONVERGENCE: missed opportunity for this skill to be aoe stability for team and increasing its cd since it roots you it wont be op and stab duration is short DRUID IDEAS: 1: LINGERING LIGHT: additionally it lowers the cd of celestial avatar 5sec since it wont push decap druid or any other non support build since most will run ancient seeds anyways (it can also lower the cd of celestial avatar skills) 2: GLYPHS: leave the radius same but make them 1200 ranged aoe markers once you inside celestial avatar. The reason is because it gives alot of synergy for weapons and range playstyle class (fits with staff, longbow, ca skills while malee weps are mostly used for disengage anyways in terms of support playstyle). Glyphs when not inside CA acts and stay the same with exception of glyph of the stars being ranged in both scenarios (still same as now). If that is too much to ask than simply increase glyph radius because druid doesn t have tools to stay in close range. Ranged glyphs are best idea since it will make druid more of unique support pick instead trying to make it another firebrand or temptest which is impossible for sure. 3: SUBLIME CONVERSION: pls make this skill able to cast while doing other things or while you cc-ed because currently it is described as instant but it cancel your actions. This changes got me interested to come back to game and theorycraft again but it will for sure make some chaos which is refreshing but problematic long term if left untouched. Pls consider revisiting spirits since your mistake of making them pulse from ranger instead spirit was actual best thing ever happened to spirits. This was not big deal i guess for pve and in pvp it opened so much potential and even new ways of tactics. If you didn t revert spirits and killed them once again for pvp druid would actually work with them now since stone spirit with grove runes was 2/3s uptime of protectiona while you would proc alac on death of spirit. You was also able to put regen on spirit in safe place so you build celestial avatar. It was cool little niche same as storm spirit on marks untamed. It wasn t op it was just fun and refreshing PLEASE consider reverting it since it rly opens up them in pvp atleast as decent option.
  9. Ranger Spirits: Fixed a bug that caused spirit boons to be granted in a circle around the ranger instead of the spirit. 1: SPIRITS: This was only change for ranger in patch. This shows that your coolest and best take on spirits was not intentional and you are now removing it even if its same in pve where ppl port spirits to them to get alac so far as i know. In pvp spirits pulsing from you was nice change and opened alot of theorycraft and even some new dynamics and wasn t even close to being op or something like that. There was ability to play druid with grove runes to finally be able to give some protection to allies. There was option which opened up storm spirit play even without being traited for some marksmanship synergy on opening strikes. It was just more options and fun for theorycraft, team setups etc and you deleted it cus obviously you don t like options. Also thanks that ppl playing untamed can set autoattacks on pet skills now its great change because why not please the extreme casuals more while deleting the options for ppl which care. 2: DRUID is dead since pof and support druid was never even alive in pvp. How can you mess this spec so hard srsly. If you give thief shroud 10second recharge (not to mention alac) 30k hp and ally targeting how can you leave druid like this. If 2 traits like clarity and stealth one are op to reduce cd just rework those 2 traits once in 8 years. Just giving druid better radius on glyphs and adding celestial avatar 5 to give stab to allies would do the work and make spec enyoable and playable atleast in ranked. Druidic clarity could be just 2 condi cleanse on allies 600 radius and it would still be good and picked instead this problematic, cleanse overkill, selfish trait on spec which was supposed to be support. I guess its hard to do when you operating on wiki. 3: SPECTATOR MODE: having this in guild wars 1 and not in gw2 is sad at least especially knowing gw2 biggest issue is wintrade in high tiers and botting in low tiers. Having spectators mode would solve those issues because having top5 rated games being recorded by game and being available for everyone to see will again solve this issue. We have spectator for browser and not for Ranked nice gj. Having spectator mode showing top 5 rated games each day for everyone and last 2 games you played would help new players get into the pvp by spectating what they want and learn rotations and also would help content creators because they could comentate on games but i guess this stays VIP in gw2 except pointless ability to spectate browser games. After all this years trying to find some niche which work and i succeed with some the game tries so hard to kill any diversity is totally crazy. Btw last Mota higlighted the problems which are pretty obvious. Before Mota you stoped war and ele mains cry with this nonsense buffs to point where specs play themself and im sure war mains are not enjoying this atleast one which actually invested time to be good. Mota showed us that you have to pick exact same classes and mirror to be able to compete on top lvl which shows how bad balance in your game is. You can talk about better coordianation but inbalance is seen from the orbit and it stinks too. Catalyst is mess of spec hiding behind op mechanics (stab on aura earth shield etc) pretty obvious too. Mirage with power block is most skillfull playstyle and maybe only real interupt style spec in game which is sad on its own. Now when you see this build is not even close to being meta because absurd degen playstyles are what anet wants is actual going backwards in context of evolution. Since there is no support for interupt playstyle game never meant to be good from start. Im sure im like last ranger which played guildwars 1 as interupter and waited this long gw2 team to wake up and give us option instead pew pew. Gw2 have 1 viable team setup in mota and if its not mota than you can stack few of those in at and again its just amazing. Guild wars 1 had like 20 teambuilds which could be played and there wasnt huge gap between viability. Gw2 is stright up degradation from gw1 pvp, and its so big that even this great combat design cant help it. If your game have no diversity than it is not balanced because having diversity is indeed balance. I guess your main idea was quality of quantity but i can t see either of those. Good luck to tryhard ppl still playing the game where they can t change 300cd traits in few years and tweak few weps/utilities which was never used in first place. Wish my job was this easy.
  10. Biggest problem is current support in game are more like tanks and are extremly unfun to play against. 1: Is it more fun to you when you hiting someone and droping him and see them healed back up or 2: you can t land a single hit than suddenly after 10sec you made your first hit without weaknes or blind and target has no shock aura, prot block and you don t eat random cc meanwhile. For me 1 is way more fun and leads to more active gameplay than making the best rotation out of passive effects boons which is pve like but here we are.
  11. It is extremly unfun and dictate too much for what you should take/play. Again soft counters are fine but hard counters are unfun aswell as all the passive and rotational trash he goes threw. How to fix it ? Give it 2x more active healing and nerf passive stuff so shock aura should be daze and activate once Nerf the projectile hate because its too strong for years now. This is not only problem on temptest but its huge example of how hard it is to play projectiles. Even harbinger got nerf on corrosive poison cloud from 8 to 6 seconds (its still 6 seconds which is funny not 5 or 4) after being unsplited from pve for like eternity and somehow survived all the years. If its hard to nerf projectile hate than give projectile based builds more options for unblockables i mean way more cus it stupid right now. Not to mention everyone have ports etc so whats the point of playing range vs for example full meta comps. So if you buff healing from water attunment like 2x or even 3x and buff healing from auras just go ham and nerf passives from auras so he is forced to go water to heal which makes risk vs reward justified.
  12. Patch was good because it was even worst before and as many here said it needed follow up which never came. Biggest flaws of february patch and game overall: 1. boon duration doesn t need investment so healers are tanky by default. Base duration of boons are too high 2. expertise gone means that conditions are same for power and condi builds without investment leading condis to still be bursty and in same time meaningless in teamfights while power builds have same utility from conditions on same duration ( example weaknes on scourge and poison on power valkyrie core ranger). Base duration of condis is also very high and should be much lower without expertise investment. Condi builds should be more of a uptime condi with utilities and function like debuffs (heal decrease, slow etc) and less about burst. Result is actually less conditions in game since power builds can t upkeep them and condi builds cant burst anymore. Even whole condition damage idea is fail because only damaging condis are already having stack effect which increase dmg so i don t see reason to have it. 3. this game has no interupt playstyle except pb mesmer and lets say thief everything else is hard cc resulting in everyone being forced to play few stunbreaks which end up the same. Many of hard cc skills are still badly telegraphed and some should act like interupts instead for example shortbow 5 on ranger (interupts means 1/4 sec daze ). Some cc skills need dmg back at least make them dmg like normal autoattack or make them can t crit. 4. tradeoffs are non doing justice and are incosistent 5. necro has 8 seconds poison cloud which weaknes malee with pulsing effect and block projectiles so anti malee/anti ranged. Yes it last 8 seconds and is still unsplited from pve. Thief have too much utility making them must have in team while also being very forgiving when in good hands. Reduce duration of aoe fields overall and game will be less chaotic and more skillfull and time based.
  13. As the title say i played one match with 2 friends we won and when we tried to que another one somehow they can t play with me and i can t even play solo, the que doesn t work either way for me.
  14. First of all thank you for making high skill based specialisation ! The more i played it the more reward and fun i got which is good design for me and rly got the feeling of unlimited potential if played right. I will talk only about PvP (plat2/3 lvl but i am mostly into theorycraft). So this are the only changes i would like to see in PvP. PvP: 1: Perilous gift: this skill now doesn t stack with vitality and always heals for 8k inside pvp. Rest of the things stays the same so it is still good for fatal dmg imunity and buffs because it is good tool to keep your pet alive. Maybe even longer duration on pet like 5 seconds but im not sure on that one for pvp alteast. 2: Natures Binding: this skill now acts as static field from staff ele so it can be cast without target and field will stay for utility 3: Toxic Shot (unleashed shortbow attack): this skill is now called distracting-shot and daze (1/4s duration) targets with pierce effect. If an enemy was interupted it increase the recharge of interupted skill for 10 seconds and daze for 1 second instead. 4: Unleashed weapon skills now procs when you unleash pet and not when you unleashed. Reason for this is more reactional gameplay because right now if i want to use it i need to enter pet unleash than wait 1sec delay to unleash myself in order to use it. I am very happy with untamed so far and all the things you took care of like barrier trait responding on expire of cantrip heal and rending vines having delay for combo potential while still being sneaky to remain good reactive utility. Changes 1. and 2. could set in stone viability of untamed in teamfight and finally good reason to drop wildernes survival since cantrip trait Nature Shield provides decent sustain and it would also put hammer in much better spot. Change 2. will also add a new light to torch/axe offhand weapons and traps in pvp. Change 3 and 4 is what i would like to see the most because im pretty much happy with bunny thumper vibe and how it is translated but am kinda sad to see old d-shot and whole interupt style was never implemented on shortbow which would suit it perfectly. Problem with current shortbow is that it is fast paced but instead interupt playstyle it has hard cc (long cd and long cc and no bonus for interupt). Since shortbow is badly telegraphed for hard cc i think making it interupt playstyle is the perfect way and untamed is maybe good opportunity to do it. This would also make condition builds synergise better with Fervent Force. The point 4. is writen because you would need to swap unleash skill on demand to achive reactive playstyle and it would also add more unique flavor to unleashing pet and is more natural atleast for me. Anyways untamed is amazing experience so far and thank you one more time !
  15. First of all thx for high skillcap proffesion. I am ranger main since guild wars 1 and i can say that bunny thumper vibe is well transfered in gw2. I was lucky to be on vacation and test / theorycraft class in PvP which i feel this class is designed for. I will list ideas i found intersting and some problematic things/designs from pvp point of wiev. PROS: -New Gm trait which reduce cd for cc is unique and very good for combos like gs/hammer with port making it very nice for roam playstyle without feeling like 1 trick build and also has good side node potential. -Blind trait on f1 pet unleash is very nice and i like the delay on f2 and timing it into f1 port and f3 is also amazing but it is bugged since it dissapear if you f1 again but i guess its already noted from other players. -quickness/stability trait is very good and fits the style of malee bruiser aswell as vuln/weaknes trait -corrupt instead boon rip is also very good choice and i apreciate it since it is good choice for making condition based builds viable -hammer has good dmg and good amount of cc make it solid weapon choice with trait synergy -teleport utility is great and rewards good plays aswell as opens up roaming potential CONS: - pets can t return to player which again highligh the problem of main mechanic being drawback for teamfights and even quite a few duel mathcups -you pets are even harder to keep alive and we have no options to keep them alive or revive them in reasonable time manner to stay competitive. Most of the pets and potential theorycraft fails just because of this which is shame due to nice design to control pet. -hammer has no mobility and gap closer, also has only 1 combo blast finisher -no cantrip stunbreaks and no cd reduction specific trait for them leads to only port being used or maybe cage utility but i am not sure about that one - heal skill is very bad in pvp and no point in taking it ever. It is very disconnected from the idea of pet reliant spec and highlight the first 2 problematic points even more -condi remove cantrip is not good utility if you want to go for wildernes knowledge (only decent uptime condi cleanse) and is not good alternative to drop wildernes survival -condi remove trait on unleash is very bad if you compare it to holo forge trait especially with 10sec cooldown -elite skill doesn t bring much to mechanic and doesn t open up more utility -tradeoff is making condition based builds in weird spot of pushing them to stay perma unleashed pet for cd reduction -while first 2 buttom traits are good for condition builds there is no good GM trait choice for condition builds which is waste of potential theorycraft -there is no condition based weapon with unleash mode since hammer is clearly made for power dmg -unleash ability cooldown is too big and there is no way to recharge it FIX: -make Fervent Force trait recharge unleash mode upon landing cc so you can combo hammer better and have acces to enter/exit mode when you need that because after some time players will learn to counter ranger stacked in wrong mode for 10 sec and no actual way of geting out. This would also make condi remove trait on unleash more desirable choice. -make cantrip trait with ability to revive pet when using cantrips or any other way to revive pet because it is huge drawback for most of squishy pets and potential theorycraft (for teamfights and wvw zerging it is must if you want it to be viable). -give shortbow unleash treatment so we have alternative for condition builds. The best would be make shortbow interupt style weapon like old d-shot and make it fast paced interupt weapon instead bad telegraphed hard cc weapon. This would open up intersting condition variants and also fix shortbow bad telegraphs. This will also make Fervent Force good trait choice for condition builds if shortbow had more interupts for exchange of 1 hard cc. I think shortbow is best weapon to bring d-shot/frueqent interupt style back in exchange for badly telegraphed hard cc. -hammer 3 needs a little leap finisher acting as small gap closer which leaps and blind/daze instantly in 360 radius on the start of the leap -mutate conditions should be more fruqent cleanse instead big one and maybe even act like condition transfer to make it more unique -elite skill could be instant cast stunbreak so we can have more choice on utility
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