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Tanbin.2436

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  1. Which is why if the game didn't purposefully cater to regular/bad players all of these years, it would have still seen a lot more players like him in ranked. Naru isn't doing anything super special. It's called population balance, not class balance. He's dedicated a massive amount of time to the game, most people just don't do that on the level of him in this population so him playing "anything" and dominating seems crazy. This is normal for any game with a population that consists of a lot of good top-level players, it's just expected in those environments. With that said, if a player is good, and is able to do well with it, it's a mixture of both that person being good and also not taking into context the strategies that are needed in this game mode in a population that is just nearly at the brink of extinction at any remotely competitive level. People said the same thing about Noscoc when he played necro back in 2014, in a time when necro was considered utter garbage after the Dhuumfire nerfs. He went to LANs with necro in a PvP state dominated by celestial metas and sword/dagger thief and was pretty much the only necro at a top top level playing it successfully. The difference was I would consider the time he played was the height of PvP in terms of popularity and population. "Anybody can play necro if they're carried by a bunch of good classes around him babysitting him". If a player is good with a class and can make it to top rankings with it, it's a mixture of both the class being balanced because it's unplayable with somebody who's bad, and its playable with somebody who's good - that is balanced. But also, population is just bad as well in ranked. There's like 2 small groups of people in the top NA scene and half of them don't even take it seriously unless there's a MOTA or a monthly for a gizmo.
  2. And anyways, why would you stall or 1v1 a mech as a specter, you have your own mech for that. If they're stalling or 1v1ing their mech with anything other than a mech, then they're already losing. That's how good mech is, but the fact that specter can at least stall it enough is telling in itself.
  3. You don't need to be a top player to understand SLB isn't that oppressive. It's very basic level understanding. It's not a relevant spec in ranked and much less relevant in tourney play. It's so underwhelming that it's not even worth taking into ranked unless you just like the playstyle (spellbreaker syndrome), let that sink in. "Even if it's counterable on paper, it's a very putrid mechanic. " ?? Your logic makes 0 sense. If it's a putrid mechanic is irrelevant if you can counter it. You can counter it, therefore it can be dealt with, and it's not like it's just counter able with 1 thing, you can quite literally counter it without any skills and just utilizing positioning. It has multiple counters, many of which most classes have access to now. SLB has more than 3 counters, lol. This isn't even a bring X class and beat Y class scenario, it has many counter options. That is good balance, whether the design of the skill is putrid is speculative and based on an opinion, the actual facts, on paper is that it has many counters. So whether YOU think the skill design is putrid or not, is completely irrelevant. There's so many things right now in the current state of the game that actually need nerfs because they're busted and NOT counterable (mech being a sidenoder, for one example of many), and there's many classes (ranger included) that warrant buffs needed for unused skill lines, traits, specs, for every class in the game right now... Yet we are focused on attempting to nerf something with multiple counters who barely has any ranked play and definitely has no tourney play time. Is this really where you're wanting your attention focused on? There's just so many other actually oppressive things to vent your frustration on in this game, I assure you SLB isn't one of them.
  4. "Any success due to spectres in the tourneys appeara to be a lack of experience against them, as the games were slow and clusterkittens if anything." Right, top players in the entire gamemode of PvP can't deal with specter so they stack them. Clearly a l2p issue on the teams utilizing them or going against them. Just stop, you went from typing no thieves in pvp to not stacking thieves in pvp then to say that top pvp players don't know how to handle specter and it's their problem. It's very clear you have no idea or grasp of what you're even typing about, and you've been made a fool multiple times already. This is very obvious to be either a troll post or you really just have no grasp on the current state of PvP at the top level, even in ranked specter is dumb - this isn't even a tourney thing.
  5. Bladesworn is miles better then spb, you can see the drastic difference in impact watching boyce's SPB vs Bladesworn. I use him as a reference because he's actually good with bladesworn and warrior in general, although it doesn't really take THAT MUCH to be impacting with it. It's a spammy spec, but still fun - and it's way better than SPB.
  6. So is fresh air though, and the difference is that superspeed + NOT long cooldowns is just better mobility with burst Does that mean core ele is busted or FA weaver is busted or should be looked at? Nah, because it lacks everything else (except ele has earth shield 😄 ), much like soulbeast. It'll just die if you miss your burst, there's a trade off on both the front of direct and condi dmg. There's a reason why both aren't in organized metas because they have gimmicky burst potentials, but nothing else. Especially with Bladesworn existing, and for soulbeast, Tempest exists.
  7. Mech is a meta side noder for a few reasons in organized/comp settings and good in ranked too although a bit more volatile. Mech is way harder to kill than other side noders, and it wins most of it's 1v1s. If you don't have a mech, or if one side has a mech and the other side doesn't, what happens is the enemy mech will always aggressively push a node and always win. They will decap it, full cap it always. You, as a team get put in this situation where if you're trying to get a snowball and retain map presence, someone that isn't your mech on your team has to stalemate that mech, whether it's your specter/core necro/vindi/holo/herald, etc and it'll eventually kill them and full cap. And worst case is lets say that they dont even full cap and you successfully stalemate as any of those classes, that's one valuable player that isn't helping in the team fights elsewhere on the map. So at that point if he's stalling a mech anyways, you might as well have a mech to avoid getting +1'd and able to contest on the same level playing field. That's why organized runs mech, it's a dumb spec at the moment in comp for that reason. Obviously in ranked it's a bit different although it has the same presence, but due to the volatility in player pool and who you get matched up with and against, you could be a god mech and hold off the node 2v1 and still lose because you have garbage players, but ultimately the same rules apply. It's just broken right now.
  8. It's only busted because downstate is actually a busted mechanic in the game. It gets way too much value, and doesn't add ceiling and opens fight interactions to even worse RNG than providing that "ceiling". It's a dated concept that helps only a few specs and punishes most (ranger, for example). There's a reason you either cleave or S stomp now, because ressing is an auto-open for getting cleaved. You almost never use res unless there's like no cleave potential on the class, which is a very 2+2=4 scenario, there is no ceiling and it doesn't make the fight more interesting, only more annoying. Instead of looking at S stomping being broken, the attention should be shifted to downstate in general because it's a dumb mechanic.
  9. For mechanist, The only reason it's good is because 2 defensive traits in Mechanist, everything else is fine. The other pairing factor, mech dmg is overtuned - it needs dmg reduction by 15-20%. Everything else is fine on Mech. There are no mechanical changes that need to be made, just trait options that benefit the side node option and defiance bar removal on Mech. -- Mech survivability traits/mechanics: 1. Reduce duration of boons granted by f2 and signet by 50% 2. Increase signet boon generation cooldown by 10seconds 3. Increase boon generation f2 by 10seconds and remove the stun break. 4. Reduce barrier generation from trait by 50% 5. Remove defiance bar, just make it cc'able Mech dmg: 1. Reduce mech melee auto attack chain by 20% and 30% on the final strike chain (since its 2x) 2. Jade Mortar (even though meta side node doesn't even use this and only benefits from pre/ferocity major, another trait nobody uses in meta) reduced by 20%-25% in dmg or just make it not scale as much off of the ferocity. That's pretty much it, those things alone would make it a bearable side node contender against Weaver / Core Ranger and not non-existent. And well, on the other mech builds, nobody is gonna run pure burst and you can't really roam with Mech because there's just much better roamers and impact pug stompers in ranked than a roaming mech would ever achieve, simply because the core traits don't align well without running holo... You can definitely set yourself up for high burst with mech and yourself, but you have absolutely no survivability. The only offender on mech atm is side node due to the survive traits, and you can't burst with mech in survive traits because it doesn't inherit pre/ferocity from the trait so yea. With that said, if you nerf anything else on this spec you'll just make it unused, because it can't roam, it can't burst without survivability (you'll just be a meme like Harbinger).
  10. I would say there's really only one spec on mech that is stupid strong, and it's because of the survive trait on mech, it's dumb. Also, rocket punch should be removed from the mech side. If you try to do anything else, you'll hit hard but with needing alchemy (sacrifice dmg of course), you just die. It's the reality. Mechs dont just rez after dying, they go on a massive cooldown (because it's based on health when flying up) by default, in which case the engi is a free kill (see below). If you run the GM trait that can revive them they will, but you wouldn't run that to begin with because it's trash compared to the defensive GM on the meta build that's needed. I think the Jade mortar dmg from f3 should be lowered by like 15%-20%. It only does good dmg if you run the pre/ferocity trait, which no meta build will use (because they run the defensive traits because it's needed) but still the dmg is over the top.... -- I think the autos are fine on mech for the most part, mainly because of the mechanics side of the animations... try hitting a moving target with the mech in melee mode and you'll see what I mean. It's actually even worse than a ranger pet, because it will never truly even get reward for an attack chain, the 1st part of the attack is weakest and even then with the wind up time it barely hits. With the wind up time, you can simply walk out of it before the 1st attack sequence happens, you literally have to be standing still for a mech to hit you. This is why the ranged mech trait is the best one by far when not needing to defend a node, but you miss weakness from the melee variant, which may be fine if you run. Since the side node mech build gets an advantage because the player needs to contest the node, those melee attacks are inevitable, so I would say in the context of that maybe lower the dmg by 20% for each attack on the chain, with maybe 30% on the final attack since its 2x. -- I think if you nerf the mech's health then it's cooldown on returning should be drastically reduced. Engi is literally nothing without the mech, which is ironic because that's the point of the class, but it also highlights how dogshit the core traits impact an engi performance when there is no mech. You become a free kill, and that isn't good design on the mech part, because you lose toolbelt skills (most of which are the defining defensive aspects for other engi specs) we're supposed to get punished for somebody killing our AI pet, that can't dodge, and can't actively mitigate dmg from itself. That's already bad design in a nutshell, but on top of that, if you just make it super easy to kill without thinking, then it becomes like a ranger pet. The only difference is you can't actively swap it out to health itself because it goes on a cooldown based on health percentage it has. It'll basically just be a repeat and weaver will just condi down the mech and the engi will be free. That's not a punishment, that is just a brainless shutdown of a class without even needing to worry about having to do it. This is why weaver counters core ranger on side node, their pets just die instantly and ranger becomes next to nothing, the actual difference is at least the ranger has greatsword and can disengage, if you don't slot shift signet then you're essentially kittened. -- All in all I'd say mech in the entirety of the spec is in a decent spot generally, with needing some tweaks to mech dmg itself and not scale as high, but there is a few variants of the defensive side node spec that stem from the defensive mech traits that make it dumb when coupled with core traits. But this is stemming from a role position and how things benefit that role position over the core mechanics and idea of the mechanist itself. The mech is killable when not running those, but when you run the meta side node traits it can't be which is bad design because it has no downside and no punish so those defensive traits should be nerfed, but outside of that mech is actually fine. So I think when saying "mech is busted" generally, when it's just insanely overtuned as a side node option with many scale numbers needing nerfed on the mech itself, it really leads to blanket nerfing across the board and not hitting the true issue with one or 2 builds from the class as a whole. I would say probably 1. Half the duration of the boons generated from the mech defensive skills 2. Increase cooldown of all mech boon generation skills by 10seconds-15seconds. 3. Drop barrier amount by 50% and remove the stun break on f2. 4. Also, remove defiance bar and just make it cc'able. This would solve side node problem and put it more in line with still holding a side node role and have a counterable option from classes like weaver and core ranger. It would also make mech more controllable with your CC thus rendering him useless without just flat out making him non-existent. And yea, I know it's ANET, so that will most likely happen but just throwing this out there that nerfing the mech dmg scales and the defensive mech traits will solve this class's problems, anything more and you'll just make this spec free as kitten. -------------- Untamed, Catalyst, Willbender all need some buffs. Untamed needs a rework in thought process, it's a cool idea but it doesn't feel complete and like other classes (ele for example) suffers from the core trait dilemma. Too much defensives or offensives stacked into a trait line make it necessary when coupled with specializations, this is the case for most classes but it's super apparent with classes like Ranger and Ele. You need superspeed on ele, you can't play ele in pvp without it. So you automatically need air, which leaves you with one option, and it becomes apparent what you need from that choice. That kind of pigeonholing is scattered across multiple classes... So many trait lines just sitting unused that could increase diversity on a whole, and it's super obvious with specializations. I think bladesworn doesn't need anything and seems really good, but again suffers also from the core trait dilemma meshing, maybe some adjustments on the dragon trigger but it'll automatically be better once they nerf the mech side node and vindi overtunes. So you'll just buff it by default. All memes aside, harbinger actually feels like a class where if you do well you get rewarded, if you just lower the dmg a bit and increase survivability as a whole on that spec, it'll be very nice and fun to play and feel rewarding for the effort put into it, feels like honestly one of the more balanced EoD specs I've seen out of them all. If they don't nerf Specter and nerf vindi and mech, then it will just be a meta option for sure. It's way more mobile, impacting and just better than previous thief specs by far and it has a higher ceiling. Beside that though, it still feels like a good class, and prob would be my 2nd most balanced pick next to harbinger, even though harbinger def needs some survivability.
  11. Boyce lost almost all of his duels against rip on warrior , that was both using los and every possible high tier strat you can think. The reality is it just hard counters warrior in every aspect in a straight matchup. He got on ranger and won like 90% of the duels against rip Just play ranger and win
  12. people complaining about BDO being pay2win don't realize that BioHack, probably the richest player out of both NA and EU with full pen gear and accessories (and that includes BiS accessories) did so by only having to purchase a valuepack to get the tax reduction on retrieving items. that's $20, and he bought most of his through the marketplace. you can flip the market in BDO and make billions of silver just enhancing through reblath for free. or you can lifeskill and barter, or you can grind. this is the cool thing about BDO, it can be pay2win if you want it to be, but if you know the market you can just flip and make easy silver.
  13. You're making assumptions based on what numbers and then demanding them to explain why they did something when you don't even have evidence of something they may have done? Where are the statistics for your claims, numbers to back up your claims? It's just RNG, you get some and sometimes you don't but the actual numbers behind it should be explained before you go on rants.
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