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UncreativeGreen.2019

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  1. (This is a joke … sort of. And I’m not salty, it’s just seems to be the playstyle of most of the remaining power heralds left in the small scale scene) as a power herald you run… with friends. That’s the only time I see power heralds “roaming” anymore. Just ghankers and duelers running in about groups of 5-8 just “solo roaming”. Pretending like they had a huge impact in that 5 v1 as they sit back behind their will bender, soulbeast, and d/p SA thief friends, constantly about facing, weapon stow spamming, and jump dodging. Then they port in for their big Shiro burst after the target has wasted both dodges and other cool downs from the other “solo roamers”. Then they run one out to their skill and wonder why small man fights are dead. but in all seriousness, the other suggestions are good. Especially speed relic. Kind of essential to kite a lot nowadays
  2. I suggest doing some research or at least checking to see what the updates where whenever there's a download. It's not a bug. They reworked Kalla.
  3. I'd be up for a permanent gizmo item in the Gem store. Seems like the kind of QoL the 'Rechargeable Teleport to friend' is. Keep it in you inventory, double click it for both offensive and defensive buffs for 30mins. Refresh the timer at any point, no charges needed. but locking it behind gambling seems a bit much.
  4. Can’t have Karakosa relic, the fun interactive, combo based healing relic, out do the passive monk relic either. Would be too hard to balance
  5. LOL, what a weird "QoL" change.... "Here we fixed that weird wait time on the second interact of each jade bot node, made it even easier to stack up the buffs, and and increased it's total timer to 3 hrs!!!!! ...... And then we made it completely useless because we didn't even know how it was interacting inside our own game. Enjoy your 10s boons every minute and a half out in open world where there no need for extreme balance measures like this" I don't know what was wrong with the old version, and even why it was vital to fix it.
  6. Can we please take another look at the latest balance pass for Ventari out in WvW. It really didn't feel like well thought-out balance decision, more like a rocket powered sledge hammer to completely remove a skill from the field. Energy Expulsion: Lowered the stability duration from 5 seconds to 3 seconds in WvW only. Increased the cooldown from 2 seconds to 15 seconds in WvW only. Serene Rejuvenation: Reduced the Energy Expulsion resistance duration from 4 seconds to 2.5 seconds in WvW only. In my opinion, this was complete overkill. I understand the overall goal was to remove stab spam from the boon-ball. (Or at least whatever beats Roy's Boon-ball guild.) But could we have maybe taken this approach in steps rather than jumping off a cliff. The 15s cooldown is ridiculous. A 750% increase in cooldown on top of duration nerfs... doesn't the cooldown increase already take care of the boon uptime? Why the double nerf? I know that balancing low cooldowns with energy costs haven't worked out for Rev in the long run, and that it's easier to slap a cooldown on it and call it a day, but 15s? Really? Rev typically runs in 10s cycles in fast pace fights. AKA swapping legends off cooldown. If I use Energy Expulsion right before I swap out of Ventari, it wont even be up when I swap back into Ventari. Ruins the flow of the class. Energy costs should weigh into some of the cooldown. 35e is a 7s cooldown already. That said this is some of my ideas I list here for the devs to ignore... 5s cooldown to Energy Expulsion with the nerfed boon durations. This keeps it close to the 35e/7s cooldown while not letting it be spammed when stocking up energy or when running charged mists. 10s cooldown to Energy Expulsion with the old un-nerfed boon durations. Still keeps meaningful boons on a longer cooldown. Doesn't feel as bad and will always be up when swapping into Ventari. 2s cooldown to Energy Expulsion but remove the stab and keep the nerfed duration on the resistance. Keeps its old cooldown, keeps a thematic defensive boon, but loses stab that really didn't belong on Ventari. In addition make Purifying Essence into a stunbreak (finally). None of these will happen, I'm well aware. They'll keep it a completely dead skill and sweep it under the rug. I have a better chance waiting for the 4th rework of Ventari in 2057 to make the skill good again than them reverting a balance change. Thanks for reading my rant....
  7. I don’t think they’re quite there yet. I’ve always believed they take every employee who has a birthday that month, give them one biased buff or spiteful nerf. Then blind fold them and go to town beating the kitten out of a piñata for all the remaining fluff changes.
  8. I was thinking they'd join the train super late and make WvW into a battle royal.... glider in, loot your boons out of chests, and fight for your chicken dinner..... ...and spvp will just be a Roblox lobby...
  9. I originally thought to only put it on Necro, but I like the idea of flipping fear so mobs run towards you. Call it “beckon the soul” or something. Would be crazy good at setting up damage for pvp combos, and be less annoying in pve (looking at you healing scourge that has to fear away the nice neat pile just to use transfusion) but it could work as a relic too. I guess it’d sort of be like taunt, but actually better. Ranged mobs just don’t stay at range and auto you. They’ll actually be cc’d and run towards the source.
  10. I’d agree that it doesn’t need boons on the tether especially might and fury, but some regen somewhere on the weapon will go a long way in trying get a heal renegade back up and running…. That and something less than a 1s icd on soulcleave. Herald and Vindicator spam it out hard, but Renegade struggles to produce anything other than spirit boon swap to ventari.
  11. Works with the -4 energy drain facet combination of light, darkness, and elements too.... so you can run around with regen, fury, swiftness, might, and quickness while only at -4 drain. Just be warned that its a niche thing to abuse... bug resets on any loading screen/map change and on mounting/unmounting.
  12. That'd be neat... they have the tech. Look at Untamed Hammmer on ranger when you use it outside the espec. You get to choose the version of the skills. Just introduce 4 new skills to existing weapons and you can mix and match. pretty good build craft from that alone....
  13. I feel like at the very least, the "flip" over versions that are supposed to be the empowered skills (what a weird way to implement them) could have been inverted colors, or orange themed... so on the tooltip art for each skill blue is normal, orange is empowered.
  14. 4 not 3... sw/sw 3 is asking for trouble in mechanic heavy pve fight...
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