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Radjan Majere.4208

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  1. First: I accept the design premise that boon dps builds should require some boon duration dps tradeoffs. However, with 3.5s base on a 5s ICD, combined with the fact that you can't perfectly time your burst skills to the ICD and it can be several seconds before you next one if you "just miss" the ICD -- before even accounting for the times you're out of berserk mode -- the result requires WAY too much boon duration to be a reliable 100% quickness for a group. It takes almost 50% boon duration just to get to theoretical possibility of 100% uptime (>5s off the burst) , and then in practical terms you need a lot more cover to fill the gaps. 100% quickness duration gets you to just 7seconds, which sounds like a lot on a 5S ICD but it means you get less than 2 seconds after an invisible cooldown to land another burst skill - and heaven help you out of berserk mode. Meanwhile, qDPS Deadeye can put 0 concentration and get full uptime? AlacSworn is in much better shape, too. qDPS deadeye probably needs to be toned down to fit the design intent, but the current state of Berserker is broken (on the bad side) even if you accept that they're not SUPPOSED to be as broken (to the good side) as Deadeye. Easy solutions: 1. Lower the ICD, offering more flexibility to account for the required gaps between burst skills. 2. Raise the base duration to at least 4.5s (I get you don't want it at 5s, but even at 5s you're going to have big gaps in uptime with 0 boondur, so the design intent is met.) 3. Add another group quick source that's viable to fill the gaps, which then increases the value of your investment in boon duration. Warhorn is interesting because it forces another DPS tradeoff and brings some variety, but the base duration is too pitiful to act as a gap filler right now.
  2. As a mostly solo decorator of our guild hall, it's taken me a long time, but I'm at the decoration cap and it's one of the saddest days of my GW2 experience. I've got theme areas for special events, raid trophies, WvW decorations, the gods themselves, and other general ambiance and so much more I want to do. To be fair, there are a lot of things like an early "JP" that goes up to max height, which I've tweaked once before knowing I was at the cap to remove some of the "constant stairs" style decorations - I can embed it more into the terrain, use more oakhearts or teleporters and other stuff - I know there's room I can free up. That said, I have a large appetite for expansion plans and the idea that I will start being inhibited by this cap more than my lone ability to fund all this is incredibly disappointing, and now having to lock down decoration privileges for people so we don't "waste" those slots... it's sad. I loathe that I now have to decide if my platypus hedge-duck is worth the 10-15 decorations or if my super adventure box zone needs to have more linear routes with fewer side options just so we stay under the cap. So, here's my suggestions: Look into technical feasibility of raising the guild decoration cap. I shudder as I say it, but if it were reasonably priced for a small guild, I'd pay gems to unlock it. (I will DEFINITELY regret saying that if you do it, but... if it's the difference between getting the work done and not....) Guild halls are MASSIVE compared to the 2,000 decoration limit, and modern machines can certainly handle it if your back end can manage it. You made GOOD progress with some of the later decorations being larger in size - think snow mounds to replace groups of snow piles. (The boring oversize snow blocks, not so much TBH, though long-live my robot snowman!) Look at what people are routinely doing with the decorations and try to design new decorations that free us from using lots of little decorations just for "Structure" or to give a player extra height to glide - think the SUPER TREE and SUPER MOUNTAIN where one decoration can replace a stack of, say, blocks of the solid ocean or something to get a player more height to glide from. Or things like the Djinn launching device (why not make higher ones like varying height bouncy mushrooms?) or teleporters and oakheart essences that we can use to connect areas with minimal "scaffolding" decoration use just to make paths between them. More of these kinds of things in the newer decorations will help minimize the impact of any cap.I am sure I'm in the minority, but I love the current system, even with all its faults. This player-generated content is a wonderful creative outlet and I hope you find a way to support its expansion. Respectfully,Lamont/Radjan
  3. F2 upkeep is -3 now, and IO's upkeep is -8, so you can't use both at the same time. Huh. I just assumed it would degen faster from the pool of available energy - never noticed that there was a -10 upkeep cap before. Feels wrong to not be able to use it when I have a pool of energy that isn't depleted, but I guess that's how it's intended to work and I just never ran into it. On a side note, since there's an ICD on the Shiro F2 lifesteal, it's probably not terrible that you can't channel them together. Thanks for the heads-up.
  4. BUG: In WvW, I can't channel Impossible Odds and the Shiro F2 at the same time, regardless of which I start first. (Says not enough profession specific energy, which is not true. Anyone else?
  5. First, add Bolster Fortifications to that list, for the heal-rev crowd - not explicitly noted in the patch but it is implied, and gone. Ventari/Glint heal rev puts out tons of healing and now doesn't HAVE to camp Ventari, which is very nice, but I really miss the damage mitigation of the protection on heal when the tablet-move skill is only 5 energy. The constant micromanagement necessary won't be missed, but the ability to pulse protection (other than glint elite) right where you're focusing your healing will be. Second - people (not just you) need to talk about game modes when you talk about your concept of balance. Glint isn't the top 2 for raid-style DPS, for example, since you CAN assume you get your might and fury from druids and chronos. However, a few posts down from you someone else said Glint damage sucks, which in WvW isn't true since you can easily get 25 stacks of might early in combat with Glint and traits (and share a lot of that with a small roaming group, too) - a huge boost most roaming players won't have. WvW players also have a need for SOME sustain or mobility that a PvE raider won't. PvP players have their own balance needs. Some skills vary by game mode, too. We all need to be precise about what game mode or scenario we're talking about. Context matters.
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