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Azure The Heartless.3261

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  1. Good way to get the mountainous Priory library that is the wiki adequately populated. Will round things out where I can.
  2. The worst strongest class is probably guardian, right this second. I say that with the disclaimer that even the lowest performers of the meta spread are still very servicable, with their weakness easily mitigated by smart play. I'd reckon focusing on the functional low end of the meta is probably not going to provide very useful data.
  3. Bro I just wanna play the game without people writing essays about why I shouldn't be allowed to play the game, thieves arent lobbying to be mandatory in match, just competent as a pick.
  4. 💀 🍿 Shh you were supposed to wait until after stealth got nerfed to post this
  5. A class can be op and designed poorly. Some war players dont want to win simply because "immune to mechanic" carries their otherwise unpleasant experience. Too late Violently ill
  6. I think the kicker is that the quickdraw sword technique would be suitable if, instead of raw healing gluing the spec together, the spec was more mobile and enhanced stun or immob in a reliable way. Other games have charge attacks in relatively fast paced games. Street fighter has them, Tekken has them, Smash, etc. It's not a bad idea, it was just executed in a way that didn't take into account that: 1.)The Jetstream sam role is being handed to a sentient player, when Jetstream Sam is a character designed to be a bullet sponge and telegraphed. 2.) Players don't like fighting other players that are bullet sponges. 3.) Good players react to telegraphs, invalidating the competitive edge of classes built completely around them, and bad players will feel robbed if excessively punished for a telegraph they should have otherwise avoided. When you're delivering mechanics like this, you have to think about how the opponents will behave, and : 1.) introduce tools to stop them from behaving that way, 2..) force them to behave in a way that makes the quickdraw viable (frame trapping, bait, deceptive animations and animation cancelling) 3.) Heavily punish anyone getting hit by the attack that has all the bells and whistles. Otherwise, your special mechanic won't see play. And if your design predominantly features that mechanic, the spec will be a bad time for all involved, because you will either have to make the class using it a bullet sponge, make its high difficulty hits obnoxiously high damage, or accept that it will forever be danced upon by anything faster than it. There's a billion ways to deliver this in a thematic way that also works in a pvp environment. Maybe your quickdraw destroys projectiles by cutting them out of the sky, instead of aegis just constantly making you bulletproof, which allows it to be used as a parry or immune mobility instead of just an easily whiffable attack. Maybe your quickdraw can be charged, then stowed a la cloud's limit meter. If gunblade/derivatives were a kit mechanic, with different kits being different styles that encompassed the themes of the Grandmasters, that would also have room for competitive play. But yknow. What I think would have tempered this design is if, in addition to this character as a reference, there was some research done into characters that have telegraphs, but mitigate those telegraphs with a handful of tricks that turn "will the big hit come now or not" into a guessing game. That is, assuming this was intended to be used in PvP/WvW at all.
  7. But I will try it Terrorhuz~ Even setting aside that demon queen builds could push spellbreaker as long as you didn't get hit by FC or a burst (both of which weren't issues resolved by staff), and that hammer vindi can be built as a bunker: Non interactive [unless you have a specific build] is just as much of a point of contention as non interactive [unless you rotate a certain way]. Again, no problems with vindi as it is right now. I just dislike seeing weapons that help round out the spec denominations that don't see play get nerf brigaded for things a half dozen other specs currently do. Other specs were improved by staff. Sure, the means by which they impact game flow are different, but their end result on map influence is similar. Its two people at the most. Bad and average spellbreakers lose 1v1, I've beaten several at sides and only had to ignore noteworthy ones on daredevil. It never took more than 2 competent people to push them. Appreciated. The average power rev casts spear and scavenger burst from range, harasses you with coalescence and autos through projectile hate and area denial from drop the hammer until you get close, then camps death drop and phase smash until weapon swap is mandatory. The button spread may be more complex, but the loop is just as simple as spellbreakers, if not more so, because vindi can play high dps at range, up close, and move to low targets instantly if their off legend is shiro. So again I ask, is this the complex class? Cause i will gladly pick up 10 extra buttons if it mitigates the whine with a vineer of "earned through mastery". People were mad warrior stood on point but they don't really have much else to do but that, even now. Meanwhile:
  8. What's wild to me is staff warrior got 5 pages of rabid frothing over it being easy and tough to kill, but when it comes to vindi a couple of proponents seem to imply it's close to justified functioning as is. Is this the complex class? Exiting the frame every two seconds, doing damage when you land (reckless dodge got axed for this), while riposting shadows into legend swap covers any blunders is easier than playing staff warrior. Not that I'm advocating for nerfs. Yall figure that out. It's the hypocrisy for me, demanding warrior run lean while other rotations are barely interactive. The cycle continues.
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