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Nightmare.1234

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  1. cool concept, poorly executed. it really needs some condi damage application like confusion on the auto and torment on the upkeep as damage on its own is not enough when paired with the healing, rev don't have a powerful damage dealing off hand other than sword to supplement the damage loss. both mesmer and rangers healing/damage weapons feel better to me. if it had the condi options it could be paired with axe off hand as well. revs have lacked weapons since class launch so really need some flexibility in the weapons. the auto animation is super jarring, please fine one that does a sweeping left to right horizontal movement not a sword swinging one please like others have said please reduce upkeep cost as well it way to harsh unless you going make the skill do a lot more for the cost. maybe transferring a condi from yourself each second to the foe and pulling a condi if it an ally would be really cool and work great with a mayllx setup allowing you to move condi from allies to yourself then transfer them to a foe would be really cool
  2. i am really enjoying the uniqueness of the spectres role. i could not get shadows saviour trait to work with the wells shadow stepping also improvisation doesn't trigger on steal but that same issue as a lot of the on steal triggered traits i expect they will get fixed. new i would find a reason for getting that magic wand privateer weapon sceptre.
  3. Can i have number 19 please for raffle account name: Nightmare.1234
  4. I think it be nice if moto made some new mini games based around a virtual reality setting like:just 3 ideas using a lot of available in game assets and mechanics to save dev time : tron inspired racer(tron style charr motorbikes with beetle racing physics (got have drifting), a track that supports at least 10 racers and has random generated course obstacles and Mario kart style power up and weapons ) : vitual shooting game mode team death match(arena with asura ray guns and char rifles etc requiring ammo mechanics team with most kills within the time limit wins really make use of the ingame combat camera) : hoard style game mode(team of 5 surviving wave after wave of variable mobs increasing in strength and numbers with boss waves in between rounds) the arenas for these game modes can be very minimalistic being vr setting so ground would be mainly a grid floating in a completely black void with some generated assets thrown around to make simple enviroments like that combot simulator we had in living story in taimi's lab.
  5. Ele already has its drawbacks in place. Weaver has the heaviest drawbacks an elite spec has ever seen. Restricting access to important #3 weapon skills, and delaying access to #4 and #5 weapon skills which are usually critical for defense. The spec also gives a cd to every attunement when you do a swap, unlike core ele where only the attunement you swapped from goes on cd. Tempest's drawback is less obvious, but it's still there. When you use an overload your attunement goes on 20 seconds cd. This becomes even worse when you consider that they are the most interruptible skills ever with a 4 second cast time, while still giving you the full 20 second cd even on interrupt. Now you can obviously argue that overloads are merely a free addition of tempest and that you can choose not to use them with no drawback. However, this notion is incorrect because every single minor trait in the tempest line involves overloading. By not overloading you are making your minors pointless. At that point you are better off traiting core. Since that makes it preferable to trait core in some situations, it is definitely a drawback. point made, ele the only class I don't have or will never really play (confuses the heck out of me and I cant multi task lol) that's why I don't really have any opinions on the class. maybe it just better left alone, it one of them classes that gets better as others get nerfs.
  6. I think Mesmer getting a f5 wouldn't be bad (like stealth idea) but what about if the elite specs got 1 less clone output slot. (yes some numbers for shatter traits on chrono might need tweaking but it would make the other specs less focused on spam and they both have very strong mechanics) soul beast I would prefer they have access to one pet like their soul split between the two entities. scrapper gyro only really useful in pvp, it not a very powerful extra mechanic.(if It was going have a drawback I would go with removing the cd on gyro and making it cost endurance to use)holo needs a drawback to holo mode because it very powerful for trading in 1 f5 skill for 5 uber skills. maybe make the holo take more damage at higher heat threshold's 3%,6%,9% Elementalist a tricky one I wouldn't want it to have lower cd on swapping just promotes quicker skill spam rotating.maybe it be better to just give drawbacks to the other two.
  7. A lot of these sound interesting and I fully support adding draw backs to elite specs (hope more to come) some thinks that I would changemesmer: Blinding Dissipation. tying this to one type of shatter is very limiting and it on a shatter that condi focused what not useful to power builds. I would make it inflict blind when a clone is killed by an enemy (not shattered). this would punish people for hitting a wrong target, would stop ppl using the trait to secure stomps (what I use it for) and be useful for all builds.: confusing images nerf might be to heavy 25% would be better as a test first. Thiefdon't understand why only one skill 3 with no off hand being changed they all should be given massive buffs for limiting your skill options as a trade off (please look into these) things that sound like great ideas but not enough info to judge yet core rev changes and ventari trait line, berserker and necro changes
  8. wonderful piece of art, I sculpt in my spare time so i can really appreciate the hard work that has to go into creations like this.hope to see more creations : )
  9. I would really love an option to disable tool tip text in the settings, me and a rare few other people who rely on skill clicking get large amount of our screen obscured by giant tool tips (they getting longer) as someone who's played this game since launch with an xbox controller. I would love this feature added. Even a complex game with many buttons can be made more accessible for others players, adding this would help greatly. Oh also if possible can the ground targeting on skills be made to not cancel when u click a none targetable surface. So I can keep clicking without having to go down the screen, reselect the skill then try again to click the surface that want again. A lot of surfaces have tiny rocks and obstructing all over the place breaking up the nav mesh.
  10. That would be too useless then, unless the heal amount was massively buffed. Otherwise all the bonus would do is heal you for 170 when using a torment skill, up to a maximum of 170/sec, but usually much lower than that in practice. I would rather they reworked it to heal you every second based on the number of torment stacks you have on enemies, instead of healing when applying it. was more of a joke suggestion, its how they fix most of their traits, sigils and runes like that. but it would work ok like that if the heal was made 2-3 times stronger
  11. all it needs is a 1 second icd
  12. yep got to new map then a crash and now I cant use my character without a failed loading attempt
  13. its got to be rifle, it called a ranger and it only got 1 dps max ranged weapon. be nice if it was a hybrid damage weapon.utility type: venoms be cool I would happily take pistols or a sceptre thou
  14. (pvp focused) Elementalist suffers from the jack of all trades syndrome, where it can do everything but not one thing better than another class. pvp as slowly shifted into ethier full power/condi one shot style builds, full bunker support builds or high evade, high defence slow damaging builds. Elementalist style don't fit in no more, the class has a high skill cap as it is with attunment juggling, long cast times and a low health pool. because of the attunment juggling they will dip into a focuses attument a lot in a rotation. one minute they can be doing some damage, then next some healing or even just doing some defensive stuff. the amount of time I am facing an ele and it does a fair amount of damage to me, it then exhausts its offensive options and then goes on the defence never really finishing me off but saving itself from my consistent pressure.but while its saving its self and not really harming me I'm still keeping up the pressure and all it takes is a good interrupt and burst and it be gone. each attunment needs some options ( not a lot) to break from its arc type. whether this be in trait lines, using glyphs since they swap with attunments or making the 4 and 5 skills of attunements do something different. at moment fire and air the damage and require more defence built into them, water and earth requires more offence built into them. this way a consistant amount of pressure can be applied whatever attunment the ele goes into. a support build should be able support not just with 2 attuenments and a damage build should be able to damage outside of water and earth.
  15. i fully support this to be an option as someone who plays on controller and needs to rely on skill clicking. I lose a lot of my visibility when I hover over the skill (some skills just have giant text walls) if it could just hid them when in combat that would be perfect, most people going into combat would know what they have equipped and what it does anyway.
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