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mixxed.5862

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  1. Maybe in WvW with Viruoso you will chase after enemy AoE fields now LOL
  2. Did you see the changes to "Psychic Riposte" for the next beta? All of your bladesongs will be unblockable if you take that trait and space them out a bit - for WvW anyways (if you also take "Bladeturn refrain").
  3. I'd like to see an additional mech skill (e.g. F4😞 Your mech clears target and teleports / charges towards the target location. Range ~1200, CD ~20 sec The most annoying thing about the mech in PvP is that you can't appropriately micromanage its positioning - so at times it'll just stand there and get killed, or outplayed with LOS etc.
  4. I don't understand how they conceived such a misguided change. They got rid of everything that was interesting and balanced about the design of Mantras. Now in PvP they'll either be bad (so they're not played at all) or stupid (when they see play - the design allows for very little counterplay).
  5. Thanks for the follow up, although it doesn't really nerf condi firebrand. But that was probably intentional. Just one more thing: Please revisit the Mantra changes! I really despise them. I think they're boring, unnecessary and all they accomplish is make the game less interesting. They're just bad. I beg you to reconsider and keep Mantras as is until you figure out a more appropriate balance direction.
  6. With the torment change you could unsplit the d.amage coefficient. Make it 0.06 in both PvE and PvP while moving (currently it's split and 0.045 in PvP).
  7. The mantra changes don't seem good at all. I understand why you didn't like them in PvE, but for competitive game modes the design was sound. Why didn't you just reduce the cast times in PvE and make the final charges better? It's such a boring excuse of a "fix" to just remove their core functionality. The design wasn't the issue, the balance was. Why aren't there any meaningful balance changes for PvP and WvW? As the balance team you should make changes with all game modes in mind. All you will achieve with the current changes is cripple build diversity and exacerbate existing problems. What about the pas.sive traits that were (rightfully) put on 300 second cooldowns? Are there any plans for all the subpar specializations and weapons in PvP? How do you intend to fix the very restrictive and boring meta in WvW?
  8. This mantra that taking things out is bad, or that nerfing is always bad and buffing good, is idiotic. Why is it always the same straw man with you guys? "Hey, nerfs are great and all, but maybe buff underperformers too"? "U just think nerfing is always bad and buffing is gud" Or in Justice's case, he points out that that buffs and nerfs are equally effective/innefective and are a complete red herring in the first place (there was a multi-page argument about this). His stance is that looking at buffs/nerfs as the sole means of balancing a game is a common mistake people and devs make, yet here we are again with the same strawman "U just think nerfing is always bad and buffing is gud" This is getting old. There's a good reason why the community shrank to an even smaller fraction of what it was since Feb 2020, and there's a reason why it continues to shrink. And yet, every time someone tries to shed light on why that is, this same over-used strawman inevitably pops up. Ya, People are stuck in a box they can't escape from and god help me I tried to help but it's impossible. These guys don't want builds (the very thing that defines guilds wars as being guild wars) they want Super Smash Bros or Fortnite. They want all player choice wiped out, and want to play Battle Royale Mode instead of Conquest. And ya, this strawman is always played and I just don't have it in me anymore to explain something that they clearly won't understand. Looking at this guy @mistsim.2748 's post it's clear to me this guy will never understand anything remotely close to diversity let alone "Balance 101." @mistsim.2748 I us-to work in business in a creative industry, and I'll tell you what I learned from sitting around in meetings with investors. That every sound-cloud "Rapper" that approaches a record label "has a vision." This is not what people, and investors look for...whether someone has a vision or not...people are interested in whether the vision you have solves a problem and can make money and show real world results. If your vision consistently kills pvp over and over and over again, this is a failed investment and your "vision" was a colossal failure. Do you think CMC doesn't have a vision? Do you think that any developer before them didn't have a vision? Whether they have a vision doesn't matter it's whether that vision actually works or not. Come up to any investor with no knowledge of what you are talking about and find out how far you get...you might be like Theranos and be able to con some people, but the smart ones...the skeptical ones probably wouldn't have wasted their time without actually seeing some kind of shred of evidence of a working prototype of her dream machine. I've linked on here, explaining that an exact science is involved in the creation of balancing elements in a game and you know what most people say? "I'm not gonna watch a 1 hour video..." Ya these are the kind of folks you throw their CD in the trash can at one of these meetings. Their salty that they were denied a record deal but that's the reality for these people...most people are purposefully ignorant because they don't want to put in the actual work and effort to figure out how something works.This was very delightful, thank you. It's quite something to see so much arrogance all in one post. They're simply trying to make sPvP the most fun and skillful it can be. They realized that it isn't if you get one-shot from stealth or killed in a matter of a second in three hits (with the first being an instant cast CC). So the february patch of last year happened. Right now it's become evident that Conquest isn't much fun either when the pro strategy is to sit on a node and bunker it down all game. It's not very exciting when we see 2 or 3 kills in 15 minutes of gameplay. PvP is at its best when there are high stakes, fast rotations, it's about getting the clutch kill, winning the team fight and gaining momentum. All of which doesn't happen when Mender is run by 3/5 meta builds because it offers incredible sustain to a few select builds (mender scourge, mender guard, bunker decap druid/ventari rev). Mender was the problem because it was fucking overpowered. They did right to remove it. Tldr: The balance team is doing a pretty good job lately so don't be a smartass
  9. This forum is such an abomination. Nothing but narrow-mindedness and silly complaints. The last patch was a big step forwards. Team fights and duels finally tend to end in kills. We'll just have to wait and see what the meta settles on. But for now it looks hell of a lot more fun and diverse than before.My only worry is that some people will run double support to keep the bunker meta going.
  10. Leaves room to buff it into something other than the lame sidenode decap role later. Yeah we're 9 years in. No one wants to wait 2 years for the "possibility" that a completely ruined class might get attention to become semi-viable. Druid had received nerfs to the actual skills/traits rather than it being handled with amulet removal. So when they remove Mender/Marshal to tend to 1 build on Scourge rather than nerfing the Scourge's actual traits/skill in question, Druid CA kit and the entire Druid specialization line will be completely useless outside of Ancient seeds. I mean USELESS capital and bolded. Removing Mender/Marshal is not the way to go about this at all. 100% guarantee you it's going to force the stalest most narrow meta we've ever seen x10. Have you been to wvw lately where there are still options for making different kinds of builds? Yeah it's amazingly fun. Going in there and messing around will remind you of how much more fun the game is when there are options to do different things.So you really enjoyed playing the current druid build that much?
  11. Leaves room to buff it into something other than the lame sidenode decap role later.
  12. Nice, happy easter to you, too!Praise CMC \o/
  13. SPvP isn't an MMO. It's a conquest game mode that requires good balancing to make it fun.But currently it plays like a boring game of standing on node. No fast-paced rotations, no momentum plays, just try and bog down the game - that's the winning strategy. Mender's plays a big part in that. Straight up removing it is sensible if you offer new options to keep support builds viable.
  14. I don't get your problem with removing Mender's. While build diversity is cool in an MMO we're talking about sPvP - a very specific game mode that gets insanely boring when half the players run a bunker build. Removing Mender's is the most effective and only viable way to fix that right now.
  15. I honestly think removing Mender's is the best change they can make. With the more sane damage level it has become the Magi's amulet of current day enabling bunkers left and right. It's just not a suitable amulet for conquest any longer. The sooner it's gone the better. The game mode will be better off.
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