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Lametoile.7394

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  1. warriors are martial artist rangers are martial artist thieves are martial artist Basically any class that fight is a martial artist...because martial art means "fighting", wether it is with your bare hands, weapons or magic, that's martial art. Martial artist already exist: that's the warrior. I won't even start on how immensely stupid the idea of going around unarmed in a world full of magic and big weapons is... Can we please get of that nonsense of cliche that "martial art" is restricted to boxing and absurd gun-fu kitten?
  2. I don't think they would remove flow. Adrenaline have always be part of the warrior's gameplay and that would make a lot of traits and skills irrelevant. The best solution in my opinion should be to greatly increase base flow generation. Rooting is already a penalty by itself and we're too dependant on flow stabilizer. If that's properly increased, they could actually indeed turn the first three traits into explosion synergies, while keeping the lines' themes (the bottom one is odd, but it can be reworked).
  3. It would surely be much better if pistol was actually on main hand... We would have the current skills plus any off-hand weapon we like, including the all-mighty off-hand axe and good old shield. Even warhorn why not? Just increase gunstiger and dragon's roar ranges and we would have the possibility to kite with bullets and suddenly jump into battle in a hybrid fashion the warrior never had before. Yeah, pistol MUST be a main weapon
  4. Hello fellow warriors, There's been a lot of discussion around bladesworn lately. We talked a lot, mainly around dragon slash since that's the point. Though at the end I think it's mostly an issue of numbers. However, I think we didn't talk that much about gunsaber itself. Wether we like it our not, that's the true new weapon of the bladesworn. And the primary one at that, one we're stucked with. So, I think a fair part of Anet's job to reconcile us with Bladesworn (and I believe they can and wish them to do so with love) will be to adress the gunsaber's skills as well. Thing is, I think that, despite cool concepts and decent animations, gunsaber, along with unsufficient strength, somehow lacks a theme and purpose. For comparaisons, let's define quickly what make other damaging warrior's weapons what they are and why they work: - Great sword: great mobility and evade, nice combination of a massive assault and a sudden finishing burst - Dual axes: massive area damage, fast attacks and provide all offensive boons - Hammer: aoe cc and weakness with slow, destructive blows However, I'm not sure how to define the gunsaber. I have the feeling they wanted it to look like some polyvalent weapon with different flavours, which I get the idea since we're supposed to do almost all the work with it and dragon slash. However: 1) the lack of a core theme and proper traits to extend it prevent it from being special 2) gunsaber skills would be the perfect opportunity, not only to improve the bladesworn, but also finally give the warrior some tools he currently lack in his gameplay. So I'm interested in your opinion: What do you think should be the theme and functionalities of the gunsaber as a weapon? Do you think one or more specific traits should be added to improve it, and if so what they should do? (that includes an indirect one, such as the most required explosion synergy trait) What changes would you thus bring to the current skills My personnal thoughts: since bladesworn is mostly about dragon slash, gunsaber is supposed to be a weapon that PREPARES for that slash, unleashing its force and ammunition to give the Bladesworn momentum, distract ennemies and boost his upcoming strike. We already have a similar idea withe 4 armaments utilities, which, except flow stabilizer are basically all about "I protect myself and prevent the ennemy from reaching me the time to unleash my slash" Playing the bladesworn, I also got the feeling of a rather tanky class, so I think the defensive aspect (of a warrior preparing his final blow) should be kept in mind) (Currently in thoughts) Reducing cooldowns and increasing attack speed are also basic necessities, I think most of us will agree on
  5. Bladesworn sure fills different. I try to understand how anet want it to change warrior gameplay. It's been disturbingly brutal. Why? Because we basically get rid off all of our previous weapons. Burst being restricted to gunsaber, switching weapons actually feels like a poor option, and dragon triggers is actually bladesworn's biggest source of damage. I'm okay with that if that's the way to go. But we'd better go all the way to make it work. So here are my suggestions: 1) CONCERNING TRAIT LINE 3, which I think is completely lagging behind the two others now. - Unseen sword: As explained, witching weapons just isn't the bladesworn's thing. The theme here is to convert the warrior base techniques into flow and I get why that name. I suggest having the effect triggers instead on evade and blocking (with a 5s cooldown) - Lush forest: that one was clearly op and needed nerf, but now it's confusing to use. My suggestion: Get back to reduce cooldown on last round but only for gunsaber skills. Also add some kind of buff specific to gunsaber - Daring dragon. Right. Purpose hear is to have us spamming the saber slash like that good Sekiro miniboss...ok. Problem is the damage is far too weak at 5 charges to make it reliable and it just can't compete with the two other grandmaster traits. My suggestion: keep the maximum charge at 10. The "reenter effect" also triggers when you dodge. 2) CONCERNING GUNSABER - Supress sheathe gunsaber cooldown entirely. Gunsaber is supposed to be our primary weapon? We can't access burst without it? Fine, but in that case, let us at least access our profession mechanic without restriction. Weapon swap cooldown can stay - Supress F2, have F1 "unsheathe gunsaber" just becomes dragon trigger when use. Will spare us A LOT of confusion 3) CONCERNING DRAGON TRIGGER SKILLS They're supposed to offer us a diversity of option to replace our regular bursts. With the grandmaster traits providing additional personnalization, I think that's decently achieved. My suggestion here: - increase the reach of dragon-slash reach from 900 to 1200, to make it consistent with other long-range burst and make it really feel like a gun. - trigger guard. Not much to say. It has to remain simple and do the job. Thing is, i highly doubt that's the case in pvp. Maybe providing a 1s blocking effect at the cost of some flow could be better suited. - Flicker step. Many here laugh at it and think bladesworn should be allowed to move slowly while in dragon trigger mode. Maybe they're right. One thing sure: it definitely underlying. I suggest adding 2s of quickness, doubling it as a buff to dragon slash's follow up. I don't have much ideas for utility, but I think the change to flow stabilizer deprived it to its value. Fury is just too easy to acess already. To amke somehow an offensive version of berserker stance, i rather suggest quickness. Other suggestion would be add 1 condition converted into boon, increased flow rate if you have no condition
  6. [Thoughts and corrections] Hi, Anet and fellow players. I'm really excited for the bladesworn. I loved the concept, and after played it, I really like that we warriors now have a powerful version that feel very different. Positive: - Great burst from dragonslash, bring something new, really nice to release that full power - off-hand pistol working great with two powerful skills in synergy - Excellent healing skill with a dual options - At last a decent elite skill, that works really well with the mechanics - Cool animations However, there are issues that MUST be adressed: - Many others here brought the point: it feels clunky. And stressful also I think. Instead of a list, I'll go to the crucial point: WE CANNOT USE BURST UNLESS WITH GUNSABER And that's wrong for many reasons: - All traits of the warrior enhancing burst skills (especially berserker power, adrenal health and marching orders) are meant to work with fast-paced use of bursts every 5-6s. Here, we have 8s cooldown, plus 5s channeling, and that's assuming you don't even switch weapon. Berserk power is long gone when you release dragon slash. - Since we cannot use dragon slash without Gunsaber, we most likely are afraid to even switch weapons, effectively losing the second weapon set, or are more dependant to fast hands than ever before. - For that reasons, the Lush Forest trait is basically mandatory for this build to work (I actually doubled my dps by switching to it). It's a great trait, no doubt, and should stay, but the two others are completely lagging behind (especially fierce as fire: why bring burning into a power spec?) Also, gunsaber is supposed to be one of our weapon set, yet accessing it through a f-skill make it unatural and confusing to use in practice. You made something completely new, and I respect you for that. Problem is, everything else the warrior had so far is not designed to work with it. It go further that changing adrenaline gain to flow. So here are my suggestions: 1) Merge f1 and f2: out of combat, f1 allow you to equip the gunsaber. In combat, it activates dragon slash AND make you immediatly switch to gunsaber (consistent of the idea of slashing while unsheathing). That way makes it more fluid between the two weapon set. Also, no matter which weapon equipped, you can track the cooldown of dragon slash and release it whatever your configuration. Considering it's thus become an effective weapon change, increasing cooldwon from 8s to 10s might be justified. If not, reversing f1 and f2 would be more consistent There's also the possibility to use dragon slash with the second set without switching weapons 2) Increase the duration of all effects granted by traits on burst when it's dragon slash (like +40-50 %)
  7. Hello The diving goggles located at the top of the volcano no longer reappear. I equipped them once (and failed the jump), and now they're gone. I've tried switching maps and waited for daily reset, without results. Pretty annoying considered I need the Achievement for "Season of Dragons". Does anyone have experienced this? Edit: seems to function again. Is there a way to supress the topic?
  8. I highly doubt that Jahvi or Ryland would be art of this. I think their roles would en by the end of Icebrood Saga.Same for Crecia. Someone will have to stay behind to watch over the legion, or maybe she would die. Either way, i don't see Rytlock following the same fate, so I doubt she'll be with us. As for the rest: Rytlock: very likely. He's been part of evrything since the beginning, i don't see him changing know. Maybe Icebrood saga will give him a chance to acquire a new role among the charrs, or he will finally fully accept that his place is among us. Either way, it's very probable we'll have him.Taimi: She's been totally out since the end of S4. As her end is approaching, it would be the time to adress it. For all that reason, I think (and hope!) she'll come with us.Gorrik: Hard to imagine Taimi without him, plus we'll need one asura either way, so very likely.Marjory: Practically 100% chance. I mean come on, she's been out for too long, Cantha is the ideal place for her (we may need her detective skills also)Kasmeer: Extremely likely, both to follow marjory and as a kryteen representative. We may have some members of the Shining Blade following as well.Canach: We'll likely gonna have the opportunist by our side. The possible interactions with the Echoval guardians and his possible implication in some elite spec Lore could be niceCaithe: Average. She serves Aurene now. Though she doesn't really to stay by her side, she remains independant from our group. I'd rather see her doing sneaky stuff in the background to help us.Rox: Does she still exist? Joke appart, I hardly see how she would fit in after they failed to gave her a role in a charr-focused season.Braham: Many things will probably end for him by the end of ICB. Either way, if we can spare any member of Dragon Watch, that would be him.Logan: As people said, we'll definitely have the Pact by our side, so Logan, both as his leader and prominent figure in Kryta will definitely be part of the expedition, though we can't probably expect many scenes with him.Ember Doomforge: As the Representative of the Legions, and probably of the Vigil as well, since Laranthir will become the new general and there's currently no charr in the high Warmasters. I see it as a possibility.Now for the surprise stuff:Livia ? Queen Jennah would obviously want worthy agent on that foreign land. Considering how experienced she is, the amount of strange magic we gonna face, plus the fact we're reaching toward the end, she could be of invaluable use to our missionZojja? I honestly gave up. They should have brought her back when we faced Kralkattorik. It's too late now. However, i still love her and if Taimi is with us, then having Zojja by her side as well could make for precious momentsE? Do they even remember him?
  9. As much as I wish for a banner change...having 4 sets of weapon would be op as fuck. It's clearly never gonna happen. Some things that could be implemented in my opinion (and bring some quality of life): Reduce utility banners casting to 0.5s and have them appear directly on your current locationWhen summoning a banner, the skill is replaced by a skill depending on the banner with a 30s cooldown. That skills would activate quickly and automatically teleprort the banner to your current location. Additionnal effect depending on banner may be an option. Battle standard would not have this option and have his cooldown reduce to 120s (picking up no longer available)Picking up the banner to refresh cooldown would no longer be an option (the 80s cooldown would still be in progress while the new skill is shown)Modify oubled standards: Instead of granting you swiftness, grant boon depending on banner upon summoning and relocationRemove boons granted by battle standard to a unique effect that actually benefits from doubled standards and bring something new to meta
  10. In addition to changes, some thoughts about defense-related weapon: Mace: Skull crack: increase damage by 20%auto-attack; no changescounterblow: now grant adrenaline(2) every 0.5 second while channelingpommel bash: in addition to previous effect: reduce current weapon skills recharge by 1.5s when interrupting a foeCrushing blow: no changesTremor: Replace the projectile shock wave by a cone shock wave (range 450)Shield:A generic consideration for all profession: double the shield defense bonus (I'd actually wished it has something more useful, but having an attack+defense number equivalent to other weapon attack score seems to be the minimum Shield bash: In addition to the actual skill: activating it while channeling shield stance increases damage by 50% and grant retaliation (4s)Shield stance: change this skill into an ammunition one. Channel time is reduced from 3s to 2s. Skill cooldown is 8s. Ammunition cooldown is 20s (25s in pvp)
  11. I wouldn't change the way toughness work for direct damage cause that would go against a core mechanic. But let's say we convert 1% of toughness as a condi damage percent reduction? Now we're talking.I see no reason to not include damage reduction into that, but I'd rather have the condition damage reduction if I had to choose. A 1% conversion rate does sound about right. I should think about a different secondary effect for sundering mace though.Mace skills cause confusion on foes struck, more on CCs. 1 stack for 5s base, 3 stacks on CC for 5s. Huh? Confusion on mace? I know some like to use it with condi builds but the weapon itself is power-oriented. Confusion seems so out of place. Its more of a throw back to when Merciless Hammer applied confusion. Some people want it back in some sort of way. That and with Body Blow traited 4 of 6 mace skills already apply damage conditions. That and in competitive play mace/mace might as well be a noodle. Honestly I'd like if Warrior got confusion back somewhere. I'd prefer on Unsuspecting Foe in Arms, and have it applied when you strike a CCd foe, no ICD, but this also seemed like a place were it could be added back into the game.Well that makes it unique for sure, but i don't see in any way what synergy it could bring. Mace isn't very fast to strike to begin with. Other one-handed weapon traits are meant to bring something to both weapons when used. I personnally get an idea: disabling a foe with a mace reduce recharge on weapon skills by 2s(Give more interest to pommel bash and bring something different. Wether you go for torch, shield or axe in the off-hand, that could serve. In theme: creating an opportunity by disabling the foe before unleashing an opportunity strike.)
  12. I wouldn't change the way toughness work for direct damage cause that would go against a core mechanic. But let's say we convert 1% of toughness as a condi damage percent reduction? Now we're talking.I see no reason to not include damage reduction into that, but I'd rather have the condition damage reduction if I had to choose. A 1% conversion rate does sound about right. I should think about a different secondary effect for sundering mace though.Mace skills cause confusion on foes struck, more on CCs. 1 stack for 5s base, 3 stacks on CC for 5s. Huh? Confusion on mace? I know some like to use it with condi builds but the weapon itself is power-oriented. Confusion seems so out of place.
  13. I wouldn't change the way toughness work for direct damage cause that would go against a core mechanic. But let's say we convert 1% of toughness as a condi damage percent reduction? Now we're talking. I should think about a different secondary effect for sundering mace though.
  14. Thanks for feedback Problem is we've already have a stance related-trait. We could have "lesser endure pain" activate upon stance activation but that would make both defiant stance and endure pain irrelevant. Also Rousing resilience already fit the role of the "effect when you break out of stun" trait.Also, in that configuration, we already have 3 traits evolving around pure damage reduction. So my possibilities woul be either one of those: Cast "lesser endure pain" after you successfully block an attack (cooldown 60s) But that would mean it would only work with MH mace, shield and OH swordYour damage reductions also apply half to condi damage (so you'll get 5% from spiked armor, 16% from protection and 50% from endure pain) Appropriate but somehow go against the theme of the trait line that evolves around brute attacksCast "lesser endure pain" when you rally, finish off an ennemy or revive an ally (yeah i know revive traits fell out of flavour)Cast "lesser endure pain" when one of your stances ends (cooldown 60s, 90s in pvp) Most promising one I would say. But could have a bit OP synergy with "Last Stand", ending in long vigor and stability duration
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