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igmolicious.5986

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  1. I would personally like a Dune Roller warclaw skin and/or a Lady Wisteria Whiskington skin.
  2. I want to change my speculation to: allowing players to mix and match fashion from other armor weights with the one their profession uses, since mixing and matching heavy/medium/light styles has been something people have wanted since pretty much ever, and people have shown that they don't really care about armor clipping issues as much as anet thought.
  3. Not sure how other elementalist would see something like this, but if we had this as an elite signet, I'd love to have it do something like: Passive: gain 1 stack of "aetheric empowerment" with each spell cast (1s cooldown on stack gains) at 20 stacks, gain 2 seconds of an aura based on your current attunment and a boon based on your current attunement (Fire: 5 might for 10s, Water: resistance for 3s, Air: quickness for 3s, Earth: resolution for 5s, with weaver gaining boons/auras for both attunements [doubled for fully attuned], but at -33% duration) Active: For 15s attunement cooldowns are reduced to 1s (not effecting time to singularity on tempest or jade sphere cooldown) and casting spells reduces weapon skill cooldowns, including those in attunements other than your current attunement, by 1s. With written in stone trait, signet grants 4s chaos aura. Would likely need a longer cooldown to make it not super overpowered, but would be a great way to have a brief period of being able to either take advantage of semi-spamming attunement bonuses and weapon skills, or a way to get a little up-time of auras on builds that don't have easy access as well as access to some helpful boons.
  4. If you're talking like boonball of any real size, honestly I feel like just lowering the target cap (like, say, from 5 to 3) on boon application would go a long way toward cutting into it.
  5. Cool! Suspected that was your stance, but wanted to be sure. It's not about just not wanting stealth nerfed, it's also about not wanting people to have even a single way counter to it. Glad to know for sure your stance and why you were so adamant that no one talk about it.
  6. Honest question, since I suspect you haven't actually been reading the posts other than the ones you are replying to: what is your stance on giving all core professions at least 1 method of applying revealed and leaving stealth untouched?
  7. I somewhat suspect we'll wind up having a "weapon mastery" equivalent to utilities, allowing mixing and matching of those.
  8. As someone who owns all the expansions, I actually agree with this in part. I really wish at the very least specializations/weapons were available to core game players, but it does mean that they'd have to add ways for core-only players to get more hero points, which I feel like would like would most likely wind up being a gem store thing and still out of reach for at least a certain subset of people. I don't necessarily believe all the expansion story and masteries should be free (mounts could still be made available, but with less functionality if you don't have the expansion to get the mastery), as a free-to-play game like GW2 still needs a way to appease the NCSoft overlords' earnings expectations.
  9. Ya, warrior staff seems not just useful, but, in my opinion, fun to use, which is a big advantage itself over a few of the other new weapons in my book. I haven't done anything with the guardian pistols yet, but from what guildmates have said, it's mostly all glamour and no substance. Mesmer rifle has some interesting functionality, but I'm not sure I am convinced on it outside of a niche role in some instances -- it is probably a solid 2nd weapon pick for a dedicated support mes tho. Elementalist pistol really let me down overall, not very fun or intuitive to use, and the visuals aren't even anything that makes it stand out -- even the damage is "meh," so it just doesn't seem like something I'll personally use without some major changes.
  10. Agreed, but you're wasting your time responding to him. He's honestly not here for discussion.
  11. I mean, techinically it does make you do more damage through the stealth attack that becomes available on thief, but I agree on other professions that it doesn't. The reset is the main issue, as it allows players to essentially get out of combat by not only becoming completely invisible but also immune to any skill that requires a target, essentially allowing ending combat at will whenever you choose during a fight with no real way for most specs to count if they are on the other end. As I mentioned in an earlier post (not the original one, but a bit later on) I would be fine with a solution of just giving every profession some access to reveal in their core kit, which seems very much in line with how conditions and stuns are covered in core kits with cleanses and stunbreaks.
  12. And you seem to be mistaking this public forum for a game for the ANet board room. If only the top 10 players and biggest streamers were supposed to post here, the forums would be empty. My opinion on a mechanic in this game is valid as a player of this game, regardless of whether you or any other player on here agrees. These forums are a place for all players to discuss the game, and the rules set by ANet are what determines what can and can't be posted about here. If you don't feel like your opinion matters because of your contributions or lack thereof, that's your right, but your opinion on that does not determine that for anyone but you. If Anet chooses to completely ignore every thread on here, that's their choice, but I suspect that they not only read, but want player feedback from all of their playerbase that is willing to participate, not just the "top" players, even if those players opinions hold higher value to them in some way or another. Side note: no one on here has been whining about anything mechanics related, we have been discussing, which is something people do to trade and improve ideas. The only whining I have seen so far is you complaining about people discussing a game mechanic on that game's public forum.
  13. I ABSOLUTELY think that having strike damage remove stealth (even without causing any reveal application) would be a great solution to perma-stealth. I don't, however, believe that aoe-bombing and hoping for the best case in the current state of stealth is a solution at all (maybe it's just wvw, but perma-stealthers are very patient and very few people outside of a zerg will stand in the red circles, much less choose to move through them if they aren't harried in some other way), nor do I support the idea of any profession requiring more than one person to fight it effectively. I am not against any profession having mechanics that allow them to stealth, I just feel like, as with conditions and stuns, every profession should have SOME method to counter it in the core profession itself -- your suggested strike damage would cover this in a great way in my opinion, but I would honestly even be fine with just giving everyone access to reveal in their core profession abilities or traits.
  14. So the solution is to have an aoe-heavy build as well as a lot of luck and a thief that doesn't have the patience to wait you out or ability to move out of aoes? Side note: mesmer clones can confuse some people, but it's pretty easy to learn to pick the target with either the least health (if burst has started) or most boons (the one with chaos aura is also a pretty easy way to identify in most cases). Additionally, if you do the "call target" thing and they don't invis or target break with a skill, they keep the target icon above them. Other side note: I would totally be on board with strike damage turning off stealth.
  15. Never ceases to amaze me how quickly people resort to ad hominem when they can't defend their position with reason or civil discussion, especially so when it comes to a game. Just because you don't agree with a topic, doesn't mean it shouldn't be discussed. Being able to stealth is one thing, being able to stealth and have incredible mobility means that the aoe fields that are left behind rarely tell you more than the fact that a thief is nearby. Having no way to respond except in the brief period that a thief is visible is the issue -- I am honestly not sure what other classes have access to the ability to only be targettable for a few seconds at a time as well as the ability to withdraw from combat completely at will. Does it take skill to play a thief well? Of course! But having access to mechanics that most professions have no reasonable access to counterplay against (revealed is available to only 3 core professions, necromancer, engineer, and ranger -- elementalist and mesmer have no access to it at all even through elite specializations, and other professions require a specific elite specialization [or 2 in the case of warrior]) seems out of line. Every profession has at least some defence against conditions through cleanses, every class has at least some defence against stuns with stability and/or stun breaks, so not having some method available to counter stealth seems off at the very least. I find it hard to to be ok with a solution that is just "have more people," as that can apply to pretty much any problem that people have in wvw or pvp. If a profession's counter is have more people, that is very much showing that there is a balance issue at play somewhere. I wasn't the person you were replying to on this, but just wanted to add that in general, deadeyes are generally not the perma-stealthers (at least in wvw). They are generally more fightable since they rely on mobility with short bursts of stealth (stealth on dodge with rifle is only like 1 second) when repositioning, and projectiles having a travel time makes dealing with them pretty reasonable in my experience (can dodge/block/reflect depending on what you are running). I even have a build specifically for fighting them on my main character.
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