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Zietlogik.6208

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  1. the new version of the skill is garbage. * Sacrificing health puts you in combat no matter what (unlike Health Steal) which is a problem they tried resolving years ago (with Warhorn) and apparently completely forgot it was an issue. * Canceling EITHER of the 2 skills puts it on FULL cooldown now, which is inconsistent with every other skill in the game. So if you cancel with weapon swap, it will always put your weapon swap on full cooldown as well.
  2. #1: Secondary activation being obstructed - the secondary activation of these skills (aside from Path of Gluttony) become available when you HIT a target with the skill, but if the target goes behind a lamp post, the skill all of a sudden becomes obstructed and fails. Logically this makes no sense, if you hit the target with your skill and sacrifice health, your payoff should be the ability to use the skill reliably. Mechanically, it should act like a "mark" of sorts, or a "time bomb" that is active on the target, and triggers when used again. It should ignore terrain/physics and range restrictions, but still be limited by skill/player defenses such as Block and Evade, etc. #2: Ground Target unwieldiness - Skill #4 (Hungering Maelstrom) has an identity issue issue in the skill set due to how the gameplay feel is set. Ground Target abilities work great on skills and weapon sets that are meant to "bombard" and stay at a specific range, whereas Swords tend to gravitate towards pushing forward or being closer to melee range and moving around, making the skill a little awkward in melee fights combined with the player movement. #3: Secondary skill cast times - The "flow" of combat still feels slightly off, although greatly improved from the Beta, mainly due to having cast times on the secondary activation of skills. A way to remedy this would be to make the skills instant cast, and increasing the duration they can be activated from 3 seconds to 5 seconds. But to balance this, have the skills not immediately usable, but after a 1 or 2 seconds "cooldown" period, in order to eave them between other skill usage.
  3. don't forget sword 2, stomp, earthshaker, etc just hitting the air if on the slightest of higher ground
  4. Make hard CC conditional (aka not work unless it meets criteria. X skill only knocks down moving targets, Y skill only dazes enemies casting a skill) or all have long cast times and keep their old damage. Right now there is very little reason not to just throw CC skills on people on cooldown.
  5. I didnt say REMOVE the cooldown or anything, just lower, and not by much, a few seconds would be fine, it would be just weird with sigil swapping. And in PvP/WvW you need to dedicate most of your utilities and several traits to even try and maintain life force, other wise you will just be going back into shroud with 10% LF anyways. The CD reduction just makes swapping smoother, so you arent running around counting down the seconds to be able to re-enter shroud again (I feel 10 seconds is just a tad too long)
  6. I still feel like they just need to reduce the recharge of Reaper shroud (not the skills, just the activation) to feel more like you are "stance dancing" between shroud and weapons
  7. Previous: Increases movement speed while in shroud. Reduces recharge on shroud. Movement speed increase: 25% Recharge Reduced: 30% --------------------------------------------------------------------------------------------- Current: Entering shroud grants swiftness and removes movement-impairing conditions Swiftness (10s): 33% Movement Speed Condition Removed Condition Removed Condition Removed --------------------------------------------------------------------------------------------- Movespeed: The amount of hoops that need to be jumped through to get a slight bit of movespeed (usually fully dedicated to runes, doesnt leave much room for variety in build creation) Cooldown: The fluidity of using shroud as a "stance dance" on the 7 second cooldown was smooth and felt natural, but 7 seconds may be too short. The current 10 second CD feels fairly clunky. Honestly, even lowering to 9 seconds would probably feel alright (then it would still match with Sigil cooldowns, and have less of a "fish out of water" feel when you enter or exit shroud.)
  8. Its in a very strange place at the moment, where outside of elite specs (mainly condi zerker) Longbow has no real place, it is mediocre for both condi and power across all game modes. At the very least, revert the December 10, 2013 nerf that literally made warrior F1 BURST, pretty much just a big fire field that tickles enemies...
  9. I dont even want to fully make Juggernaut, but just make the ooze gizmo, this is the only thing stopping me :( (still buggeronied)
  10. Personally have never had trouble in Guardian 1v1s as Reaper. Burn guard is a free win for me, some power builds can give trouble if I get caught in a bad position, but generally it is pretty much a class I can confidently fight
  11. I have been having astronomically bad matches for the past month or so, not sure when this all started, but its noticeable for sure
  12. Edit (again): Turns out, completing the "Who Needs a Magic Sword" achievement (hidden, and not listed as a requisite) will complete this. Still seems like a bug this is a screenshot of what I mean There is 1 achieve at the bottom of the list (Social Butterfly) that is, yes, also checked off (just can't increase the size of the achievement window to show all at once). I will try the API thing to see it is shows some anomaly, I wasn't aware that was a feature on the wiki. Edit: So according to the wiki, once the API is applied, there are 20 achievements total, one of which is still hidden to my account: "Who Needs a Magic Sword" is the only achievement of the 20 I have not done (even though the Achievement only asks for 19, and the one I am missing is not listed at all as a requirement)
  13. After finishing the final achievement in the Path of Fire: Act 3 Mastery collection (19 total) it still displays 18/19, even though every achievement is checked off.
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