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Ovark.2514

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  1. obviously it would be nerfed in pvp
  2. While they are at it they should give us a pet with aoe pull.
  3. Since I'm on a roll. How about another hot take: I believe that EITHER 1) All utility skills that don't animation-lock you without also defending in some way, SHOULD be stunbreaks, or 2) There should be no stunbreaks period. For instance (taking warrior for example): Utility skills that are instant-cast or should be instant-cast such as Berserker Stance, ALL Non-heal SIGNETS, All non-heal Shouts, etc. . . I believe this solution would be good because it would open up a lot more buildcraft without much downside. Your gut reaction may be to think "Wait, then no one would ever die!" Except that as any longtime pvper can tell you, it doesn't matter much if you're able to stunbreak out of something if you have no dodge or other defensive ability to use immediately after. Also, think about the fact that there's not much in pvp that feels worse than breaking out of stun just to be instantly stunned again. You just burned your stunbreak for nothing. This would also make it less of an issue to have builds designed around CCing foes. This has historically been a problem - hence the nerf to almost all CC damage. Additionally, I do think that stuns and stunbreaks are an interesting part of gameplay and buildcraft. As far as removing all stunbreaks is concerned. I advocate for that because I believe it would highlight the problem builds/skills/traits in the game. After such a change was implemented it would quickly become apparent which CC skills are simply too hard to avoid and need to be removed/reworked/tweaked. In fact, I think the optimal set of changes would be to remove all stunbreaks THEN re-implement the stunbreaks like in my first suggestion so that there are a lot more options for stunbreaks.
  4. I have defiant stance. I have block on sword 5. Other than that I rely on my copious amount of evades.
  5. I want to be able to choose to evade the CC. Mainly because 1 CC often becomes a CC chain, and by the end of it you're dead. If you eat the burst of someone, you might still be alive at the end, just low HP. I play a build which has no space for a stunbreak, so I literally can't afford to get hit with CC at all if it can become a CC chain. I'm not saying that the skill Snap Pull has to change SPECIFICALLY BECAUSE OF THE BUILD I PLAY. I do strongly believe in counterplay for all abilities.
  6. I think what many people forget when it comes to designing skills that can be dodgeable is that players only have 2 dodges. So it becomes less that the skill will never land as, is this a skill worth burning my dodge on. I think players should have that choice.
  7. I believe all classes should only have abilities that are dodgeable. Doesn't matter how many times I post about it though. Devs don't care. It's just really noticeable when warrior gets skills that can't reasonably be avoided because it is outside the norm. Other classes always get a free pass. Also I care more about warrior because I play it the most in pvp.
  8. You can't take the ingame description as accurate. Signet of stamina used to have a tooltip that said it was 1/4s cast time when it was in fact 1/2s. They removed the tool tip for cast time thanks to my suggestion (maybe?) implying that it was insta-cast without actually removing the cast time. Also, pvp is less about numbers and more about what abilities actually feel like to play against. I play against staff wars, anticipating the pull and even though I'm fully prepared to dodge it when I see the telegraph, it's just too fast to dodge.
  9. Yep, for like 1/4s. That's not long enough to register that the thing is there and then to execute a dodge in time. The skill may take longer for the warrior to use but what is important is the length of time opponents have to react.
  10. Smokescale need not exist in PvP. The removal of the CC was a good change but it is a mere band-aid. Please make that pet PvE only. Prelude Lash needs a clearer tell. It's too easy for players to get caught in that.
  11. It needs a 1/4s longer cast time to be dodgeable.
  12. They fixed one part of what what busted about Illusionary Inspiration. 3 More fixes to go before you can actually sustain yourself on power virt.
  13. Why on gods green earth does Magnetic Shield (pull skill) have a MAX OF 3 TARGETS in PVE?! Is ele forever going to be unuseable in fractals? No boon rip, no decent AOE pull, squishy as all get-out, etc.
  14. Untamed is a mess and people have said so for a while. I have held off trying to "learn" it until it was reworked but that seems to be taking even longer. kitten Catylist is still not reworked... Issues: 1: Even though you can Unleash yourself and your pet at will, you don't get access to the Unleashed Ambush abilities except every 9s (barring the quickness trait). This means a player needs to always have an internal timer for when they last used their Unleashed Ambush (UA). 2: You have only a 4s window to use your UA when each time you are Unleashed 3: The UI displaying the vital information of if you or your pet are Unleashed is too small and unassuming to be helpful. Even if you go by whether your pet skills are normal or unleashed, if those skills are on CD its very hard to tell which is which. 4: The UI is ugly and lazy on both the pet side as well as the Unleash button (the later being a square icon slapped over the darkened Soulbeast icon) 5: Hammer bucks the trend of the other weapons and adds unnecessary confusion. This wouldn't be a problem if all weapons had an Unleashed side and normal side, but anet doesn't want to put in that work so here we are. Ideas for some solutions: 1A: Since anet seems to want to have UAs be only useable on a cooldown without actually putting a CD on Unleashing yourself or your pet. My best solution to this problem is to leave unleash self/pet a toggle as it is, but move the UAs to the Weapon Skill #2 slot. The way this would work is that the Untamed has access to the core version of the #2 weapon skill when not Unleashed and the Ambush version when Unleashed. The UA shares the same CD as the skill that it shares a slot with. The other benefit to this solution is that you can leave the Cantrip functionality where you gain different boons/effects when activating a cantrip depending on if you are unleashed or not, as is. 1B: Solution B: Replace the Unleash toggle button with the UA skill based on your current weapon. This would have a 5-sec CD. This one has the benefit of having a very clear indication of whether you are going into or leaving Unleash Mode. When unleashing the pet, https://wiki.guildwars2.com/wiki/Venomous_Outburst should probably be chosen as the "Activate" skill while the rest can be used at will while the pet is unleashed. With this solution, cantrips would lose a little of their reactiveness since you can't always rely on being in the proper form to get boons 1C: Embrace the duality of each weapon by giving each weapon an unleashed form. Get rid of UA attacks. https://wiki.guildwars2.com/wiki/Natural_Fortitude can now apply to all weapon skills, at a lower effectiveness. 2: This can be solved with either the 1A, 1B, or 1C solutions. 3A: The Ranger should get a sort of effect around their skillbar similar to what Berserker gets when he is in berserk mode. 3B: All the skills on the player's skillbar (except pet) gain a different color when Unleashed. 4: Anet can pay an artist or UI designer for this. 5A: Choose the most appropriate effects of the two versions of each hammer skill to combine into one. The weapon needs but one form. 5B: Same as 1C This is a WIP thread since I'll surely find more issues. How do you guys think anet should handle these issues?
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