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Itz Jay.8941

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  1. Got you, appreciate that. I am past that point with this account hence why I don't mind posting on here, but I said what I needed to, as you say it's not worth going there. Yeah I'm just returning after a long break, decided to start learning everything this time so it's been addicting but I'm slowing down now and being more sensible. I'm a carpenter so some days I shouldn't have really been playing, need to sharpen all my kit now, actually, need to get a grip! 🙃🤣 There is a flip side, I have had some really great players complimenting my play and it's really helped calm me down and look past things. Couple of people, what they said has really stuck with me, that really tipped the scales and made me realise it's really not about your gameplay but often your frame of mind. Since then I've helped a lot of players giving them advice, I did a lot of duo q's with people and it was great motivation without being bothered about losing. That's interesting stuff I just want to know they're not taking it further really, my friend is coming over to help me out soon he said it's more than likely fine. Strange times indeed, the matchmaking is crazier than ever as well, but lets not go there "we'll have anet on our backs next"!? Famous last words...
  2. It's not the first occasion it's happened and my PC doesn't crash, it's never crashed outside of these select situations. There is definitely a few hours window in the evening to avoid a lot of this. I'm interested to know if there is something that would help and what these people are up to.
  3. Pretty sure I've got to wipe my PC now, was playing ranked earlier and somebody starts bad mouthing me, the next game I'm facing them so obviously I took them down straight away. Was clearly winning the game then all of a sudden bam my screen freezes and I got to crash my pc to restart. I came back and my team somehow got them at 450-450, I quickly put some pressure on and we won the game. Afterward I called them all out and funnily enough they all logged into different characters. Has anybody faced this issue and is there anything you can do about it? To be honest I think there is some really suspicious things going on in spvp. I'm not about to risk my PC playing this game, the matchmaking and balancing is bad enough
  4. The reason people want to play carry builds is because the game is very much about chance, it's not organised 5 vs 5, it's duo/solo q. So you are taking into account if you play, either 3 or 4 of the players on your team might not be that great. If you play support, you don't really have a chance if those team mates go down within 10 seconds, which is quite common on the first fight at middle, and can decide the entire game. So you got to take something in a duo which is a fast play maker to make sure you still have some presence if your team goes down. Soulbeast can be fun in this situation because of your access to stealth, very good mobility, lots of gap closers, lots of CC, high melee burst damage, stun breaks good, lots of evasion frames, it's a very versatile tool-kit. So you can +1, you can peel, you can chase, you can disengage, you can decap, 1v1 is possible, team fight is possible, area stealth, it's got loads of value. It plays very much like a ninja, get in, get out, repeat, d/p is like an assassin in comparison. It's a button masher and when you start facing better players you can see the potential in clutch situations, you have the ability to pull of insane escapes and re-engage quickly. While fairly simple in terms of understanding your build, you can very much go from zero to try full try hard mode and even feel like you pushed past full try hard mode sometimes, mastering it is very rewarding, this in combination with its versatile tool-kit is what makes it so popular I think. One thing you don't have is a strict rotation so this is something to be aware of when using or fighting the build, it's about timing so having your wits about you as opposed to doing everything right in your rotation, quite often you can change your rotation to keep them guessing, you can go ham or bait them out. Although I'm no pro I do think burst damage is insane across the board now, this is a really exacerbated by the fact you have low population, poor matchmaking and such a wide gap between skill and experience. This means that while one person doesn't ever get hit by maul for 10-12k because they don't stand in melee range of a SLB, the theif or somebody who's being hit for 12k from stealth is banging his head on the keyboard stealthing every 2 seconds and running round with 4k hp decapping the entire game. It's just silly that it can stack the birds from 1200 range with a 12k instant melee hit from stealth. That being said I don't think it's more overpowered than some other options for solo q, I multi class and don't seem to push any higher on anything on particular unless I duo, but I don't think you can these days, the gameplay is too fast-paced and bursty for there to feel much difference in ratings
  5. Ressing is so situational it's really dependant on what rating your playing at, what players the match maker has put you with (good/bad?), your composition, enemy composition, your class, whats going on around you at the time. The higher rating you go vs non dps heavy comps you will find a lot of people who will ress together. Below plat you are really going to struggle to get people to ress together, you have to be so fast some time to get players up before you get nuked so at lower rating or when playing with lower rating players you can't afford to go for the risky stuff. One tip for you is if you think you can get a ress off you can target the person you are gonna ress really fast to get your team mates attention.
  6. Exactly, sure war is a noob stomper especially with rampage being OP cheese mechanic, but in high level play war is much more difficult to play well because everything else is that much better. In high level play it shows that war does not have any utilities really which can turn a fight or help a team mate other than rampage which is on a long CD and really is quite telegraphed and easily avoided when you know how. The SB elite needs completely deleting, it's not used in any part of the game and is just horrible to use and look out. We need a new shorter CD utility in place which can actually help SB become a part of the team, something similar to featherfoot grace or break enchantments but instead maybe it can be a skill which is telegraphed and can be interrupted. I would also propose that the daze on FC be reduced by at least 50%, it's really stupidly long considering that we can build 25 might fast and can easily one shot with quickness and hundred blades. Then I also think that signet of rage also needs reworking as well to give core warrior the love that it deserve and make it part of the team as well. I personally do not think that bull's charge should be touched heavily, if anything a reduced knock down duration should be done. I would rather it stay untouched and SB be nerfed in some other way. Bulls charge really is the only good utility tool we have on short CD which can be used in many different ways, it provides good counter play I think. The Spellbreaker Elite "not being used in any part of the game" isn't actually accurate. Its used in WvW for pushes, its not a terribly useful elite in PvE as you don't really need boon strip in PvE. Signet of Rage could maybe use some looking at, but honestly I think its kind of fine right now. I still prefer to use it over Rampage (unpopular I know). I don't know where this recent whining over Bull's Charge has come from, but it does need to get dialed back a bit. Its become a complaint point for a lot of people, which I think they don't quite realize the context in which it exists. In terms of relating to other Warrior skills, lets remember that Shield Bash got its cast time nerfed to a 0.75 second cast time because people were complaining about the difficulty of avoiding it when it had a 0.5 second cast time. While Bull's Charge has always had a 1 second cast time plus the time it takes to travel from the point of activation and your target; that gives you essentially a year, from far enough range, to avoid the hit. The evade is relatively new but with the amount of defenses literally every other class has in the game, among offenses like CCs, especially when dealing with ranged classes as a melee, yeah...the evade needs to stay, especially if Thieves and Rangers are going to be keeping the kits that they currently have. I wouldn't say its egregious, nor would I classify it as a general "I win" button. Having played Core Warrior against Spellbreakers and such that use Rampage it just becomes a predictable skill when not needing to hold down a point in Conquest. Thats some of where its power derives from, abusing the limited area of capture points. The smaller area makes it harder to avoid boulder, makes it harder to avoid the kick, makes it harder to avoid the AoE stomp, makes it harder to avoid all of its skills. That being said, yeah the damage needs to get toned down for what Rampage should be; CC bot mode.Ah I did never see this in WvW maybe I am sleeping but still I can't see why it can't be reworked, it's not fun or balanced, it's another lazy elite and one hell of an ugly skill, war & sb is lacking a decent elite skill which is why it will never move into a team fighter position instead of being the tanky punisher that it is. Signet of rage has absolutely no utility, it doesn't deserve to be an elite skill at all. So we are left with warrior always having 9 skills. Head butt was a fun skill but idk who in their right mind would play gs on berserker anymore let alone play berserker without gs let alone play war without gs. The elites do really need reworking for war to become something better..
  7. Exactly, sure war is a noob stomper especially with rampage being OP cheese mechanic, but in high level play war is much more difficult to play well because everything else is that much better. In high level play it shows that war does not have any utilities really which can turn a fight or help a team mate other than rampage which is on a long CD and really is quite telegraphed and easily avoided when you know how. The SB elite needs completely deleting, it's not used in any part of the game and is just horrible to use and look out. We need a new shorter CD utility in place which can actually help SB become a part of the team, something similar to featherfoot grace or break enchantments but instead maybe it can be a skill which is telegraphed and can be interrupted. I would also propose that the daze on FC be reduced by at least 50%, it's really stupidly long considering that we can build 25 might fast and can easily one shot with quickness and hundred blades. Then I also think that signet of rage also needs reworking as well to give core warrior the love that it deserve and make it part of the team as well. I personally do not think that bull's charge should be touched heavily, if anything a reduced knock down duration should be done. I would rather it stay untouched and SB be nerfed in some other way. Bulls charge really is the only good utility tool we have on short CD which can be used in many different ways, it provides good counter play I think.
  8. i mean i'll take what we can get? I'm ok with him trying to make the numbers work with what needs to get done. Numbers cant change the designs that are flawed, either he change numbers that can affect multiple builds and destroy it rather than fixing the core issues. But ye everything is so far gone it is impossible to fix this messThey have got this game by the cahonas alright
  9. Im having fun and im having constant close games, and most of the oponents are power builds. For some reason people think its "cheese meta" when 30%-40% of players play condi, how about constant cheese power meta? warrior/holo every game, tfu. By cheese I meant power as well.
  10. Honestly I have no idea how you can enjoy playing this game anymore. You play for 1 hour just to get one semi close game. With the game in it's current state and the controversies surrounding build templates, I'm off.
  11. ^ Not sure if that is a wise idea right now. A lot of the balance that we actually do have, is because of this single sigil. This very important single sigil, is what allows certain attacks from certain classes to be viable at all. If this sigil is removed, it will greatly effect the performance of certain build archetypes that utilize slower attacks during bursts, due to the sigil of agility. Some of these attacks that have honed in the balance structures of certain builds, have done so only due to the sigil of agility. I suggest maybe lowering the quickness uptime from 2s to 1s or something like that. But I believe that removing it entirely at this point, may cause more problems than it would solve. It's going to be a situation where, if it is removed, certain build archetypes will still survive because their animation times are juuuust fast enough to remain viable and practical, but certain other build archetypes which were already utilizing slower animation frames, will become too slow to be practical. When that happens, it is likely that the meta will flip flop all over the place again, and builds that were once balanced due to sigil of agility will become unviable, and builds like Holosmith that never needed it to begin with, will prosper in its absence, despite the incoming nerfs to Holo quick uptime. ^ I believe the nerf to Spider Venom will effect Condi DrD much more than most people are realizing right now. This nerf should be adequate. ^ It's going to need more nerfing than that. This spec's overperformance is currently disgusting. You certainly should nerf the quickness on U as well. But it seriously needs to lose the sustain from Heat Therapy and Forge needs to be put on a 9s CD just like everything else in the game has. If you don't go deep on this one, it's going to keep driving off player base as people are REALLY getting tired of dealing with a class that is both easy & powerful for new users to use AND has a high skill ceiling for veteran players. It's too much. ^ I believe this all very unnecessary. The only thing it needs, is a shift on some of its damage from clone ambush, onto shatter play. This way the Mirage has to be offensive to deal the same level of damage, rather than be allowed to 100% defense while spamming clone ambush damage. ^ Oh that'll definitely be a strong nerf, maybe a bit too strong. ^ Hrm, I think it would be more reasonable to go maybe: above 90% health is 10% damage, and then when opponent has barrier is 25% damage. Not sure it needs that big of a nerf. ^ The Staff Thieves out there would give better feedback than me, but I think it's mostly important that the animation exploits are fixed. You mean that sigil of agility has removed counterplay from many skills whose big dmg was justified by their slow animation/cast time...in that regard the removal of the sigil is simply a brilliant idea P.S Holosmith is tolerable right now and not really that OP compared to the status quo, the reduction in quickness rather than sustain nerf at this point is again a brilliant idea , holosmith is a bruiser and to keep up with the current trends in power dmg/PvE and WvW..their sustain is justified, with the reduction of the dmg and less access to quickness...they become tolerable No, that's not what I meant at all. What I meant was exactly what I said. Holosmith is in no way tolerable, as indicated by 99.9% of the community feedback. You are actually the first person I've seen say anything at all to defend it or attempt to water down opinions of its clear overperformance. In fact, I think that "Holosmith being grossly overpowered in its current state" is the first thing I've seen everyone in this forum actually agree on, to the point that Holosmith mains don't even argue against that opinion, but rather show up in-thread and agree with everyone, while honestly trying to help better the flow of suggestions on how to fix it. So we can INB4 this "Holosmith isn't that strong" thing you got going on here. Also, I was actually the first person to suggest quickness nerfs to Holosmith as a suggestion to bring down its overall DPS factor, as well as its capability to abuse water field blasting/leaping. It was posted in a thread several months ago, which ended up becoming a popular opinion. But what I'm telling you now, is that these quickness nerfs to Holosmith won't be enough to effect its performance vs. other classes/builds if Sigil Of Agility is removed along with the direct Holosmith nerfs. The removal of Sigil Of Agility and the nerfs to Holo Quickness will nerf the Quickness uptime of a Holosmith, but he'll still have quite frequent Quickness application nonetheless. However, the removal of Sigil Of Agility will actually remove MOST if not ALL of the Quickness application for other classes/builds. This will result in an effect where the Holosmith will remain just as proportionately powerful in the next meta, as he is now in this meta. If Sigil Of Agility were to be kept upon this next patch, then the Quickness nerfs to Holo would be adequate to bring Holosmith down to the level of other specs. Note that I never vouched for or against Sigil Of Agility. I said that: "It might not be a good idea to remove it right now" as in, wait for a better patch to release the removal of the sigil. Cal had already stated that this next patch was going to be sort of a "fit in the quick stuff that is easy to do" kind of thing. Removing the Sigil Of Agility is not going to be a "Quick Fix" kind of thing. It's going to come with significant disproportionate changes & shifts to the existing balance that we have now. It is not going to lower the power creep in equalized balanced ways amongst every class. I believe it would be a better idea to wait for a larger and more organized patch to remove the sigil, one that will be able to compensate for the lopsided varying differences in balance effects that it will make vs. every class individually. IE: Removing Sigil Of Agility isn't a big loss in Quickness uptime for a Holosmith, but it is the only Quickness uptime that a Core Guardian has for his burst at all. If you still aren't able to "See" what I'm trying to explain here, I'll just say that: You should be careful what you wish for. The only really good builds that weren't using it were Condition Thief, Fire Weaver, and Condition Mirage. Not arguing with you, I'd like to see the rune go away myself. I just want to see it happen later, when it won't create a bunch of balance issues when it happens. I think that the game has been being indirectly balanced around the Sigil Of Agility for a lot longer than we've all previously noticed. I believe the removal of the Sigil Of Agility is going to have wonkier effects than any of us are quite identifying at the moment. What you said here in the bolded is what I mean. Removing the Sigil Of Agility won't effect those builds at all, but it will greatly effect the performance of certain other builds that are only viable to keep up with Condi Thief/Fire Weaver/Condi Mirage due to the Sigil Of Agility. This shows that the removal of the Sigil Of Agility is not lowering creep in a proportional way amongst all classes/builds, but rather removing it has no effect on some class/build performance but greatly effects the performance of others. This works against the idea of "Bringing the power levels and viability of all classes/builds towards the median" and instead begins to push them away from the median because the change creates decline in some build's performances, but doesn't effect other builds at all. Core Guardian again as one example, is currently viewed as counter play against things like the aforementioned classes, but the Core Guardian will likely drop out of viability completely when he's dealing half the DPS on his burst that he is now, after Sigil Of Agility is removed. Really, the more I discuss this the more it's brought up, the more I realize that removing Sigil Of Agility is going to be effecting the power based builds that are in play right now. When power bursting on swap goes to literally half the DPS that it is now, due to the removal of Sigil Of Agility, in addition to the nerfs being laid down on Holosmith and Rampage, we'll probably be seeing a new condi meta roll in. Power based builds are going to be taking an enormous hit to their damage potentials & practicalities to land the hits on the weapon swap, in addition to rather large trait/utility nerfs. The current condi builds however, are seeing only shaves to their current performance, and Weaver at that, isn't being touched at all. I'm worried that this is what we'll be looking at:Not the balancing of currently dominant power specs, but the falling out of those power specs.Fire Weaver side node dominance. Without power builds that are capable of pushing out enough DPS to actually have kill potential 1v1 against Fire Weaver, Fire Weaver will become dominant on side nodes. Then of course condis aren't that threatening to the Weaver. The Fire Weaver is going to be unkillable in 1v1s. Nothing in the game will be able to get it off a node unless the difference in the two player's skill levels is large where, the attacker is a good player and the Weaver is a bad player. The condis of course punished Herald to begin with and now Herald is losing quick uptime = loss in DPS. Rampage was the only way for a Warrior to secure a kill on a good Weaver, which now Rampage is being nerfed damage wise and Warrior is losing quickness uptime to land these kinds of hits to begin with. Holosmith is losing A LOT of quickness uptime to the point that it's not going to be realistic for a Holosmith to push out enough raw DPS to land kill opportunity on a good Fire Weaver. Then of course Staff/Staff is getting gutted. And then all other power specs were already losing to Fire Weaver, except in the case that the players on those specs were just better players than the Fire Weaver. Those specs that were already losing are going to have it even worse when that burst potential on swap is removed when we see Sigil Of Agility go.Condi Mirage & Condi Thieves will be the runners up for side node dominance, 2nd only to the Fire Weaver because their condi damage can't provide realistic kill potential vs. a good Weaver. On top of that, Condi Mirage & Condi Thieves will both be seeing some damage shaves. Condi Mirage & Condi Thieves will begin to clearly dominant everything other than Fire Weavers in 1v1 situations, for all of the same reasons already listed above.The most annoying and boring part about the above ^ is that those 3 classes won't actually be able to kill each other in side node battles. 9/10 times the fights will result in stalemates or someone just running away if they are losing.Scourge will definitely come back with the nerfs to Warrior's Cunning, the lack of power CC play, and with all of the cover condi spam play that is going to begin happening, to create even more condi cover spam play in team fights. Core Necro may become a REAL thing due to its resistance vs. conditions.All of the cover condi spam play is going to make Sage FB an undeniable must have MVP in any team comp. In fact, it will more than likely be a great idea to always run two of them, not only for the obvious condi cleanse & other support, but also for those AoE burn stacks amongst all of the condi cover.Core War & Spellbreaker after nerfs, Core Guard after Agility is gone, Herald with its condi vulnerability, Holo after nerfs with its condi vulnerability, and Reaper, are going to be completely #$%^ out of luck in a new approaching sheer condi meta. And the nastiest thing here is that if those builds try to stat for more resistance vs. condi, they'll lose too much damage potential to be viable at all. Well Herald could get away with it while using Shao's build but that's about it, and then we'll be seeing a lot of Mallyx in play to add to the condi meta. The other classes can't stray from their current build structures without becoming completely unviable off-meta garbage. Power Rangers & Deadeyes on the other hand, will see increased representation due to their extreme ranged to stay away from condi mess to begin with, and the lack of the presence of their normal power based counters. ^ If my forecast is even roughly accurate, that meta is going to kitten everyone off far far worse than the meta we have now. You're talking nothing but messy condi AoE splashing with little to no tell animations, and high power damage ranged all over the place that not many classes/builds in play will even be able to chase. These are the two things that we have by far seen complained about in the forums more than anything else. I think that Arenanet needs to seriously evaluate the decision to make all of those class nerfs at the same time they want to remove Sigil Of Agility. In my opinion it would be wise to either do the class nerfs as is listed and leave Sigil Of Agility in play, or remove Sigil Of Agility and lighten up on those class nerfs. But removing the sigil at the same time they deal out these heavy handed nerfs, while NOT touching things like Weaver, is going to push condi to the top, which in turns pushes other certain things out, which in turn allows weird things to come in with presence that were not present before. AND YES, the removal of the Sigil Of Agility will effect the game's dynamic every bit as much as it did when Sigils Of Blood and Sigils Of Leeching were removed. I guess to me, the question is really this, and this question has no right or wrong answer: Although the removal of Sigil Of Agility may be healthy in the long run, is it worth doing right now? Are players ready to deal with the shifts & consequences for the next 2 or 4 or 6 months until they can be compensated for, through Arenanet's patching schedules?You've said some stuff in the past trevor but I agree this will likely bring a condi meta. It will be one of the craziest most un-enjoyable metas ever.
  12. I played one game with 2 spellbreakers, 2 mirages and a weaver on my team. The enemy was 2 spellbreakers, 2 mirages and a s/d condi theif. It was absolute cancer man honestly the most un-enjoyable crap I have ever experienced. I play SB myself I know it's broken but I would like to see something done about rampage but I can't see what else sb can use? IMO they really need to re design the spellbreaker elite into something which compliments the playstyle better.
  13. I'd sooner see d/p theif reverted back to original and be getting wrecked by it than thieves having to use s/d its such a dumb set quite literally as you said you just press 2... It's boring to play and play against.. Bring back d/p.
  14. After the templates patch I think my third game in my pc randomly shut down. It's just happened for the second time now I tried to open the client up again and it shut down instantly, managed to open it up the second time trying to get back in and its working fine now. Anyone else experience this?
  15. 1) Combine the build and equipments together so that we have full builds that load up everything you need from equipment to traits and utilities in one click. 2) Make PvE, PvP and WvW templates separate from each other somehow so that they automatically load the last used when changing through the maps. 3) Make PvP templates save sigils, runes and everything else fully (see above as well) 4) Add the option for a one off purchase for unlimited use of build templates. I would happily pay a one off fee but will not be purchasing any build templates whatsoever otherwise. 5) Make the amount of build templates you can have to at least 10-15. 6) Rename the options to simple things like loadouts, load template, save template. 7) Add an ability to change templates other than the one currently equipped. Overall, the design needs to be very similar to the arc templates. It needs to be simple and easy and fast to use, no need to over-complicate things and separate builds from equipment and things. Just easy loadouts that can be loaded up in one click. The most important thing though is to add a one of payment to build templates for what should be obvious reasons. I would sooner pay the price of an expansion for unlimited use than pay for separate builds in the game. There then needs to be refunds for all previous templates purchased.
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