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Dennis.7856

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  1. Bubble still follows Spellbreaker. Amazing how you still dont listen to your community :)
  2. The patch overall seems amazing tbh. I'm so glad that you finally start reducing power creep in this game!!! <3 There are a few things to i want to point out. 1st of all the never ending issue with Spellbreaker. Have you ever thought about scaling Greatsword F1 "Arcing Slice" damage with Adrenalin level? Its the only damage weapon from warrior that doesnt scale with adrenalin for whatever reason. Doesnt really make sense that you only get more fury while Power scalings stay the same. So maybe you should just change this Arcing slice mechanic first instead of tuning it down in general. 2nd Issue: Spellbreaker Elite: Bubble Im more than glad you finally nerf bubble again but the main issue with bubble isnt even the targetcap but the fact that it follows the warrior. With this nerf you wont change all too much. The only thing you do is giving smaller groups even a harder time at contesting bigger groups. Bigger groups with 10+ Spellbreaker will still holdW while spamming bubbles and you still wont be able to do anything against it. 3rd (and this will be the biggest issue after patch (with current balance notes)): 4 Stat Equipment 4 stat equipment has always been op. But with the lower amount of cleanses and heals, trailblaizer, minstrel and marauder will be the only viable stats. Everything else will just underperform even harder than it already does due to the fact that you just have more free stats overall if you decide to go 4 stat instead of 3 stat.I would suggest to lower the 2 main stats of 4 stat equipment so you kinda get a trade off when going for 4 stats combos. Example would be:Nomad vs Minstrel:Full set of Minstrel (without runes or infusions) gives 1172 toughness, 1172 healing power, 633 vitality, and 633 concentration. = 3610 statsFull set of Nomad (without runes or infusions) gives 1382 toughness, 960 healing power and 960 vitality. = 3302 statsThere is no reason to give 4 stat combos more stats than 3 stat combos. I would personally love if you reduced both main stats of 4 stat gear down to a point that 4stat gear and 3 stat gear gives the same amount of stats overall. It would maybe help balancing it a bit at least. 4th traits that still seem to be a bit overtuned Wont go too deep into detail about this. Just in general there are still a lot of traits like for exampleGuardian --> Honor --> Grandmaster Trait "Force of Will" that give you a lot of improvements such as 300 bonus vitality + heal scaling 1% per 100 vitality which is good but a bit overtuned for my taste. There are a lot of these traits tho. Also Reaper --> Grandmaster trait --> "Reaper's Onslaught" gives you free perma quickness + 300 ferocity + cd reduction if you hit "Life Reap". Its just too many free bonuses without giving you any disadvantage. So ofc other Grandmaster traits will always look bad next to those traits. I would personally do it like you already did with some other traits as well. Give something to suit a classes role for example "Force of Will" = healer trait obv since it gives you very goof heal scaling or "Reaper's Onslaught" as a dps trait and take something else from them away for example toughness or power or whatever.Best example pretty much is Berserker --> minor trait --> "Fatal Frenzy"You get 300 power and 300 condi damage when entering berserker mode so its obv a dps trait but at the same time you take away 300 toughness to make him more vulnerable for incoming dmg. Thats a much better concept of how traits should work instead of just giving free stats or enhancements without taking anything away in exchange. Not sure whether others think about this the same way like I do. Would love to see more opinions on that tbh.Thanks for reading this! cheers \o
  3. Feedback: With those types of questions in mind here's some of what we're looking at.First: Please since its a "competitive patch" you should also treat as a patch for competitive players and not for the standard public player. Engineer:Chemical Field: This skill is replaced by Detection Pulse (from the old Sneak Gyro elite toolbelt) as the toolbelt skill for Purge Gyro. Why would you give scrapper his reveal on a gyro that is already broken. This doesn't make sense at all. Even by reducing the number of cleansing pulses the main issue of this skill will still be the insane synergy with antotoxin rune and "purity of purpose" traitline. Instead of reducing the cleanse pulses you should give this trait an internal cooldown. maybe even look into antitoxin rune and give it a small internal cooldown of 1-2 seconds max to reduce the cleansing spam.~~Purge Gyro: Reduce the number of cleansing pulses from 5 to 3 in WvW. ~~as already mentioned above. the problem is not the gyro itself but the synergy with antitoxin rune and "purity or purpose".Sneak Gyro: Increase the cooldown of this ability from 45 to 75 seconds in WvW.okay changeGuardianSanctuary: Increase number of enemies that can be knocked back by this skill from 10 to 20 before it expires.Tome of Resolve, Chapter 2 - Radiant Recovery: The existing split from PvP of cleansing 2 conditions is brought to WvW as well. This ability would continue to cleanse 3 conditions in PvE.Tome of Courage, Chapter 2 - Daring Challenge: This skill grants retaliation for 3 seconds instead of aegis.Tome of Courage, Chapter 5 - Unbroken Lines: This skill no longer grants aegis or retaliation. I dont see the point in taking away the aegis from the 5th skill since its the most defensive skill you have on a very defensive tome. Therefor aegis application is completely fine. MesmerIllusion of Life: Increase the cooldown of this skill from 75 to 90 seconds in PvP & WvW and reduced the duration from 15 seconds to 8 seconds of its effect in PvP & WvW.Power Break (Mantra of Pain): This skill now requires you to face your target and respects line of sight.Power Lock (Mantra of Distraction): This skill now requires you to face your target and respects line of sight.Chaos Storm: This skill now always dazes on the first strike but can no longer randomly daze on other strikes. This change also applies to Lesser Chaos Storm. Added skill fact to show chaos storm's duration. makes no sense nerfing mesmer even more in wvw considering the fact that mesmer will already suffer enough from the "Illusion of life" nerf.Chaotic Interruption: This trait has been re-worked and now reduces the cooldown of one of your weapon abilities by 5 seconds when you interrupt a foe.as with other traits and skills. JUST PUT AN ICD on it maybe something like 5-10 seconds max. The reworked trait doesn't make any sense and is way too weak for a grandmaster trait. NecromancerFeast of Corruption: Reduce damage by 20% in PvP & WvW. The existing split from PvP of corrupting 2 boons is brought to WvW. This ability continues to corrupt 3 boons in PvE. good changeDevouring Darkness: Reduce damage by 20% in PvP & WvW. The existing split from PvP of corrupting 2 boons is brought to WvW. This ability continues to corrupt 3 boons in PvE.good changeSand Cascade: Reduce the barrier granted by this skill by 33% in WvW & PvP.this doesn't make any sense at least for wvw since its not the additional effects that make shades broken. The broken part about shades is that they can affect 10 people since you hit 5 with the casted shade and 5 ppl around you. It's very hard to balance the shades at this point so my 2 suggestions are:1: Split the passive and the active affected targets from shades:The casted f1 will only affect enemies while the shade proc around you only affects allies.2: Add an internal cooldown to f2 f3 f4 f5 like you did with mesmer shatters. So if you cast f2 you have a 1 second cooldown before you can use the next f skill. By doing this you might consider buffing f2 f3 f4 f5 to keep them relevant. Potential buffs can be:Nefarious Favor: revert the corrupt nerf of "path of corruption" and make f2 corrupt 2 boons again.Sand Cascade: increase the healpower scaling of barrier.Garish Pillar: increase fear duration from 1 second to 2 seconds.Sand Flare: increase the power scaling from 3.15 to 3.5Sand Flare: Reduced the barrier granted by this skill by 25% in WvW.okay change but if you take away base barrier you should always consider buffing healpower scaling in exchange to keep it relevant for support/ celestial builds and less rewarding for pure power or condi builds. RevenantCoalescence of Ruin: This skill would no longer deals increased damage with successive impacts; instead it deals damage equal to what was previously the middle impact damage. Damage remains split between game modes. A red warning rectangle visible to enemies has been added to this skill. very questionable.First: why would add more visual effects to the game while its already stacked with visuals such as shades etc.Second: By nerfing the Hammer 2 dmg even more you would completely kill power hammer on revenant. If you want to nerf this skill like that you need to give revenant something in exchange.Gaze of Darkness: This skill would reveal stealthed enemies up to 600 range away in addition to striking enemies within its 360 radius.you dont need to increase the radius at all. As it is right now you need to have awareness to reveal enemies with it. By increasing the radius you would just make it more casual friendly which isnt the purpose of a "COMPETETIVE PATCH".WarriorCharge: This skill would only removes movement impairing conditions and then increases the damage of affected allies' next 2 attacks by 25% in addition to its previous effects. Increase swiftness duration from 10 seconds to 15 seconds. This skill becomes a blast finisher. okay changeCall to Arms: Removes 3 conditions from affected allies instead of specific conditions. Grants barrier in addition to vigor.okay changeSight Beyond Sight: Increase the radius of this ability to reveal hidden enemies up to 600 range away.Literally the same as with "Gaze of darkness"... dont make the game easier than needed.Quick Breathing: Thinking of kicking re-working it a bit to pair with the warhorn skill changes so they feel more cohesive. Continues to increase number of targets for warhorn skills from 5 to 10 and causes warhorn skills to grant an additional boon instead of reducing the cooldown (Fury for Charge and Resistance for Call to Arms). Grant +120 Concentration.Good reworkI hope you read the feedback and think about changes in a more competitive way for the future.Cheers \o
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