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Senji.2048

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  1. Is there any ongoing / planned effort towards reducing it?
  2. My post wasn't about having problems surviving under AC fire. Sure, tank up, join squad, stay on tag and support allies. No problem even in siege capped keep or garry. My point was: if there were no ACs to deploy in a first place, maybe people would discover they have skills to use. Periodical No Arrow Cart Week might remind it. But pressing one button from atop roof is probably easier.
  3. How about a week of WvW during which the deployment of Arrow Carts would be blocked?Syrvey: Yes / No?
  4. I confirm. Our squad was about to cap Stonemist and cca 70% people crashed.
  5. I intentionally mentioned just those 2 simple changes (removing participation from some activities and reducing the participation period), cause it would be easy to implement without need of reworking the participation mechanics. And I believe it would be worth trying out. Active players won't notice a difference. And if it should discourage some players to play, then the wvw might be better off without them.
  6. I would like to address the issue of receiving rewards through wvw participation.Simply said: remove participation from: hitting and destroying enemy structures with siege, repairing structures, killing enemy npcsreduce participation period, thus encourage players to be active more oftenIt's quite frustrating to be on a map with a queue, with people standing around, repairing walls and only occasionally joining the action, just to go afk again.
  7. Would it be possible to make legendary gear sharable across all account characters? So that it wouldn't need to be unlinked from all character builds in case of giving the legendary gear to other character.
  8. Allow me another unconstructive comment. Why comming up with nonsense like this, instead of trying to fix serious problems like lag and make the core of the wvw more enjoyable?
  9. Inscription, Woven Stride, Imbued Melodies? Those are pretty good traits. The rest are worthless, but Inscription gives you a great heal on low CD. Imbued Melodies will proc an aura, just like Elemental Bastion, but the health threshold is higher. And last time I checked, Woven Strike would proc Cleansing Water for condi cleanse. I agree with those traits mentioned in the original post. And would add few more that are imho useless. But again, with the exception to Imbued Melodies, Lucid Singularity and Woven Stride. Especially the Woven Stride was great in the combination with Cleansing Water and Elemental Attunement (Arcane). And I said "was" because it's not that good since they nerfed (or as they say "fixed the bug") of Elemental Attunement, that it no longer gives boon on attuning to the same element. Though I don't really know why they did it. Zephyr's Speed and Electric Discharge still can activate on second Air attunement. Oh, I shouldn't have said that ... now it's gonna get fixed ;)
  10. You're quite a bit more optimistic than I am, haha. I'm not trying to be disparaging. I suppose my point is, "Be careful what you wish for." There's no guarantee that you'd even get what you want from the devs, hence my disagreeing with your statement that suggests it's a given that it would be more enjoyable and that nothing could go wronge. The transmute changes to aura were interesting but definitely clunky. You can tell from the implementation i.e. when your 3, 4 or 5 skill is switched because someone else gave you an aura, which messes up rotations. The devs have a real problem with making changes or introducing new mechanics/content but never revisiting to tweak, change or fix them (this extends beyond balance). Be wary about opening up another can of worms. Initially, I was going to counter that it'd break the precedent of fixed ranges on weapons but realised it wasn't strictly true as both MH and OH daggers vary in range between 200 and 600. On that front, dagger/dagger really is the weaponset you're after. Trying it in PvE with weaver (in full zerk, of course), it hurts but I'd have to give it more thought and playtime to see. For PvP/WvW, I think it's not fluid enough to compete and again, many dual skills need looking at e.g. the cast time/delay on Mud Slide. Re: damage, they've recently reneged slightly and have made incremental buffs here and there (e.g. Lava Font damage increased by 10%, previously nerfed by 40% so a 30% loss; moving stats around between Air and Weaver lines) but I'm not happy about the diminishing returns slapped onto Meteor Shower and the Lightning Storm from Glyph of Storms. If they were adamant about the changes, they should've split them between game-modes. As I see it, the problem comes down to fundamental game design: there is no trinity in this game. But for all classes and builds to see equal play in raids, they have to force a soft trinity of sorts even though the game and the classes were never designed for it. It's all artificial tweaking. Wherever possible, people will spec for damage because it's the most efficient. Therein lies the irony. In another MMO, City of Heroes, you could run 'dungeons' with a full party of support/debuff classes. The devs didn't nerf it. Granted, PvP was dead in that game and so they didn't have to worry about balancing for that but there was so much build diversity in how you chose to play. Their equivalent of 'dungeons' could be run with full ranged DPS or soloed with a certain build/class, and the devs didn't nerf the builds because it "wasn't intended". It was a lot of fun. And there were plenty of different ways to play support. But I digress. I hope you get my point! Thanks for answer in the first place. I probably am too optimistic. Ele is my main class and I am trying to not loose hope in it. And I know what you mean by the devs and their way of working. This is an example from a different area of a game, but the concept might be the same: that recently added PvP/GvG area in EotM. I entered it right when it came out and saw the potential problems: enemy can get right on the opponents spawn portal and siege deployment is not blocked. Guess what, with some next game patch the siege is blocked and spawns are put on higher platforms. So my point is, if we cry out loud enough, they might notice and fix at least something. But I don't mean just kicking around in anger, but try to give some constructive ideas, no matter how idealistic they are. Let's open some can of worms ;)
  11. This really feels like a bit of a non-issue to me and, in my opinion, these sorts of suggestions over-complicate the class and would limit staff as a weapon. The weaponset you're looking for was mainhand dagger/x which has been resurrected as holosmith. As you mentioned, staff is already fairly well spread-out in a mixture of AOE damage, crowd control and utility. It used to be workable because you had a lot more damage to pressure people with but besides occasionally roaming with it, even I'd admit it's not meant to be used for melee. Besides, what's the difference between casting it at your feet (within 300 range) and actually lowering the range to <600 range? I agree with you about perhaps reworking earth auto into a cleave skill but this can be done without lowering the range à la revenant hammer auto. I would rather have overcomplicated class, with skills that are meaningful, than have useless weapon skills and utility skills (those I mentioned above, glyphs and few more). The idea of giving ele staff a combination of ranged and melee skills doesn't make things that much complicated. In my opinion, the gameplay would be much more enjoyable. It opens a whole new variety of possibilities, so many new cool skills the devs can come up with. Not much can be done wrong, with skills that are rarely used anyway. And the topic about damage: I think it's getting buffed too much. On all professions. Everyone is playing full dmg builds , that is a must have in PvE. The game itself just urges players to do that. In WvW, ele is expected to do a big dmg output, otherwise is useless. Makes me wonder, why there are so many types of stats on gear and trinkets. That might be the reason why some skills and utilities are much less used. It's a waste of time using them.
  12. I would like to mention ele favourite weapon: Staff. Why follow the strict rule, that each skill has to be 1200 range? How about giving it a more variability. For example, who ever uses earth skill 1 ? Make it a melee cleave skill. Or the whole attunened elements can differ in usage: some can be long range (like fire and air), some mid range (water) and close range (earth). This example is just an idea, it can be any other way. But the point is, to give ele some options in adapting to actual situation. This goes for all game types. Almost no one playing ele in pvp is using staff. Getting into close range fight in WvW while wielding staff is a death sentece. Conjured weapons are not helping either. Making conjured weapons swappable, the same way like engineer has, might help a bit. But it would require some rework as well. Who ever used Conjured Flame Axe or Conjured Earth Shield? Totaly useless. I hope the conjured weapons doesn't count as a actual "weapons" that ele has access to and thus prevent ele from getting them in future expansions.
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