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Melian.5368

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  1. Seriously, who designed this pet. I mean, I like that we now have a ranged pet that can hit its target (finally), but there are some weird design choices here: Why is it making horse noises when walking? It is too prominent, I wish there was an option to disable that noise. Spit Goop pet and merged ability is a single damage ability disguised as ticking AOE. Why does it have a ground trail if there are no effects on the trail other than the first hit? It should just be a "wave" kind of attack that leaves no trail. Also on "best performance" graphic settings the trail just appears and disappears instantly, which makes it look super cheap. Electocute is again AOE, but why?? It should have been single target, with multiple hits if more enemies are within 240 range. It is clunky this way. I hope ANet fixes these design choices, and also make its health 22k instead of the current 16k. It just dies super quickly.
  2. Woohoo, I don't think this post helped, but still this is a win.
  3. Just as the title says. Kinda boring getting oneshotted by Whiteside Ridge cheesers - particularly thieves and willbenders. It hits 3 x 3-4k. That is overpowered, no other equipment in the game provides as much instant damage.
  4. The only viable mesmer roaming build in WvW that can hold its own (against Harbinger is my benchmark) was the Celestial Shatter Chrono, and now it is dead and you can't roam anymore. (or you must take the boring Celestial Virtuoso bunker build, which makes me want to sleep). For all other builds you need situations, either with allies, or with terrain. Bye solo roamer mesmer.
  5. I am sad that roaming chrono got nerfed this bad. Celestial chrono was one of the only classes that can hold its own against the harbinger, now it cannot. Would it be too hard to make the nerfs affect only allies and not self?
  6. I would really like to see another response from ArenaNet on this. Just now we cancelled a public raid because of the skill queue being full again. Seems to happen when there are around 130 players in the same area. Can't cast skills. They don't even start to blink like it is trying to cast but there is lag, no. You can't even put skills into queue. And the tactics that depend on skill casting duration (like continuum split for example) are completely out of the window, and whoever bonks hardest with instant cast / multi hit skills wins. A lot of people on voice chat said that they are not coming back before the update, and than they will see if WvW is playable.
  7. It's not "nerf this nerf that". Just make frost aura not chill from range and all is good. A ranger barraging the blob from range shouldn't get chill. Or the mesmer who casts feedback on the blob. That's just stupid. All other auras work on melee range (except magnetic aura, but it's purpose is to reflect). Make frost aura melee range too.
  8. But it is broken, at least JI is broken. Why is that instant? You can cast any skill into JI and it is like casting a melee skill from 1200 range. So they sword 5 into JI and you get immobilized out of nowhere and there is a big blue guy in you face whirling like a mad demon. Even making JI a 0.25 sec cast would go a long way into balancing this.
  9. Shocking aura doesn't stun from range, only on melee. But frost aura for some reason chills from far away.
  10. This thread is so funny. Everyone complains but nobody says why Willy is OP. I'll tell you why. Willbender is a heavy-armor class with too many dodges and teleports. This shouldn't have been the case, but here we are. The class has 8 dodges. 2 normal dodges, 2xF2, Elite invul, 2xF2 again, and oh endurance bar full again 2 more dodges. Also blocks with healing skill too. Guardian Class has too much special sustain skills for a class this mobile while also wearing heavy armor. F2 is also simply too strong. You immob willy? F2. Willy health low? F2. Loaded with condis? F2. Need evade frame? F2. You just can't compete with F2. No way to stop the willy. If you cant immob it, and decide to go for CC, then F3 comes into play. Just nerf F1-2-3 skills and willy is ok. They give too many boons, and F2 shouldn't be an evade frame. See? Fixed. Why ANet can't do this simple change for so long is out of my reasoning.
  11. Like the topic says. Chilled is everywhere in WvW, and especially when Tempests share Frost Aura then it is very difficult to deal with in small-scale. -66% movement and skill recharge speed is insanely strong. Make it -33% please ANet. On another note, Frost Aura shouldn't chill when I hit it from 1500 distance. Pls fix.
  12. It is an incredibly overpowered hard CC (6 seconds polymorph in a competitive mode?!?) that doesn't require any set up. Just watch till target's stability expires and then moa them, and they die because they can't stunbreak out of it. Imagine a skill that completely prevents the opposing player's ability to play the game. Do you know how much damage you can inflict in 6 seconds? And what is the actual purpose of this skill in WvW? I really wonder. What is the envisioned tactical gameplay enhancement that this skill provides in an open world PVP setting, other than griefing.
  13. I have so much to say but then I think to myself, why bother.
  14. I can't believe ANet blatantly killed the roaming Druid.
  15. Is it such a complicated algorithm that ANet can't possibly share the details? Like for gold participation defending/capturing t3 participation you need this this and this, and then you earn that that and that. Make it like a table, t0 t1 t2 t3, how many players need to be killed, how much damage needs to be done, how many seconds to stay in circle etc. Why does it have to be so vague everything.
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