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Noz.4650

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  1. I feel like you should have to invest a bit more than that to upkeep perma berserk, like a quickness zerker should not be able to upkeep perma berserk for example.
  2. I have smoll smooth brain so help me understand the math. If there's let's say a cap of 20s on berserk but a full rotation with Last Blaze and 4 rage skills give you 23s of berserk, does it not work the same or what is my smooth brain missing? Wouldn't it mean that you had a 3s window to extend your cap?
  3. How would it hurt cdps? The idea would be that you could get 100% uptime with rage skills and Last Blaze by slotting enough rage skills, but I added the duration cap part in case its balanced around let's say 3 rage skills and a full 5 would get you like 30s. You know way more than me about this so I'd refer to you if the math makes any sense on that.
  4. Not that I have a better solution, but the one you suggested feels quite forced? The original Headbutt+Outrage interaction always felt forced too anyway. Would it work if Last Blaze gave rage skills the extended berserk duration and berserk had a duration cap instead?
  5. All they had to do is make gunsaber like holo forge to replace your burst instead of whatever dragon trigger is supposed to be. Replace flow with something like initiative or rev energy system instead of slightly different adrenaline, rework gunsaber to be a bit more impactful on its own to compensate for no dragon trigger, give us back weapon swap.
  6. The point is you cannot play the game mode without stability, like a LOT of stability. If you play in any average 25+ squad, you cannot play without stability as getting CCd once means you either die or have to expend a lot of resources and hope that you do get stability shortly after.
  7. With the recent mantra nerf concerns, people have rightfully expressed that stab sources need to be spread a bit more evenly. But is the real issue more deeply-seated? Why does a WHOLE game mode revolve around having near permanent access to this ONE boon, so much that you cannot play it if you don't? Is the reliance on supports too great? Maybe the way players interact with CCs and vice versa needs to be fundamentally changed in WvW. Giving individuals more universal, WvW specific tools to mitigate CC like some special action key, or adding diminishing returns on CCs, considering CC is balanced the same whether it's a 1v1 or map queue vs map queue. As long as stability is this centralizing, how do you get away from having to run the best-in-slot stab source in every party, whether it's firebrand or something else? Not having to worry as much about competing with [insert best stab source] would let off-supports like tempest, vindicator or specter shine more. Some of them have useful unique tools like aura share but lose exponential value in a larger squad. Do people agree somewhat with this or am I off the mark here?
  8. Gunsaber and Dragon Trigger weapon swap back almost instantly by itself. Here's a video:
  9. The other issue I have with the "drop it and forget it" design is tactics gives superspeed and pulses resistance, but in WvW you use superspeed for when your squad is making movements so you either get no value out of the resistance if you're moving or no value out of the superspeed if you're staying in one spot.
  10. They're definitely trying to push support spellbreaker in WvW and PvP. The issue in WvW is Break Enchantments + Balanced Stance is non-negotiable so slotting in more than 1 banner will feel very bad. The damage banners + leg specialist/no escape synergy is cool but tactics banner completely overshadows the other banners so I think you still run tactics even on dps spb.
  11. You can tell ANet went through a lot of restructuring over the last few years when an expac releases with this many head-scratching design decisions and inconsistencies. Like some specs having their entire mechanic heavily tied to their new weapon for example. Just weird.
  12. -Gunsaber does nothing in PvE and in PvP was designed to be an all-purpose weapon to make up for losing weapon swap (ends up just being spammy because ammo), so get rid of gunsaber and give weapon swap back -Redesign all 5 dragon trigger skills to be less centralizing for PvE (not so high risk, high reward) and less spammy for PvP (off cd spam dragon slash with unyielding dragon) -Get rid of any kind of self-rooting associated with dragon trigger -Replace flow with either initiative or a photon forge/rev energy hybrid Bladesworn is now fun to play change my mind and thanks for coming to my ted talk.
  13. I think they just disabled the skill's second effect right?
  14. When I first tried the skill, every time I popped the secondary effect it would give me my charge back which I thought might be a bug in itself. Came back later to try it again and now the secondary effect doesn't even trigger, it just does the main effect even when I have stacks on. Am I stupid or is this giga bugged?
  15. If you must go axe/axe, core is much better than spellbreaker because you get to run tactics. Do something like this https://metabattle.com/wiki/Build:Warrior_-_Greataxe but with axe/axe and sword/shield to make up for the lack of mobility.
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