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Shrapnel.7249

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  1. Sounds like somebody was a juicy looking target that any zerk builds could’ve killed. Tasty.
  2. I’d come back JUST for offseasons to play core. As is, for a mostly pvp player, I have no incentive to play again.
  3. To be fair, this forum post was mostly a joke, and a proper question of suggestions. If this community (and let’s be honest, the forums in general but that’s to be expected) were less toxic maybe there’d be a bigger pvp community. But alas, repeat offenders of toxicity and antisocial behavior, with a few genuine answers and helpful suggestions sprinkled in. But hey, happy holidays!
  4. Ele seems to be quite polarizing, so let’s move on. What are the kind of matchups, playing as a Holosmith, you’d want to avoid? Generally condis can be a bit difficult to manage, but what about power builds?
  5. These are excellent points. The idea of a “matchup” isn’t strictly set on one objective, but rather how the matchup is going to determine your best course of action, and thus the objective you will fulfill. I think that point is often lost. How your team is constructed will also impact how what you are playing gets the most value. However for the sake of conversation, let’s assume our comp is favorable so that you can play your role on whatever character you have in mind to it’s greatest extend. I know much of this is still situational, but there are still certain static matchups that are favorable vs unfavorable. Even if a situation needs to be fleshed out, let do it! The more educated people become at identifying these situations the better our community’s queues and games get.
  6. With the hopes of helping newer players, and get the insight of veteran player I wanted to talk about positive and negative matchups. Which matchups are the ones to run from/stall and which are the ones you want to take. This type of information is incredibly useful, but not necessarily common knowledge. So let’s have a healthy discussion! As an example: my understanding is you don’t want to fight a full shroud reaper as a fire weaver duelist. Even though I never really play either, this has been my observation. Feel free to chime in with any specific builds or counter play strategies. But let’s keep this helpful and healthy! Thanks!
  7. Between the constant condi spam, the invul, and the interruption of any of my important skills from stealth, I am disgusted by the mere sight of them! Okay for real, I’m just having some fun, but I do truly hate fighting a well played mirage for all of the above reasons. I can dodge the big spikes, focus the little twerp, but they will blink out before I can secure the kill. Leaving me to hang out and let them reset their skills and kill me. Specifically if I’m holding node of course, otherwise they will run away and just stalk. Hate it. Hate it. Any suggestions on how to better deal with them?
  8. Anything that keeps deadeye as far from viable as humanly possible! I actually really like that there are so many tools across classes to deal w projectiles. I quite enjoy using projectile weapons, but the opposition should have the means to counter, it’s only fair.
  9. It’s be great if ambush skill had an ammo indicator around the untamed skill to signal when it is ready. Would be a really big quality of life change that wouldn’t take more screen space.
  10. I see a lot of requests to have ambush skills be passively activated, and I really disagree. I like the ability to control when I want to use the skills, much like the ability to control what my pet does. Easy example is on the axe skill, which is a melee ranged skill on a ranged wep set. It takes some time to adjust to what is in your toolkit, but I really like the active thought required.
  11. Maybe to clarify then. Better runes that contribute to a play style the way trapper runes inherently changes the build (like making DH trapper actually viable in ranked).
  12. I wouldn’t mind this design idea. There are tons of shared types of utilities.
  13. nErF TraPpEr rUnE This community’s narrow mindedness irritates me more than anything the devs have ever done.
  14. QoL changes are welcome for sure. I love that they reduced the cooldown of Unleashed. Shocking that they brought it to 1s. Ambush skills sound excellent, I hope they are properly suited to each weapon design though. Very thankful they are tweaking the hammer as well. The leap and removal of rooting animations are necessary for the weapon to have any chance of being viable in PvP or WvW. Overall I would say I am very pleased with the direction they have pivoted. The next round of beta will be a great opportunity to fine tune it further when you can actually command your pet.
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