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RandomNPC.8714

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  1. I've read your answers, but I am not convinced. No matter how I look at it, it's still less incentive to blast the ice field (apart from extra boons from traits, and a WvW situation with a whole zerg in movement). It does not matter if you can blast some other field instead - that's still a loss to be! One less field to blast! As for blasting the ice field on its last seconds of existence, that's only if the duration of the new frost auras will be short enough, the duration is not mentioned in the patch notes. If we get 10 sec auras this will not be an option. For 5+ static allies situation, I don't know - would it really grant frost auras to those who lack it, or over-ride the effect for those who already have it? I am not up to par with boon application priority, but I don't think it checks for the target already having the aura? And I haven't missed anything, aura duration still does not stack, this is not supposed to change any soon? Apparently originally unlike other auras Frost Armor would stack duration, but I've not heard that this will be brought back? I mean. Wouldn't we achieve the same thing with either a lower cooldown or ammunition on ice2, without losing anything?
  2. My opinions to the changes to Core Elementalist: not a fan. I rather we keep the mobility and the chaotic aspect of this weapon, especially since the targeting system is bugged for years for many people and keep selecting foes/allies at random all the time. Soothing Disruption is back to 2012 eh? Both traits are useless now. Personally I think the crusade against recharge-reducing traits is a mistake. (and still 35 sec in PvP or WvW). I think this is the wrong move, if you remove the cooldown trait make it 32 sec across the board. We don't need 20 sec in PvE, this is too much. Rather, I would nerf the teleports from other classes (blink for Mesmer for example) to have more reasonable, longer cooldowns. I am ok with the cooldown and the might. The charges, I don't know, how many are they, only two I hope? Will it still cleanse up to five conditions in PvE, isn't that a bit too much? I would make it 40 seconds recharge in all game modes. Ok with the cooldown, never used that skill too much so I don't know for the casting time. Where are the cooldown reductions for Tornado/Whirlpool, Mist Form, and all Conjured Weapons?! I've open a topic for the Frozen Ground change. Apart from that, overall yeah why not, nice buffs. Will have to test it to see if I like the Gust change or not, but I am not too worried. Still waiting a damage buff to Water Blast.
  3. ...is this one: I decided to post my thoughts in a new topic so that we can focus on this change in particular, and try to understand the reason behind it. I only saw the patch preview topic yesterday, so I come a bit late... The problem: we are not gaining anything, this skill already provides frost auras to allies because any half-competent Elementalist would combine it with ice2 or earth2, if he wants said auras (or even earth3). On the contrary, if this skill is changed to provide frost aura from the get go, then going for the blast combo is much less attractive. We loose depth and fun. I don't understand the reasoning behind this change, and it really worries me. It could be any of these: the team does not play staff ele, did not think this through, did not play test the change. So it would be just a simple mistake. the team saw the "mech rotation vs ele rotation" memes and came out with the wrong conclusion - "we must make ele easier". So they would actively try to dumb down the game, knowingly. after removing things like traits that lower the cooldown of specific utility families or weapons, they are actually planning on removing blast combos and all other combos from the game, but they've kept quiet about it for the moment in fear of backlash from thiefs and other classes. So they are making sneaky preparations for this huge change. Personally, I fear for reasons 2 and 3, big time. I hope it's just reason 1. Can you think of any other reasons? Am I paranoid? Anyway. I am not always hostile to changes, I remember liking the introduction of the arcane trait that improves water3. I also remember fondly the day ice2 became a blast finisher (earth2 has longer casting time, also water has three fields skills so it's way easier to have the blast sitting next to it): I ran around the map for hours blasting my fields left and right, going for those 2min speed, practicing the timing to prepare the combos ahead of my party so the effects triggers at the right moment... I had so much fun. I mean, I am all for ice4 to be improved, maybe gain a blast flip skill that causes aoe bleed and vulnerability, or deep-freeze chilled enemies with more than 10 vulnerability stacks or something, however "grants frost auras" is definitely the wrong move.
  4. Hmmm, I see Kudu is missing from the list, and I do not approve. And what about Mad King Thorn, and some of the Sylvari such as Gavin, Bercilak, and Faolain?...
  5. Pair it with Dark Defiance and you get that condition damage reduction back.
  6. The Unset Spike Traps in Sparkfly Fen are displayed incorrectly: instead of hugging the ground and following the slope, they appear as flat horizontal planes. The nearby Broken Wire Traps are ok, same for the Hylek Spike Traps at Bloodtide Coast which use a similar model. This bug has been around for several years already.
  7. For example: I am a warrior. I slotted "Fear me!" in position 7 for land skill bar, and 8 for water bar. I activate "Fear me!" on land, then enter water: "Fear me!" in position 8 is under cooldown, and the skill in position 7 is not. The game was able to properly deal with the fact that the skills positions are shuffled between the land and water bar. I am a necromancer. I slotted "Spectral Walk" in position 7 in both bars. I activate the skill on land, then enter water: the effect is still on and I can use "Spectral Return" if I so choose. The game was able to properly deal with the land/water transition. Now I slot "Spectral Walk" in position 7 in land, and 8 in water. I activate the skill on land and enter water. The effect is cancelled and enters cooldown, and I cannot use "Spectral Return". The situation should have been identical to the previous case, yet it was not: the game was not able to properly deal with the land/water transition and the fact that the skills positions are shuffled between the land and water bar. I've used "Spectral Walk" as an example, but the bug is not specific to this skill.
  8. Spectral Ring is supposed to confer 5 sec of Protection to allies crossing the wall. This does not work if the ally already has the Protection buff on. Bugged since launch. See the correction in the September 29, 2015 patch for a similar problem with Temporal Curtain.
  9. Spectral Ring number of targets is supposed to be 10, according to the tooltip. In-game it seems to be incorrectly capped at 5. edit: as of Nov. 8th, this bug is still present.
  10. The wiki matches the in-game tooltips though... so if it's different from what the skill actually does, I count this as a bug. I've tested the elementalist' staff skills I was mentioning earlier, and they do impact more than 5 enemies. But yeah, design-wise obviously those skills should have remained uncapped. Defensive options that are supposed to delay an army. As for Spectral Wall, I think we all remember the glorious days of Choxie.
  11. For testing I've used groups of ~15 pockets raptors in HoT, there's a good spot in Auric Bassin (NW). They all charge together. Chat log is hard to read, you can also take a screenshot if you're fast enough. To me, it really seems like only five get afflicted by fear (and once that number is reached the wall prematurely vanish anyway). I've looked it up, according to the wiki Number of Targets tooltip refers to the enemies only. Similar "wall" type skills like Static Field and Unsteady Ground also indicate 10 targets. There are no number of targets tooltip for Temporal Curtain, maybe this one is still uncapped?
  12. Can someone confirm the maximum number of enemies that can be affected by Spectral Wall? The tooltip says 10, and I assume it's not referring to the allies that would get the Protect buff. I've been testing this with the help of pocket raptors at Auric bassin (arent' they cute!), and it really seems to me only five get hit by fear.
  13. "That content has been temporarily disabled, please try again later": is it a known issue? Is something being tested/fixed?
  14. Just wanted to point out another reason why Dark Path is so unreliable now, in addition to terrain shenanigans and homing loss: it now connects to the first thing it hits on its straight line. Meaning the thing you're not interested in, right next to you, rather than your wanted target over there. No need to fill a bug report on that one, it's even mentioned in the patch notes - so to add insult to injury, it appears to have been intentional. To sum it up: I suppose the goal was to focus on the boon corrupt functionality when traited with Path of Corruption, but the only result was that they nerfed to the ground one of the only movement skill Necro had. Also, Dark Path new icon is sheer ugliness (The Dark Pursuit icon is fine). Splitting the skill in two parts is also quality loss, because now you have to remain in shroud and not be CCed to be able to manually activate the shadowstep. This was 100% a movement skill, similar to warrior sword 2, thief dagger 2, elementalist lightning flash and so on. Its field of application was limited by the slow traveling speed of the projectile, but still you'd use it to pursue a fleeing target (player, skritt burglar, that centaur champion at the Queen's festival...), to confuse the enemy, to plan ahead your new position anticipating incoming aoe, to move around while inflicted by movement impairing conditions, or to close the distance into melee if you're Dagger main hand. Otherwise, you'd roughly arrive at the location at the same time than the projectile.Now, every single one of theses use cases are hindered or rendered obsolete by the unreliability of the new skill. Though hey, someone did mention that you could theoretically catch up to a thief that used a teleport if your projectile actually hit him and he used its skill in the 3 sec window.... depending on what skill he used, he might be all the way up there while you bang your head against the base of the cliff/wall, but that's that.
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