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BobbyT.7192

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  1. I was more talking about Keen Observer than Twin Strikes. TS also had a health threshold component for critical damage, as well as the increase crit chance from behind. Doesn't seem like the new TS will have the added crit chance anymore. So I wonder if it will be rolled in KO KO is a total of 15% (10 pvp) currently, with TW adding 7 for total of 21% ( 17). I don't see them making the new KO give 20% in my pessimistic opinion.
  2. I'm not understanding the wording on that. Besides the health threshold percentage change, did something else change? or is it still just increase crit chance above the health threshold? what they have written there makes it seem otherwise to me.
  3. As I mentioned, i want to see retal as a concept come back but just not in to form is was before. Instead of a boon, make it skills that deal out damage based on damage taken or defended against. Rev GS4 as an example, more of these types of skill.
  4. If anything, that hornet nest should be punted across the field like an asuran during a football match. Can't be afraid to add anything new in the event it could break the meta or something.
  5. From what I remember, boon hate wasn't really adequate enough to properly deal with retal in a lot situations. Since one of the most played classes in PvP could easily pump more of it faster than you could rip it. So i want to see retal come back in another form and not just as a spammable boon.
  6. For as better or for worse, retaliation was a necessary evil to counter AoE spam, it just wasn't design well. It was pretty spammable even though only one class had any access to it. While it was not perfect counter to AoE spam, it's pretty much all we had. Engineer flamethrower is my favorite example, it's damage was getting buffed for years but still wasn't really that popular due to how you could easily kill yourself on multiple retal targets. You get rid of retal and FT engis start running amoc in PvP, so of course you got to nerf it. That doesn't change the fact that it's still really easy damage with little counter. (Disclaimer, it's still my favorite engi build in PvP and WvW) Range counters comes in the form of reflect and blocks, and there is mixed opinions on those mechanics. Some would say there is too much anti range opinions, and others would say there is not enough. With each side saying their problem is the most game breaker one. Even if in an unlikely scenario, you remove all anti range options and nerf the damage accordingly, people will still complain about the damage while you are losing an interactive combat mechanic (Again, for better or for worse). In short, a lot of problems perceived by the players IMO can't be solved with nerfing numbers alone, and IMO the combat just need to be more interactive in general. Retal doesn't have to come back it's previous form, but a real way to counter the carpet bomb approach is what this game needed since forever.
  7. That's half the reason why I don't play as much anymore...... I know what I'm about.
  8. Blinds interaction with break bar is one of laziest balance choices anet has made IMO, and that goes with all of the other debilitating conditions as well, but the fact that blinds are not used as they were intended really hurt thieves. Blind is not just a CC option but a defensive one as well. It has the same functionality as aegis, but just because Anet balancd one to be spammable it viewed to be more cheap. Even though outside of thieves, blind is not as common as you would think. I would like the breaker bar looked at again, and have the debilitating conditions do what they were designed for. If you feel that would make the game too easy with perma weakness, slow and chill. We all already in a meta where perma boons are a thing. Many feel that they effect the experience in a negative way, but that is still the reality and alot of the newer content is being balanced around perma quickness and alacrity anyways. Nothing stopping Anet from balancing around the condition other than they don't want to.
  9. 1 nice thing about the axe is it's not depended on a single target like the malice system. So if your first target dies or runs away, you can just use 3 on another target. Skill 2 and 1 needs to deal the same damage, or the 3 skills needs to have their own damage coefficient. We shouldn't be punished damage wise for wanting to build up the axes quickly, that is what initiative is for.
  10. Imagine a world where the spectre wells would flip over to another skill that would give you the option to teleport. Kinda of like the old Shadow Flare without the damage swapping places. That would be neat.
  11. Math time. So I did some quick calculations and the damage coefficients, I came up with the following (rough math): skill 1: 0.80 skill 2: 0.5 per axe for 1.5 total stealth: 1.5 Interestingly, with the dual attacks, not only does it take the conditions properties of the above skills, but the damage coeff as well. Which means the strike damage from 2 uses of skill 2 is actually less then 6 uses of skill 1. (6x 0.5 vs 6x 0.8) Of course the time it takes to max the axes will be depended on the skill used. In theory, you would want 6 axes of the stealth attack for big numbers, but getting 3 would be a struggle. Damage would seems low but keep in mind that these are 5 target piercing projectiles, and we all know what ANET thinks about piercing attacks for thieves.
  12. unload is pretty much how the auto attack should feel
  13. Math time. So I did some quick calculations and the damage coefficients, I came up with the following (rough math): skill 1: 0.80 skill 2: 0.5 per axe for 1.5 total stealth: 1.5 Interestingly, with the dual attacks, not only does it take the conditions properties of the above skills, but the damage coeff as well. Which means the strike damage from 2 uses of skill 2 is actually less then 6 uses of skill 1. (6x 0.5 vs 6x 0.8) Of course the time it takes to max the axes will be depended on the skill used. In theory, you would want 6 axes of the stealth attack for big numbers, but getting 3 would be a struggle. Damage would seems low but keep in mind that these are 5 target piercing projectiles, and we all know what ANET thinks about piercing attacks for thieves.
  14. "Purity of Purpose"..... or something like that. It give the Dev's the excuse to favor some classes over others.
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