Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

galvia

Testers
  • Posts

    431
  • Joined

  • Last visited

  • Days Won

    6

galvia last won the day on June 29

galvia had the most liked content!

5 Followers

Profile Information

  • Language
    English
  • Guild
    DIS
  • Gender
    Male
  • Location
    Canada

Recent Profile Visitors

1,542 profile views

galvia's Achievements

  1. Good changes, excited to see the huge meta shift that's coming. Thanks for the update Tiggs and Blair!
  2. If it's what I hope it means, specific zones will likely be tied to each servers respective schedule AND server cluster. So when you connect to a US East scheduled zone, you'll be on US East connection. When you go to an EU scheduled zone, that zone should also be hosted in EU. Their server infrastructure theoretically supports this but we'll see what this looks like when it hits TEST likely - unless @Tyrantor @thomasblair want to elaborate?
  3. Please let the FvF players argue it out and give valid criticism. This doesn't need to be twisted into another Grr <insert dregs zerg here> post. This behaviour has been warned of by the Devs dozens of times. There isn't an easy solution that preserves the casual nature of FvF but prevents this exact issue. Lots of ways around things with alt accounts and stuff like that. IMO you could set up a system that scales your reward to the % of days you played in a given campaign on a faction, so if you swapped on the last day you only get a single day of contribution - but I have no clue if that is technically viable or not.
  4. Mandalore is correct. This was created prior to the bug and Spirit Whip has been a staple on Radical since it's inception. Anything that basic attacks for most of it's damage (especially holy damage) wants Spirit Whip available.
  5. Slow TTK is mostly related to poor execution of the huge burst combos or well executed movement/cycling by targets under focus. It is noticeably slow in AoE volley fests with lots of cycling against massive forces that are evenly matched. Obviously TTK feels totally fine when you out skill or overwhelmingly out number (or both) an opposing force. Your first point is the "weirdness" I'm describing. Either you have all of your buffs lined up and you can take some heat, or you step just out of position and die way too quickly for the server to keep up with. We have video footage of folks getting server ticked that I'm trying to get a hold of without comms to serve as an example.
  6. I actually really like this as a response. A full pendulum swing towards armor and away from group buffs is probably bad, but a tiny one is good. Breaks and Pen being reduced a bit will help as well.
  7. Hey Crows, resident guy who makes polls here. Curious to see how folks feel about time to kill (TTK) currently in the mid-late game progression we're in. Most quality guilds are fully spun up in crafting or close to finished, and so we've entered into late game damage scaling on most classes. Early into this balance cycle on release, TTK felt generally correct, maybe a little slow in some cases in all scales of combat. There were some bad matchups, and old Chaos Orb did create some crazy AOE spikes but overall fights of all scales felt pretty good in terms of TTK. Currently in all scales of combat at late game gear it feels like we have a lot of "if you don't react instantly you die in 2s" combos, but if those don't work immediately it's a very grindy time to kill. I'm in favor of single target picks being important to generating kills and momentum in large fights, but maybe they need to be toned down a bit to make it a little slower? Curious to see what folks think of this. For the record I personally am not calling for any nerfs to known combos (hence why I have not said any of them directly). Single target burst classes being good is really healthy for the game, singularly focused AOE spam metas are awful. What do you folks think? I expect we will have no consensus here.
  8. The map on this Dregs campaign is sick good work.
  9. Hail gamers. Updated the title to reflect that no significant changes have been made to the healing cleric meta in the newest 7.0 patch. I haven't been healing in this patch much, so if there was some secret change that I should make note of feel free to comment or ping me on a discord. Happy green numbers!
  10. Congrats W! Excited to see the tears in the thread. Then tears disguised as feedback on handshakes and zone caps and chaos orb and keep layouts. Nutritious tears.
  11. As someone who has run bomb Secutor for a few months in 80 vs 80 and gotten big bombs off still, I don't fully disagree with this post but I think it misses the point of what bomb knight actually brings. This may be a result of orbs being so heavily meta currently, but Secutors are one of the most reliable pick off generators in the game and are an incredible asset to make use of on a melee push. Chain pull, Illusory Shield root, vaccuum, and shield bash when played correctly all net kills on the enemy. Your personal DPS doesn't matter much outside of your two bombs because you generate so much value from your utility skills. That being said, they definitely need to work harder for it and be coordinated with their guilds. Most high quality guilds right now run at least one secutor as a hooking platform because when played with a coordinated group, it lets you pick off extra players constantly. I can definitely see why someone may look at something more braindead like a Barbarian or a Fury and see it getting poorly made dergs done and just run that instead, but high quality secutors generate far more value in my experience. If your fights are mostly one pushes (for or against you) or if you are fighting a zerg that is constantly in your face already then I totally agree with this evaluation.
  12. Black Ice persists and is extremely useful in all scales because you can place it where enemies will end up walking into it very reliably. I don't hate the third minor for this build, but especially since my guild fights out numbered 9/10 and is reacting to large pushes I get a lot of value out of that ice. On stats, STR definitely out performs DEX for pure damage. Updated the 10 points I misallocated while rushing the build out Sturdy is >> Finish Him in my experience in medium to large scale (where I play this build) but I can see finish him gaining value in smaller scale fights where you are less likely to be topped, and more likely to be spamming executes often. I definitely recommend the finish him minor if you take the third minor over black ice however. 15% PDM while over 85% HP has incredible value for a class that has poor escapes and only lightly flanks, as you can easily keep yourself healthy and reduce your chances of becoming a called target. Death Shard + 2 executes is more than enough damage in my experience when someone is floating around 50% to kill them, even without finish him. If you are spending a lot of time in larger fights spamming executes you have either already won the fight, or are losing out on GCDs where you could be stacking concussion or cleaving. That isn't to say you shouldn't ever be landing executes, it just should be in the minority of your actions.
  13. Glad to hear you are having success! I've played a ton of both classes, and each has their strengths and weaknesses. Inquisitor has a very specific playstyle around timing, cooldowns, and positioning and definitely needs to be played in a group that suits it. Cleric will work in any situation and is definitely a lot easier to output healing. Currently Inquisitor will out heal a cleric in a single group when played to the fullest, but is outperformed by Cleric in multi-group situations or if you don't have very strong positioning.
  14. Hey! No problem. I don't mind the thread getting bumped at all I'll level with you, this build looks like garbage but it is probably fun if you wanted to do a little healing and also blow up sometimes. The reason this build looks bad isn't that your barrier sources are bad or anything like that though - it's that your base kit does not synergize with pumping CON like this build requires (to max barrier bonus, and increase your damage) but also it has no bonuses that improve your overall damage of your bombs. Secutor also has Redirected Strikes and a 500 SP ulti to allow them to protect their barrier more while preparing the bomb, which is really important. Your idea is cool, the game just doesn't support it that well. Try it out for yourself and see how you do!
  15. Lightning Burst on Stormcaller is only hitting a single target currently. https://www.youtube.com/watch?v=07B7koX3Pl8 Clip to verify. Could potentially be these dummies but it seems to happen elsewhere too.
×
×
  • Create New...