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

Glory

Testers
  • Content Count

    13
  • Joined

  • Last visited

  1. I think this is a good point. They could also give factions that have more members less capture points for the same objective that factions with smaller numbers.
  2. Before changing the current system to much, if also like to see how having tracking implemented will effect things
  3. Grounded buff seems like a cool idea veeshan. I’d actually rather see it as a power than passive tho, maybe a 30 second duration with a 45 second cool down. It would fit nicely on the sharp shooter discipline if not in the promotion path.
  4. Glory

    Duelist in 5.8

    Doesn't appear to be percentage based, even after buffing my health with juggernaut toughness it didn't change the heal values. I think it's just based on a range of numbers. I did about 10 tests and it was healing for between 1300-1800.
  5. Glory

    Duelist in 5.8

    I actually just tested with surging spirit last night and it didn’t seem to make a difference. Healing bonus from gear might tho.
  6. Glory

    Duelist in 5.8

    When I tested it on the test server, the HoT was healing for about 1500. That was off the shelf with no gear or any support power additions. Duelist definitely seem neglected right now, with a little bit of love they could become fun to play. Slayer- Seems to be a good spot. Nice run and gun game play, I see this build fighting on the outskirts on skirmishes, punishing people who stray to far from their healers. Not sure why their mitigations cap is so high however. Dirge - Pretty good sustain/tanky build. Combining the HoT with AP heal gives you nice healing abilities. The build really deserves to get mail tho and damage seems a little low. Vagnuard - I envision fighting against this guy would be like playing a game of pop-a-mole. I see this build popping in and out of stealth frequently, being annoying, creating distractions, whittling down enemies who don't have any anti-stealth abilities with them. I think to make this build successful soulpower cost on vanish needs to be lowered to atleast 500, maybe even 250 and and ambush damage needs to be raised up.
  7. I think the camps/tower are a great addition to foster some small scale pvp, the problem is there are so damn many of them. I worry that by the time you see the alert message and find the one being claimed, the person to did the claiming has already moved on to claim the next one. The map fog is important for resources and whatnot, but I think the map should show all the keeps, forts, towers, camps. It should show their rank, who owns them, and highlight them in red or something if they are under attack.
  8. As someone who has limited time too play, probably about 4 hours a week, I really like the resource vendor. Uping the cost would just mean I have to spend more time farming to get some whites, which I’m not a fan of. The simple solution to this is to only allow people to buy a certain amount of resources per week, enough to make say 1-2 sets of armor and weapons. This would allow the resource vendors to play their part without being exploited for profit.
  9. Glory

    Range stat

    If you want more ranged powers, arcane archer, sharp shooter, master of bows will give more. But I would say the mark of a good ranger is someone that can switch in and out of the both the melee and ranged trays to execute needed attacks rather than just staying in the ranged tray the whole time and sniping from a distance.
  10. Glory

    Range stat

    Rangers are all ready very strong at range, they don’t need even more range.
  11. As Soulreaver mentioned, there are so many ways to reveal stealthers that if you or your group can't do it, that's your fault. I would say it's a little easy to get in stealth from the harvest tray, I would be up for changing that into something similar to how the wood elf camo works where you have to stand still for a couple seconds. Ultimate powers should really be the only way to get into stealth immediately. I don't think there needs to be any kind of stamina drain while using stealth with all the ways to remove stealthers. As for toxins, I haven't tested this, but I'm guessing the DoT remover/heal from Field Surgeon would remove those? All classes have access to that. Maybe also the Poisoner remove poison buff? Again if you are super worried about toxins, spec your gear/skills towards that. I think the AP heal is fine, you have to remain stealthed for it work, so if you get popped after going into stealth it doesn't work. I think the amount it heals and the tick count is fine. I would be ok with a longer cooldown, 45 seconds instead of 23 maybe. Anything other than that is to big of a nerf. Stealthers should have the advantage a lot of times in 1v1.
×
×
  • Create New...