October 15th balance/skills updates preview.

October 15th balance/skills updates preview.

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Posted by: Nuka Cola.8520

Nuka Cola.8520

Things like Blink needs a 10 sec CD or less. I really don’t understand why a skill that just acts as an extra dodge/catching up to party members needs a whooping 30 seconds CD.

They should just improve pet AIs to allow them to get away from AoEs.

Do you really want people teleporting around CONSTANTLY?

you can already do it with phase retreat which is amazing to troll skull crack/100swag warriors

Fact: every Thief tells you to “l2p” when the subject is to nerf stealth.

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Posted by: emikochan.8504

emikochan.8504

you can already do it with phase retreat which is amazing to troll skull crack/100swag warriors

It makes sense to be limited like that, I think every mobility skill having a 10s cd would be insane :P

Welcome to my world – http://emikochan13.wordpress.com

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Posted by: maddoctor.2738

maddoctor.2738

and if “all pets get immunity to AOE” they will be broken in half in any pvp wvw scenario.

If I recall correctly, every single MLG team in the sPvP tourney was running a spirit ranger. “Mediocre at best.”

Come up with a better solution.

And Anet’s solution is to give more Hit Points in PVE/WvW which won’t make pets more useful. It would be nice if they gave pets reduction to PVE AOE, leaving damage the same for player AOEs, that could solve part of the problem. Or they could give pets a way to ignore damage completely, the entire PVE gameplay is based on that (dodging) so not having such a mechanic on a pet makes them totally worthless.

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Posted by: Atherakhia.4086

Atherakhia.4086

and if “all pets get immunity to AOE” they will be broken in half in any pvp wvw scenario.

If I recall correctly, every single MLG team in the sPvP tourney was running a spirit ranger. “Mediocre at best.”

Come up with a better solution.

F1 changed to a basic attack/recall script.
F2 abilities will fire instantly when pressed instead of trying to fit into the next openning.
F2 abilities will have a .5 second cast time. Aftercast doesn’t matter.
F3 abilities are now player controlled and fire instantly. They are set to auto cast at default.
F3 abilities will have a .5 second cast time.
Any time the Ranger dodges or uses a skill that can evade, the pet gains Aegis.
Spirits removed from the game.

Spirits now simply buff pets. The pet is given an aura for 30 seconds representing the current spirit. Spirit activated abilities attached to F2 abilities for pets. You can activate as many spirits at once as you want. F2 will simply gain all the abilities for as many spirits as you activate. Alternatively, spirit activated abilities work like they do now instead of attached to F2 and simply activated at the pet’s location.

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Posted by: Imagi.4561

Imagi.4561

easy – i’ve played that spec. it was too easy. i am sorry that you don’t understand that permastealth is bad for the game and only for scrubs. I left it as soon as it was obvious how easy it is.

I’ve played BS too, but I’m rather skeptical that you have any realistic grasp of how it works on an encounter-by-encounter basis. When I played it, I actually found it much harder than S/D evasion, because it required much more exact timing and was less forgiving of mistakes. Based on your definition of it being a “scrub build,” I would argue that skilled BS players operate on a much higher skill ceiling than skilled S/D players.

You may not like stealth, but the entire Shadow Arts traitline is devoted to making it better, just as Acrobatics is devoted to evasion. It may be cheap at times, but it’s still a valid build.

#ELEtism
By Ogden’s hammer, what savings!

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Posted by: CutePicsHunter.7430

CutePicsHunter.7430

Jonathan Sharp, can you please update this balance/skill updates preview? 15 days passed, 15 days left, I’m sure that you have something interesting for us. :-)

HoT is just a cash grab.
Almost nothing in this game will ever be fixed.
Anet fix things only if it might increase gemstore sales.

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Posted by: Mathias.9657

Mathias.9657

Give Thief a weapon set with combo attacks, ala GW1.

Back to WoW, make GW2 fun please.

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Posted by: liefbread.9513

liefbread.9513

and if “all pets get immunity to AOE” they will be broken in half in any pvp wvw scenario.

If I recall correctly, every single MLG team in the sPvP tourney was running a spirit ranger. “Mediocre at best.”

Come up with a better solution.

F1 changed to a basic attack/recall script.
F2 abilities will fire instantly when pressed instead of trying to fit into the next openning.
F2 abilities will have a .5 second cast time. Aftercast doesn’t matter.
F3 abilities are now player controlled and fire instantly. They are set to auto cast at default.
F3 abilities will have a .5 second cast time.
Any time the Ranger dodges or uses a skill that can evade, the pet gains Aegis.
Spirits removed from the game.

Spirits now simply buff pets. The pet is given an aura for 30 seconds representing the current spirit. Spirit activated abilities attached to F2 abilities for pets. You can activate as many spirits at once as you want. F2 will simply gain all the abilities for as many spirits as you activate. Alternatively, spirit activated abilities work like they do now instead of attached to F2 and simply activated at the pet’s location.

This seems much more realistic, also reduces the clutter on the screen, I think that rangers should have significantly more finite control over their pets however, be able to send them places, make them stay, permanently shelf them etc… and I think there should be a trait tree that does focus on having a shelved pet.

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Posted by: tigirius.9014

tigirius.9014

and if “all pets get immunity to AOE” they will be broken in half in any pvp wvw scenario.

If I recall correctly, every single MLG team in the sPvP tourney was running a spirit ranger. “Mediocre at best.”

Come up with a better solution.

Nope they won’t because they are already weak. The last pet to be weakened were the Rangers.

This is exactly beside the point however, because this kind of thing has been done countless times in other games as the fixall for the heavy pet class system and it works! They know it’s a problem and you guys blew up the forums when they talked about nerfing AOEs well something has to be done and giving pets a 90% immunity to AOE damage across the board has been tested before.

But I predict mind you that instead of actually looking at the development history of these systems they’ll continue to delay this mechanism and continue to have cookie cutter non-pet heavy builds for at least another year before someone actually looks at it and says “hey you know what? why don’t we do this? it’s been done before” and poof it will be finally done but it will most likely be too late because people will have moved on to something else most likely having been tired of waiting on something so simple.

Balance Team: Please Fix Mine Toolbelt Positioning!

(edited by tigirius.9014)

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Posted by: liefbread.9513

liefbread.9513

and if “all pets get immunity to AOE” they will be broken in half in any pvp wvw scenario.

If I recall correctly, every single MLG team in the sPvP tourney was running a spirit ranger. “Mediocre at best.”

Come up with a better solution.

Nope they won’t because they are already weak. The last pet to be weakened were the Rangers.

This is exactly beside the point however, because this kind of thing has been done countless times in other games as the fixall for the heavy pet class system and it works! They know it’s a problem and you guys blew up the forums when they talked about nerfing AOEs well something has to be done and giving pets a 90% immunity to AOE damage across the board has been tested before.

But I predict mind you that instead of actually looking at the development history of these systems they’ll continue to delay this mechanism and continue to have cookie cutter non-pet heavy builds for at least another year before someone actually looks at it and says “hey you know what? why don’t we do this? it’s been done before” and poof it will be finally done but it will most likely be too late because people will have moved on to something else most likely having been tired of waiting on something so simple.

WoW has one of the most reputable/successful hunter/pet systems in MMO history, and to my knowledge, has never nerfed AOE for it.

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Posted by: Knote.2904

Knote.2904

and if “all pets get immunity to AOE” they will be broken in half in any pvp wvw scenario.

If I recall correctly, every single MLG team in the sPvP tourney was running a spirit ranger. “Mediocre at best.”

Come up with a better solution.

Nope they won’t because they are already weak. The last pet to be weakened were the Rangers.

This is exactly beside the point however, because this kind of thing has been done countless times in other games as the fixall for the heavy pet class system and it works! They know it’s a problem and you guys blew up the forums when they talked about nerfing AOEs well something has to be done and giving pets a 90% immunity to AOE damage across the board has been tested before.

But I predict mind you that instead of actually looking at the development history of these systems they’ll continue to delay this mechanism and continue to have cookie cutter non-pet heavy builds for at least another year before someone actually looks at it and says “hey you know what? why don’t we do this? it’s been done before” and poof it will be finally done but it will most likely be too late because people will have moved on to something else most likely having been tired of waiting on something so simple.

WoW has one of the most reputable/successful hunter/pet systems in MMO history, and to my knowledge, has never nerfed AOE for it.

What? I thought WoW was the first MMO I saw to give resistance to AoE dmg for pets…

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Posted by: Atherakhia.4086

Atherakhia.4086

and if “all pets get immunity to AOE” they will be broken in half in any pvp wvw scenario.

If I recall correctly, every single MLG team in the sPvP tourney was running a spirit ranger. “Mediocre at best.”

Come up with a better solution.

Nope they won’t because they are already weak. The last pet to be weakened were the Rangers.

This is exactly beside the point however, because this kind of thing has been done countless times in other games as the fixall for the heavy pet class system and it works! They know it’s a problem and you guys blew up the forums when they talked about nerfing AOEs well something has to be done and giving pets a 90% immunity to AOE damage across the board has been tested before.

But I predict mind you that instead of actually looking at the development history of these systems they’ll continue to delay this mechanism and continue to have cookie cutter non-pet heavy builds for at least another year before someone actually looks at it and says “hey you know what? why don’t we do this? it’s been done before” and poof it will be finally done but it will most likely be too late because people will have moved on to something else most likely having been tired of waiting on something so simple.

WoW has one of the most reputable/successful hunter/pet systems in MMO history, and to my knowledge, has never nerfed AOE for it.

They made the pet ignore a large part of AE damage.
They also made the pet always attack from behind to help avoid cleaves.
The Hunter’s pet is only 15% of the class’s damage as opposed to 40% here.

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Posted by: Mathias.9657

Mathias.9657

and if “all pets get immunity to AOE” they will be broken in half in any pvp wvw scenario.

If I recall correctly, every single MLG team in the sPvP tourney was running a spirit ranger. “Mediocre at best.”

Come up with a better solution.

Nope they won’t because they are already weak. The last pet to be weakened were the Rangers.

This is exactly beside the point however, because this kind of thing has been done countless times in other games as the fixall for the heavy pet class system and it works! They know it’s a problem and you guys blew up the forums when they talked about nerfing AOEs well something has to be done and giving pets a 90% immunity to AOE damage across the board has been tested before.

But I predict mind you that instead of actually looking at the development history of these systems they’ll continue to delay this mechanism and continue to have cookie cutter non-pet heavy builds for at least another year before someone actually looks at it and says “hey you know what? why don’t we do this? it’s been done before” and poof it will be finally done but it will most likely be too late because people will have moved on to something else most likely having been tired of waiting on something so simple.

WoW has one of the most reputable/successful hunter/pet systems in MMO history, and to my knowledge, has never nerfed AOE for it.

They made the pet ignore a large part of AE damage.
They also made the pet always attack from behind to help avoid cleaves.
The Hunter’s pet is only 15% of the class’s damage as opposed to 40% here.

I dunno, a BM hunter has a lot of damage from the pet, including some skills that require one being active including but not limited to their resource management.

That could even be baseline though, can’t remember.

Back to WoW, make GW2 fun please.

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Posted by: Knote.2904

Knote.2904

On Engy again, could you consider making Elixir Gun’s #1 or #2 a 100% Projectile Finisher so we could make use of Super Elixir’s Light Field cleansing?

Or maybe consider making Blast Finisher in Light Fields do an aoe 1 condition cleanse instead of AoE retaliation? There is too much AoE Retaliation as it is.

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Posted by: selan.8354

selan.8354

i see a lot of good suggestions here. a lot of people refer to spvp 1v1 balance though and spvp is a pain for eles atm. for mesmers its somewhat ok, but the lack of aoe, stability and weakness to conditions is still an issue. as a mesmer in zvz fights daily i do feel very up atm and the update doesnt promise anything to change that issue.
my problem is
im great in spvp 1v1 and roaming, but in a zerg not viable apart from being used by warriors as their servant veil/tw, massinvis/nullfield/portal bot. this is making my gaming experiance pretty bad atm. anet nerfed glamour build into the ground of nothingness and never gave us anything viable back in that area. imo it was the only good thing that worked in wvw zergfights.

the warrior meta in wvw zergfights is a pain and like the video of counterplay stated, there is no counter play as it doesnt make sense to give a dps, tanky class with the best healing the most cc in the game. as heavy armor classes are already pretty tough, they dont need to stun an enemy to kill it. they dps it down and have their toughness and vitality to stay up in a fight. it does make sense though that they have stability.

now a light armor class does need a lot of stuns and cc as they need to be able to keep the heavy dps classes off our backs. our dmg should be coming from condis, cc, aoe and be a viable counterplay vs warrior trains.
confusion was that as it punished the 11111 spammers with massive dmg. we didnt need dps (glam build has like 900 power and 1700 condi dmg while having 1400k toughness) we had the confusion too keep the warriors on distance as when u get confusion u gotta back off a little before attacking again.
eles have a very low health pool and in spvp need some more cc to keep those warriors off their backs too. staff eles in spvp need a buff as its not viable atm, but in wvw staff eles are part of the meta due to aoe that hits like a truck and waterfields support.
thats why necros are in a good spot in spvp and wvw. they got fear and marks to keep an attacker off their back and enough condi and aoe dmg to be a big threat. aoe is the most important thing in a zerg fight, thats why mesmers are missing out atm.
people even advised everyone to roll a warrior/necro/ele or guardian. engi is ok and if played right pretty strong, but mesmers and rangers are bottom feeders.

Lv 80 glamour Mesmer Triforce Mesmerpower PU mes,Lv 80 power necro
[AVTR]
Isle of Kickaspenwood

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Posted by: Avatara.1042

Avatara.1042

and if “all pets get immunity to AOE” they will be broken in half in any pvp wvw scenario.

If I recall correctly, every single MLG team in the sPvP tourney was running a spirit ranger. “Mediocre at best.”

Come up with a better solution.

Nope they won’t because they are already weak. The last pet to be weakened were the Rangers.

This is exactly beside the point however, because this kind of thing has been done countless times in other games as the fixall for the heavy pet class system and it works! They know it’s a problem and you guys blew up the forums when they talked about nerfing AOEs well something has to be done and giving pets a 90% immunity to AOE damage across the board has been tested before.

But I predict mind you that instead of actually looking at the development history of these systems they’ll continue to delay this mechanism and continue to have cookie cutter non-pet heavy builds for at least another year before someone actually looks at it and says “hey you know what? why don’t we do this? it’s been done before” and poof it will be finally done but it will most likely be too late because people will have moved on to something else most likely having been tired of waiting on something so simple.

WoW has one of the most reputable/successful hunter/pet systems in MMO history, and to my knowledge, has never nerfed AOE for it.

WoW pets have like 90% AoE resistance, and some AI designed to avoid stuff. Your knowledge is lacking.

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Posted by: Rajani Isa.6294

Rajani Isa.6294

and if “all pets get immunity to AOE” they will be broken in half in any pvp wvw scenario.

If I recall correctly, every single MLG team in the sPvP tourney was running a spirit ranger. “Mediocre at best.”

Come up with a better solution.

Nope they won’t because they are already weak. The last pet to be weakened were the Rangers.

This is exactly beside the point however, because this kind of thing has been done countless times in other games as the fixall for the heavy pet class system and it works! They know it’s a problem and you guys blew up the forums when they talked about nerfing AOEs well something has to be done and giving pets a 90% immunity to AOE damage across the board has been tested before.

But I predict mind you that instead of actually looking at the development history of these systems they’ll continue to delay this mechanism and continue to have cookie cutter non-pet heavy builds for at least another year before someone actually looks at it and says “hey you know what? why don’t we do this? it’s been done before” and poof it will be finally done but it will most likely be too late because people will have moved on to something else most likely having been tired of waiting on something so simple.

WoW has one of the most reputable/successful hunter/pet systems in MMO history, and to my knowledge, has never nerfed AOE for it.

WoW pets have like 90% AoE resistance, and some AI designed to avoid stuff. Your knowledge is lacking.

Giving GW2 pets “AOE” resistance would be giving them resistance to pretty much every single melee attack out there.

Very few non-ranged attacks hit only 1 target.

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Posted by: Iris Ng.9845

Iris Ng.9845

My devourer pet would certainly carry me through all the battles if she can evade AOE dmg, lol.

“Raids are like fortune cookies. You eat the cookie and then read the paper scraps.”

- doranduck, 2016 on Lore in Raids

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Posted by: CutePicsHunter.7430

CutePicsHunter.7430

I have a nice (i think ;d) suggestion about ele’s staff 3 in water (geyser). What if it would last for 3 seconds with same healing overall but also with projectile absorbtion? That won’t be so strong in pvp but will be useful in pve.

HoT is just a cash grab.
Almost nothing in this game will ever be fixed.
Anet fix things only if it might increase gemstore sales.

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Posted by: Avatara.1042

Avatara.1042

and if “all pets get immunity to AOE” they will be broken in half in any pvp wvw scenario.

If I recall correctly, every single MLG team in the sPvP tourney was running a spirit ranger. “Mediocre at best.”

Come up with a better solution.

Nope they won’t because they are already weak. The last pet to be weakened were the Rangers.

This is exactly beside the point however, because this kind of thing has been done countless times in other games as the fixall for the heavy pet class system and it works! They know it’s a problem and you guys blew up the forums when they talked about nerfing AOEs well something has to be done and giving pets a 90% immunity to AOE damage across the board has been tested before.

But I predict mind you that instead of actually looking at the development history of these systems they’ll continue to delay this mechanism and continue to have cookie cutter non-pet heavy builds for at least another year before someone actually looks at it and says “hey you know what? why don’t we do this? it’s been done before” and poof it will be finally done but it will most likely be too late because people will have moved on to something else most likely having been tired of waiting on something so simple.

WoW has one of the most reputable/successful hunter/pet systems in MMO history, and to my knowledge, has never nerfed AOE for it.

WoW pets have like 90% AoE resistance, and some AI designed to avoid stuff. Your knowledge is lacking.

Giving GW2 pets “AOE” resistance would be giving them resistance to pretty much every single melee attack out there.

Very few non-ranged attacks hit only 1 target.

It would be PvE only.

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Posted by: ThiBash.5634

ThiBash.5634

WoW’s pets have reduction to AoE damage in PvE only. It doesn’t work against players. However, for Guild Wars 2 it wouldn’t be so much AoE damage, but more in the line of ‘all non-player damage’ because the game works a bit differently. The trick is to not make pets OP-survive-all-tanks though, because that can lead to abuse. I know that there was a boss in WotLK that was best tanked by pets instead of player tanks, because they did almost solely AoE damage (and then pets are immune to 90% of the boss’ damage).

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

(edited by ThiBash.5634)

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Posted by: liefbread.9513

liefbread.9513

and if “all pets get immunity to AOE” they will be broken in half in any pvp wvw scenario.

If I recall correctly, every single MLG team in the sPvP tourney was running a spirit ranger. “Mediocre at best.”

Come up with a better solution.

Nope they won’t because they are already weak. The last pet to be weakened were the Rangers.

This is exactly beside the point however, because this kind of thing has been done countless times in other games as the fixall for the heavy pet class system and it works! They know it’s a problem and you guys blew up the forums when they talked about nerfing AOEs well something has to be done and giving pets a 90% immunity to AOE damage across the board has been tested before.

But I predict mind you that instead of actually looking at the development history of these systems they’ll continue to delay this mechanism and continue to have cookie cutter non-pet heavy builds for at least another year before someone actually looks at it and says “hey you know what? why don’t we do this? it’s been done before” and poof it will be finally done but it will most likely be too late because people will have moved on to something else most likely having been tired of waiting on something so simple.

WoW has one of the most reputable/successful hunter/pet systems in MMO history, and to my knowledge, has never nerfed AOE for it.

WoW pets have like 90% AoE resistance, and some AI designed to avoid stuff. Your knowledge is lacking.

It’s been… a lot of years. Since I touched that game.

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Posted by: darkace.8925

darkace.8925

Unsteady Ground: This skill no longer damages or cripples enemies. It will now prevent foes from crossing the area, knocking them back a short distance. Lasts for 3 seconds.

As someone who utilizes Condition Duration with Cripple and Chill to keep foes away from my elementalist, this change GREATLY disappoints me. My elementalist has the smallest health pool in the game, wears the lightest armor in the game, and has no secondary weapon to which I can swap if enemies close the ground; that Cripple was kind of important to my survivability.

Edit: I REALLY hope this change isn’t being made because of PvP. God knows I’ve been hit with enough nerfs because of PvP already, this one would just be adding insult to injury.

(edited by darkace.8925)

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Posted by: STRanger.5120

STRanger.5120

The Hunter’s pet is only 15% of the class’s damage as opposed to 40% here.

I bet you never played a Beastmaster Hunter, right?

#ELEtism 4ever

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Posted by: Atherakhia.4086

Atherakhia.4086

The Hunter’s pet is only 15% of the class’s damage as opposed to 40% here.

I bet you never played a Beastmaster Hunter, right?

It has been 5 years since I played WoW. I honestly couldn’t tell you what my spec was. I was in a top 15US guild for raiding though, so if BM was a raid spec, I was it.

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Posted by: FlamingForce.6389

FlamingForce.6389

Is Necro DPS going to be getting the nerf it deserves? Why in gods name did they actually get burning access?

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Posted by: Gitchy.7941

Gitchy.7941

Yay!!! More crap!!! What about some performance updates?

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Unsteady Ground: This skill no longer damages or cripples enemies. It will now prevent foes from crossing the area, knocking them back a short distance. Lasts for 3 seconds.

As someone who utilizes Condition Duration with Cripple and Chill to keep foes away from my elementalist, this change GREATLY disappoints me. My elementalist has the smallest health pool in the game, wears the lightest armor in the game, and has no secondary weapon to which I can swap if enemies close the ground; that Cripple was kind of important to my survivability.

Edit: I REALLY hope this change isn’t being made because of PvP. God knows I’ve been hit with enough nerfs because of PvP already, this one would just be adding insult to injury.

Please, explain me how that 2s movement-cripple is more important to keep foes away from you than a 3s movement denial with a knockback on top of that. This is a straight buff to any elementalist build I can think of. You’ll literally be able to simulate a 3s immobilize with this new skill, which is stronger than cripple, and you can synergize it with a real immobilize from shockwave after the knockback. It’ll be far more effective at keeping foes far from you than the current churning earth can ever hope for.

(edited by DiogoSilva.7089)

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Posted by: darkace.8925

darkace.8925

Please, explain me how that 2s movement-cripple is more important to keep foes away from you than a 3s movement denial plus interrupt + knockback. This is a straight buff to any elementalist build I can think of, and you can synergize it with shockwave to immobilize.

Frozen Ground = slower movement across Unsteady Ground = more ticks = longer Cripple duration + +Condition Duration = enemies closing ground at slower rate for much longer than the 3 seconds of Crowd Control the new version will offer.

It’ll be far more effective at keeping foes far from you than the current churning earth can ever hope for.

False.

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Posted by: dagrdagaz.4913

dagrdagaz.4913

Pets hands down need an immunity to AOE we’re talking summons, ranger spirits/pet, turrets or they will remain mediocre at best

Dunno why but i tried using a ranger spirit during a Frozen Maw boss event.
Uselesss.
It died from one AoE hit/blast, and (a new spirit) again in one hit from one of those new tiny Ice Storms that r summoned.

My idea always has been, make ranger spirits immune to any dmg and rebalance that another way. May also be an idea for engineer turrets i suppose.
For PvE at least.

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Frozen Ground = slower movement across Unsteady Ground = more ticks = longer Cripple duration + +Condition Duration = enemies closing ground at slower rate for much longer than the 3 seconds of Crowd Control the new version will offer.

You complained above about how Anet has been nerfing elementalists, but now you don’t want them to buff the profession as a whole just because of a single build with an obscure combo that is hardly ground-breaking.

Casting frozen ground and unsteady ground in the same place is and always has been a bit redudant. You can get a few more stacks of cripple, but for what big purpose? A pvp player will just cleanse through it, a wvw player will cleanse it or, versus zergs, it’ll only affect up to five of them, including whoever evades/ blocks through it due to a new restriction this patch might bring (if those changes in the leaked notes are to happen), and finally for pve, chill is more than enough – and not even needed – to kite the AI.

Not only is the line-knockback generally more effective (except on bosses, to be fair), but it’ll create plenty of new tricks, like forcing players to fall from high places in wvw and pvp, create area denial in pvp’s control points, or to create a new rotation with this skill and shockwave. At the current state, it’s redudant to use both skills at the same time, and it’s worthless waiting for one to end to use the other when an elementalist so desperately requires fast skill rotations to deal damage or to survive… After this change, unsteady ground -> shockwave is going to be very interesting.

I understand the frustration of seeing your own build getting slightly nerfed due to this, but this kind of stuff happens with every single balancing tweak change, but that doens’t means those changes aren’t good or needed for the game as a whole. And the elementalist profession, as a whole, will greatly benefit from this change, even if your build doesn’t.

Finally, I’d recommend you to adapt or look at the new potential. You still have glyph of elemental power, and immobilize might now stack in duration this patch (so says the leaked notes), which might lead to some interesting new combos (signet of earth + immobilize + your condition duration = ?).

(edited by DiogoSilva.7089)

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Posted by: darkace.8925

darkace.8925

You complained above about how Anet has been nerfing elementalists,

No, I didn’t. I said, “God knows I’ve been hit with enough nerfs because of PvP already, this one would just be adding insult to injury.” I have more than one character, only one of which is an elementalist.

but now you don’t want them to buff the profession as a whole just because of a single build with an obscure combo that is hardly ground-breaking.

Obscure combo? The staff is one of three main-hand weapon options for the elementalist. Surely I’m not the only one stacking Chill and Cripple with +Condition Duration?

Casting frozen ground and unsteady ground in the same place is and always has been a bit redudant. You can get a few more stacks of cripple, but for what big purpose?

To keep the enemies out of melee range longer than they otherwise would have been.

A pvp player will just cleanse through it, a wvw player will cleanse it or, versus zergs, it’ll only affect up to five of them, including whoever evades/ blocks through it due to a new restriction this patch might bring (if those changes in the leaked notes are to happen),

Remember when I said, “I REALLY hope this change isn’t being made because of PvP”?

and finally for pve, chill is more than enough – and not even needed – to kite the AI.

The old version vs the new is the difference between standing-and-blasting vs kiting. Kiting while attacking with ranged attacks, while effective, isn’t very fun. And kiting prevents the casting of Meteor Shower.

Not only is the line-knockback generally more effective (except on bosses, to be fair), but it’ll create plenty of new tricks, like forcing players to fall from high places in wvw and pvp,

Remember when I said, “I REALLY hope this change isn’t being made because of PvP”?

or to create a new rotation with this skill and shockwave.

I can’t see it. I mean I can, I just can’t see how it’s going to benefit me more than the current version.

At the current state, it’s redudant to use both skills at the same time,

They’re fairly long cooldowns, so it’s not like you can’t stagger them so that one is always off cooldown.

I understand the frustration of seeing your own build getting slightly nerfed due to this, but this kind of stuff happens with every single balancing tweak change, but that doens’t means those changes aren’t goog or needed for the game as a whole. And the elementalist profession, as a whole, will greatly benefit from this change, even if your build doesn’t.

I get it; but as someone who recently had 1/5th of my ranger’s weapon skills rendered 99.95% useless, it’s still frustrating when it happens.

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Posted by: Lostwingman.5034

Lostwingman.5034

It would be PvE only.

On this note, can we just separate PvE, sPvP, and WvW skill/spell stats already?
Like, make it official?
This one or two suffering for another has not worked out…

Bad@Ele: Alaric Von Manstein
Bad@Thief: Kiera Gordon
Sea of Sorrows, a server never before so appropriately named.

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Posted by: Atherakhia.4086

Atherakhia.4086

It would be PvE only.

On this note, can we just separate PvE, sPvP, and WvW skill/spell stats already?
Like, make it official?
This one or two suffering for another has not worked out…

pass.

If it’s a numbers only thing, that’s one thing. But for players who actively play eah of the systems, it’s very annoying to have skills work differently in each of them. Take revealed for example. It lasts 1 second longer in sPvP then it does in WvW. It’s very aggrivating playing WvW for a couple hours and then jumping in sPvP and your whole game is change.d

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Posted by: Ryan.8367

Ryan.8367

so thieves will still be able to CnD my pet at will?

ok got it, thanks

Tanbin 80 Ranger
Maguuma

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Posted by: village idiot.1436

village idiot.1436

Would like to see a reworking of the engineer downed state abilities, especially 2. Would also like to see fumigate having some condition removal on the player.

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Posted by: chris.6583

chris.6583

“Tab Targeting Improvements”
finally, i was getting bored of targeting regular mob in champions fights, like melandru event, for some reason the system always target the mob under the platform

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Posted by: BlueBoy.1236

BlueBoy.1236

Alter retaliation

Retaliation can be kept at 100% quite easily (for some classes), and it’s not hard to give a zerg constant retaliation. Retaliation deals fixed damage per attack, so it’s extremely effective against multi hit attacks. Many classes/builds will have to avoid using most of their abilities, because they receive much more damage than they dish out. Casting a few grenades into a retaliation buffed zerg is suicide.

Fast attacks don’t have any massive advantage to make up for this. Critical hit effects all have long cooldowns, which most slow hitting weapons with some crit chance will close to maximize anyways.

Blindness and Aegis is another advantage where fast attacks are ideal. However, you can counter aegis by simply not opening with one of your best attacks. Blindess can be countered by using #1 attack a single time.

Retaliation have no real counters (boon stripping is very limited), and they give a too big buff to zerging.

Possible way to fix retaliation:

1. Retaliation should be based on damage dealt. It does not need to be proportional to damage, but the fast weak attacks should in no way get the kind of retaliation damage they currently get.

2. It should also be harder to stack retaliation for a large group. This could be achieved by distinguishing single target stacked retaliation from area stacked retaliation. Keep that retaliation can stack 5 times in duration, but that only 2/3 of those can come from area retaliation. Either that, or give area boons a limit to how many can be affected (this may introduce some unwanted rng factor).

Why Retaliation is not like Confusion
Just before people start arguing that confusion is not OP and basically the same as retaliation, so reta. It’s not. Before you cast an ability, you can check wether you have any confusions on you. It’s alot harder to check the enemy targets if they carry retaliation (AoE), and conditions are feasible to remove. It is very easy for a zerg to have perma retaliation. The “opposite”, which consists of applying confusion to enemy, is much less effective.

+1 to this.

Retaliation really needs an icd.

I’m speaking in term of zerg fight here. As an elementalist, or any backline profession, one AOE channeling skill against an enemy blob that is keeping retal may result in the entire health pool of a very tanky char going from 24k health to 0 in a second or 2. Heck… even putting static field could yield a 6k damage on you. sure. necro can strip it, but that retal will always be up on the next second. the point of aoe is to prevent enemies from clumping together. they already nerfed aoe skills with 5-man aoe cap. adding unlimited retal dmg on top of the zerg just killed the purpose of using aoe skills. I’m not saying that retal is op, it;s just unbalanced

There’s already a discussion about it here https://forum-en.gw2archive.eu/forum/wuv/wuv/Retool-WvW-Retaliation-for-better-WvW-meta/first

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Posted by: Knote.2904

Knote.2904

Yeah, giving retal a 1 second cooldown and buffing the dmg a bit would be better.

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Posted by: Emperor.1360

Emperor.1360

Suggestion: Make ability stats MUCH MORE OBVIOUS and TRANSPARENT for the sole purpose of choosing effective gear to match a build.

I believe that one of the single, greatest reasons why so many players argue that the elementalist or whatever other class is “underpowered” is because these players have NO IDEA about what stats to use for gear. Because of the vast array of different stat combinations on gear, finding a suitable stat combination through purely trial-and-error takes forever and is confounding.

Seriously: look at the elementalist forum, for example. It is chock-full of well-meaning individuals giving various suggestions for gear. The advice from even supposedly “good/famous” elementalists is poor (full celestial, anyone?!).

Since we lack the capability to measure what ability scores are more effective for certain traits, we cannot do the math (as Elitist Jerks did in World of Warcraft, for example) to provide guidance and clear statistics for a given stat combination. Everyone is just shooting in the dark, hoping that their chosen gear selection is good.

This turned me off when I first began playing at release; choosing a gear setup was UTTERLY FRUSTRATING to me because I could not see much tangible, mathematical difference between Gear Set A and Gear Set B.

Hopefully the revised combat log will help in this regard.

Frankly, however, I believe the confusion regarding gear selection causes the following problems for this game:

1. Since players have sub-optimal gear, due to incorrect or even no guidance in their choices, they believe that certain classes are weak or useless.

2. The above players either: A, complain; B, quit playing. I myself quit for a while purely out of frustration with choosing gear to suit what I wanted to do.

Omnes stulti estis, quod putatis vos esse
intellegentes eximiosque, quamvis
non fuistis, vere non estis et eritis numquam.

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Posted by: Avatara.1042

Avatara.1042

Suggestion: Make ability stats MUCH MORE OBVIOUS and TRANSPARENT for the sole purpose of choosing effective gear to match a build.

I believe that one of the single, greatest reasons why so many players argue that the elementalist or whatever other class is “underpowered” is because these players have NO IDEA about what stats to use for gear. Because of the vast array of different stat combinations on gear, finding a suitable stat combination through purely trial-and-error takes forever and is confounding.

Seriously: look at the elementalist forum, for example. It is chock-full of well-meaning individuals giving various suggestions for gear. The advice from even supposedly “good/famous” elementalists is poor (full celestial, anyone?!).

Since we lack the capability to measure what ability scores are more effective for certain traits, we cannot do the math (as Elitist Jerks did in World of Warcraft, for example) to provide guidance and clear statistics for a given stat combination. Everyone is just shooting in the dark, hoping that their chosen gear selection is good.

This turned me off when I first began playing at release; choosing a gear setup was UTTERLY FRUSTRATING to me because I could not see much tangible, mathematical difference between Gear Set A and Gear Set B.

Hopefully the revised combat log will help in this regard.

Frankly, however, I believe the confusion regarding gear selection causes the following problems for this game:

1. Since players have sub-optimal gear, due to incorrect or even no guidance in their choices, they believe that certain classes are weak or useless.

2. The above players either: A, complain; B, quit playing. I myself quit for a while purely out of frustration with choosing gear to suit what I wanted to do.

Elementalists ARE underpowered in PvP. And I have not really seen bad gear advice since Celestial lost its MF.

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Posted by: Avatara.1042

Avatara.1042

Elementalists need more base health. This would make toughness not suck, and give them needed, passive, survivability.

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Posted by: Bardes.1870

Bardes.1870

About Ranger

Ranger’s Problem: Ranger is designed and is supposed to fight together with his pet companion. Thus, rangers “suffer” damage punishment which cause that rangers can just do less damages than other professions. However, pets can be killed easily. As a result, in many situations (such as dungeon runs and boss fights), rangers are often considered “useless”. They lack team support skills and even lack basic damage outputs.

To resolve the situation, please
- Improve pets’ survivabilities
or
- When no pet is available to fight, please provide ranger a tempory buff (called “rage of the hunter” or something) which provide extra damage bouns so rangers can have compete damages.


About Stealth and Penetrate

1.) please only make canines have Stealth penetrate skill.
2.) Allow traps to remove Stealth and provide much longer extra Revealed to the touch-trap-sneaker. (It doesn’t make any sense when you lull a thief to touch your traps and see the thief jump into stealth immediately to cure all conditions and backstab you with full hp again).
3.) provide special effect to the professions who can stealth. For example, rangers regain Opening Strikes when they stay in stealth long enough (3 seconds, not require a grandmaster trait); mesmers can create a clone when they leave stealth; or engineers can recharge their skills faster when they are in stealth.


About Pets and summons

I think pets and summons all need some spcial abilities which are not only for better surviabilities but also for more significant differences. The following pets and summons I mention will just be examples; and it doesn’t mean those I don’t mention need no improvement.

Rangers pets
- canines gain stealth penetrate
- bears gain knockdown skill
- spiders immune to poision
- birds can evade very often when they are hovering.

Rangers’ spirit
- moveable
- Sun spirit immunes to burning

Nec’s summons
- All immune to fear

Engineers’ turrets
- Become object and immune to conditions.

Guardians’ spirit weapons
- All have attack skill (at least one) and support skill (at least one)
- These summoned weapons are based on guardian’s mind. They aren’t like rangers’ spirits whose origins are from nature. Therefore, I think, maybe we can do something different to these spirit weapons.
For example,
1.) Only provide 1000 hp to these weapons
2.) But make them immune to all attacks and conditions
3.) They can be damaged only if the summoner, guardian, is damaged. (exp: when guardian suffers a 1250 damage attack, a summoned weapon suffers 125 damages.) So the tougher guardian is, the longer these summoned weapons can exist (before expire).
4.) They can share the damages if more weapons are summoned. (exp: guardian suffers 2000 damages — 1 weapon suffers 200, or 2 weapons suffer 100.)


About steal

Make some steal slots (F2~F4) for thieves. ’Cause currently it is annoying that thieves must USE previous steal before they can use the steal skill again. If there are these slots (F2 ~ F4) then thieves can use F1 whenever they can and decide when to use the steals.

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Posted by: Seregmir.6375

Seregmir.6375

Elementalists don’t need more hp (guardian has the same amount with almost 300 more armor). The point is that, to deal high damage elementalists are using dagger / dagger set, which is 300 – 400 range. That’s almost melee, so it’s too easy to hit them.
Scepter / focus gives not as good damage but allows to avoid some damage. Other thing is that doesn’t have as much healing.
Staff, which should be the best one because of long range, isn’t great to deal damage because of far too much support role.
So it’s all about close combat issue in suicide way.

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Posted by: Lithril Ashwalker.6230

Lithril Ashwalker.6230

About Ranger

Ranger’s Problem: Ranger is designed and is supposed to fight together with his pet companion. Thus, rangers “suffer” damage punishment which cause that rangers can just do less damages than other professions. However, pets can be killed easily. As a result, in many situations (such as dungeon runs and boss fights), rangers are often considered “useless”. They lack team support skills and even lack basic damage outputs.

To resolve the situation, please
- Improve pets’ survivabilities
or
- When no pet is available to fight, please provide ranger a tempory buff (called “rage of the hunter” or something) which provide extra damage bouns so rangers can have compete damages.


About Stealth and Penetrate

1.) please only make canines have Stealth penetrate skill.
2.) Allow traps to remove Stealth and provide much longer extra Revealed to the touch-trap-sneaker. (It doesn’t make any sense when you lull a thief to touch your traps and see the thief jump into stealth immediately to cure all conditions and backstab you with full hp again).
3.) provide special effect to the professions who can stealth. For example, rangers regain Opening Strikes when they stay in stealth long enough (3 seconds, not require a grandmaster trait); mesmers can create a clone when they leave stealth; or engineers can recharge their skills faster when they are in stealth.


About Pets and summons

I think pets and summons all need some spcial abilities which are not only for better surviabilities but also for more significant differences. The following pets and summons I mention will just be examples; and it doesn’t mean those I don’t mention need no improvement.

Rangers pets
- canines gain stealth penetrate
- bears gain knockdown skill
- spiders immune to poision
- birds can evade very often when they are hovering.

Rangers’ spirit
- moveable
- Sun spirit immunes to burning

Nec’s summons
- All immune to fear

Engineers’ turrets
- Become object and immune to conditions.

Guardians’ spirit weapons
- All have attack skill (at least one) and support skill (at least one)
- These summoned weapons are based on guardian’s mind. They aren’t like rangers’ spirits whose origins are from nature. Therefore, I think, maybe we can do something different to these spirit weapons.
For example,
1.) Only provide 1000 hp to these weapons
2.) But make them immune to all attacks and conditions
3.) They can be damaged only if the summoner, guardian, is damaged. (exp: when guardian suffers a 1250 damage attack, a summoned weapon suffers 125 damages.) So the tougher guardian is, the longer these summoned weapons can exist (before expire).
4.) They can share the damages if more weapons are summoned. (exp: guardian suffers 2000 damages — 1 weapon suffers 200, or 2 weapons suffer 100.)


About steal

Make some steal slots (F2~F4) for thieves. ’Cause currently it is annoying that thieves must USE previous steal before they can use the steal skill again. If there are these slots (F2 ~ F4) then thieves can use F1 whenever they can and decide when to use the steals.

the last part is what i agree on. kleptomaniac isnt a klepto without many things to steal as lindsey lohan!…we want more shhtealzzz

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Posted by: mshinga.6540

mshinga.6540

As someone who has played two elementalist a to lv 80 and continues to main an elementalist I would honestly appreciate a base hp increase. Having higher base hp would open up greater viability if alternative builds such as condition elementalists. True, with earth line elementalists can get good armor, but without more health they are fairly easily dispatched before their bleeding and it burning can really become too overwhelming (against players and high lv mobs that is).

That said my main concern is changes to staff, my weapon of choice. I love the idea of geyser being larger (and better at healing?) because staff has very limited clutch healing unlock dagger dagger it scepter dagger which allows for far more versatile healing. The fact if the matter with geyser is that it use a staff elementalist’s best heal (from the weapon) and it makes you I to a sitting duck. As an aside nothing I am saying should be taken as a complaint, I love staff elementalist just as it is, and have no real problems with the weapon or it’s play, this is merely conjecture.

Something I would like to see is a damage increase on the auto attacks, perhaps not fire, but the others could use it. I would also like to see eruption improved. This is a particular concern if mine with the changes to instead ground (which I like). The problem with the unsteady ground change us that earth staff has next to no dmg aside from the eruption burst, which honestly can be hard to land due to how long eruption takes to pop. Having just said that though unsteady ground seems like it will provide a good combo skill to use with eruption, but I still feel that earth is being sold short as an almost completely defensive element. In the original gulf wars earth was considered a defensive element, but I like to think that guild wars two is breaking that mold, at least a little.

Now realizing that elementalists are INTENDED to change elements I am anticipating some backlash for the above comment and to anyone that might say earth is the defense element just as fire is the ages dive element, I would argue that the larger your weapon the less prescient it is to attune dance outside of select situations for example to use magnetic aura to reflect attacks.

Overall in very excited for changes and think you’re doing a great job keeping skills moving in the right direction. Thanks Anet!

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Posted by: Vick.6805

Vick.6805

Elementalists don’t need more hp (guardian has the same amount with almost 300 more armor). The point is that, to deal high damage elementalists are using dagger / dagger set, which is 300 – 400 range. That’s almost melee, so it’s too easy to hit them.
Scepter / focus gives not as good damage but allows to avoid some damage. Other thing is that doesn’t have as much healing.
Staff, which should be the best one because of long range, isn’t great to deal damage because of far too much support role.
So it’s all about close combat issue in suicide way.

Elementalists may not need more HP, but they need SOMETHING in the way of survivability, since our bunker builds have been nerfed to oblivion because people were crying about them. More CC on the staff is not particularly what is needed, IMO, but anything that makes the staff more effective is welcome, I suppose.

Ele traits need to be tweaked to remove the total dependence on Water and Arcana for any level of survivability. It creates a severe limit on the other traits an Ele can use.

Also, I think it’s sad that the squishiest class in the game (possibly tied with glass thieves, only without the escape utility) is forced into melee range with D/D or conjure weapons for its highest DPS. If I wanted to play a thief or warrior, I would. Melee is not the play style I was looking for when I chose my Elementalist.

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Posted by: Magische Boek.2530

Magische Boek.2530

i’d like to see some elite’s actually deserve their name. also the racial skills could use something something darkside.

I’m not arguing!
I’m simply explaining why I’m right.

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Posted by: MeGaZlo.9516

MeGaZlo.9516

Hi. One question yet. Are you planing to remove this insane cond-removing of warriors? As I recall from official statements, a high HP pool = poor cleaning and vice versa. Now I do not observe this. Its understandable, in last balance patch you’ve decided to improve crying warriors. But have improved everything at once, it seems. Clearly you have gone a bit too far, making them almost immune to condition. Now I can easily kill 3-4 people at once by my cond war. Quite a cheaty, isn’kitten

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Posted by: Aedil.1296

Aedil.1296

Ya warrior really needed love, again and again and again -.-"
You just don’t care about elementalists.
ragequit

We – want – more – damage – fullstop.

I’ll be completly honest, when Jonathan says “we did this couse ppl have asked” in a tone like, “they asked it so much that to not hear that again we did it” i just can’t stand that.
To me a good company just do what customers says, becouse we pay for what WE want, not the thing YOU want. This said, the elementalist is totally broken. A LOT of people says that, it needs a total restyle to be in line with other classes, and don’t say it’s couse is a hard class to play and most of eles sucks, you cannot make an elite class usable just by some trained people, especially a popular class like the Ele.
Do that with mesmer, it’s a unique class that belongs only to GW, so mess with it.
The situation is like this since day 1 and you continue not listening to people. And pls, don’t speak about balance, you are paid to balance stuff here not me, i just want to have fun! to use a class i like and have fun, is that so hard to understand? I don’t pay to listen people telling me “make a war to join our party”.
I’m not going to pay anymore Euros for this game until things changes, and trust me there are alot of heavy shoppers like me that think this way.
Please forget all the ideas u have, u need to satisfy your customers! not to stuck to some ideas ruining the game.

Thanks for reading.

(edited by Aedil.1296)