Occam Pi (Ele), Acaena Elongata (Warrior), Finja Salversdotir (Ranger),
Bytestream (Engineer), Vim Whitespace (Thief)
Current contents are not challenging at all.
First, condition damage base should be reduced, but we will gain it exponentially if condition gears are equipped. Or we basically reduce condition damage factors. Or condition damage equations become non-linear.
current linear = 0.06 * condition damage + 20
reduced non-linear = 0.000000015*(condition damage^3)+20
(see attached image)Second, since all player stats are boosted, all bosses and enemies stats should be boosted as well. Otherwise, player stats should be reverted.
From a Necromancer’s perspective: No, just NO!
Bleed already got nerfed with this patch (the break even point is 2051 condition damage, not 700 as they “promised” before). Applying this change would make the nerf even bigger, which, for a profession that basically only applies bleed and does it very slowly, would be way too much.
As a Necromancer I suggest a buff to bleed itself (stay with linear scaling but move the break even point to the promised 700) but to take a closer look at how it is applied. If a skill can apply more than 1-3 stacks of bleeding and is not on a rather huge cool down than it should be nerfed.
While it’s late and I’m running on fumes, is direct damage not mitigated by toughness? Conditions have no such mitigation to my knowledge and , while I may be misremembering that difference, that is what’s breaking combat right now.
Add mitigation for conditions and we’re back on track.
Migation for condis is condi clear and vitality.
Vitality mitigates direct damage too so isn’t something we should talk about here really.
Please don’t nerf damage just update the world boss, increase the efectiveness of defensive builds, but don’t touch the damage. Pvp is just great now, fast fights that made you really use all your skill to win. So please again don’t touch damage!!
Just getting these out there so we know we are all in agreement:
1) Conditions seem a bit strong
2) World bosses are currently too easy
3) There are some bugged skills and traits
4) There are some overpowered buildsWe won’t fix it all at once but these are four large topics we are talking about. In the meantime keep the feedback and bug reports coming, and I guess farm up some world bosses. We are dedicating time towards these issues and are intending to resolve them as quickly as possible. As we have said before, the live environment differs too greatly from anything we can reliably simulate internally so big changes like today’s build will cause things to sometimes change at an alarming rateTM.
Thanks for your patience,
Jon
Is it possible that #2 is so because of #1?
Somehow it feels like Zerker = Condi DMG… and not like it should be: Zerker=Sinister
WvW right now reminds me of that necro vampiric bug that melted everything. Zerg just melting doors and on to the next thing.. great fun. not..
PvE is great now, at last. Do Not Touch.
I don’t care for PvP, split traits and skills for PvP if you will, but PvE must stay as it is now and we may finally see the end of the zerker meta.
Somehow it feels like Zerker = Condi DMG… and not like it should be: Zerker=Sinister
In 1v1 situations it feels like it should:
Full Zerker beats full Sinister but dies afterwards to conditions.
In XvY Situations conditions make a difference, as they should.
The only problem currently is burning, that’s just crazy.
PvE is great now, at last. Do Not Touch.
I don’t care for PvP, split traits and skills for PvP if you will, but PvE must stay as it is now and we may finally see the end of the zerker meta.
you wont see the end of “zerker” meta. not even right now.
and yes conditions are a bit op.
What about necro spectral walk,is this bug or its just ruin?
PvE is great now, at last. Do Not Touch.
I don’t care for PvP, split traits and skills for PvP if you will, but PvE must stay as it is now and we may finally see the end of the zerker meta.
PvE in this game was always easy… So we make it easier by condi nuking everything to dust lol.
I have never played an MMO that has an easier PvE than GW2… and it just got even EASIER.
Boy this so called “challenging group content” can’t come any sooner. You could play this carebear PvE blindfolded and still win. Condi or Zerker, doesn’t matter
Let’s be clear, this version of condition stacking and condi builds being viable in all games modes is a large part of our goal. We just want to make sure we don’t create imbalances that actually make the game less fun. Don’t expect huge balance swings, but rather our balance goal has always been to make more small adjustments.
Don’t expect huge balance swings except for the fact after a few hours of live you just killed Condi mesmers and stuck us stright back into power shatter only.
We don’t trust you.
Umm yeah wtf, 50% reduction would be classified as “HUGE” this was not a nerf this was outright deleting the condition mesmer for both pvp and pve.
I fully expect mesmers to be nerfed into the dirt before the release of HoT. I thought I was coming back to play a GW2 expansion but maybe not. Glad I haven’t pre-ordered.
Somehow it feels like Zerker = Condi DMG… and not like it should be: Zerker=Sinister
In 1v1 situations it feels like it should:
Full Zerker beats full Sinister but dies afterwards to conditions.In XvY Situations conditions make a difference, as they should.
The only problem currently is burning, that’s just crazy.
For me it doesn’t feel like that, but PvP is harder to get a real feel on in this case.
For me it shouldn’t make a difference in XvY… not really in that sense: DMG of Sinister and Zerker should still be around the same, not saying that maybe in this case Condi DMG is the better option than Direct DMG that might be fine.
But alas: World bosses: Direct DMG one stat applies to making DMG (this was what they were designed around) now: Condi has two stats (Three to be precise, as the fights are long enough) Condi DMG, Power and Condi Duration… though Condi duration might be similar to modifiers on runes and such…
Still it is one more stat DMG the Worldboss
In PvE in normal battle I can’t really evaluate the whole thing, just that it feels like condi = zerker and not sinister = zerker.
If things are working now in PVE to allow conditions but they have affected PVP as well, wouldn’t the solution be to beef up players? I’m sure some condition numbers might need to be adjusted (8k ticks on fire, if real, sound gross) but with conditions finally being on par with Zerker, it’s something you probably don’t want to mess with.
Also, I agree with the fact that Zerker should be -= to Sinister, not the other condition armors that have toughness/vitality in them. Maybe a TINY bit higher since there is ramp up time but it shouldn’t be enough to make a huge difference.
Current contents are not challenging at all.
First, condition damage base should be reduced, but we will gain it exponentially if condition gears are equipped. Or we basically reduce condition damage factors. Or condition damage equations become non-linear.
current linear = 0.06 * condition damage + 20
reduced non-linear = 0.000000015*(condition damage^3)+20
(see attached image)Second, since all player stats are boosted, all bosses and enemies stats should be boosted as well. Otherwise, player stats should be reverted.
From a Necromancer’s perspective: No, just NO!
Bleed already got nerfed with this patch (the break even point is 2051 condition damage, not 700 as they “promised” before). Applying this change would make the nerf even bigger, which, for a profession that basically only applies bleed and does it very slowly, would be way too much.
As a Necromancer I suggest a buff to bleed itself (stay with linear scaling but move the break even point to the promised 700) but to take a closer look at how it is applied. If a skill can apply more than 1-3 stacks of bleeding and is not on a rather huge cool down than it should be nerfed.
Overall idea is to provide more gap between condition and power build. Condition build gains much less direct damage compared to power build, so power build should gain much less condition damage compared to condition build as well.
The equation is just an example. The idea is that full condition build should gain more condition damage compared to full power build. The even point can be adjust based on the actual maximum condition damage stat (e.g.1500-1700). Full condition build should not be affected by non-linear adjustment, while full power build will be significantly affected.
The other thing is that the number of condition stack on skills should be increased while condition damage factor (e.g. 0.06) should be reduced. This will buff condition skills, and will nerf proc-based condition.
(edited by REVOLVET.4807)
The Trait “Resounding Timbre” is correctly applying regen to “Strength of the Pack!” but the tooltip is not showing that regen is being applied.
It’s good to see they recognize these issues. Hopefully some real changes make it in this week. Things like Silverwastes, world bosses and even dungeon mobs are ridiculous in terms of how fast they die right now. I know that some of these things were never really challenging (another long term issue to fix), but dying too fast means many either don’t get credit or cant get to them in time (and they are really not fun this way).
Aaand this is why we had a condi cap, lol…
I say we put a cap on direct damage so world bosses don’t die too fast
Second, since all player stats are boosted, all bosses and enemies stats should be boosted as well. Otherwise, player stats should be reverted.
Wrong
Guardian Pre patch Full zerker + 6 points in Zeal =2313 power
Guardian Post patch Full zerker =2300 powerWhat about other stats?
Same rule applies, where you now get 300 crit lets say, you dont get 300 armor and vice versa.
You can still put those extra points into toughness instead of crit if you want, nothing is in the way of you doing it.
.. and everyone thinks they are a professional ‘balancer’ now lol
Very funny to read some of the suggestions in this thread that go ’Here’s a simple formula!’
My 2c:
people are overreacting as usual, very unreasonably so the the hero points preset, and also unreasonably so to things dying faster
What you have to remember is that condi stack changes means that every condi player out there now deals the damage they actually output. As result, obviously world bosses will die faster.
Now Anet did say burning is too strong, but that does not follow from the fact that ‘omg this mob dies too fast’. It follows from the fact that taken as it is now, it lets say class A to outdamage class B by A LOT using burns. (This of course isn’t a comprehensive definition by far, but you see my point)
So balancing will probably touch scaling. Ie if every player now both zerk and condi outputs max damage they can, we then must not simply DOUBLE health of every mob (stupid) but scale it differently depending on number of players around.
As for max health pools, that’s just a kittenty road to go down and I’d hate to see them increase. As a warrior I did see more damage as result of some obvious trait changes, but not as much (I’m zerker). I do love the burns on my bow, and need a condi bow now. Other than that things are grand – zerker stayed zerker.
So the only thing really is they’ll tone down things that need to be toned down but I highly doubt by much. It’s not merely a question of how much damage burning deals, but how much of it a given class can stack up.
And isn’t there a boon or effect called resistance coming up? That + maybe some changes around condi cleanse could also be what we see.
F3 for pets after using “Guard!” is really delayed.
Let’s be clear, this version of condition stacking and condi builds being viable in all games modes is a large part of our goal. We just want to make sure we don’t create imbalances that actually make the game less fun. Don’t expect huge balance swings, but rather our balance goal has always been to make more small adjustments.
Don’t expect huge balance swings except for the fact after a few hours of live you just killed Condi mesmers and stuck us stright back into power shatter only.
We don’t trust you.
Umm yeah wtf, 50% reduction would be classified as “HUGE” this was not a nerf this was outright deleting the condition mesmer for both pvp and pve.
I fully expect mesmers to be nerfed into the dirt before the release of HoT. I thought I was coming back to play a GW2 expansion but maybe not. Glad I haven’t pre-ordered.
I think you are exaggerating a lot here, they removed one stack of torment from MtD. We are still able to pull a decent amount of torment on our opponents. What i hope is that other condition builds (and power builds) get the same treatment and get nerfed/balanced enough.
I’m not a big fan of necromancers. But if to trust to the primary and secondary feelings – necromancers have the worst condition builds, at the moment. I have to support theirs whining. Objectively. Here are a couple of screenshots, to prove the objectivity.
http://puu.sh/iB58u/5335a57feb.jpg
http://puu.sh/iB58Q/723a20091a.jpg
Kind of…
The idea to put corruption trait at one column with fear damage (both – key traits for conditionmancer, if you don’t know) – was just awful. Was it not enough to weaken CC and plague? I understand that it was supposed to be a difficult but interesting dilemma of choosing between two important pieces, etc. But in other professions I did not find such “difficult” dilemmas, for some reason.
Well, scepter is still rather OK, more or less. But staff… Let’s just call it “crap”. Terrible for condi, terrible for power. Have you even tried to compare it with engineer’s grenades? Behold, I tried. And it’s not even funny. Seriously, attach some damaging condition at autoattack, at least. Because now it’s just sluggish long-range life force generator, and nothing more.
I do not know why, but I associate necromancer with condition, somehow. It was strange to see that necro became the worst one in this field.
With power builds and support all just wonderful, btw. Ths for new axe animation. Rather good.
Ah.. one more thing here =>
I not really understand why ranger was reduced to one sustainable build.
Swap your pets, push three buttons. Most utilities became too “uncomfortable” to use. Spirits and traps were not the most popular option, even b4. Are you sure it was worth to nerf them?
(edited by MeGaZlo.9516)
Jon,
Any word on why Riccochet was removed? This effectively ruined a large percentage of PVE Thieves who had been using this since start, many of us are sitting here with Quip and a blindsided look on our face
Aaand this is why we had a condi cap, lol…
To make conditions not useful?
The issues are these as I see them.
The overall damage output went up significantly across all classes while at the same time the means to mitigate the same remained relatively flat. With attributes removed from traitlines this leaves little means by which a player can address that extra damage,
The first thing I would do is examine the premise of professions starting off with 8000 and 4000 health out of the gate before traits and gear. This makes a game with such damage potential very hard to balance. I would narrow this or remove it entirely.
Next even if not removing that boost entirely, I would raise the health pool of certain classes out of the gate. 10K base health is just not enough if a single attack can do 10k in damage. Added to this the amount of condition clears and the amount of health regained from a heal must be looked at across all classes.
As others have suggested I do not think the ticks from a given burn/poison/bleed toment have to be lowered. Instead the base durations must be looked at along with the means by which durations can be extended and the number of different ways a condition applied . Obviously ones heals and cleanses can not outpace damage done or we would never die to conditions but the gap between the ability to apply a condition and build those stacks and the ability to remove the same is too wide especially with that limited health pool. (Just as example in Engineer line there an adept trait that boots all conditions by 50 percent. This seems way out of place given GM traits for other classes will boost durations of only one condition)
Another thing to look at for damage mitigation would be the armor formula wherein having higher armor would mitigate a bit more in the way of direct damage than it does today.
I think if some minor changes made on the damage side while boosts made on the mitigation/ health pool side we can retain most of the changes while ensuring fights are not over in 5 seconds with first hit in wins type play.
(edited by babazhook.6805)
Second, since all player stats are boosted, all bosses and enemies stats should be boosted as well. Otherwise, player stats should be reverted.
Wrong
Guardian Pre patch Full zerker + 6 points in Zeal =2313 power
Guardian Post patch Full zerker =2300 power
Yes thats one stat and the others?
Since before you could get 300 300 100 from trait lines now they are all base line.
You cant just pull 1 stat when 4 was buffed for you. (two witch buffs the other 2 you use to deal damage )
Were is condi damage base 500 stat to make it in line with power/precision stats?
Just getting these out there so we know we are all in agreement:
1) Conditions seem a bit strong
2) World bosses are currently too easy
3) There are some bugged skills and traits
4) There are some overpowered buildsWe won’t fix it all at once but these are four large topics we are talking about. In the meantime keep the feedback and bug reports coming, and I guess farm up some world bosses. We are dedicating time towards these issues and are intending to resolve them as quickly as possible. As we have said before, the live environment differs too greatly from anything we can reliably simulate internally so big changes like today’s build will cause things to sometimes change at an alarming rateTM.
Thanks for your patience,
Jon
I just really want to thank you and everybody at ANet for putting stuff like this on the forums. This is all we were really asking for in the transparency rage threads. We just wanted to know that you guys were aware of the problems and looking at them. This kind of post is simply perfect.
On the topic of damage being OP, I really don’t think thats the case. I feel like correct application of mitigation is far more important right now. Just give people some time to change their builds before you do too much, because right now everybody is used to gearing offensively and getting their defensive stats from traits, which doesn’t work anymore. I am loving the way that all of our choices feel more powerful now compared to pre-patch, where you could be fairly sure that half of your skill bar would feel wimpy and pointless.
Am I the only one, who believes, that some of the supposed changes are massively bugged and not working yet?
Yesterday when I logged into the game, I mmediately felt being massively nerfed, because my Character had over 2000 Health points lesser, than the day before of the patch.
I know, the patch changed the points that we received from trait lines, but anet said, they would increase the base stats from 926 to 1000.
Then they says, that they would increase the stats of equipment by 30%.
Both, the base stat increasse and the gear stat increase from the compensation of the removal of the trait lien stats feel, as if they aren#t working as intended and as if these stats currentöly arrent’t there.
I’m sure, I’m not the only one who has lost with the patch an incredible amount of max health, and thats for sure one of the reasons, why the game feels now so massively unbalanced and the conditions ecr. too powerful, because when you buff up all the damage and on the same way you reduce for alot of people their maximum health, its clear that people iwll perceive it, as if everythign is now massively unbalanced and you make easier 1-2hit kills ect.
Thats the reason ecatly why i made that Pre-after-patch thread, I’ll post now into it after ive logged into the game the direct changes between how all the stats of my build changed from before of the patch to what they are now.
So everyone can directly better understand, how big the changes fall into effect.
on the other hand, its also clear, that very many people will perceive the game as very unbalanced, when the patch does so much to buff everyones condition damage, and on the same way gets critical damage nerfed, and absolutely nothign done to improve boons as counter balance to the damage condition damage buffs and Anet does nothign to improve Toughness and Vitality to make these stats finally better on par with all the power creep, so that a defensive build actually makes you also signicifanctly alot harder to kill, hwat was never ever from begin of the game ever the case until today.
Toughness and Vitality always felt agaisnt berserker builds ,like a joke, because you could still kill a full defensive player build in a matter of seconds, because of toughness not decresing strong enough the received damage and vitality increasign not strong enough a players maximum health to make it actually take alot more time to kill a high defensive build player.
Thats the reason, why I always keep saying, Net shold have increased already a long time ago the efficiency of Vitality and Toughness significantly by at least increasing the effect of Vitality from laughable +10 HP/Point to an appropiate +25HP/Point, so that high vitality builds actualyl also really have significantly more health, than players with low vitality, so that they can actually also take more hits and susstain much better high condition damage bursts for a longer time, while an improved in efficiency toughness should significantly reduce better the damage of direct attacks stronger, so that it helps together with high vitality to survive high bursts much better, so that you actually survive them, where other non high vit/toughness builds woudl be actually after a few attacks already downed or near to death,, such a high defensive build then should be after such a burst only at roughly 50% health.
But thats not the case, the current high def build is also nearly death, because toughnes and weakness are for all this power creep gamepaly design WAY TOO GOD DARN WEAK FOR THAT.
Current contents are not challenging at all.
First, condition damage base should be reduced, but we will gain it exponentially if condition gears are equipped. Or we basically reduce condition damage factors. Or condition damage equations become non-linear.
current linear = 0.06 * condition damage + 20
reduced non-linear = 0.000000015*(condition damage^3)+20
(see attached image)Second, since all player stats are boosted, all bosses and enemies stats should be boosted as well. Otherwise, player stats should be reverted.
From a Necromancer’s perspective: No, just NO!
Bleed already got nerfed with this patch (the break even point is 2051 condition damage, not 700 as they “promised” before). Applying this change would make the nerf even bigger, which, for a profession that basically only applies bleed and does it very slowly, would be way too much.
As a Necromancer I suggest a buff to bleed itself (stay with linear scaling but move the break even point to the promised 700) but to take a closer look at how it is applied. If a skill can apply more than 1-3 stacks of bleeding and is not on a rather huge cool down than it should be nerfed.
Overall idea is to provide more gap between condition and power build. Condition build gains much less direct damage compared to power build, so power build should gain much less condition damage compared to condition build as well.
The equation is just an example. The idea is that full condition build should gain more condition damage compared to full power build. The even point can be adjust based on the actual maximum condition damage stat (e.g.1500-1700). Full condition build should not be affected by non-linear adjustment, while full power build will be significantly affected.
The other thing is that the number of condition stack on skills should be increased while condition damage factor (e.g. 0.06) should be reduced. This will buff condition skills, and will nerf proc-based condition.
I agree that the root of the problem lies in condition and power builds being too similar, skill-wise. There are way too many skills that do a good amount of direct damage and apply conditions as well. That shouldn’t be the case. If a skill is meant to be primarily used in a condition build its direct damage portion should be minimal, heck it maybe shouldn’t even do direct damage at all.
I can see your approach work too, but, given that condition damage was way too weak before, the break-even point (pre patch formula : new formula) needs needs to be somewhere between 700 and 1000 condition damage and it probably should be degressive after reaching it.
Let’s put it this way: Fixing this problem is way more complicated than just changing a similar formula. It requires the team to take a closer look at every skill and redefine its purpose.
It also requires time. Currently the majority of PvP complains are probably caused by the fact that we all got used to running glass cannons over the last 3 years. We didn’t care about condition removal cos, well, condition damage was neglectable. Now, being covered in conditions before you get your alpha strike, actually matters. It ruins your day. People need time to adapt to that.
Somehow it feels like Zerker = Condi DMG… and not like it should be: Zerker=Sinister
Yes please let condition scale of power and condition damage + be able to crit
Second, since all player stats are boosted, all bosses and enemies stats should be boosted as well. Otherwise, player stats should be reverted.
Wrong
Guardian Pre patch Full zerker + 6 points in Zeal =2313 power
Guardian Post patch Full zerker =2300 powerYes thats one stat and the others?
Since before you could get 300 300 100 from trait lines now they are all base line.
You cant just pull 1 stat when 4 was buffed for you. (two witch buffs the other 2 you use to deal damage )
Were is condi damage base 500 stat to make it in line with power/precision stats?
Actually no that is not how the patch works, your base stats with out gear were bumped from 926 to a round 1k. you did not get +300 to every stat. The rest of the stats comes from gear and the cap remains the same.
So if you feel to squishy and want more armor, guess what, get more armor.
(edited by Apolo.5942)
Somehow it feels like Zerker = Condi DMG… and not like it should be: Zerker=Sinister
Yes please let condition scale of power and condition damage + be able to crit
Just saying that if you go Direct DMG you are using 3 stats to do so…
If you go condi: you can use condi DMG, Vit and Toughness and still do the same dmg as Direct DMG which doesn’t seem… fair?
I mean the overall DMG/DPS should only be equal between Zerker and Sinister, thats all.
All in means all in
Lets be honest here.. I like how the traits are on classes, the update is wonderful. I think the major issue is just the condition damage of burning, and of course quickness stacking at teq.
Somehow it feels like Zerker = Condi DMG… and not like it should be: Zerker=Sinister
Yes please let condition scale of power and condition damage + be able to crit
Just saying that if you go Direct DMG you are using 3 stats to do so…
If you go condi: you can use condi DMG, Vit and Toughness and still do the same dmg as Direct DMG which doesn’t seem… fair?
I mean the overall DMG/DPS should only be equal between Zerker and Sinister, thats all.
All in means all in
In all honesty direct damage also uses 3 stats, power crit AND ferocity.
Somehow it feels like Zerker = Condi DMG… and not like it should be: Zerker=Sinister
Yes please let condition scale of power and condition damage + be able to crit
Just saying that if you go Direct DMG you are using 3 stats to do so…
If you go condi: you can use condi DMG, Vit and Toughness and still do the same dmg as Direct DMG which doesn’t seem… fair?
I mean the overall DMG/DPS should only be equal between Zerker and Sinister, thats all.
All in means all in
In all honesty direct damage also uses 3 stats, power crit AND ferocity.
That is what I said?
Well it’s obvious that some people want their zerker characters to be meta and no one else. Those days are over, they aren’t coming back so I won’t even respond to those people.
I think the biggest problem isn’t with the overall damage numbers but for individual skills.
Lets take a sword warrior for example. They aren’t the most extreme example but they make a simple point.
They apply bleed primarily with sword. Their sword auto attack applies an 8 second bleed in an AOE, with a direct damage modifier of 0.6. This means a full sinister warrior is doing 140 damage with a bleed and an additional ~800 direct damage or 2000 damage with a crit. Why is the direct damage component so high? This is a condition weapon.
Look at necro, their primary bleed attack is scepter auto, which does a bleed to a single target (not AOE) with a base duration of 5s (as opposed to on a slower auto attack with a direct component of 0.3. This means they are hitting for ~300-400 damage with crits of 900-1000. Less than half that of warrior, and with a weaker bleed.
Now take that and multiply it by 10x for classes like ele, engineer and guardian right now, who can stack up 10 stacks of Burning in addition to large hitting direct attacks.
Condition weapons need to have their direct damage DRASTICALLY reduced. A condition user should do damage through conditions, and a power user should do damage through direct attacks.
We are OP because right now you can do 100% power, 100% condition or 90% power PLUS 90% condition.
Jon,
Any word on why Riccochet was removed? This effectively ruined a large percentage of PVE Thieves who had been using this since start, many of us are sitting here with Quip and a blindsided look on our face
Someone asked him this during a Twitch stream and Jon was quoted as saying Ricochet was removed because “Too much RNG, too hard to balance around and took away from the purity of weaponset.”
Head over to the Thief forums. There’s been plenty of discussion on it.
PvE is great now, at last. Do Not Touch.
I don’t care for PvP, split traits and skills for PvP if you will, but PvE must stay as it is now and we may finally see the end of the zerker meta.
PvE in this game was always easy… So we make it easier by condi nuking everything to dust lol.
I have never played an MMO that has an easier PvE than GW2… and it just got even EASIER.
Boy this so called “challenging group content” can’t come any sooner. You could play this carebear PvE blindfolded and still win. Condi or Zerker, doesn’t matter
Last time I checked I still got one-shotted in Fractals if I did not dodge, so it is still as “hard” as it was. What I do feel that the game became much more dynamic. We started to blow kitten up sometimes it was so fast we did not really knew what was going on anymore. I really enjoyed it.
For the record, I’m looking forward to challenging group content as well, but I’m afraid it will only be an open world experience like VW, instead of dungeon-like content (which would be very preferable).
“We Heal as One!” is a shout and the tooltip is not reflecting regeneration being applied when the trait “Resounding Timbre” is being used.
I feel like I could spend all day finding this stuff but I didn’t buy this game to test out if tooltips are accurate. There are so many glaring issues. This is really frustrating. I have never seen you guys release something this half-baked ever. Full stop.
Dear Jon,
All you need to do is tweak condi dmg across the board downwards about 8% and you are good to go.
And buff the resistance of the World Bosses
Like for Example:
Make Teq
Immune totally to Poison. Teq spits poisons, why isn’t it Immune to poison?
Immune to bleeds when there are stacks of Hardened Scales
Make Teq use a tail attack when blinded.Just to mention a few.
Shadow Behemoth
Immune to poison
Immune to siphon health type attacks.
Immune to bleeds as it is NOT a physical type creature.
75% immunity to direct damage its not a physical type creature and immune to critMaw Shaman whatever it’s name is.
Immune to chill.
Immune to bleeds (add a Ice Scales stack for it)
Raise dmg output.
Tornado attack chills and freeze attackers
Ice scales 50% immunity physical damage and 50% less critical damageFire Elemental
Immune to Burn (already there)
Immune to bleeds
Immune to Poison
Susceptible to chills and ice attacks.
75% Immune to physical attacks not a physical creature and immune to critsShatterer
Immune to bleeds
Immune to poison
Explosive Shards attack at random around the area.
Drop Shards and Shards pulsing damage in random area.
50% immune physical damage and immune crit due to crystal skinModnir Ulgoth
Full HP after Pre-events and fights
Charging attack (just like the one in the Personal story for humans)
Summon minions Champs (NO LOOT)Golem Mark II
Immune to bleeds
Immune to poison
(hey, it’s a machine, how can it be affected by bleed and poison)?
Immune to health siphon.
Armor degradation over time if melee attacks. Range attackers do not contribute to that.
*Armor add 99% reduction in direct damage and crit damage & degrade as armor degrade)Megadestoryer
Immune to burn (maintained)
Add a Burning Explosion stacks if people continue to burn it with burns.
Immune to poison
Susceptible to chills and freeze attacks.
being on fire ranged attacks should be diminished by 50%Karka Queen
Armor Scales buff
Full hp second phase.
Immune to bleed during first phase.
Resistance to bleeds during second phase.
Immune to poison
Poison attacks increase by 100% to attackers
harden scale 75% reduction in physical damage immune to critClaw of Jormag
Immune to chills
Immune to Freeze
More susceptible to burning
Frigid breath ticks longer by 2 to 3 seconds
Fear cannot be blocked or remove.
Fear at random and at reduced frequency. (you can’t have it cast fear 3 times in a roll, seen it before.)
50% immune to physical damage and immune to critWizard guarding Arah
Tornado swing attack reflects ranged attacks
HP buff and Armor buff
Resistance to poison
Resistance to health siphonVineWrath
South Lane – Beekeeper increase bees attacks more
Middle Lane – Thrasher adds tendrils attacks (but only if attackers are in line of sight), if you are behind it, it won’t be able to attack you).
North lane – Terragriff charge attacks BUFF. Gets stunned if hits the vine walls.Great Jungle Wurm (Caledon Forest)
Immune to poison
Immune critical hitsThree Headed Legendary Jungle Wurm (Bloodtide Coast)
buff condi resistance. The fight is already hard as it is.Just my suggestion.
Added some boldened parts since all your suggestions seem to affect only 1 side of damage
On the topic of world bosses, could they be set to reject all conditions from a player without a high amount of condition damage stat?
Well it’s obvious that some people want their zerker characters to be meta and no one else. Those days are over, they aren’t coming back so I won’t even respond to those people.
I think the biggest problem isn’t with the overall damage numbers but for individual skills.
Lets take a sword warrior for example. They aren’t the most extreme example but they make a simple point.
They apply bleed primarily with sword. Their sword auto attack applies an 8 second bleed in an AOE, with a direct damage modifier of 0.6. This means a full sinister warrior is doing 140 damage with a bleed and an additional ~800 direct damage or 2000 damage with a crit. Why is the direct damage component so high? This is a condition weapon.
Look at necro, their primary bleed attack is scepter auto, which does a bleed to a single target (not AOE) with a base duration of 5s (as opposed to on a slower auto attack with a direct component of 0.3. This means they are hitting for ~300-400 damage with crits of 900-1000. Less than half that of warrior, and with a weaker bleed.
Now take that and multiply it by 10x for classes like ele, engineer and guardian right now, who can stack up 10 stacks of Burning in addition to large hitting direct attacks.
Condition weapons need to have their direct damage DRASTICALLY reduced. A condition user should do damage through conditions, and a power user should do damage through direct attacks.
We are OP because right now you can do 100% power, 100% condition or 90% power PLUS 90% condition.
+1
I completely agree. Nerf certain skills, not conditions as a whole.
Currently Bleed is even underpowered, it got nerfed unless you have more than 2051 condition damage. It’s not Bleeds fault that you die so fast, it’s the fault of the direct damage component of certain skills that should be removed or at the very least scaled down.
My hero points seem to be bugged, I do not get any when I level up! Went from lvl 25 to lvl 28 with my ele and I got nothing. It sucks
You dont get hero points every level only those levels that previously awarded skillpoints.
By level 20 for example you would have 8 hero points.
I really don’t get why you are trying to make all skills the same across the 3 different game modes. Why is this a “goal” for you?
In the “old” days there was this great game. It had fun pve and pvp. I think that because it was difficult to match the skills for both they came up with the idea to have the same skill do slightly different things in the diffenet gamemodes…to make it easy it was called “Skillname [PVP”.
That game was GW1. They realised a while ago that it was unrealistic to have the same skill doing exactly the same thing across all gamemodes. It may be an old idea but it was a good one.
Every condition is fine. It’s just burning that is causing the problem. Look at combat log.
This image courtesy of.. Fortis Arcana (EU TTS Leader).
My full condi specced Necro previous to patch was getting around 16 – 20 stacks of bleeding and hitting for about 2400 per tick.
Now I get up to 18 – 22 stacks and only 2000 dmg…
Please help use bleeding necros!
My full condi specced Necro previous to patch was getting around 16 – 20 stacks of bleeding and hitting for about 2400 per tick.
Now I get up to 18 – 22 stacks and only 2000 dmg…
Please help use bleeding necros!
They nerfed condi damage to make up for the 1500 stack cap instead. Although burning is the one that needs a looking at. Bleeding is fine.
Hey Jon! As a Lvl 80 PvE Longbow Ranger I think it’s not as bad like some have told you. I use Sword/Torch in slot 2 and switch as I need to. Yeah, some stuff I use was nerfed and some buffed. Net effect: I didn’t feel hammered into the ground and I now have a couple of builds that are fun to play. Well done!
I thought you folks did a super job on changing scaling when I visit a low level area. I feel more continuity moving from area to area when running solo.
Take your time. Like you said little tweaks are called for. Oh and for the record I’m another player that would rather see you folks buff the monsters than hammer the players.
Every condition is fine. It’s just burning that is causing the problem. Look at combat log.
This image courtesy of.. Fortis Arcana (EU TTS Leader).
Holy crap!
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