(edited by ellesee.8297)
The Vee Wee Document
I agree with these changes my frand!
I’m not coming back, not that you care.
These would be good changes actually. Well done.
ANET FIX THIS!!
Rune of nightmare fear duration is to long
That´s exactly what we need.
+1 for Vee Wee!
That static discharge being changed to a lighting strike would be so very welcomed, imagine engineers running totally different builds then they currently do, well some similaritys but ive wanted SD that allways hits for so long its painful
How Empathic Bond could be visible? It’s kind of already when you tab between the player and the pet. It’s not really necessary IMO, as you can clearly see when they’re transfered.
The only thing you could possibly change is add a timer – BUT if you do this to EB, you have to add a timer to multiple other things and… it would be even harder to follow.
And, as a bonus – don’t you think that the change to FT would overbuff the AA a little bit? In my opinion, it’s far better to greatly increase the damage of Flame Burst’s explosion since it takes a good amount of skill to actually pull off against moving opponents.
Another thing – such things like Hide in Plain Sight are meant to be surprise. If you add some kind of visibility to it, it kills whole reason why people would take it (tbh, they don’t anymore). You also skipped similar things like Cloaking Device or things like Transmutation on Engineer, Balanced Stance trait proc on Warrior…
You see, I get you want to make this game competitive etc. by making everything visible…
But this game’s UI isn’t ready for it, same with mechanics. You may end up with everything visible under portrait, but you won’t be able to see what is actually important.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
How Empathic Bond could be visible? It’s kind of already when you tab between the player and the pet. It’s not really necessary IMO, as you can clearly see when they’re transfered.
The only thing you could possibly change is add a timer – BUT if you do this to EB, you have to add a timer to multiple other things and… it would be even harder to follow.
And, as a bonus – don’t you think that the change to FT would overbuff the AA a little bit? In my opinion, it’s far better to greatly increase the damage of Flame Burst’s explosion since it takes a good amount of skill to actually pull off against moving opponents.
Another thing – such things like Hide in Plain Sight are meant to be surprise. If you add some kind of visibility to it, it kills whole reason why people would take it (tbh, they don’t anymore). You also skipped similar things like Cloaking Device or things like Transmutation on Engineer, Balanced Stance trait proc on Warrior…
You see, I get you want to make this game competitive etc. by making everything visible…
But this game’s UI isn’t ready for it, same with mechanics. You may end up with everything visible under portrait, but you won’t be able to see what is actually important.
I feel like you thought it was proposed Empathic Bond would be an icon or something.
Vee Wee meant a visible particle effect on the Ranger and Pet when it procs. A flash of light with a sound file would be all it takes.
Edit: Also, no need for an icon for Hide in Plain Sight, or Cloaking Device.
But CC negating passives really could use an icon.
Twitch.tv/chaithh
New Twitter: @chaithhh
RIP hambow/axebow war.
Still hi to uber ele.
Condition pressure (from ranger; not op enough yet) never been that effective.
well played
(edited by exii.8913)
Wholly agree with these changes, I don’t think hide in plain site needs an icon though, as that defeats the purpose of the skill. Also please;
Fumigate should remove conditions from yourself as well as allies.
You can find me in PvP | I normally answer PMs
Also a more reasonable cooldown on engi heal turret and toolkit shield its to short atm.
VeeWee strikes again! I agree with almost all of these with only minor notes:
- Immobilize stack cap removed. Immobilize duration capped at 4 seconds!
Everyone’s been shouting that immobilise is too powerful ever duration-stacking was introduced, but nobody listens. I think even 4" is excessive tbh. Rather, I would prefer to see no duration-stacking at all: if you apply immobilise to someone who’s already immobilised, the new application’s duration will just replace the old duration. (Optionally “unless the remaining duration on the old application is longer”. So no duration-stacking at all: longest duration applies.) I would go even further and say that the same should be done for Fear. Knockbacks/pulls/launches/etc all work like that (latest application overrides previous duration), so why should fear and immobilise be different? They’re all hard CC.
Miscellaneous:
- Blast finishers in fire fields now grant 3 stacks of might for 15 seconds (down from 20)!
…
Sigil of Battle: This sigil now grants 3 stacks of might for 15 seconds (down from 20)!
…
Elementalist:- Removed blast finisher from Frozen Burst!
- Ring of Fire duration now four seconds (down from six)!
These will help a lot, but tbh the problem with might stacking classes is when you have 3 of them on the same point and they get each other up to 25 stacks within seconds by blasting each other’s fire fields. These changes will help a bit, but you can’t really hurt that without nerfing the durations of ALL fire fields – especially the warrior’s Combustive Shot, which basically has 100% uptime. If you have a warrior on the point your elementalists and engis will be at 25 might stacks permanently. Removing the blast finisher from Frozen Burst hurts the elementalist most when they’re on their own, and they’re not that bad 1v1.
- Marks now take 0.25 seconds to activate after being placed!
I think this is too harsh, as it puts the overall activation time of marks to 1", which is too much. If you’re trying to prevent a stomp with Reaper’s Mark, an extra 0.25" makes a huge difference, and if you’ve got a condition stack on you and you’re trying to cleanse yourself with Putrid Mark it can make the difference between life and death. 0.75" is already pretty long between skills that need to be quite twitchy to use effectively.
I do agree that marks should be more dodgeable though, so what I think should be done instead is keep cast time the same at 0.75", but, instead of the mark ground effect appearing after the cast time is complete, have it start to appear on the ground with a fade-in effect during the casting animation. For instance the mark’s ground effect could start to fade in at 25% opacity at 0.25" into the cast, rise to 75% opacity 0.5" into the cast, and reach 100% opacity at the 0.75" mark, when the animation is complete. So you see the ground effect about 0.5" before it hits you, plenty of time to dodge.
- Hide in Plain Sight now displays a buff icon when off cooldown that can be seen by opponents!
What I want to know about Hide in Plain Sight is why it works even if I fear a ranger: camouflage is supposed to only work if you stand still, so why do they stay invisible?
- When Empathic Bond removes conditions, a transfer effect can be seen from the Ranger to the pet!
If the problem is making Empathic Bond more obvious so you can count down when it’s about to come off cooldown, I have a better idea for that: rework Empathic Bond so that when it comes off cooldown, it applies a visible buff to the ranger. The next time the ranger’s pet hits you, 3 conditions are transferred to the pet. That way you know it’s coming, and it even gives the trait some counterplay by letting you kite/dodge the pet.
nice . . . very nice . . . accurate!
but Anet will do totally the opposite because you are not the boss and they don’t need help.
Wow Vee Wee, these changes would be awesome. I agree with everything on the list.
Oh, except your Balthazar changes, because I see you are trying to sneak in a (3) that makes it even more ridiculous in 1v1s. 2 second burn (3 second with the rune + condi duration) on a 10 second ICD is ridiculous from a rune set. It’s like you made Incendiary Powder reasonable, and then you tried to hide a new IP inside of balthazar runes lmao
RIP hambow/axebow war.
Still hi to uber ele.
Condition pressure (from ranger; not op enough yet) never been that effective.well played
well played well played.
Vee wee forgot about one thing …
Nasty UI from all this stuff that can be “seen” .
Two things I’m thankful for this holiday season:
1) OP got rid of that annoying “hi frands” wannabe cartoon talk.
2) OP does not work at ANet is not actually in charge of balance.
Players seem to always want such radical nerfs and balance changes when they forget how such subtle changes moved certain classes from being one of the worst classes to one of the best in sPvP (ex: Elementalists).
If you really want to make Empathic Bond with icon, timer, sound alert and such things, at least make it so 3 conditions get cleansed every 10 seconds when pet is active instead of transferring them, or give pet that cleansing too.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Hello frands! Vee Wee here, retired #1 Engi NA and world first rank 80!
Thanks for the feedback frands~! Vee Wee will try to get to it all soon!
My frand infantrydiv Vee Wee just copied the other condi duration runes like Grenth and Orr! Vee Wee doesn’t think 25% chance of a 2 second burn isn’t thuper op! Much better than the original turning the 6 piece bonus into a 5 second burn and giving Incendiary Powder 7 seconds of burning! Vee Wee doesn’t even use Balthazar Runes on Vee Wee’s condi build! There is no hidden agenda!
As for the other unfrandly guy! Yeah subtle changes really made the Elementalist into what it is now! Extra blast finishers for a class with the most blast finishers and combo fields in the game, the revamp and reintroduction of a powerful amulet! Also the remodeling of a runeset into one of the strongest and most widely used runes! Buffing the power of the heal skill! Really subtle changes as opposed to shaving a few seconds of skill durations and giving passive procs a visible label! Get good son!
Wahoo! Bye frands!
(edited by ellesee.8297)
Hello frands! Vee Wee here, retired #1 Engi NA and world first rank 80!
Thanks for the feedback frands~! Vee Wee will try to get to it all soon!
My frand infantrydiv Vee Wee just copied the other condi duration runes like Grenth and Orr! Vee Wee doesn’t think 25% chance of a 2 second burn isn’t thuper op! Much better than the original turning the 6 piece bonus into a 5 second burn and giving Incendiary Powder 7 seconds of burning! Vee Wee doesn’t even use Balthazar Runes on Vee Wee’s condi build! There is no hidden agenda!
As for the other unfrandly guy! Yeah subtle changes really made the Elementalist into what it is now! Extra blast finishers for a class with the most blast finishers and combo fields in the game, the revamp and reintroduction of a powerful amulet! Also the remodeling of a runeset into one of the strongest and most widely used runes! Buffing the power of the heal skill! Really subtle changes as opposed to shaving a few seconds of skill durations and giving passive procs a visible label! Get good son!
Wahoo! Bye frands!
I thought you quit?
By the looks of the notes we can def. tell someone main Engi. (Recommends Crit hit cause 4 sec burn with Incendiary Powder plus 25% chance to burn for 2 sec every 10 sec with the Balth. Runes ) Vee Wee wants to nerf Ele down. How about we Nerf the engi perma. swiftness or add cooldowns to those kits. You say Ele has to many Blast finishers. Engi have all those blocks and knockbacks plus the massive condi spam with Nades. We can all see that you are Bios towards Engi while recommending a huge nerf to Ele. Oh yeah thought you retired/quit???? Welcome back for the 3rd or so time…
Sigil of Battle: This sigil now grants 3 stacks of might for 15 seconds (down from 20)!
Sigil of Intelligence: This sigil now grants the next two attacks 100% critical chance (down from three)!
Sigil of Doom: This sigil’s proc can now be blocked, dodged, etc.
Wouldn’t Sigil of Battle on a 10 second duration be better idea. Some classes already invest 20-30% in boon duration’s you add in str rune’s and 15 seconds does nothing really.
Sigil of Doom, already works that way go test it.
Twitch – Aussie Streamer
Hello all . Just saying that I play engi as a main and I do think it’s a bit overpowered at the moment. I for one want Engis to not be one of the strongest classes. Why is that? Being that I am a engi player myself? Because I want the class to be more difficult to be good with that way it makes the class more fun to use. Also it will cut more of the Engis out of the pvp matches. I get more Engis in my matches than any other class. I miss the good days back when I’d rarely see any Engis in matches other than myself and few others. Also Idk about veewees whole #1 engi thing cause I’ve done matches with him in them and I’ve outdone him without trying. But ehh I’ll let him have his cake and eat it too if he thinks he is one of the top engi players. But the rank 80 thing. Well before the patch that went live that changed the ranking system in pvp the dev team stated that no one had aquired the rank 80 so that’s why they were fixing it to make it easier to aquire. But when the patch went live there were dozens ad dozens of players who signed in as soon as the update finished and hit rank 80 instantly. So I guess when it comes down to it there were many of us who were worlds first rank 80s haha. But I for one am just happy that we are slowly getting away from the cancer that was the condi meta. Yes it’s still here but not quite as bad. But I do believe that changes need made to better this game but instead of bickering about it. I for one am going to let the devs do their job their way because even if someone don’t like the meta or what not, well it changes every few months. It keeps this game fresh. Thanks to all who took the time to read this. ~Midna~
~Tamiyo~ ~Lord Mockingbird~
Hello frands! Vee Wee here, retired #1 Engi NA and world first rank 80!
Thanks for the feedback frands~! Vee Wee will try to get to it all soon!
My frand infantrydiv Vee Wee just copied the other condi duration runes like Grenth and Orr! Vee Wee doesn’t think 25% chance of a 2 second burn isn’t thuper op! Much better than the original turning the 6 piece bonus into a 5 second burn and giving Incendiary Powder 7 seconds of burning! Vee Wee doesn’t even use Balthazar Runes on Vee Wee’s condi build! There is no hidden agenda!
As for the other unfrandly guy! Yeah subtle changes really made the Elementalist into what it is now! Extra blast finishers for a class with the most blast finishers and combo fields in the game, the revamp and reintroduction of a powerful amulet! Also the remodeling of a runeset into one of the strongest and most widely used runes! Buffing the power of the heal skill! Really subtle changes as opposed to shaving a few seconds of skill durations and giving passive procs a visible label! Get good son!
Wahoo! Bye frands!
If you think that a 3 second burn on a 10 second CD from a rune is balanced, just wait until you try fighting vs a Balth condi ranger 1v1 as an Engineer. It would also be worth taking on necro lol basically a free pre-nerf dhuumfire in 1v1 situations. Grenth has a 30 second ICD while Orr has a 20 second ICD. Orr’s bonus is strong on paper, but many classes already get enough poison from Doom sigils/attacks for it not to really be that great.
I dont like these changes. Glad anet doesnt hire you for balancing.
These changes would also have too much impact on PVE and WvW.
(edited by Malediktus.9250)
Sigil of Doom: This sigil’s proc can now be blocked, dodged, etc.
- Incendiary Powder now grants a buff to the Engineer causing the next crit to burn for 4 seconds. 10 second cooldown! This can be blocked, dodged, etc! The buff can be seen by opponents similar to Doom/Intelligence sigils!
Any other major passive proc/buff that Vee Wee forgot to mention also has a buff icon that can be seen by opponents!
Enjoy the perfect meta!
Give the same treatment to fire/air sigils and we’re golden
Hello frands! Vee Wee here, retired #1 Engi NA and world first rank 80!
Yes my frand! Toning down D/D Ele burning and adding visible icons to passive buffs/procs is really going to affect PvE! New metas will be formed! We may even have to stack in different corners!
A condi ranger isn’t going to have a 3 second proc with those runes because they do not invest into the condi duration tree! Neither will Necromancer unless they run 30/20/0/0/20! Vee Wee welcomes those Necromancers because Vee Wee thinks they are much weaker than the 0/30/20/0/20 variant! Plus no more Nightmare Runes! Orr’s bonus grants a possible 50% poison uptime but the other bonuses are poo poo! Grenth has a 30 second cooldown and that’s why it’s a terrible rune that nobody uses competitively even though chill is one of the strongest conditions in Vee Wee’s opinion! There are basically 3 choices! Long duration with long cooldown, short duration with short cooldown which Vee Wee opted for, and short duration with long cooldown which makes it bad! Vee Wee doesn’t think 25% chance of 2 second burning is over the top but unlike Anet Vee Wee listens to feedback and we can change it to a possible 3-4 seconds every 20 seconds if you are really against it! 420! The only way we can know for sure is by testing! This is why Ready Up balance previews stink and test servers are great! You can talk about and give all the feedback you want but if you can’t play it then nothing anyone says holds any weight! The illusion of community support frands! sigh………
Vee Wee does main Engineer but Vee Wee does not use Balthazar Runes! Vee Wee wouldn’t use these new Balthazar Runes either! Again my frands there is no hidden agenda! Vee Wee tried to be as objective as possible! If you think Engineer is OP especially with a nerf to Incendiary Powder, well get good son!
Flame Jet is only getting a tiny boost in damage! Doubling the damage per hit but halving the amount of hits basically equals out! The biggest change is to how much retaliation damage you deal to yourself! Any Engi who uses or has used the FT knows that retal is just a huge downer!
Fumigate should not remove conditions from yourself unless it comes from a trait deep into a tree! Engineer does need more condition removal options, but they should have to sacrifice things to get it! Adding amazing condi clear to a kit that’s already strong and a popular choice for many meta builds will just break the class!
Vee Wee never said Empathic Bond should get an icon! But there should be a particle effect signaling when it happens! Randomness is such a drag! You are also right my frands! Hide in Plain Sight does not need an icon!
Vee Wee did quit, but Vee Wee wants to return when PvP isn’t so goshdarn stale! Vee Wee didn’t spend over 2 years on this game because it sucks! This is a great game my frands! This next patch, although a welcome change to structure, won’t really solve any of Vee Wee’s gripes! Vee Wee wants new game modes and new maps! Back to dreaming I guess!
Wahoo! Bye frands!
Hello frands! Vee Wee here, retired #1 Engi NA and world first rank 80!
Yes my frand! Toning down D/D Ele burning and adding visible icons to passive buffs/procs is really going to affect PvE! New metas will be formed! We may even have to stack in different corners!
A condi ranger isn’t going to have a 3 second proc with those runes because they do not invest into the condi duration tree! Neither will Necromancer unless they run 30/20/0/0/20! Vee Wee welcomes those Necromancers because Vee Wee thinks they are much weaker than the 0/30/20/0/20 variant! Plus no more Nightmare Runes! Orr’s bonus grants a possible 50% poison uptime but the other bonuses are poo poo! Grenth has a 30 second cooldown and that’s why it’s a terrible rune that nobody uses competitively even though chill is one of the strongest conditions in Vee Wee’s opinion! There are basically 3 choices! Long duration with long cooldown, short duration with short cooldown which Vee Wee opted for, and short duration with long cooldown which makes it bad! Vee Wee doesn’t think 25% chance of 2 second burning is over the top but unlike Anet Vee Wee listens to feedback and we can change it to a possible 3-4 seconds every 20 seconds if you are really against it! 420! The only way we can know for sure is by testing! This is why Ready Up balance previews stink and test servers are great! You can talk about and give all the feedback you want but if you can’t play it then nothing anyone says holds any weight! The illusion of community support frands! sigh………
Vee Wee does main Engineer but Vee Wee does not use Balthazar Runes! Vee Wee wouldn’t use these new Balthazar Runes either! Again my frands there is no hidden agenda! Vee Wee tried to be as objective as possible! If you think Engineer is OP especially with a nerf to Incendiary Powder, well get good son!
Flame Jet is only getting a tiny boost in damage! Doubling the damage per hit but halving the amount of hits basically equals out! The biggest change is to how much retaliation damage you deal to yourself! Any Engi who uses or has used the FT knows that retal is just a huge downer!
Fumigate should not remove conditions from yourself unless it comes from a trait deep into a tree! Engineer does need more condition removal options, but they should have to sacrifice things to get it! Adding amazing condi clear to a kit that’s already strong and a popular choice for many meta builds will just break the class!
Vee Wee never said Empathic Bond should get an icon! But there should be a particle effect signaling when it happens! Randomness is such a drag! You are also right my frands! Hide in Plain Sight does not need an icon!
Vee Wee did quit, but Vee Wee wants to return when PvP isn’t so goshdarn stale! Vee Wee didn’t spend over 2 years on this game because it sucks! This is a great game my frands! This next patch, although a welcome change to structure, won’t really solve any of Vee Wee’s gripes! Vee Wee wants new game modes and new maps! Back to dreaming I guess!
Wahoo! Bye frands!
Can you stop with this weirdo 3rd person crap and frands isn’t a word.
Twitch – Aussie Streamer
Hello frands! Vee Wee here, retired #1 Engi NA and world first rank 80!
What are you talking about my frand!
Wahoo! Bye frands!
Liv these aren’t bad. Honestly. Though there are some that seem off. I don’t exactly think removing a freshly new blast finish on frozen burst would lead to the perfect meta. This isn’t exactly game changing. Your change to static discharge would yes make it harder to counter since the lightning strikes are instant but it would significantly lower the damage of this build, since the current chain lighting bounces between targets allowing you to hit multiple foes while still making it counter able through blocks or reflects. Also how would changing the downstate grapple to a blockable magnet be any different? What make it invisible? Finally putting a cast time on necro mark activation would actually be pretty bad for a weapon set that has been slowly pulling it’s behind out of the fire. Trust.
Ps: ideally it would be best to make blast finishers in fire fields and battle sigil only give 2 stacks instead of 3 now.
Hello frands! Vee Wee here, retired #1 Engi NA and world first rank 80!
What are you talking about my frand!
Wahoo! Bye frands!
I’m sure you act like a child in real life as well.
Twitch – Aussie Streamer
Hello frands! Vee Wee here, retired #1 Engi NA and world first rank 80!
Please stop trying to troll Vee Wee’s thread! Vee Wee is just a frandly person trying to help make Guild Warts 2 a better game! Thanks for understanding!
Wahoo! Bye frands!
Terrible changes imo. Usually I agree with most of these player made balance document things but these are horrendous imo. Not that I know everything.
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
A lot of these aren’t bad at all.
But instead of the activation time of marks for necromancer, why not make a more pronounced animation/notification to see which one is being cast on you? Aside from fear mark, you honestly don’t know.
Definitely agree with the change to IP, this has been beaten to death.
………………….30/20/0/0/20…………. 0/30/20/0/20
Perhaps it would aide your cause if you used 6/4/0/04 and 0/6/4/0/4 and not outdated numeric values. When someone makes repeated post about not playing anymore, then uses outdated terminology, it becomes hard to take them seriously or even trust that they know what they are talking about. My point is, little things like that only create potential resistance for yourself.
https://www.youtube.com/watch?v=6q3em9s5I4c
- Immobilize stack cap removed. Immobilize duration capped at 4 seconds!
ANET Please…
I do not agree with staff marks taking time to activate, it is already easy enough to see the animation and dodge before the marks go down, or dodge marks that are down. I think this would be a significant nerf to condi necros.
One spam to rule them all!
Mains Power Necro for team Radioactive[dk]
Hello frands! Vee Wee here, retired #1 Engi NA and world first rank 80!
Thanks for the feedback frands~! Vee Wee will try to get to it all soon!
My frand infantrydiv Vee Wee just copied the other condi duration runes like Grenth and Orr! Vee Wee doesn’t think 25% chance of a 2 second burn isn’t thuper op! Much better than the original turning the 6 piece bonus into a 5 second burn and giving Incendiary Powder 7 seconds of burning! Vee Wee doesn’t even use Balthazar Runes on Vee Wee’s condi build! There is no hidden agenda!
As for the other unfrandly guy! Yeah subtle changes really made the Elementalist into what it is now! Extra blast finishers for a class with the most blast finishers and combo fields in the game, the revamp and reintroduction of a powerful amulet! Also the remodeling of a runeset into one of the strongest and most widely used runes! Buffing the power of the heal skill! Really subtle changes as opposed to shaving a few seconds of skill durations and giving passive procs a visible label! Get good son!
Wahoo! Bye frands!
I thought you quit?
They did quit. You’re not imagining it.
Miscellaneous:
- Blast finishers in fire fields now grant 3 stacks of might for 15 seconds (down from 20)!
- Immobilize stack cap removed. Immobilize duration capped at 4 seconds!
Sigil of Battle: This sigil now grants 3 stacks of might for 15 seconds (down from 20)!
Sigil of Intelligence: This sigil now grants the next two attacks 100% critical chance (down from three)!
Sigil of Doom: This sigil’s proc can now be blocked, dodged, etc.Superior Rune of Balthazar
(1): +25 Condition Damage
(2): +10% Burning Duration
(3): +50 Condition Damage
(4): 25% chance when struck to inflict burning for 2 seconds. (10 second cooldown)
(5): +100 Condition Damage
(6): +20% Burning duration; when you use a heal skill nearby foes are burned for 3 seconds. Cooldown: 10sNecromancer:
- Necrotic Grasp now deals 25% more damage!
- Marks now take 0.25 seconds to activate after being placed!
- Marks can now hit foes in downstate!
- Reaper’s Protection now displays a buff icon when off cooldown that can be seen by opponents!
Elementalist:
- Removed blast finisher from Frozen Burst!
- Ring of Fire duration now four seconds (down from six)!
- Drake’s Breath burn duration now two seconds (down from three)!
- Diamond Skin now displays a buff icon when active that can be seen by opponents!
- An opponent’s Swirling Winds now has a red ring outline!
Engineer:
- Incendiary Powder now grants a buff to the Engineer causing the next crit to burn for 4 seconds. 10 second cooldown! This can be blocked, dodged, etc! The buff can be seen by opponents similar to Doom/Intelligence sigils!
- Automated Response now displays a buff icon when activated that can be seen by opponents!
- Flame Jet now hits 5 targets! Number of hits reduced from 10 to 5! The damage for each hit is doubled! Channel time reduced from 2.25 seconds to 2 seconds! Burn duration from the final hit increased from 1 to 2!
- Fumigate now hits 5 targets!
- Static Discharge now uses Lightning Strike on your target on toolbelt use instead of Chain Lightning
- Downstate’s Grappling Line replaced with Magnetic Pull, essentially a blockable version of Tool Kit’s Magnet!
Ranger:
- Shared Anguish now displays a buff icon when off cooldown that can be seen by opponents!
- Hide in Plain Sight now displays a buff icon when off cooldown that can be seen by opponents!
- When Empathic Bond removes conditions, a transfer effect can be seen from the Ranger to the pet!
Mesmer:
- Mirror of Anguish now displays a buff icon when off cooldown that can be seen by opponents!
- An opponent’s Feedback now has a red ring outline!
Guardian:
- An opponent’s Sanctuary now has a red ring outline!
Any other major passive proc/buff that Vee Wee forgot to mention also has a buff icon that can be seen by opponents!
Enjoy the perfect meta!
terrible necro changes
“Mist Form, Elixir S and distortion now interrupts stomping and you will not be able to stomp while these effects are up. When you are stealthed and try to stomp u gain Revealed for 3s.”
Just add this and i party hard
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!
“Mist Form, Elixir S and distortion now interrupts stomping and you will not be able to stomp while these effects are up. When you are stealthed and try to stomp u gain Revealed for 3s.”
Just add this and i party hard
I do not see the logic in this change, nor that those skills are a problem.
All of the sudden players should not be allowed to use their utility skills for benefit?
Why not make a player unable to stomp with stability up as well?
Why should utility skills that give stability allow stomps, yet others not?
Why do you want to punish a mesmer for using an elite to stomp from stealth but a ranger can use rampage as one to stomp with stability?
@Dancingmonkey
Mesmer got 3-4 sources of stealth, an elite is NOT needed.
Stability makes you visible and attackable.
While it is by NO MEANS a small feat, one can corrupt/steal/remove stability and quickly CC. This is possible. Very hard to coordinate, but possible.
Stealth, invuln (mist form/renewed focus/obsidian flesh and others), teleporting outside range and back. These are forms of stomping that makes it nigh impossible for teams to counter. You litterally got to lock down the enemy PRIOR to a stomp. However several of these unstoppable stomps either come with stunbreaker or another way of circumventing control effects.
There should, at all times be counterplay. The downed system was put in place to give players a slight chance at making a second try. Mist Form, Renewed Focus, Teleports and Stealth completely hard counters every possible way of stopping the player that is downed, or his/her teammates from ever getting that person up.
While blinds, aegis and stability makes it HARD to counter the stomp, it is still not nigh impossible. If it is not impossible, then it is balanced.
Impossible to stop IS NOT balanced. It simply is another “i win” button. One of many that people complain about all the time, yet this specific button everyone just silently go unnoticed. Like it was not a problem for anyone.
Currently @ some T1 server in EU
@Dancingmonkey
Mesmer got 3-4 sources of stealth, an elite is NOT needed.
That doesn’t change the fact that this bad idea would negate their elite if used. Whether or not they have other forms of stealth is irrelevant.
Stability makes you visible and attackable.
So? Stealth makes you fully attackable and completely susceptible to CC
There should, at all times be counterplay. The downed system was put in place to give players a slight chance at making a second try. Mist Form, Renewed Focus, Teleports and Stealth completely hard counters every possible way of stopping the player that is downed, or his/her teammates from ever getting that person up.
The things you are complaining about are counter play. They are counter play to the CC, and other aspects used to prevent a stomp. As I see it, all you are doing is complaining about counters you don’t like, but demanding counters you do like.
While blinds, aegis and stability makes it HARD to counter the stomp, it is still not nigh impossible. If it is not impossible, then it is balanced.
It is not impossible to stop stomps from any of the abilities you are complaining about either.
Impossible to stop IS NOT balanced. It simply is another “i win” button. One of many that people complain about all the time, yet this specific button everyone just silently go unnoticed. Like it was not a problem for anyone.
Again, your claiming there are impossible to stop stomps. I do not thing impossible means what you think it means, because it is a fact that there is a way to prevent each of the aspects your complaining about, from stomping.
@dancingmonkey
Tell me, please, how to counter mist form stomp, distortion stomp, teleport stomp, obsidian flesh stomp?
But first, let us look at how these skills work:
Mist Form – Morph into an invulnerable, vaporous mist for a brief time.
Obsidian Flesh – Envelop yourself in stony armor, making yourself invulnerable.
Distortion – Unlike Blur, the Distortion effect actually grants Invulnerability, so it will not count towards Daily Dodge achievements.
Renewed Focus – Focus, making yourself invulnerable and recharging your virtues.
Elixir S – Drink Elixir S to shrink yourself, recover from stun, and evade attacks. (This skill can be used while finishing opponents. )
From the Wiki:
Invulnerability is an effect that prevents the target from taking damage, receiving conditions, or being affected by control effects. It does not prevent damage from existing conditions, fall damage, or environmental traps. The effect is characterized by an “Invulnerable” message whenever a character would take damage from an attack
And now to teleport stomp:
Shadowstep – Shadowstep to target area. Becomes Shadow Return, which returns you to your starting area and cures three conditions.
Breaks Stun
Range: 1,200
Time and time again, there is a common factor here: an effect that prevents the target from taking damage, receiving conditions, or being affected by control effects.
While Shadowstep or stealth does not PREVENT these effects, it allow you to reposition so that the downed/allies CAN NOT HIT YOU. Now, Fyi, i do this on my longbow ranger all the time. Is it cheap? yes, sure it is. However iv’e stopped caring about being a gentleman and not using it because i think its cheap. I want it gone.
Reason i want it gone is because stealth NEGATES ALL BUT TWO PROFESSIONS: Guardian (AOE KB) and Engineer (AOE KB).
No other profession can with 100% certainty negate fear. You can say rangers can do it with Wolf F2, but that depends on three factors.
1 – pet is alive
2 – pet is nearby and decides to not run across the map before doing the command
3 – pet is not blinded or target does not have aegis
Currently @ some T1 server in EU
“Mist Form, Elixir S and distortion now interrupts stomping and you will not be able to stomp while these effects are up. When you are stealthed and try to stomp u gain Revealed for 3s.”
Just add this and i party hard
Safe stomps are needed to allow strategic gameplay and win teamfights. With the player choosing to use this to guarantee a stomp, they are using up a serious defensive utility that could end up costing them later. If this wasn’t possible, teamfights would be boringly longer than they are already. Stability only lasts just so long and can be stripped.
(edited by SaintSnow.6593)
Well Prysin, for one, stealth your downed team mate. That single act will counter everything you said.
CC and awareness will prevent shadow step and porting stomps.
As for suggesting what is, or is not “cheap” as you doing, are is odd to me. You assume that because you do not agree with it on a persona level that you can definitively declare it negative. The difference is, I don’t care. Once I stomped your character, I am the winner, and you are the loser. I did it with in the rules of the game. Calling it cheap with in no way lesson the experience for me. The difference is, as it appears to me, is that you make excuses, I do not. If we remove the down state altogether (as some have mentioned) all that would do is save folks from stomping, and save you from making excuses about how cheap it was when they did it.
On your last point, what are you going on about negating fear? Any profession that has stability, and is not having the boon stripped can 100% negate fear. Unless you meant something else, I am not sure what profession you were implying can 100% negate fear.
“Mist Form, Elixir S and distortion now interrupts stomping and you will not be able to stomp while these effects are up. When you are stealthed and try to stomp u gain Revealed for 3s.”
Just add this and i party hardSafe stomps are needed to allow strategic gameplay and win teamfights. With the player choosing to use this to guarantee a stomp, they are using up a serious defensive utility that could end up costing them later.
Exactly.
Some people refuse to accept that healing slots, utility slots, and elite slots, are all finite resources.
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
Miscellaneous:
- Blast finishers in fire fields now grant 3 stacks of might for 15 seconds (down from 20)!
- Immobilize stack cap removed. Immobilize duration capped at 4 seconds!
Sigil of Battle: This sigil now grants 3 stacks of might for 15 seconds (down from 20)!
Sigil of Intelligence: This sigil now grants the next two attacks 100% critical chance (down from three)!
Sigil of Doom: This sigil’s proc can now be blocked, dodged, etc.Superior Rune of Balthazar
(1): +25 Condition Damage
(2): +10% Burning Duration
(3): +50 Condition Damage
(4): 25% chance when struck to inflict burning for 2 seconds. (10 second cooldown)
(5): +100 Condition Damage
(6): +20% Burning duration; when you use a heal skill nearby foes are burned for 3 seconds. Cooldown: 10sNecromancer:
- Necrotic Grasp now deals 25% more damage!
- Marks now take 0.25 seconds to activate after being placed!
- Marks can now hit foes in downstate!
- Reaper’s Protection now displays a buff icon when off cooldown that can be seen by opponents!
Elementalist:
- Removed blast finisher from Frozen Burst!
- Ring of Fire duration now four seconds (down from six)!
- Drake’s Breath burn duration now two seconds (down from three)!
- Diamond Skin now displays a buff icon when active that can be seen by opponents!
- An opponent’s Swirling Winds now has a red ring outline!
Engineer:
- Incendiary Powder now grants a buff to the Engineer causing the next crit to burn for 4 seconds. 10 second cooldown! This can be blocked, dodged, etc! The buff can be seen by opponents similar to Doom/Intelligence sigils!
- Automated Response now displays a buff icon when activated that can be seen by opponents!
- Flame Jet now hits 5 targets! Number of hits reduced from 10 to 5! The damage for each hit is doubled! Channel time reduced from 2.25 seconds to 2 seconds! Burn duration from the final hit increased from 1 to 2!
- Fumigate now hits 5 targets!
- Static Discharge now uses Lightning Strike on your target on toolbelt use instead of Chain Lightning
- Downstate’s Grappling Line replaced with Magnetic Pull, essentially a blockable version of Tool Kit’s Magnet!
Ranger:
- Shared Anguish now displays a buff icon when off cooldown that can be seen by opponents!
- Hide in Plain Sight now displays a buff icon when off cooldown that can be seen by opponents!
- When Empathic Bond removes conditions, a transfer effect can be seen from the Ranger to the pet!
Mesmer:
- Mirror of Anguish now displays a buff icon when off cooldown that can be seen by opponents!
- An opponent’s Feedback now has a red ring outline!
Guardian:
- An opponent’s Sanctuary now has a red ring outline!
Any other major passive proc/buff that Vee Wee forgot to mention also has a buff icon that can be seen by opponents!
Enjoy the perfect meta!
terrible necro changes
Terrible changes imo. Usually I agree with most of these player made balance document things but these are horrendous imo. Not that I know everything.
Past member of most teams NA. Retired proleague season 1+2.
http://www.twitch.tv/aeroxe
My evade happy thief would be crazy strong after these proposed changes. No air/fire sigil nerfs, more things being able to be dodged. Doesn’t seem very balanced though. >.>
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
+1 Vee wee. Frandliest Doc NA.
Don’t forget to redesign the fear proc on Runes of Nightmare.
#allisvain