Mortar Napalm stacks condi too fast

Mortar Napalm stacks condi too fast

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Posted by: Straegen.2938

Straegen.2938

Not sure when this happened but mortar’s are dropping some crazy stacks of fire now. I thought it only did three per pulse. I watched 8 players standing near their catas go down in seconds… I have felt its heat as well and those ticks are no joke.

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Posted by: Loosmaster.8263

Loosmaster.8263

Did they put the Red rings on the field yet? Pay attention, lol.


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Posted by: briggah.7910

briggah.7910

I noticed something as well with cannon skills that do condi damage. You don’t even have to be hit by it but the condis get applied. Was running by SM the other night and I wasn’t anywhere near where the hits are hitting but I did get the chill and bleed from the cannons on me. Could be the same thing with the mortars. Its pretty annoying getting chilled from cannons but never taking a cannon hit. Seems to me that the radius of the effect is messed up somehow. Way larger than it should be. When I moused over the condi to see who applied them on me, it had no source so my guess was it was from the cannons.

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(edited by briggah.7910)

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Posted by: Reh.5986

Reh.5986

The mortar fields last a long time so it’s really easy to be standing in 3 or 4 at once or even more if you have two mortars dropping them in the same area. Was skirmishing around SM the other day and picked up 50 stacks instantly. Still no red rings for people running with lower settings.

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Posted by: Straegen.2938

Straegen.2938

Did they put the Red rings on the field yet? Pay attention, lol.

It happens fast… fast enough that if someone fumbles getting off a cata it will kill them. I did less damage with my condi builds when mortars took that into account. Something changed recently.

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Posted by: BeepBoopBop.5403

BeepBoopBop.5403

Condition damage affecting siege has always been kittening dumb. WvW devs have out in their all to make this game mode a bastion for condition players. Can my cannon hits crit please?

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Posted by: gennyt.3428

gennyt.3428

Also it seems that the visual indicator disappears before the effective area so you can still walk unto a hot spot that appears safe.

Whispers with meat.

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Posted by: Straegen.2938

Straegen.2938

We just tested it… it is dropping 3 stacks but the tick rate is crazy fast. We got 12 stacks in just under 2 seconds. Just walking through it applies 6 stacks.

The radius is also bigger than the animation. As someone noted, it is dangerous even after the animation is over.

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Posted by: Cerby.1069

Cerby.1069

Not sure when this happened but mortar’s are dropping some crazy stacks of fire now. I thought it only did three per pulse. I watched 8 players standing near their catas go down in seconds… I have felt its heat as well and those ticks are no joke.

“GET GUD”- RICKY BOBBY

Of all the dumb thing to complain about…

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Posted by: babazhook.6805

babazhook.6805

Getting the mortar to line up on a group of enemy takes a long time. While noting the red rings need to be there, I think that enough. A group need merely move and they can always move faster than a mortar can redirect.

I noted the other day an enemy group insisted on fighting on that bridge in bay even as they were under fire from outer mortars.

They neither moved off the bridge nor did they send any of their superior numbers to take me out on the mortar. This just bad tactics on their side. They died to a numerically inferior force because of the stick with the blob mentality. It like shooting fish in a barrel.

As such given it will break up blobs allowing for more dynamic battles , I see this as a good thing.

(edited by babazhook.6805)

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Posted by: Jeknar.6184

Jeknar.6184

It happens fast… fast enough that if someone fumbles getting off a cata it will kill them.

Good. Working as intended.

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Posted by: Turamarth.3248

Turamarth.3248

Condition damage affecting siege has always been kittening dumb. WvW devs have out in their all to make this game mode a bastion for condition players. Can my cannon hits crit please?

That was changed three months ago.
If you can confirm that condition damage still affects siege please post in the bug subforum.

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[SPQR]

(edited by Turamarth.3248)

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Posted by: Straegen.2938

Straegen.2938

“GET GUD”- RICKY BOBBY

Of all the dumb thing to complain about…

What does being GUD have to do with this? I believe it is a bug or not working as intended.

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Posted by: Jayden Ennok.3687

Jayden Ennok.3687

I saw 49 stacks of it on me, seems rather excessive considering I tried to move out from the field right when it hit.

Underworld Vabbi 1.5yr

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Posted by: Deniara Devious.3948

Deniara Devious.3948

Mortars create stacks of fire damage way too fast. 30+ fire damage stacks happen very fast.

Arenanet developers simply do NOT get it. Most WvWvW players enjoy fighting against other players, not giving excessive powers to the siege.

Deniara / Ayna – I want the original WvWvW maps back – Desolation [EU]

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Posted by: Jeknar.6184

Jeknar.6184

I saw 49 stacks of it on me, seems rather excessive considering I tried to move out from the field right when it hit.

Sorry but, unless you pulled everyone’s burning to you with pain absorption/save yourselves, you are lying. I get 6 or at best 9 stacks if I walk out of the field right away.

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Posted by: Offair.2563

Offair.2563

Really wonder what you guys doing getting so many stacks on ya. Perhaps its time to move around fighting instead of staying in one single spot?

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Posted by: Justine.6351

Justine.6351

Ya it is kinda surprising, I just don’t get alot of mortars dropped on me.

But when I hard look at it,
It’s cannon dmg put into burning dot.

If some one was on a cannon blasting same spot over and over would you stand in it?

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Posted by: Jim Hunter.6821

Jim Hunter.6821

Ya it is kinda surprising, I just don’t get alot of mortars dropped on me.

But when I hard look at it,
It’s cannon dmg put into burning dot.

If some one was on a cannon blasting same spot over and over would you stand in it?

I would. And then I’d come and complain on the forums that I can’t afk under siege fire.

Also known as Puck when my account isn’t suspended
LGN

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Posted by: Svarty.8019

Svarty.8019

It’s hardly as though mortars can be moved very quickly and they are mostly easy to destroy (along with the operator).

I like the change, it gives defenders a bit more hope, and they need all the hope they can get!

Nobody at Anet loves WvW like Grouch loved PvP. That’s what we need, a WvW Grouch, but taller.

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Posted by: Straegen.2938

Straegen.2938

If some one was on a cannon blasting same spot over and over would you stand in it?

Cannons do about 5k depending on armor and have a nice circle. Mortar Napalm are not as clear and sometimes not visible until a player has the stacks on them. It isn’t common to see 5k+ ticks that will down a player in few seconds.

Again, I think there is something wrong with the tick and it certainly should have a big red circle around the damage area the entire time it is pulsing.

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Posted by: Loosmaster.8263

Loosmaster.8263

Get off your Zerker gear!!!


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Posted by: Straegen.2938

Straegen.2938

Get off your Zerker gear!!!

Toughness doesn’t matter against fire. You can sort of make a Vitality point but the difference between Zerk and Soldiers is one or two ticks of damage.

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Posted by: Hexinx.1872

Hexinx.1872

People need to be more self aware of there surroundings. While mokittenamage is high, as soon as I ever get hit i just dodge back and move out … the dmg is neglible then, doesn’t take more than 15% of my health bar. I have a feeling alot of players all crowd around and stand it in and spread it, and and continue to stand in it.

And blaming the thin red circle (being unnoticeable) is neglible, Unlike cannon fire, mortars light the whole bloody field on fire, and if you can’t see the fact you are standing in fire, and think ‘maybe I should move’ … then it’s time you dirt nap and rethink your strategy.

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Posted by: Straegen.2938

Straegen.2938

And blaming the thin red circle (being unnoticeable) is neglible, Unlike cannon fire, mortars light the whole bloody field on fire, and if you can’t see the fact you are standing in fire, and think ‘maybe I should move’ … then it’s time you dirt nap and rethink your strategy.

Actually they don’t. The portion on fire is less than one half the size of their actual field. It also lasts after the fiery area disappears. Not a problem prior to whatever overcharged them but now running through one without stopping will stack 6 to 9.

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Posted by: Junkpile.7439

Junkpile.7439

Yes f2p EotM players seems to have this problem. I think that reason is that they don’t have any idea how to play.

Low quality trolling since launch
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(edited by Junkpile.7439)

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Posted by: Hexinx.1872

Hexinx.1872

I always see the fire and move out. The burning animation alone when you catch on fire is a huge indicator that you need to do something. Most times I just run through it anyways and tag my teamates if we cross a field just for soemthing to do … the stacks never seem to bother us too much.

A mortar field is still a mortar field. I mean the animation has been flawed in the game for a long time, but still noticeable. But the animation on your character is pronounced.

Could it possibly be linked to the mortar ranking (I think its r4) versus people who are unranked being the dmg change?

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Posted by: Straegen.2938

Straegen.2938

Could it possibly be linked to the mortar ranking (I think its r4) versus people who are unranked being the dmg change?

Yeah it is Napalm not the other one. We tested it again. If a player runs through they get 6 stacks most of the time with is 2500 per tick. If it takes 1s to notice, they get 12 which is 5k. Players that stand in for 3s will die very fast. It is a very strong attack if a player is spec’d.

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Posted by: Rink.6108

Rink.6108

yea, I agree that fields should be more clearly visible on the screen for low detail graphics and the fire application stacks too fast and the field duration is too long. I also disagree that most mortars can be killed easily, as only some classes are able to take out mortars at all.

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Posted by: Jeknar.6184

Jeknar.6184

yea, I agree that fields should be more clearly visible on the screen for low detail graphics and the fire application stacks too fast and the field duration is too long. I also disagree that most mortars can be killed easily, as only some classes are able to take out mortars at all.

They promissed us the red circle when people first complained about the mortars. But we didn’t received them yet.

Also, the mortars are right in the middle of the wall. Any skill with 240 radius can hit it. And pretty much every profession have at least one.

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Posted by: Straegen.2938

Straegen.2938

They promissed us the red circle when people first complained about the mortars. But we didn’t received them yet.

Also, the mortars are right in the middle of the wall. Any skill with 240 radius can hit it. And pretty much every profession have at least one.

Since the patch, Mortars are still applying fast burning stacks but at least they aren’t “surprise” stacks. While I would still tone down the speed of the stacks a bit, at least we know when we are standing in it and can fully dodge the field now.

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

We had multiple mortars firing on one spot (a choke in a broken wall at Veloka) and someone said on map chat he got 120 stacks of burning (maybe he had a lot of resistance to build that much?).

I only got 27 stacks of burning in a very short time and wasn’t standing near the choke for very long (I managed to clear just before I went down).

The shots were coming from their keep so to suggest “just destroy them” isn’t realistic because we’d have to break their outer keep wall to reach them.

Siege humping in general is over powered.

Siege and walls should only be there to delay the fight long enough to get reinforcements – it should not stop fights from occurring.

- ACs are too weak individually but over powered when you build multiple of them (*cough*Yaks Bend*cough*). ACs need to scale their damage based on how many manned ACs in their vicinity so you get diminishing returns for each additional AC you build.

- Mortars need to stack fire slower because it unbalances the PvP too far in one direction.

- Cows need to drain slower. why? → getting a walls down = fights.

- Dragon banner – remove it from the game. why? → it’s nothing more than a mobile siege weapon.

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Posted by: Hexinx.1872

Hexinx.1872

pain absorption on mortar fields = 120…. that’s how he got it. He would have been dead long before if trying to stack and their resistance would have been long over. Keep only has few mortars which can hit that choke, he likely pain absorbed right through the choke with the head of the squad. Should give this guy a high five or cookie for playing proper skill at proper time.

Agreed, siege is powerful and sucks to fight in or around. Also leads to less fighting and more standing around when a quarter of the squad jumps on siege the other 3 quarters just idle (often)… may as well make player skills counter siege skills like swirling winds used to so more people can do something

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Posted by: Jayden Ennok.3687

Jayden Ennok.3687

We had multiple mortars firing on one spot (a choke in a broken wall at Veloka) and someone said on map chat he got 120 stacks of burning (maybe he had a lot of resistance to build that much?).

I only got 27 stacks of burning in a very short time and wasn’t standing near the choke for very long (I managed to clear just before I went down).

The shots were coming from their keep so to suggest “just destroy them” isn’t realistic because we’d have to break their outer keep wall to reach them.

Siege humping in general is over powered.

Siege and walls should only be there to delay the fight long enough to get reinforcements – it should not stop fights from occurring.

- ACs are too weak individually but over powered when you build multiple of them (*cough*Yaks Bend*cough*). ACs need to scale their damage based on how many manned ACs in their vicinity so you get diminishing returns for each additional AC you build.

- Mortars need to stack fire slower because it unbalances the PvP too far in one direction.

- Cows need to drain slower. why? -> getting a walls down = fights.

- Dragon banner – remove it from the game. why? -> it’s nothing more than a mobile siege weapon.

Almost same spot where I got those nasty stacks on my thief. I am not sure how many mortars can hit that place but sure it’s effective if they can stack the field.

Underworld Vabbi 1.5yr

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Posted by: Reverence.6915

Reverence.6915

You know, I never realised how large the AoE on the napalm was on the mortar until this patch.

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Posted by: Straegen.2938

Straegen.2938

All I know is those fields have my full respect. I have seen zergs crumple trying to fight near them.

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Posted by: insanemaniac.2456

insanemaniac.2456

ninja buffed a while back i think, i dont remember seeing it in patch notes. watch yo kitten and git gud ;D

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Posted by: Reh.5986

Reh.5986

This is at least nice for breaking up siege camps. Map blob camped out on anz hill with 8 trebs, 5 shield gens and 40 acs? Light them all on fire! Now we just need mortar blueprints.

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Posted by: stretchedroom.5630

stretchedroom.5630

Not sure when this happened but mortar’s are dropping some crazy stacks of fire now. I thought it only did three per pulse. I watched 8 players standing near their catas go down in seconds… I have felt its heat as well and those ticks are no joke.

solution a.) destroy the mortar
solution b.) walk out of the fire

also stay away from tower guards and veteran animals, they will probably kill you too.