Patch Notes - Necro 9-3-13
On a personal note, this seems to indicate anet is accepting that Necro is fine everywhere but SPVP, which makes those of us in WvW much happier.
I think it was a fine change though, and really would not have been bothered if it happened in WvW as well. The spell has a fast cooldown, a huge area, and a good side-effect (cripple).
That nerf is too much! heh…..seriously though that’s it? I actually feel bad for rangers and getting that spirits nerfed, ouch but it was the only build you’d see in Tourney play most of the time..
(edited by Brighteluden.2974)
Another stealth nerf, at least in pve (dont know about other 2) Chill of Death (Spite major), procs at 20% instead of 25%, cooldown seems to be longer than 20 seconds but not sure.
Actually a reasonably significant dps hit, but so it goes. Sometimes I get the impression that people really don’t understand where their damage is coming from when they play this class.
Was hoping for minions buffs/tweaks
guard ,nades eng ,Trap thief \ranger ,signet\shout warrior, zerk mes\ele & shiro rev.
1 stack of bleed, so OP
wooow, 2 stack of blood instead of 3….. why? that skill was OP??
ehehehe “ArenaFail” are very funny……they continue nerf necro and buff class OP, like Ranger.
I remember when they make dhumfire, after 2 weeks “ArenaFail” has nerfed death shroud, traits and dhumfire..ye Necro was OP…. Now Ranger and Warrior are the leaders of OP, and ArenaFail don’t touch the Warrior and buff Ranger spirit…
are you f*****g kidding us???
wooow, 2 stack of blood instead of 3….. why? that skill was OP??
ehehehe “ArenaFail” are very funny……they continue nerf necro and buff class OP, like Ranger.
I remember when they make dhumfire, after 2 weeks “ArenaFail” has nerfed death shroud, traits and dhumfire..ye Necro was OP…. Now Ranger and Warrior are the leaders of OP, and ArenaFail don’t touch the Warrior and buff Ranger spirit…
are you f*****g kidding us???
It’s like you didn’t even read the notes at all…
Oh my GOD people are actually complaining about this?
wooow, 2 stack of blood instead of 3….. why? that skill was OP??
ehehehe “ArenaFail” are very funny……they continue nerf necro and buff class OP, like Ranger.
I remember when they make dhumfire, after 2 weeks “ArenaFail” has nerfed death shroud, traits and dhumfire..ye Necro was OP…. Now Ranger and Warrior are the leaders of OP, and ArenaFail don’t touch the Warrior and buff Ranger spirit…
are you f*****g kidding us???
It’s like you didn’t even read the notes at all…
ahah probably he never played ranger spirit. Ppl wants to talk about something without how this “something” works
1 stack of bleed, so OP
Here’s the thing. Grasping dead bleeds have 100% uptime on a standard condi necro. That means you now have 1 less bleed all the time.
That’s a minimum 4% nerf to your bleed damage, but since no one is maintaining 25 stacks, it’s actually higher, closer to 10%, and much more than that if you’re staying at range, shutting off dark path and weakening shroud bleed application.
You still have burning, terror, and poison though right? Except that bleeds are your bread and butter dps. Those condis all together add up to less than your bleeds.
It’s around a 5-6% nerf to total condi damage output. Dhuumfire in its 2s incarnation is an 8-9% boost. Losing that ‘one bleed’ almost nullifies it. Obviously the effect on your aoe capability is even more significant.
Funny how much difference ‘little changes’ can make isn’t it? It was probably needed, but don’t underestimate it.
(edited by Mammoth.1975)
wooow, 2 stack of blood instead of 3….. why? that skill was OP??
ehehehe “ArenaFail” are very funny……they continue nerf necro and buff class OP, like Ranger.
I remember when they make dhumfire, after 2 weeks “ArenaFail” has nerfed death shroud, traits and dhumfire..ye Necro was OP…. Now Ranger and Warrior are the leaders of OP, and ArenaFail don’t touch the Warrior and buff Ranger spirit…
are you f*****g kidding us???
It’s like you didn’t even read the notes at all…
ahah probably he never played ranger spirit. Ppl wants to talk about something without how this “something” works
ye sure…..need super Skills to play ranger spirit… go in autoattack….
1 stack of bleed, so OP
Here’s the thing. Grasping dead bleeds have 100% uptime on a standard condi necro. That means you now have 1 less bleed all the time.
That’s a minimum 4% nerf to your bleed damage, but since no one is maintaining 25 stacks, it’s actually higher, closer to 10%.
You still have burning, terror, and poison though right? Except that bleeds are your bread and butter dps. Those condis all together add up to significantly less than your bleeds.
It’s around a 5-6% nerf to total condi damage output. Dhuumfire in its 2s incarnation is about an 8-9% boost. Losing that ‘one bleed’ nearly nullifies it. Obviously the effect on your aoe capability is more significant again.
It was probably (almost certainly) needed, but don’t underestimate it.
Agreed, on paper it sounds like “heh, 1 bleed – oh well” but in percentage terms it has a real value. It will probably mean that the average number of stacks we can maintain will be reduced. I think it will actually help a little in balance terms just for the extra seconds it will take to down someone without that “one more bleed”.
1 stack of bleed, so OP
Here’s the thing. Grasping dead bleeds have 100% uptime on a standard condi necro. That means you now have 1 less bleed all the time.
That’s a minimum 4% nerf to your bleed damage, but since no one is maintaining 25 stacks, it’s actually higher, closer to 10%.
You still have burning, terror, and poison though right? Except that bleeds are your bread and butter dps. Those condis all together add up to significantly less than your bleeds.
It’s around a 5-6% nerf to total condi damage output. Dhuumfire in its 2s incarnation is about an 8-9% boost. Losing that ‘one bleed’ nearly nullifies it. Obviously the effect on your aoe capability is more significant again.
It was probably (almost certainly) needed, but don’t underestimate it.
Agreed, on paper it sounds like “heh, 1 bleed – oh well” but in percentage terms it has a real value. It will probably mean that the average number of stacks we can maintain will be reduced. I think it will actually help a little in balance terms just for the extra seconds it will take to down someone without that “one more bleed”.
It won’t have a massive impact on our 1v1 capability, but it will definitely alter our teamfighting (aoeing poorly positioned opponents and bunker busting both just took fair sized hits).
I don’t have a problem with either however. Bunker busting was getting quite easy, it was simply unreasonable on guards, and you don’t get to aoe good opponents anyway, except when someone is downed.
(edited by Mammoth.1975)
At least they had enough common sense to make it SPvP only. At this point I wouldn’t mourn if SPvP was removed from the game entirely and the resources were spent in more worthwhile places. Total waste of development time as far as I’m concerned.
I also can’t help but feel bad for rangers. They got completely kittened over.
Oh my GOD people are actually complaining about this?
These comments are satire, bhawb. No one in their right mind would complain about removing one stack of bleeding; except for maybe the people that just have to complain about stuff.
edit: I’m not saying the damage reduction is negligible, I’m saying this is an attempt to reduce AoE bleeds. I’ll reserve my opinion on it until the next balance patch. I hope that whatever comes is reasonable. I’ll be happy when the FoTM necros leave. I’ve mained necro since beta, and I’ll ride this boat until the bitter end.
Henge of Denravi
(edited by Ashur.6403)
I feel fine with this nerf..
I’m also fine with the future fixes to our class mechanics…right?…. RIGHT?!
E.A.D.
Why is everyone ignoring the fact that one of our strongest power traits got nerfed (a lot in pve kinda okish if its bugged in pvp)?
Another stealth nerf, at least in pve (dont know about other 2) Chill of Death (Spite major), procs at 20% instead of 25%, cooldown seems to be longer than 20 seconds but not sure.
If true, then this is actually an improvement in my book. The description reads:
“Cast Spinal Shivers on an enemy when they hit 25% health. This effect can trigger only once every 20 seconds.”
However, this trait has been bugged such that it would process at 15% health instead of 25% health. To see it increased to 20% is a welcome fix; though I’d prefer it work as stated and process at 25% health. Maybe next patch we’ll finally have it process at 25%.
My rationale being that at 15% health, the target was already so low on hit points that they are usually dead shortly thereafter. This didn’t make Chill of Death useless; just not as useful as it could be if it kicked in at 25% health.
I just realised I can probably explain it a bit clearer another way.
Dhuumfire with ICD and crit requirement procs around every 12 seconds.
It applies a 3 second burn (with +50% duration).
That’s 25% uptime.
Burning is around equivalent to 6 bleeds.
6 bleeds by 25% means dhuumfire is around equivalent to 1.5 bleeds if those bleeds have 100% uptime.
Grasping dead bleeds have 100% uptime.
Hopefully that gives a clearer idea of how much dps loss this means. Around two thirds of dhuumfire, the must-have grandmaster trait for condi necros.
I know I’m harping on about it a bit and I don’t intend to. Once again, I do think this was needed. I’m just saying it to try to help people understand where they get their damage from as necros.
(edited by Mammoth.1975)
Another stealth nerf, at least in pve (dont know about other 2) Chill of Death (Spite major), procs at 20% instead of 25%, cooldown seems to be longer than 20 seconds but not sure.
If true, then this is actually an improvement in my book. The description reads:
“Cast Spinal Shivers on an enemy when they hit 25% health. This effect can trigger only once every 20 seconds.”
However, this trait has been bugged such that it would process at 15% health instead of 25% health. To see it increased to 20% is a welcome fix; though I’d prefer it work as stated and process at 25% health. Maybe next patch we’ll finally have it process at 25%.
My rationale being that at 15% health, the target was already so low on hit points that they are usually dead shortly thereafter. This didn’t make Chill of Death useless; just not as useful as it could be if it kicked in at 25% health.
It worked in pve most of the time on bosses in my book, now it seems to proc quite a bit lower (most notable on oakhearts in queensdale/metrica and risen champ chains in orr since for some reason noone really stacks chill, confusion or torment on these guys but they have high hp and toughness). Hey so maybe a middle point between pve and pvp?
I just realised I can probably explain it a bit clearer another way.
Dhuumfire with ICD and crit requirement procs around every 12 seconds.
It applies a 3 second burn (with +50% duration).
That’s 25% uptime.
Burning is around equivalent to 6 bleeds.
6 bleeds by 25% means dhuumfire is around equivalent to 1.5 bleeds if those bleeds have 100% uptime.
Grasping dead bleeds have 100% uptime.Hopefully that gives a clearer idea of how much dps loss this means. Around two thirds of dhuumfire, the must-have grandmaster trait for condi necros.
I know I’m harping on about it a bit and I don’t intend to. Once again, I do think this was needed. I’m just saying it to try to help people understand where they get their damage from as necros.
At what crit % did you test that? With a 54% crit chance (rabid), i feel its a little closer to 11 seconds, so its 27% uptime. Also, its more like 6,6 bleeds, so i would say its closer to a 1,8 bleed stack at a 100% duration.
But the problem with dhuumfire isnt that it does an amazing amount of damage. The problem is that it does burst condition damage ( a lot of damage in a short time ), and it is another condition inflicted on the target.
If you inflict 15 bleed stacks or only 14 and your enemy uses a condition removal it removes all of it, so it doesnt really matters. But if you have burning and 14 bleed stacks and he uses a condition removal, it may only remove your burning, leaving your bleeds alone. Also, since burn has a low duration high damage, by the time you enemy uses his cleansing it already did 33% or maybe 66% of its total damage (1 or 2 sec), while if he removed your bleeding it was probably at 20%~40% of its max damage.
So yeah, 1 stack of bleed doesnt amount to much. If they reduced dhuumfire to 1 second it would be a lot worst (specially because even if you had 50% condition duration it would only tick once, meaning you would lose 66% of its damage).
Our condition damage needed to be toned down, and i think they arent done with this patch. So i will save complaining for later. For now its fine.
Another stealth nerf, at least in pve (dont know about other 2) Chill of Death (Spite major), procs at 20% instead of 25%, cooldown seems to be longer than 20 seconds but not sure.
Testing this in PvE against Fireflies (by adding up damage values in the damage log, and being sure to use no conditions) reveals that the trait triggers when the enemy hits 25% health, as described.
It’s pretty obvious, and nobody’s impressed.
Another stealth nerf, at least in pve (dont know about other 2) Chill of Death (Spite major), procs at 20% instead of 25%, cooldown seems to be longer than 20 seconds but not sure.
Testing this in PvE against Fireflies (by adding up damage values in the damage log, and being sure to use no conditions) reveals that the trait triggers when the enemy hits 25% health, as described.
Again, better use against bigger enemies, because the damage from the trait itself kills or puts most mobs down to 10%~
Here on drake example
http://s13.postimg.org/rsjoxcy7a/gw981.jpg
http://s12.postimg.org/5pmhtljm4/gw982.jpg
I don’t know what to tell you Andele, besides that you suck at testing traits.
It’s pretty obvious, and nobody’s impressed.
I don’t know what to tell you Andele, besides that you suck at testing traits.
Maybe i do suck at testing traits and round up math in my head instead on relying on a A-net made combat log, but so far everything i posted in terms of bugs was correct (from the old old swalk swap, to signet of locust bloodlust enchat, the deathly swarm transfer that used to be 1 pre hit not 3 instantly and still as screens show right now Chill of Death being procced at 1/5 of the drakes hp instead of 1/4).
Also you tell me if proccing on a champ event whose hp bar tracker is on about 19% is the trait “working as intended” because your math shows you its true (without actually knowing the armor and hp values of said mobs).
One less bleed in the rotation isn’t nothing. It’s anywhere from 500 damage, if cleansed reasonably quickly, to 700+ base, then multiply by number of targets hit. If we had gained that much damage, a random AoE bleed on some ability, people would be legitimately happy. Luckily they were wise enough to keep it to sPVP though.
I just realised I can probably explain it a bit clearer another way.
Dhuumfire with ICD and crit requirement procs around every 12 seconds.
It applies a 3 second burn (with +50% duration).
That’s 25% uptime.
Burning is around equivalent to 6 bleeds.
6 bleeds by 25% means dhuumfire is around equivalent to 1.5 bleeds if those bleeds have 100% uptime.
Grasping dead bleeds have 100% uptime.Hopefully that gives a clearer idea of how much dps loss this means. Around two thirds of dhuumfire, the must-have grandmaster trait for condi necros.
I know I’m harping on about it a bit and I don’t intend to. Once again, I do think this was needed. I’m just saying it to try to help people understand where they get their damage from as necros.
At what crit % did you test that? With a 54% crit chance (rabid), i feel its a little closer to 11 seconds, so its 27% uptime. Also, its more like 6,6 bleeds, so i would say its closer to a 1,8 bleed stack at a 100% duration.
But the problem with dhuumfire isnt that it does an amazing amount of damage. The problem is that it does burst condition damage ( a lot of damage in a short time ), and it is another condition inflicted on the target.
If you inflict 15 bleed stacks or only 14 and your enemy uses a condition removal it removes all of it, so it doesnt really matters. But if you have burning and 14 bleed stacks and he uses a condition removal, it may only remove your burning, leaving your bleeds alone. Also, since burn has a low duration high damage, by the time you enemy uses his cleansing it already did 33% or maybe 66% of its total damage (1 or 2 sec), while if he removed your bleeding it was probably at 20%~40% of its max damage.
So yeah, 1 stack of bleed doesnt amount to much. If they reduced dhuumfire to 1 second it would be a lot worst (specially because even if you had 50% condition duration it would only tick once, meaning you would lose 66% of its damage).
Our condition damage needed to be toned down, and i think they arent done with this patch. So i will save complaining for later. For now its fine.
Great conversation going on here guys. I wanted to drop by and back up some of the theories that are being discussed.
Dhuumfire is indeed a condition ‘burst’ application. When we lowered the PvP duration, we were doing two different things. Firstly, the duration of the burn was a bit too long for the fast-paced nature of PvP. Secondly, burning was covering up the conditions that tended to deal the more intense damage over time, bleeding. Many condition removal skills, abilities, and traits remove one to three conditions, which means that bleeding (usually being the first condition applied, meaning it will be the last one removed via skills) is quite difficult to fight against. With the duration reduction of burning, it allows players an opportunity to use their condition removal skills.
The bleed reduction on Grasping Dead serves the purpose of reducing the Scepter’s overall bleeding damage, while keeping the bleed up-time constant. In contrast, if we were to have reduced the duration of the bleeds, the immediate ‘burst’ AoE pressure would have remained nearly the same.
As for the question regarding Chill of Death, the trait triggers if you strike a target that’s at 25% or less. Meaning if you strike a target that’s at 26% health and bring it below 25%, you’ll need to attack it again in order to get the trait to trigger.
Cheers,
-Karl
@Karl
It is so nice to see red posts here, thank you for providing the reasoning and the clarifications!
As for the question regarding Chill of Death, the trait triggers if you strike a target that’s at 25% or less. Meaning if you strike a target that’s at 26% health and bring it below 25%, you’ll need to attack it again in order to get the trait to trigger.
Cheers,
-Karl
Look at the screens, first one was (if the bar is any indicator and the fact that it was a 13 attacks in; so 14th proccing it; 16 killing a drake without it traited) under 25%, second is the attack proccing it, third is the actual proc and damage it dealt of it and another auto attack since i had it on autocast (but from the duration on the chill you can see it was already on a drake for almost a second). So no its bugged and should be looked into.
At what crit % did you test that? With a 54% crit chance (rabid), i feel its a little closer to 11 seconds, so its 27% uptime. Also, its more like 6,6 bleeds, so i would say its closer to a 1,8 bleed stack at a 100% duration.
But the problem with dhuumfire isnt that it does an amazing amount of damage. The problem is that it does burst condition damage ( a lot of damage in a short time ), and it is another condition inflicted on the target.
If you inflict 15 bleed stacks or only 14 and your enemy uses a condition removal it removes all of it, so it doesnt really matters. But if you have burning and 14 bleed stacks and he uses a condition removal, it may only remove your burning, leaving your bleeds alone. Also, since burn has a low duration high damage, by the time you enemy uses his cleansing it already did 33% or maybe 66% of its total damage (1 or 2 sec), while if he removed your bleeding it was probably at 20%~40% of its max damage.
So yeah, 1 stack of bleed doesnt amount to much. If they reduced dhuumfire to 1 second it would be a lot worst (specially because even if you had 50% condition duration it would only tick once, meaning you would lose 66% of its damage).
Our condition damage needed to be toned down, and i think they arent done with this patch. So i will save complaining for later. For now its fine.
Haha come on man, how many times do you want me to italicise ‘around’ to indicate that I’m approximating off the top of my head? However your numbers appear a little inaccurate too, you seem to be using pve stats, but this is a pvp only change.
For my 30/20/0/0/20 with 4 nightmare 2 lyssa, rabid amulet and carrion jewel, burning is 6.12 bleeds.
42% crit means I have to try to remember my high school probability which isn’t going to happen, but yes it’s going to be close to 11 if you’re doing nothing but scepter autos with their average .67s cast time+aftercast. In actual rotations it will be closer to 11.5, but we can call it 11.
0.27 *6.12 = 1.67 bleeds. So it’s 60% of dhuumfire, not 67%. OK my approximating sucks, but 60% of dhuumfire is still a big hit. It’s still quite close to losing a second off dhuumfire (and the extra second from 50% duration). Especially since that would let me slot 2 more nightmare for an extra 8.5% condition damage (and the fear proc) and put agony on my dagger to maintain 6s scepter auto bleeds.
I agree to an extent about the ‘burst’ nature of a 3s burn, but you’re not bursting any good guardians down. Or warriors. Necros. Eles. Mesmers. Rangers. You can sometimes get a d/p thief or static discharge rifle engi. The necro one is a good example actually, I’ve bounced so many fears with deathly swarm lately. Necros who try to burst you are so linear and therefore predictable, they’re kind of easily countered, not least because the ‘burst’ takes so long to kill anything that you have an eternity to stunbreak and use whatever reaction you choose. Your sustained damage is always relevant, despite cleansing, or in fact, because of it. Your ‘condi burst’, less so. It does help to up the pressure when you may be able to push a kill, assuming you have a fear cooldown up when you see a proc and feel that you won’t need it for the stomp. Nonetheless, this is a fair sized reduction in our sustained damage, which is what enables that in the first place.
I do agree that reducing bleeds instead of burns makes us less vulnerable to cleanses, but I think that’s a pretty reasonable trade in exchange for the fact that the bleed is aoe (and a very significant chunk of our aoe output), while the burn is single target.
(edited by Mammoth.1975)
As for the question regarding Chill of Death, the trait triggers if you strike a target that’s at 25% or less. Meaning if you strike a target that’s at 26% health and bring it below 25%, you’ll need to attack it again in order to get the trait to trigger.
Please excuse our skepticism, but this isn’t the first time we’ve reported a big like this, been told it’s fine, and then later discovered that we were correct all along. Would it be possible for you (or some other bug tester at Anet) to check that the trait is indeed working correctly?
That said, thanks for the reply!
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
In script, the threshold is still 25% health.
In testing:
On a target that has 18140 health, any strike that occurs when it’s at or below 4535 health procs Chill of Death.
Dhuumfire is indeed a condition ‘burst’ application. When we lowered the PvP duration, we were doing two different things. Firstly, the duration of the burn was a bit too long for the fast-paced nature of PvP. Secondly, burning was covering up the conditions that tended to deal the more intense damage over time, bleeding. Many condition removal skills, abilities, and traits remove one to three conditions, which means that bleeding (usually being the first condition applied, meaning it will be the last one removed via skills) is quite difficult to fight against. With the duration reduction of burning, it allows players an opportunity to use their condition removal skills.
The bleed reduction on Grasping Dead serves the purpose of reducing the Scepter’s overall bleeding damage, while keeping the bleed up-time constant. In contrast, if we were to have reduced the duration of the bleeds, the immediate ‘burst’ AoE pressure would have remained nearly the same.
Thanks for the reply, I do understand your thinking behind this change and it’s very logical. However, while it does “balance” the Terror/Dhuumfire build vs other professions more, it also reduces the relative effectiveness of all other necromancer condition builds compared to this one! By weakening scepter instead of Dhuumfire (same as when Terror damage was nerfed by 17% a few patches ago), you’re making Dhuumfire even more vital for decent damage and thereby damaging necromancer build variety!
If you had instead lowered the proc rate of Dhuumfire, or increased the internal cooldown, and left scepter and Terror damage the same, you’d have made other builds, such as 0/20/20/0/30 or 0/30/0/10/30 possible, while still resolving the issue of burning being a burst condition which covers bleeds.
In script, the threshold is still 25% health.
In testing:
On a target that has 18140 health, any strike that occurs when it’s at or below 4535 health procs Chill of Death.
Again, instead of giving us just a post like this that can be nothing (since staff has kinda lost their trust from what i think is most of the necro community after the downed hp and the DS hp stuff), why not do what responsible (and sane) devs up to date did with every mmo that exists, actually allow us to see the hp of the enemy (and in the necro case of DS LF based HP)? There would be no problems that way!
Again, instead of giving us just a post like this that can be nothing (since staff has kinda lost their trust from what i think is most of the necro community after the downed hp and the DS hp stuff), why not do what responsible (and sane) devs up to date did with every mmo that exists, actually allow us to see the hp of the enemy (and in the necro case of DS LF based HP)? There would be no problems that way!
Because of the design decision to make combat visual rather than forcing numbers. Hence the telegraphed moves instead of a skill bar telling you what they are about to cast.
I vastly prefer this more nuanced approach.
(also, you might want to tone the snark down if you want to be able to have a reasonable discussion about this)
I think it would be nice to have the option of a bit more info layed over the top of things. I’m not asking for WoW where there are numbers scrolling all over the screen and it looks ugly compared to our design, but things like a more detailed combat log or allowing third party applications to track those things would be amazing for people trying to test.
I feel like there is a bit too much “its around this much HP”, “I deal around this much DPS”, etc when it comes to testing, when we should be able to finish a fight, open up the combat log, and have a decent idea of what went on. I realize though that that might be a lot of work to actually get done, and if that is the reason I can handle it.
Yes combat log update please. It would make theorycrafting even better.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
Andele this is why it’s always easiest to test hp related junk like this on other players, so you can actually know exactly what’s going on.
Again, instead of giving us just a post like this that can be nothing (since staff has kinda lost their trust from what i think is most of the necro community after the downed hp and the DS hp stuff), why not do what responsible (and sane) devs up to date did with every mmo that exists, actually allow us to see the hp of the enemy (and in the necro case of DS LF based HP)? There would be no problems that way!
Because of the design decision to make combat visual rather than forcing numbers. Hence the telegraphed moves instead of a skill bar telling you what they are about to cast.
I vastly prefer this more nuanced approach.
(also, you might want to tone the snark down if you want to be able to have a reasonable discussion about this)
Yes because kissing the kitten of lazy people that wanna hide the fact that the older version was and is a better game from a mechanical standpoint will totally fix everything. And telegraphing skills with a camera that spazzes out on every edge and corner is a very solid idea with many hours behind it.
‘Toning down the snark so you can have a reasonable conversation’ = kissing kitten . You must have a lot of reasonable conversations. Sorry, I know you’re probably just having a bad day, but chill please. It would be nice to get more devposts in here now and then.
(edited by Mammoth.1975)
Yes because kissing the kitten of lazy people that wanna hide the fact that the older version was and is a better game from a mechanical standpoint will totally fix everything. And telegraphing skills with a camera that spazzes out on every edge and corner is a very solid idea with many hours behind it.
Show me the game (or anything) that you have helped to make, that has sold over 3 million copies of.
I don’t know where you get off calling out the developers as being lazy, seriously your entitlement levels are through the roof. If you are going to be unrelentingly negative, un-constructive and frankly childish, the community in general would be better off without your “wisdom”.
In script, the threshold is still 25% health.
In testing:
On a target that has 18140 health, any strike that occurs when it’s at or below 4535 health procs Chill of Death.
Excellent, thank you!
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
In script, the threshold is still 25% health.
In testing:
On a target that has 18140 health, any strike that occurs when it’s at or below 4535 health procs Chill of Death.
Now i can imagine why those “activates at %x health” trait does fail to activate instantly. Because you sound like you do those tests on fixed health target and see if they activate when u hit on them. Do you really test the delay how late the trait activates when the health goes %26 to %25 and still getting heavy damage. From my experience, most of the time it doesnt even have a chance to trigger before you die. Not talking about this trait/skill specific.
Good to see more nurfs to compensate for DFire.
Was nice to get abused today in PvP for being a OP necro using DFire (On a spec that didn’t have DFire in it)
kittening aside, this mean the ‘temp fix’ of half Burning duration, is now perm?
Show me the game (or anything) that you have helped to make, that has sold over 3 million copies of.
I don’t know where you get off calling out the developers as being lazy, seriously your entitlement levels are through the roof. If you are going to be unrelentingly negative, un-constructive and frankly childish, the community in general would be better off without your “wisdom”.
Give me the budget are swimming in first.
And no its true, if there are problems with core aspects game (especially a mmo) and they aint resolved in what is already a year despite all the forum posts about them, its a kitten lazy dev team.
‘Toning down the snark so you can have a reasonable conversation’ = kissing kitten . You must have a lot of reasonable conversations. Sorry, I know you’re probably just having a bad day, but chill please. It would be nice to get more devposts in here now and then.
Yes it is kissing kitten if you want people to stop being blunt honest about obvious problems the game has that are just piling up. The truth may hurt and “be mean to me wee wee sobs and cries” but thats what helps you not only improve in whatever you are doing, but also allows you to improve all your creations. I really dont want another Cataclysm (but instead of kittening up good lore, what sadly already happened with new people working on it, kittening up the gameplay).
Good to see more nurfs to compensate for DFire.
Was nice to get abused today in PvP for being a OP necro using DFire (On a spec that didn’t have DFire in it)kittening aside, this mean the ‘temp fix’ of half Burning duration, is now perm?
It’s kind of a tradition for our class. Bugs become features, temporary adjustments become intended and long-term changes. Let them ease into the transition before breaking their frail necroy hearts. It’s not all bad, the “International League of Engineers Opposed to Necromancy (or ILEON)” will stop yelling foul and we have some juicy new runes and stat combo’s to play with.
Yes it is kissing kitten if you want people to stop being blunt honest about obvious problems the game has that are just piling up. The truth may hurt and “be mean to me wee wee sobs and cries” but thats what helps you not only improve in whatever you are doing, but also allows you to improve all your creations. I really dont want another Cataclysm (but instead of kittening up good lore, what sadly already happened with new people working on it, kittening up the gameplay).
People with social skills can be honest without being insulting. In fact, calling them lazy had nothing to do with your point. Calling any game developer lazy is ridiculous anyway, it’s one of the most overworked jobs in the world.
I’d say you should ask yourself if you actually think your input is going to be taken on board by anyone who you are consistently a kitten to. If the answer is yes, I’d get yourself checked out for autism spectrum disorders. I’m not using autistic as an insult here, it’s just that lack of ability to read social and emotional cues is a well known indicator.
(edited by Mammoth.1975)
People with social skills can be honest without being insulting. In fact, calling them lazy had nothing to do with your point. Calling any gamedeveloper lazy is ridiculous anyway, it’s one of the most overworked jobs in the world.
If you actually think your input is going to be taken seriously when you’re consistently a kitten, I’d get yourself checked out for autism spectrum disorders.
Too blunt?
The fact that i dont give a kitten about respecting people that show no respect for others has a lot to do with the fact how the game is run. And no, game devs can very well be lazy, want some prime examples in the last few years: DN Forever, Aliens: CM, War Z, Ride to Hell: Retribution and pretty much every racing game in 3 years (on terms of AI side because it seems that “no rubberbanding” concept got forgotten, with rare exceptions ofc) – all examples of lazy devs, no matter what side of the spectrum.
As a matter of FACT, game development became at least 10 as easy since 2007 (announcement year of GW2) because of UDK and the open modding community.
Great example of it is Modern military shooter sub-genre that didnt change in the last 6 years a bit, all the money being thrown is in the art team for “MORE REALISM” and cutscene, to the point that any dev team can make a mechanically great fps in about 24 hours (if you want proof, google Bulletstorm commerical CoD parody game or something like that or just look it up on TBs channel).
RPGs (including MMORGPs) were kinda the free birds left to actually improve in the AAA world, GW2 improved on the business model a lot (and im not shy to give them massive kudos for it) and on the exploration factor, but in the process they forgot core aspects of mmos they forgot to rip off but improve from others (like they did with dynamic events, vistas, no return requirement and personalized object id flags). That is starting to bite them in the kitten (and is actually most obvious with how they are handling necros (and actually everyone except the mesmer and guardian).
Blizzard was during vanilla barely making their expenses back, but still pushed out awesome big patches and got 99% of the mechanical and engine problems fixed by the time TBC came out (and the worth span from 2004 to 2007 in terms of game development is barely a month now, we not only got VR on the way, but also crowd funding, a full destruction engine code using voxels, full 3D renders of characters, no heavy VA requirement past their initial voice imput using the same tech as for vocaloids, indie made physics engines that manage to be better at precision platforming in 3D than a lot of 2d games were).
Also i think you are mistaking my plain disrespect for a quite serious neural dysfunction of that im very sure off you dont know what it means or even is…