Showing Highly Rated Posts By Blue Hare.8612:
SWTOR has this thing called resolve:
“The Resolve system protects individual players from having their character repeatedly controlled by enemy players inside Player vs Player combat. Each character possesses a Resolve resource bar, visible above the character in his or her nameplate, next to the portrait on the targeting window, and in the group window. When a character is the target of an enemy stun, sleep, knockdown, blind, or ballistic effect, that character gains an amount of resolve points. This value is based on the type of effect and its duration, with stronger effects like stun and knockdown generating more resolve than weaker effects like sleeps and blinds. Additionally, if there are control effects currently active on the target, subsequent control effects add a smaller amount of resolve based on the strength and remaining duration of those effects. Gaining resolve points fills up the character’s resolve with a purple bar. Once the resolve bar fills completely up the bar turns white and the character becomes immune to further control effects. When all current control effects expire the resolve bar begins to decay to zero resolve, at which point the character once again can be controlled and the building process starts anew.”
I played SWTOR for a while and the system was working well. In 1v1 situations disables had impact and were useful, but in teamfights ppl started to have full immunity so cc chains didn’t work anymore.
Similar system could be added to Guild Wars as well so that additional disables, after a certain point in a fight, would have no effect. This way you would have to make every cc count and not just spam them.
Of course SWTOR is a completely different game and I don’t know how similar system would work in GW, but I think it would be worth looking at.
(edited by Blue Hare.8612)
Condi build use sword for evade, mobility and Fire Shield. It is not perfect, far from it, but it works… kinda.
I play with the action camera and when on melee I don’t always target the enemy, you know what happens if you use sword without a target selected, it can get you killed but it is super hilarious. If you deselect your target just before Puonce you get 2 pounces in a row (to the direction you are facing past the enemy) and combined with a Hornet Sting + leap you can get pretty good distance to your enemy when disengaging.
They could make sword easier to use but I think that it would result in a loss of those little trick you can pull off with it. Some ppl just love the way sword works at the moment but to use it well and effectively is almost beyond l2p, not impossible but Hard with a capital h.
(edited by Blue Hare.8612)
For a class mechanic the core guardian virtues are really boring and you don’t even use the active effects that often. Dragon hunter virtues are more active and actually do something. Sure they are stronger than core virtues but I would rather see a buff to core virtues to make them worth while. The only core virtue that is better is virtue of justice if you are playing a burn guardian.
Either double the Cooldown and/or reduce damage by 20% at least.
The problem with True Shot is that it is essential part of DH’s sustained dps, if you take it away DH’s damage output is rubbish (already is). I think the problem is not the dps but the fact that it is dealt in one instance. If the damage remained the same but was spread to multiple hits I think there would be less complaining. And I know DH has good damage in pvp but it is in one burst, in pve you need sustained dps to be effective.
Maybe if True Shot was changed to something like “make your 5 next attacs apply burning and deal 20% more damage” kind of a skill? Dunno about the numbers, just an idea.
I dont mind being wrecked by Thieves or lets say…scrappers, because those classes actually take a some skill to play and very few people know how.
To my experience dragon hunter is actually harder to play than scrapper. Scrapper in fact is pretty easy to play when you get the hang of it and learn some basic rotations. Scrappers give me more hard time than DH, they have perma-regen, perma-retaliation and almost perma-protection, they also have 3xwaterfield blast on 20 CD, a trait that resets cooldown on healing skills when you reach 25% HP and at the same time you go invulnerable from another trait. I had some fun in pvp lobby killing training dummies with retaliation only.
Okay maybe DH is easier and more simple but scrapper is way easier to play effectively than DH. Ppl say that DH is only a problem on lower divisions but I’m playing on those lower divisions and I’m not seeing that, I more often run into a good scrappers than a good DH. Scrapper is a super faceroll class, you jump in middle of a fight with retal, prot and regen and you don’t even care if you are taking damage, and if for some reason you mess up and get low you can just reset the fight with self regulating defenses and stealth gyro.
But the main thing i dislike about dh is how one dimensional it is compared to other elite specs. It is geared to only do damage and nothing else (compare that to let’s say chronomancer who can be a decent bunker or a burst machine).
I don’t really agree on this one, if you haven’t noticed DH has quite bit of CC . And actually I don’t think their damage output is all that high if we look at sustained dps.
Yes, it is verry risky to use as you roots yourself, I don’t really use it that often because of that. It has so much risk and as a druid you don’t really have that much follow up to the immobilize anyway so I feel it is not worth using. I usually use it when the enemy is focusing an ally.
Camping longbow seems to be working fine for him tho. If interested take a look at this for example. He is pretty good at kiting with LB. At least it is not boring to watch as there is lot of movement.
You can’t make it super powerful because of venomshare. With venomshare Basilisk Venom is actually pretty good.
So what is specifically bothering you?
What is bothering him is that his revenant doen’t have good condition removal.
Some classes and some buidls just arent good against conditions. There are also builds and classes that destroy condition builds. I have no problem with this, it would be quite boring if every build was equally good at everything.
On the functionality part, I would like to be able to dive with my glider. Now if I want to lose altitude I have to turn off the glider and open it again later, sure it works but it feels weird. No idea how that could be implemented tho, might need another key, since forward and back are for lean techniques.
Cosmic Ray sure is a way too slow to hit anything, but I have to disagree on the Natural Convergence being that bad. With the right setup Natural Convergence is quite amazing, and damage seems fine to me: “poor damage”
Of course if you are running celestial you can’t really expect the damage to be that great, but with zerker it deals some nice damage, so you can’t really buff the skill much.
I don’t think it is a good idea to implement too many changes at once, you just end up overshooting in a way or another and get huge swings in balance. Just look what happened when Anet wanted to get rid of zerk meta, we are now in a complete opposite end of things.
Ppl demand big changes immediately but it is verry hard for Anet to strike balance at the first try. In PvP everything is connected to everything, if you change too much and nerf one class that pushed other off meta and buff the other one, the other one rises to the top and pushes someone else off meta.
Some argue that it is only fair for those op classes to be trash for once and the once underpowered classes to have their payback but that is just childish.
I do agree that the current situation needs some serious work but I would rather have more gradual changes and eventually reach balance. I made a fancy graph to better illustrate this:
Incorrect. Passive procs arent always bad. They add complexity and skill in many cases in fact and they add to the depth of the game.
Agree, Passives that require you to do something to proc them are good. They add depth as you can center your build or playstyle around them and be actively trying to proc them.
It kind of separates good and inexperienced players, good players try to optimize their play to utilize those procs at their full potential. Players that don’t know what they are doing just play and proc them accidentally without thinking about them.
Of course there are some passives that you can just trait and forget, those are quite boring.
Oh. Player carried by poorly designed passive traits spotted. Yeah you’re totally right. It’s definitely skillful and intentional when a player drops you to 25% hp and voila, you get a shield that heals you for 4K or an invulnerable elixir that buys time for you to recharge stealth gyro and reset the fight even further. Yeah, totally. That doesn’t carry at all. You’re absolutely right. It promotes skillful play, no doubt.
Can we please stop with these “spotted” comments? They are childish and don’t add anything to the discussion. Thanks.
I was talking in general and didn’t even mention that I was talking about GW. I did NOT mention any passives specifically. I did NOT say that all passives are good. I did NOT say that all passives in GW are well designed. It just looks like that ppl see passives procs as inherently evil, but when designed well they can be a great thing and add depth.
Granted, I could have been more specific when making that post, I apologize for that. I agree on one thing tho, Shooting Bastion and Self-Regulating Defenses are annoying. And I do include them to “Of course there are some passives that you can just trait and forget, those are quite boring”.
Cyninja – I mean ascended armor does provide a stat boost however small. Saying it isn’t worth it is a matter of perspective, but mathematically wrong…
Actually if you look at the cost to stats ratio of Exotic and Ascended gear, I think it’s not mathematically wrong at all. In fact, it’s even more evident that Ascended gear is not really worth the cost. It’s a luxury and luxuries are only ‘worth it’ if the cost doesn’t mean much to you.
Sure, but I view 600g +- chests as worth it for the gain in stats as many players do. It’s all perspective and really not up to the player to dictate what groups require. What you are arguing has been discussed above. What I was saying is the gain in stats with always be mathematically beneficial for a group that is progressing.
Personally I avoid full ascended players (unless they are in speed running groups or use expensive stat sets like vipers), cause who in his right mind would think ascended armor is worth it? Usually they use bad rotations and kitten up
.
Met this ranger once in a fractal group, he had full ascended armor and weapon (visible skins). All he did was camp longbow and autoattack. I think he was using celestial stats, at least the longbow skin was celestial, and he soaked damage like nothing. Just made me wonder how that is even possible.
First I tought that it must be some kid playing on a parent’s account or meybe he is drunk but after seeing so many afwul players with asc gear I don’t really know anymore.
Removing Settler’s? Is there actually a good reason for this? I’m guessing to reduce bunkers being hard to kill, but could you at least have a something like Sage’s but with toughness instead of vit?
Well there was a nice troll build for ranger: http://gw2skills.net/editor/?vNAQRAnY8fjEqQNL2yCWsAVLW4EMn/2A4wB3Svp90mhVfLAUyzSD-TpRAwAdOCAGOBAsLDE4gAYb/BAPAAA
Basically permaregen and 5% damage reduction + protection when health above 90%.
It is Gladomer’s build and it is “not fun to fight against”: https://www.youtube.com/watch?v=Qh1kb_9BjZY Just a funny video of a thief trying to kill this thing.