Showing Posts For Chaosbroker.3860:

What is with the crazy high miss chance?

in Revenant

Posted by: Chaosbroker.3860

Chaosbroker.3860

Jade Winds sheathe cancelling is one of the best ways to waste an entire team’s dodges for no energy cost. Seems ok to me.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Facet background music drives me INSANE!

in Revenant

Posted by: Chaosbroker.3860

Chaosbroker.3860

Honestly, after a while you get used to it. I don’t even really hear or see it any more when I’m not specifically looking for it.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Revenant dps rotation - too simple?

in Revenant

Posted by: Chaosbroker.3860

Chaosbroker.3860

Like Yak said above, in PvE that will work fine as long as you save energy for emergencies, do that in PvP however and you’re just going to be face-tanking the ground very often.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

swap smokescale f2 back please

in Ranger

Posted by: Chaosbroker.3860

Chaosbroker.3860

While I’m not a ranger player, I can only agree with this. The smoke field is the tactical option that the ranger should have control over rather than the damage spike.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

HoT - new hair, faces, cosmetics? [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Chaosbroker.3860

Chaosbroker.3860

No idea if there will or won’t be, but new customisation options have always been locked behind secondary customisation so far. I see no real reason why they’d change that trend now.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Revenant bows someday?

in Revenant

Posted by: Chaosbroker.3860

Chaosbroker.3860

More likely the other 2 elite specs will be …

Greatsword – Just because the majority of people seem to want it

MH Dagger – Ranged condition weapon option, since apart from mace a revenant doesn’t have another MH condition weapon

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Overpowered Passive Traits

in Revenant

Posted by: Chaosbroker.3860

Chaosbroker.3860

Revenant is basically an improved form of core professions.

Highest sword autoattack damage (read:sustained DPS), Glint’s heal is OP as hell in PvE and WvW zergs.

Unrelenting Assault is a blurred frenzy that teleports you to the target and does three times the damage of a blurred frenzy and gives 7 might stacks.

Low cd stun breaks. Easy access to quickness. Facets are signets on steroids that apply to your group and the actives actually are not terrible.

You can get all the apologists you want, but there’s a reason why raids are filled up with revenants.

Revenant and Sinister engineer are the new ele, and people hop onto the bandwagon.

I know I’m making a revenant because I have no faith in Anet whatsoever to produce a viable offensive ranger PvE spec.

Revenant is so polished as a class compared to vanilla classes. Mallyx may be in need of help, but then against most classes that are not engineer have condition specs that suck as well.

Going to have to step in on this since it’s insulting to me to see someone complain about a class secondhand since you clearly have no concept of core revenant mechanics.

Glint’s Heal – Yes it needs a visual effect since the buff icon mixes in too well with the rest of the stuff on the bar, otherwise it’s fine since it heals for stuff all if you’re not a kitten and actually “Stop hitting the revenant OMG”

Facets are not signets, they do not passively apply their effects without being switched on, and if you try to play with them all switched on at once your energy will tank in seconds. This is one of the aspects of revenants that you can clearly see who has a clue what they’re doing just watching them.

Low CD Stun breaks – Apart from the traitable legend swap break, pretty much all of these have some pretty ruinous energy costs that severely limit your options unless you were sitting on a pool of 100% energy (ie doing sweet FA and being generally useless anyway). Coming back to those core mechanics again … you might actually be getting the point by now … maybe? No you’ll just continue whinging anyway, onto the next.

Raids filled with Revenants – Oh wow, you mean you believe people don’t want to spend time testing a new class that they only get two days with?

Final one, Shiro and Glint are polished and work very synergistically. Jalis still feels very awkward to play, Ventari … good luck keeping people standing in that tiny tiny circle, and Mallyx has no real condition pressure to speak of since it’s so highly reliant on torment and pve mobs barely move at all.

TLDR Version – Learn how the core mechanics of a class work before starting on a rant.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Anyone have a good reaper condi build?

in Necromancer

Posted by: Chaosbroker.3860

Chaosbroker.3860

I don’t see you stacking 17 burn on that build. Maybe i am missing something? Would you mind explain it better, from where come your burns? Because i’d enjoy run dungeons in a condition build, which i have ascended armor, instead of zerker.

An approximation based on what I was seeing without any condition duration increase in spvp.

After actually calculating it properly it would flip between 13-14 while doing nothing but sustaining it (ie just using the reaper auto attacks). Which is still some fairly nasty damage from just the burn, with no outside modifiers basically sitting at 4250 burn damage per second on the low end (no might or vulnerability applied), and a little over 7k per second once everything is running.

This is all of course without factoring in the power based damage from the autos which with the hybrid stats would actually be fairly significant especially at max might.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Rev underwater? Solved!

in Revenant

Posted by: Chaosbroker.3860

Chaosbroker.3860

The Great Dwarf is kind of a hive mind thing, so his sense of individuality is pretty much dead. Whether or not that counts as “DEAD” dead who knows.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Anyone have a good reaper condi build?

in Necromancer

Posted by: Chaosbroker.3860

Chaosbroker.3860

http://gw2skills.net/editor/?vRAQNBmWD7kGRo5GsyGwzGgeTsgLYxZxvYZk6M0GiWQXtAwCA-TFCPABlpyTnK/s8iAc5TA4FlgAs/wmqDgkuBSBsoyK-w

Was basically running this over the weekend (minus the ascended gear). Self sustains about 16-17 stacks of burning while in shroud and as long as it’kittenting at least 2 targets that aren’t hitting me can sustain shroud on it’s own. Shroud autos maintain 25 stacks of might and vulnerability fairly easily on top of it to keep both power and condition damage high.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Ranged Condi Weapon: What would it be?

in Revenant

Posted by: Chaosbroker.3860

Chaosbroker.3860

What about ele? Although it’s a close to mid range weapon, it still counts more or less as ranged weapon on water attunement. But correct me, if I’m wrong.

I always just saw ele Dagger as an extended melee range weapon. While yes the water auto attack does have 600 range, the nature of the water skillset is such that it’s an afterthought compared to the rest of the kit.

I probably should have worded it better, but I was referring to it as an entire skillset rather than one auto attack.

I will not stop my crusade to get Rev a greatsword, so my vote goes for that. Though i’d prefer it in a power build, i’ll take what i can get.

In all likelihood Revenant will end up getting the greatsword, but it’s more likely to happen as one of the other two elite specs rather than part of the core kit.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Glint/shiro What Amulet to use for PvP ?

in Revenant

Posted by: Chaosbroker.3860

Chaosbroker.3860

I’m pretty sure you’re misunderstanding exactly what Roiling Mists does. It does not, while fury is maintained, give you 100% crit chance. It doubles the effectiveness of fury on you, turning it into a 40% crit chance boon. So marauder amulet will sit you at 94% crit chance while fury is maintained for example.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Ranged Condi Weapon: What would it be?

in Revenant

Posted by: Chaosbroker.3860

Chaosbroker.3860

Ranged Dagger, just because it doesn’t exist at all yet.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

[BWE3] Revenant Feedback Thread

in Revenant

Posted by: Chaosbroker.3860

Chaosbroker.3860

Said this last BWE, but some minor customisation within legend choice by adding a single extra skill per legend would be helpful in allowing you to synergise your legend choices better.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Hammer still feels too slow and/or weak

in Revenant

Posted by: Chaosbroker.3860

Chaosbroker.3860

Doesn’t fire that slowly and hits as hard as ranger longbow at max range. Hammer auto damage is actually pretty good.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

1 million dollar question

in Revenant

Posted by: Chaosbroker.3860

Chaosbroker.3860

Was actually considering this at work today. Class skill groups tend towards being groups of 4 of the same type with an extra healing and elite skill if applicable.

Just for example a full physical warrior, he has 3 utility slots but 4 physical skills to fill those slots.

I’d actually propose something similar with the legend channeling in that while you’re still limited by your legend choice in what’s on your bar at any time you can choose 3 utilities out of 4 unique to that legend.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

1 million dollar question

in Revenant

Posted by: Chaosbroker.3860

Chaosbroker.3860

Pretty much what Pazu said. It would still be nice to have some traitable condition removal that isn’t tied to a specific legend. At the very least the on legend swap condition removal in invocation should be 2 conditions to put it on par with Brawlers recovery in the same time-frame.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Ranger: Strider's Defense rework

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

You do have to consider that the majority of these new traits are likely to be example only to judge community reaction. A lot of them seem poorly thought out or just plain weak for a Grandmaster trait.

There’s a possibility that that’s deliberate to encourage the community to discuss alternatives. You can get a wider variety of ideas out of a player base rather than a drastically smaller design team after all.

Just a thought.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Why are Rangers forced to....

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

Hell, the warrior longbow pierces as standard.

Nope … no it doesn’t actually.

#1 Two shots, no pierce.
#2 3 projectile Shotgun effect with burning attached, still no pierce
#3 AoE Blast finisher, pierce pointless
#4 Blind on a single target, yep … still no pierce
#5 6 Bleed stacks and a 4 second immobilize on a single target, powerful yes, pierce no.

That said I don’t disagree with you for the most part. Just clearing up a misconception.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

[PvX] Healing Signet active?

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

Making the active worth using doesn’t actually specifically require changing the active itself. As an example …

Healing Signet
Passively regenerate 300 health per second (Yep that’s a nerf technically)

Trait Adjustment Signet Mastery
Signet passive effects recover at 50% of the cool-down.

Just how I’d approach the problem. Basically the hps would remain the same overall but only when you’re using the active portion when needed.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Fair suggestion for Healing Sig nerf

in Warrior

Posted by: Chaosbroker.3860

Chaosbroker.3860

Honestly the simple solution would be to merely make signet passives remain even after activated but weaken them. Signet actives are mostly fairly weak compared to other utilities as the trade-off for the passive effect.

At least with that method there is “always” a reason to push that button.

Other easy method that I can think of is …

- Passive effect reduced to 300 (something around there)
- Signet Mastery Signet passive effects are restored at 50% of the cooldown period.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

(edited by Chaosbroker.3860)

PvX: Warriors...need a rework. (Breakdown)

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

There’s one overiding flaw in these kinds of threads. For every intelligent and well thought-out argument as to where and why warriors are too strong, there’s another 9 who demand a “to the ground” nerf on the basis of “because I say so”.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Are the dev's really all warriors?

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

This argument gets recycled in practically every game. It’s just as BS in this case as it is every other time it’s been used. In MMO terms this game is still a toddler and balance is still going to be off in some areas.

While we’re on the subject, name me one MMO that has had perfect balance within the scope of a year and a half. In fact, name me one MMO with perfect balance period.

Keep in mind I will keep my scornful laughter to myself for your benefit when someone actually tries to name one.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Anet please fix Warriors....

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

Nearly every time someone asks the devs to fix a class, generally what they have in mind isn’t to make the class balanced but to fix them in the same way a vet “fixes” a dog that keeps humping people’s legs.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Mobility warriors are way too mobile

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

With regards to a Warrior being able to build for -98% movement impairment reduction. That on it’s own isn’t specifically a Warrior issue, the underlying issue is how Condition Duration increase and decrease interact with each other.

Currently it’s just addition and subtraction. Melandru Runes/Lemongrass Poultry/Dogged March as the example above requires a direct counter in the form of condition duration increases to even land any form of movement impairment. But once you start pushing that up (and you can push increases further than decreases) it forces the slider back the other way into the realm of cleanse or accept your new life as a cripple.

Changing their interaction to be multiplicative however allows for someone not specifically built to directly counter these kinds of combinations some leeway to actually utilize movement impairment. Using the combination above again as the example turns it into roughly a 70% movement impairment reduction instead of 98%.

Of course the far simpler fix would be to remove food buffs from any form of play where players punch each other in the face for giggles.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

[WvW,sPvP] Warrior killshot

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

Well the main thing Rifle is missing atm is any real defensive utility apart from Rifle Butt. Just change the burst into a shotgun blast with differing damage and effects based on range. Something like …

300 Range – Blowout (1/1.5/2 Seconds Based on adrenaline level)
600 Range – Daze (Same duration as above)
1200 Range – Blind (2/3/4 Seconds)

As for the damage portion each individual projectile’s damage doesn’t change but the number (and hence density) changes based on adrenaline level …

Stage 1 – 3 Bullets
Stage 2 – 5
Stage 3 – 7

Removes the “But he was hiding in the back where I couldn’t see him” complaints as an added bonus.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Warrior hammer nerf.

in Warrior

Posted by: Chaosbroker.3860

Chaosbroker.3860

how do you avoid hammer(’s) in a swarm?

If you’re fighting multiple players by yourself, why do you feel you should be able to avoid them all to begin with?

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Healing signet

in Warrior

Posted by: Chaosbroker.3860

Chaosbroker.3860

As far as specific numbers the regen portion will gain 5% of your healing power the active portion will gain 50%. So Monk’s 165 healing power boost would add 8 hps to the regen portion.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Not Fun To Play or Play Against

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

Something I’ve suggested before, and will continue to suggest, is to make stability much more widely available than it is now. Currently, stability lasts for a few seconds on very long cooldowns, making stability in PVP nearly useless. It’s never around when you need it, and opponents can just wait a few seconds for stability to wear off.

Stability granting utilities need to be more common, and give stability for much longer durations. At the current rates, I’d say to double the availability of stability.

The problem with that method would be creating the problem again from the other end of the spectrum. In short why even play a stun play-style when your opponents all have stability access equal to or on shorter cooldowns than your stun access.

It’s not that I disagree with you necessarily, personally I feel some of the basic mechanics of the game need some tweaking. But the fact that some classes have weak or non-existent counters to certain play-styles is more of a problem than play-styles that aren’t considered “fair” exist.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Warrior: "The Casual" (7/8)

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

Morever, without any multi-classing aspect to this game, it makes no sense for a player to “train” or “learn the game” on one profession just so that they can play another profession with entirely different main mechanics. It’s nonsense.

My opinion of some of the proposals notwithstanding, he does actually have a solid point here.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

New PPT rules

in WvW

Posted by: Chaosbroker.3860

Chaosbroker.3860

That method would just lead to there being to real incentive to actually hold onto an objective beyond controlling who takes it off you.

Also with regards to the “night capping” thing. Let’s not start up the whole “my time is more valuable than your time” debate again.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

I'm tired

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

Simple fix would be simply …

Thieves now have 16 initiative (20 with the thievery trait)
Intiative regeneration speed is based on initiative remaining. Faster when high slower when low.

The thieves who currently play the way that was probably intended and pace themselves see little to no difference, the ones that spam away in the hopes of killing someone by luck die horribly.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Best build? for Pvt armor

in Warrior

Posted by: Chaosbroker.3860

Chaosbroker.3860

Best build for PVT armour … is to not use PVT armour.

While you will live a little longer, power builds are reliant on precision and critical damage % to actually apply pressure. Instead the majority of warriors capitalise on their naturally high base hp to strengthen other aspects of their combat presence.

Something like http://gw2skills.net/editor/?vIAQNAS8ejMdUGaXImdQHaAB9QDrCu4ogKUCli5YDB-zkCBYLCy0yA0HwEBQJPKrJQCilRFRjVbDT5SQWFLpkBgZMA-w would give you sizable spike damage, strong passive defences as well as an emergency team res ( which is a large part of what a warrior gets brought in a small group for anyway.)

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

What happened to SoR?

in WvW

Posted by: Chaosbroker.3860

Chaosbroker.3860

LOL Did I read that right? Aurust on TC? That’s kinda funny. xD

Yep … and the more you think about it the funnier it gets.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

[PvE] Conditions in dungeons

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

The main problem with condition damage in pve is simply the fact that all the mutipliers direct damage can recieve don’t touch a condition spec’s output. +% damage, Vulnerability, Critical Damage % and others.

The other problem is that the majority of PvE mobs have very little direct damage mitigation, the primary advantage of conditions being to bypass that.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Crit Reduction Stat

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

Forgetting of course that pretty much all a warrior has is their health pool, regen, armour and burst mitigation on long-ish cooldowns. No frequent blinds, teleports, protection, etc.

Just a footnote because I’ve seen it argued before … flipping a random condition into protection is not “access to protection” it’s called luck.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

(edited by Chaosbroker.3860)

Nerf Warriors -- What about our skill cap?

in Warrior

Posted by: Chaosbroker.3860

Chaosbroker.3860

Well in regards to eating a heavy attack and enduring it, that’s often because the warrior is forced by class mechanics into a position where there is no choice. Other classes have blinds, protection, frequent vigor access and various teleports on medium to short cooldowns to mitigate damage. A warrior isn’t without it’s own counters but they tend to be powerful burst counters with fairly long gaps between availability. Other than that a Warrior just has to rely on a large health pool, heavy regeneration and their heavy armour.

With regards to the damage output of a warrior. Warrior attacks are far and away the most telegraphed attacks in the game, reliant on either setup attacks (also pretty heavily telegraphed) or pressuring an enemy into a mistake. So you can basically see a Warrior’s damage output from a pvp standpoint is almost entirely up to their opponent.

Short version – If you want warrior mitigation and damage toned down you are going to have to compensate with more frequent access to active mitigation and an attack pattern that can’t be read by a blind man.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Please Nerf Warriors

in Warrior

Posted by: Chaosbroker.3860

Chaosbroker.3860

No, HS was overtuned, I’m willing to admit that.

It’s not even that, it’s the simple fact that it’s impossible to stop and poison is a difficult thing to keep on a warrior long enough for it to limit the healing. On the other side of the problem is the fact that it’s very much a “Remove this hotkey” skill. It’s best utilised by not using it. Yet another passive defence in a class dominated by passive defences.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Buff Thieves, make Stealth break on damage.

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

To hell with their stealth finishing, how to defend that?

To start with … you don’t. Much the same with stability, blind, timed aegis, teleports and various invulnerabilities. Downed with no ally support is pretty much the same thing as dead anyway.

The problem with nerfing stealth is down to how heavily reliant a thief is on it to survive. That’s also ignoring the fact of other classes access to stealth and how they utilise it.

That’s not to say I find the current stealth system ideal, I just don’t see “reveal on damage taken” as a remotely fair method of countering it given the core mechanics of GW2 combat.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Buff Thieves, make Stealth break on damage.

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

+1 on break stealth when taking dmg.
That would be a fair update.

Going to say no for a reason that’s fairly obvious when you think about it. This is the mechanic used primarily in other MMO’s where you are not able to attack without a current target, which forces the player to plan ahead and apply DoT’s before the expected re-stealth. Under the mechanics of GW2 where players can keep swinging their weapon at thin air, that would more or less render stealth a novelty rather than a tactical advantage.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Are Warriors Op?

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

All classes viable in every roll…

so Thief tanks?
Rangers… without petting zoo?
Elementalists control?

Currently warriors being OP since they can do anything is still a good argument because other classes are pigeon held into certain rolls and excluded from others. The warrior is not only able to fulfill every role, but is normally the top 1-3 in all roles while maintaining good to excellent durability.

Thief tanks aren’t outside the realm of imagination once you consider that a tank’s role in any game isn’t to absorb damage, it’s merely to be the centre of attention and survive.

Ranger doesn’t need to have to ditch the pet to be able to access various roles (though I agree it’d be nice to have the option without crippling yourself). What needs the major fix there is the pet AI which is tied to the rest of the NPC AI routines … which could do with a fix themselves anyway.

Elementalist control could be easily added as an option merely by allowing them access to a new weapon set some time in the future.

Yes it’s annoying to see one or two classes have access to the build diversity everyone else was promised, especially when your favourite class isn’t one of them. But it’s just not remotely likely they’re going to be able to get everyone there at the same time.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Warrior Nerf.

in Warrior

Posted by: Chaosbroker.3860

Chaosbroker.3860

Every time someone comes and claims that X class has no weakness the arguments always take the same course. They present a list of things that the class has access to like they’re making some grand discovery and then completely ignore what the class doesn’t have.

Fact of the matter is, no class is designed to have any specific weakness built in. Any weakness comes from what the class/build lacks access to rather than being a clear cut weakness to the entire class regardless of how it’s built. While yes, this isn’t currently true for all classes at the moment, it is the design goal that a-net is aiming for.

But if you want clear cut weaknesses then here …
- Highly predictable combat strategies
- Any attack with significant damage is highly telegraphed
- With the exception of the Longbow, warrior condition removal is highly reliant on a burst attack hitting it’s target (See “Highly telegraphed attacks”)
- The majority of a warrior’s damage output is done in melee range

So … don’t go spouting BS like “no weaknesses” because your definition of what a weakness is is inherently flawed.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Warrior true weakness

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

Personally I’d prefer the passive to be based around healing on adrenaline gain and have the active be an emergency adrenaline purge for increased effect based on adrenaline consumed.

Yes that method probably makes it more powerful in the short term, but if you can keep that warrior from spending adrenaline …

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Are Warriors Op?

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

Given how mob AI in the game works currently any discussion of a Warrior’s relative strength in PvE is sort of irrelevant since their inherent weaknesses lie in an opponent’s ability to avoid attacks.

As a side note I do tend to see “But Warriors can change their build to do pretty much anything” as a go to argument for Warriors being OP. Given the fact that A-net has said they want all classes to have viable options in any role, how does that keep coming back as an acceptable argument?

The simple fact is just that Warriors as a class are closer to that goal than other classes, and that’s a flaw with other classes rather than the Warrior itself.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Warrior true weakness

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

The primary reason that conditions are strong at the moment has to do with a lack of visual cues for attacks that are prone to covering you in conditions (Necro’s signet of spite is probably the poster boy for this).

1 second cast with a big signet appearing over the necro’s head isn’t well telegraphed?

Generally the signet animation tends to be a little erratic in when it shows up during the activation. In a low stress environment it does show up on activation. When a couple of people are flinging AoE’s at each other nearby however that messes with it as the game considers it a less important animation to prioritise.

To be fair I should have chosen an example that’s more the fault of the skill itself rather than the graphics engine.

But anyway the point I was trying to make was that high damage direct damage attacks tend towards either heavy telegraphing or a slow projectile speed. While not always true, a notable percentage of rapid condition application is generally through instant delivery (barring activation speed) ranged or targeted AoE attacks.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

(edited by Chaosbroker.3860)

Healing Signet Active Feedback Request

in Warrior

Posted by: Chaosbroker.3860

Chaosbroker.3860

Well my opinion would be to make the passive and active functionally different methods of healing.

PassiveHeal for X per strike of adrenaline gained

ActivePulse 3 times over 3 seconds, each pulse heals for X amount and can consume a bar of adrenaline to increase healing by 50% and heal allies for 50% of each pulse.

While the passive is similar to the current model it does at least offer the opportunity for counter play by either hampering a warrior’s adrenaline generation or preventing them from spending it to resume healing.

On the other hand the Active provides an emergency dump of adrenaline and some team support on top of it.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Warrior true weakness

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

The primary reason that conditions are strong at the moment has to do with a lack of visual cues for attacks that are prone to covering you in conditions (Necro’s signet of spite is probably the poster boy for this). Yes conditions should be a strong method of attack but for reasons other than the fact that avoiding condition burst is more about luck than avoiding a direct damage burst.

Regarding Healing Signet, yes it’s kind of silly that the active and the passive are basically the same thing at different rates. It’s the same situation as Signet of Might before they changed it (Used to be 5 stacks of might on activation). As it stands it’s far too passive in a class dominated by passive mechanics.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Warrior true weakness

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

3) Mobility – A simple fix, make Rush and other skills work the same as Ride The Lightening. If you don’t hit a target a target, you get a double cool down. This is mostly for Rush

Maybe if rush actually stood a chance of hitting anything.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Global Functionality Balance (1/1)

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

I do have to agree that immobilize should never have been changed to stack. I feel though that just having the longer duration immobilize remain in effect rather than swapping it for the new one would be the better option.

With regards to stealth I agree that stealth skills shouldn’t be spammable. However plenty of attacks get either obstructed or line of sighted due to pathing issues rather than a legitimately misjudged attack. Limiting it to Miss, Evade, Block and Invulnerable should be punishing enough without adding in things that can be outside the player’s control.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Are Warriors Op?

in Profession Balance

Posted by: Chaosbroker.3860

Chaosbroker.3860

Block is merely a mechanic that provides some on demand damage immunity with a specific set of counters. If we’re going to go down the “but his shield is only pointing this way route” for realism’s sake …

- Which direction is the guardian blocking when he’s holding his weapon in the air using shelter?
- Why does blind make you miss when for visibility’s sake your greatsword just ripped someone in half?
- How does rolling on the ground protect you from being at ground zero of an explosion?

The instant anyone cite’s “realism” as a reason for any game mechanic the arguement falls apart on it’s own because … it’s a game.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”