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I thought this was supposed to be fixed? Several times I’ve stomped people, completed animation without any interruptions yet nothing happens and I have to stomp again.
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Not sure if anyone noticed but if you cancel Ancestral Grace (Swap weapons) it will play the end of RTLs animation.
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Oh, thanks. I got killed by a noob dragon hunter a few times by this last night. Very frustrating. This is worse than unblockable taunt. Don’t know why people think it is ok for a skill to break you out of evade. I guess the pansies don’t mind when guardian can do this. It’s only game breaking if ranger can do it.
Because the elite trap walls act like wards, you can’t dodge out of a ward otherwise they’d be useless.
If they could be dodged, forcing someone to use their dodge does not make them useless.
At the very least, evade SKILLS should let you pass through them rather than somehow getting CC’d through an evade. Also using a teleport to get past/out of them shouldn’t CC you at the end of it
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It’s the berserker amulet of condi. Personally, I think the issue is more along the lines of a class/build being able to thrive with absolutely no defensive stats.
It’s not the Berzerker of condi, it’s more like sinister but forgoing additional power for some extra condi pressure, it’s a hybrid. The condi equiv to berzerker would be condi/prec/exp, just like the wanderers is basically the condi equiv of Marauders.
I agree with the second line, it is issues with the class it self rather than the amulet. I’ve been playing a few builds with viper but wanderers typically does better.
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It’s because of the changes to pets and minions. Check it out in the patch notes here:
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-October-23-2015
It’s somewhere down there :P
So basically, player’s pets and minions take 95% less damage from attacks that were not targeted at them.
That is PvE only, if this were in PvP Minionmancers would be the only meta build.
Also on average the bristleback only does about 300 on it’s F2, it just hits a lot of times, it’s AAs I belive hit for around 600ish? I don’t tend to notice it’s AA. So yeah, that’s about right.
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Everyone told me in Unranked that it was fine for this to happen because it was Unranked etc. What they always failed to realize was that Unranked was a slightly lesser version of Ranked and that it would become the new Ranked with a few bells and whistles (Leagues).
I was already dismayed at fighting pre-mades, guild or not in Unranked, now this problem is just exacerbated due to Leagues.
But hey, e-sportzzz.
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I was going to make a post about this later on today but you beat me to it. :P
I agree, there should be options for players to choose – I personally always try to make my games look as best as possible with flashy skill effects and such. This keeps getting taken away and it’s actually fustrating, the recent chnage to auras is horrible, you can barely tell if they’re there and even then they’re a little hard to differenciate between.
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It should have been 8 seconds, not 12. Same with lingering light but what ever, just another nerf.
Fed up of this, time to change profession.
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Perma 40% protection team wide opie.
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Yet another sword aa thread…
I don’t think they’re ever going to change it after how many years of us complaining.
Rev’s complain about projectile on AA and get it changed asap, we complain about our leap on AA for several years and get nothing. /logic
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Your analogies are absurd.
In this instance it would be more like your neighborhood has been changed, yet again, with little forethought.Your neighbors take to the streets to petition against the changes because they, as a community do not feel it was the right thing to do then you come out telling people to shut up because they’re disturbing you watching TV.
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The less healing power and toughness you have, the more AF you generate. If you spam sources of Regen and use SotW you’re going to generate AF much faster than if you focus on healing skills that heal for more. That in itself is a massive design flaw no matter how you look at it.
You should have bolded that. Somehow I don’t think someone is getting it.
There’s quite a few people that don’t get this unfortunatly….
we had our elite spec stalled to the end due to reworks, only had one beta weekend to test and we’re being pushed from pillar to post every patch. That is going to be infuriating to the ranger/druid community.
Ah, I remember when the responses to only getting one BWE was “Oh they must be really sure it’s in a good place and must only need a tweak or two…”
Most people were hopeful of that but it was glaringly obvious what had happened and I was always of the opinion that they should have at least one more BWE.
Also in regards to other classes, some of them do have genuine complains about their class.
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Congratz on the major white knighting, kudos.
It seems you have very little idea of the ramifications of the last change they made to AF and it has been indeed, a warranted outcry by the community.
I’ll give you a condensed version;
The less healing power and toughness you have, the more AF you generate. If you spam sources of Regen and use SotW you’re going to generate AF much faster than if you focus on healing skills that heal for more. That in itself is a massive design flaw no matter how you look at it.
But hey, I guess the only mode is PvE and they don’t balance around PvP.
We have every right to complain and what do you expect, we had our elite spec stalled to the end due to reworks, only had one beta weekend to test and we’re being pushed from pillar to post every patch. That is going to be infuriating to the ranger/druid community.
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The point is that the design is wrong. You get the most of CAF (the best healing mechanic) if you have 0 healing power, don’t use any burst healing skill.
Which means that if you make people laugh from Regen, SotW, Natural Healing (BM), Rune of the Dolyak – you’ll get instant access to the good stuff (Which we all want).
If you, however, do your job as you are supposed to and bring people (yourself included) to full health – you are stuck with zero AF.
So as a druid you are forced to let people lose health, so you can tickle them with 120 heal per second for 10 seconds hoping they won’t die, because blowing a heal on 20 sec. CD is pointless – it would either delay their death by 3 seconds or would again ruin any AF gain you could have had if the heal was successful and healed the target to full.
You have to pretend to heal in order to gain access to heal for real. That is my biggest concern. It doesn’t matter how many healing power you invested. Unless you exploit regen and SotW with condition stats synergy (you don’t need staff) – you will never be a good druid.
Is that the design you guyz are so proud of?
Finally, someone that gets it!
As a support you should be rewarded for investing in toughness and healing to support your team, however in the current state we’re punished for being being good healers. Which makes 0 sense.
AF generation needs to scale from healing power and how much you heal by per skill, not per tick. It’s stupid that a 250 tick of regen will charge the same as a 7k heal, but then regen is better because it’s a duration so it’ll tick often, generating more AF.
So no, this player is not a bad druid, in fact, they’re being punished for being an effective druid and I’ve had similar results to this in PvP on my cleric druid.
I’m getting fed up of being ping-ponged on druid, I was hoping the ranger curse had been lifted, if anything, it’s worse.
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Ele used to be skillful to play, celestial made it easier for bad players to be good at it. Only FA/Staff builds require and skill/forethought, but that is irrelevant.
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So apparently druid healing is a problem so they’re nerfing AF, no surprise, ranger after all.
But yet Tempest are allowed to run around healing and providing 100% protection up time while providing unique support through shouts and easier condi removal for the team.
I do not understand the balance here.
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I didn’t notice it at all. It seemed fine on my Gorseval kill which was after the hotfix last night. The only thing annoying about it was that I couldn’t stack my AF to full pre fight with Signet of the Wild.
You’re probably not going to notice it in Raids as there is a lot of damage flying around and a lot of healing up time to generate AF but in other areas of the game it’s much more noticeable.
Seems like Tempest can fill the role of tank,healer and support at the same pretty well n so I would probably say Tempest.
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AF generation should have ALWAYS been tied to how much you heal by, not by how many times you heal, hence why TU/Staff/Regen are good AF production because they tick often. But now we’re gated again by not being able to generate it ooc so we won’t have it moving into a team fight etc, this is basically a small step up from the degen but a massive step down from where it was.
And yes, a healing based spec should be rewarded for having healing power, so they should generate more AF because they sacrificed a stat to improve healing. Not that healing power needs to be reworked…..
I hate the fact that they tried to blanket AF generation by % per tick as opposed to % of healing/damage done, it’s a poor design.
Necro has numerous ways of generating LF ooc, so why can’t we? I know they’re not 100% the same but they share that similar element.
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Sounds like you would have lost against any condition build to be honest.
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Could you add the one from my thread please?
Incendiary ammo’s burn duration increase is being calculated wrong in the tooltip;
https://forum-en.gw2archive.eu/forum/professions/engineer/Incendiary-Powder-2/first#post5757469
TL;DR – It is calculating it by increasing the base duration of kit/toolbelt burns by 33% and then increasing by 33% again – this is only a tooltip error, nothing major.
Thanks
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I meant as in worth it for which character – I want it for either my Ranger, Engi or Necro just unsure which I preferred the style of from a PvE perspective.
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There’s definitely something wonky with the tooltip when you take Incendiary Powder. With Runes of Balthazar and 0 expertise, it says Incendiary Ammo and Fire Bomb’s burns last 4 1/4 seconds(up from a 3 second base), then with Incendiary Powder, it goes up to…7 seconds? That’s not right at all and it’s the same with Napalm, goes from 3 1/2 seconds with just the runes to 6 seconds with the trait+runes. I think the trait is working as intended, but the tooltip is showing incorrect burn duration values for most skills.
I think you’re right, I decided to further test this.
Base is 3 seconds, so at 100% condi duration it should be 6 seconds, with traited bombs this means the first burn tick should expire at around 1-2 seconds left on fire bombs C/D which they do. However with IP the tooltip says 8.5 seconds per burn meaning that they would start to expire just after the C/D finished.
With Vipers and IP I have 70.33% burn duration which should be 5.1 seconds of burning but the tooltip says 6.75 which is 125% condition duration.
AT 100% the tooltip says 8.5 which is 283.33*.
What I believe is happening is that the tool tip is trying to calculate it as if it were increasing the BASE duration (like chemical rounds) and is then applying the 33% again.
I’ll take the first set of data – 70.33% Burn duration, 3 second burn from Fire Bomb.
3*1.33 = 3.99 Rounded = 4
4*1.7033 = 6.796167 Rounded = 6.75
As for the second set, it would be 8 seconds calculated however I don’t think it’s taking into account the cap;
Balth = 45%
Viper = 37.33%
IP = 33.33%
Total = 115.33%
3*1.33 = 3.99 Rounded = 4
4*2.1533 = 8.6132 Rounded = 8.5
The tooltips are a lie!
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I’ve been testing viper stats in the mist as I wondering if it was worth me investing in for PvE.
Anyways, I noticed that Incendiary Powder’s burn duration increase only seems to be effecting the burn applied by the trait and the burn from pistol 4. Any other sources like Flamethrower, Bomb kit and Incendiary Ammo don’t seem to be effected by this trait.
Not sure if this is the same in PvE, haven’t tested.
Is this a known bug?
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@Xavath Please let us know how it turns out.
I’m debating whether to gear my Druid or my Rev for WvW so I’d be interested in how Druid plays into WvW
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I think the daze is fine, but it’s a little too spammable. Between the stunbreak trait trap, and the others, you can get a lot of interrupts out and it’s very annoying. Especially when they’re in the middle of downed cleaving with all that cc and aoe. Doesn’t feel healthy imo.
On the flip side, traps are basically all they have. They’re an otherwise weak spec if they don’t have traps how they are currently. They’re far easier to counter in a coordinated team, and for some classes in 1v1.
Nope, without traps DH is still pretty strong, it’s still an upgrade to medi-guard – the new virtues alone make it worth it.
Because guardians have been out of the meta for so long. Anet felt it was their time to shine and threw them a bone.
Also, everyone was crying about how traps, bow, and even the new virtues weren’t fun so they made them OP as hell. OP is always fun…
I want what ever you’re taking.
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What ammy are you wearing, vipers/zerk/rabid?
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There is no such thing as a bunker any more, all we have is bruisers and burst-bots.
They wanted a more reactive game yet added more stuff which you can’t really counter.
Power creep is real, AoE spam is real, coupled together and all you have is circle spam – hope you get more circles down before the other people. E.g. One match in stronghold the other team had 2 DHs and 2 Nercos, I told my team not to fight in the supply area, a minutes later, 4 dead team mates.
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They could add in an assist feature – if you directly heal someone (Not through regen etc) then you get assisted in what ever they tag so you will still get a loot bag. I love playing heal/support but I find no reason to, may as well play necro and tag everything.
This is also a similar issue in PvE.
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I’ve been running cele spite reaper w/ arist – never took BB so I didn’t feel a change.
I’ve also been running focus off hand mostly due to Revs giving out boons like candy corn, more power/condi damage and boon rip, of course I loose the utility of the warhorn but I can’t say I’m missing it yet. I haven’t a clue what “bracket” I’m in, all I know is that I’ve been kicking kitten .
If you’re using condi spite then Arist runes are a must, there is no question about it.
For anything else it’s Grenth, well you could go balthazar for dhum but I haven’t tested that out, not sure if it would be worth it.
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Regen should contribute to AF, so should Signet of the Wild but I’d like to see damaging conditions generate AF too – however at a lower rate as they tick per second, don’t want it bloating up AF too much.
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Thank you for NOT telling us you were going to do this in the first instance, it wasn’t mentioned anywhere. It would have been nice to have ONE post even just stating that it was in fact something that was implemented rather than spending the entire time wondering if it were a bug or not.
While you’re at it could you please revert the changes to the smokescale. (Not the damage, though may have been slightly heavy handed)
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It can land on your head while gliding.
Not even kidding, was going to get the HP so I thought I snuck past it, jumped off the ledge, started gliding and not long after it lands on my head and knocks me out of the sky!
I was trolled, it was hilarious. :’)
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Ahh the reason why I’m so bad is because I jump a lot and I’m geared, didn’t know this, thanks for the insight! I’ll make sure I stay very still, be naked and not do anything, that will net us a win, right?
In all serious the MMR is jacked atm so just wait for leagues however your terrible stereotyping is doing no one any favors.
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But I enjoy destroying people with my pet! Seriously, cleric decap druid with that thing is monstrous, SotP + Sic ‘em + SotW is deadly, a one trick pony but as the druid you’re durable, keep your pet alive and lingering light <3 Admittedly it needs a cast time and maybe about a 25% damage decrease, but I have seen people just negate the damage anyways. (Though they can only do that when they fixes the issues with druid, first)
Also the 95% damage reduction isn’t in PvP – only in PvE, also DON’T NERF THE PET IN PVE, keep them separate for the love of god.
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Warhorn and spectral walk.
No mobility problems on my necro.
Aside from the part of if you get to close to a mob it can put you in combat? That’s a problem lol.
And they have one skill based mobility skill – flesh wurm, which isn’t that good. So comparatively, necro is lacking – every class can get perma swiftness. I never said they had problems, only that they were lacking.
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I think we’re only able to use Shiro/Mallyx under water at the moment – haven’t unlocked Herald so I don’t know for that one.
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Wait, with phase traversal you teleport back don’t you? So how can it be used for travel?
Use the “About Face” option, you can bind it in the options – pressing the key will make your character face the opposite direction it is currently facing. So About Face>Riposting S will make you travel forward, takes a little bit getting used to it but it’s useful on a lot of other characters too.
As for rev mobility, as someone mentioned you can stack swiftness with Jalis and mace/hammer/staff though this requires you to be stationary for a few seconds and can interrupt the flow of movement. Someone else also mentioned Sigil of Swiftness, I used to use these all the time if you were killing a lot of mobs it’s free perma swiftness.
I find that rev has one of the best mobility for leveling up, the OOR Phase Traversal is insane, try using necromancer, then you’ll know the meaning of lacking movement xD
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Playing my cleric decap druid w/ staff and I barely get to use it, worse still, I can’t have it saved up so I can be ready to jump into a team fight to support.
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I genuinely hope this is a bug caused by the 10 second ICD – it feels like they just copy and pasted the code from the Warrior’s adrenaline bar…
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And here’s me thinking that we were going to be able to retain AF.
I know it sounds petty but this change actually makes me not want to play druid now.
Edit: We do keep half of our AF if we’re in combat at the time of exiting and there is no way to build AF OOC, you can still poke your pet in combat to generate AF with the staff.
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(edited by Curring.9752)
I didn’t play condi during the last beta so I didn’t know.
But hey, so much for retaining half your astral force!
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I don’t remember this draining while out of combat, it currently is, was it like this previously? Also condi damage doesn’t increase the bar – not sure if “feature” or not.
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Can’t wait for another class to be celestial meta, must be our time, our form IS celestial, muwhaha.
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… I was told by a cele d/d ele that rangers are meta. Also cele d/d ele isn’t powerful, time to take their spot I suppose?
Brb, dying of laughter.
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I agree to this but I’m not overly fussed now I have my Phantom Hood <3
(Unless it’s a sexy hood, unlike the thief’s)
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Can confirm – traited version went off and I used the skill version straight after. It locked me down in animation but no healing or blocking occurred so I still took fill damage and the opponent did not have “unblockable”, I’ve noticed this a couple of times now.
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I’m only really weighing in on my personal experience from WvW/PvP (Stronghold) on the Druid v Rev healing.
I’m going to outright say it – Glint/Ventari does it better, despite it’s quirks.
Here’s why – Rev can sustain heal, it doesn’t have to wait up for a bar to do it’s potential healing , all it needs to do is manage energy.
Rev can provide boon HOWEVER the most important one is protection, I can get perma protection on me and my allies which is damage mitigation which is THE biggest contributing factor – 33% less damage taken = 33% less healing needed. (You don’t need to be in Glint for perma prot either)
Ventari can also cleanse conditions much more reliably.
Druid however can burst heal much better, however, on druid I felt like I were in more situations where I needed to burst heal whereas on rev I didn’t really find I needed to burst heal.
Druids potential healing is tied to a form that can only be entered when at full capacity – the heals can change in a clutch situation however the biggest heal is a channel and can easily be interrupted.
Druid has better mobility and CC support – seriously, that 5 second daze is monstrous and they have a fair bit of soft CC.
I feel that there are changes that need to be made to druid – cele form needs a cooldown and you shouldn’t loose all of your juice upon exit, regen needs to charge your juice and a few others.
I managed to heal over 1mil with Glintari (I’m shipping it now) and at best I managed to heal around 700k on druid. Granted, I have a bit more exp on Glintari.
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I agree, I was actually surprised by the fact it doesn’t charge as I expected all sources of healing from us to charge the bar, but expected celestial form to work work a bit differently too….
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Okay so from what I can gather they’re probably going to be mini ventari tablets.
Things to note:
- Each drone has an AoE marker.
- 3 of the drones have symbols on them, bubbles, shield and stars.
- The one in the back is further out from the rest.
My theory is they’re going to be like the ventari tablet, you summon them and then move them about via the toolbelt skill with an option to detonate/overload the drone most likely putting it on cooldown. (Hopefully they default follow you and maybe only move to the area for X amount of time, similar to the “Guard!” shout)
These will probably provide decent fields and the hammer will probably have a leap/blast finisher or two on it for synergy.
However if the effects are powerful then they would need a drawback, one way to do this would be via upkeep similar to facets and maybe we get a fuel bar in ADDITION, this will only effect drones however could be traited to possibly effect other utility skills.
I like the idea but I’m not sold, I played Ventari/Glint with a lot of success however the tablet had a few issues, if they default follow us and command “guard” then I can see it being pretty good. My main concern however is that the trait lines we have aren’t strong enough on their own and if the “Forge” line is solid it could become mandatory for most builds.
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