Showing Posts For Curunier.4628:
Any chance we will get to see the interrupt sigils which were introduced with HoT in spvp? The ones that have various effects on interrupt.
Every other trait in the game shows its damage, but when necros trait that deals damage on fear, it does not say how much damage it does.
Just a suggestion, It would be cool if there was a four winds/ queen’s pavillion pvp reward track next time there is one of these patches. I remember in one of the ready ups, it was said that for special events there would be temporary reward tracks and this seemed like the perfect one to do it for.
Will there be a bank/TP available to access from HoTM in the new patch? It would be all that is needed for a smaller hub for spvp players!
(edited by Curunier.4628)
He never said “to completely ignore conditions”.
He said “to be reasonable at removing conditions”.
Being reasonable at removing conditions isn’t unbalanced, if anything it would be more balanced if every class had reasonable condition removal.
You are right, I was being a bit sensationalist because I was pretty annoyed that the devs removed the runes completely without first saying that complete removal was a possible outcome. But again the build I provided has extreme condition removal, and pretty much any condition build coming against that build would not stand a chance. For “ok” condition removal the mesmer still has many options without going so hard into inspiration, its just that many players prefer other utility such as stealth or higher damage output. It is similar with every class, for damage mitigation such as condi removal, you need to sacrifice something. For every class to be ok at condi removal without using traits or utilities would make condition builds much less viable.
For mes to be reasonable at removing conditions they need to give up a lot… too much loss in other important areas to the point to where it’s not really worth it.
Sure, having the ability to completely ignore conditions better cost a lot, or it would be completely imbalanced. However there are some interesting phantasm/tank builds that take both the 15%damage on phantasms as well as going fully into inspiration. The mesmer does less damage but is now able to take alot of damage through both lots of healing and condi removal. Its a trade-off. If you want to be bursty, or do lots of damage you should be able to take less.
I can see you PoV, but very few classes can clean that much condi spam on top of confusion, also condi damage in pvp is not that high like wvw.
I made some tests with these runes on my condi mesmer against almost every build in WvW (Os) and it’s too easy and forgiving imo, it makes a bad player look good, on engi is even worst XD… It’s one of the few rune sets you can really tell you enemy is using after few second of fight.
I’m all about introducing more builds on pvp, but anet must test it before doing anything, and I don’t think they tested it properly… Let us test it on wvw and then we can see if it’s in a good spot or still OP.
Lets remember that for condi builds their only source of damage is conditions. Not every build should be able to deal with an infinite amount of condis since that would be equivalent to taking no direct damage. It makes sense that once in a while confusion and other conditions will down you if you run out of available cleanses before you were able to kill them. And yeah I would agree that the live version is op in wvw, however the new version has a much higher ICD for both procs, as well as switching to from being on-hit to being-hit. Along with the new traits and the balance changes the meta will shift and we are in for a test-phase with or without the runes of perplexity.
With how mes has a harder time dealing with conditions… my mes is quite happy that they weren’t added.
Mesmers can deal with conditions extremely well if they spec’d for it. With the ability to lose conditions on heal as well as heal on mantra-cast with mantra of recovery and resolve condis will never stick to a mesmer. This isn’t even including null field or the potentially table turning arcane thievery. Again, all builds should not be able to deal with all conditions all the time. If that was the case condi builds would do no damage. A burst mesmer with no condi removal is equally as susceptible to a burst thief who can 2-shot you to a condi spec who must interrupt you as well as apply a ton of other conditions.
(edited by Curunier.4628)
Perplexity rewards bad players, even with these nerfs, everyone knows… do you ?
btw if they fixed the bug of the +confusion duration they will be better than before imo XD (in wvw)
I would not agree. I would say perplexity punishes poor players since it scales with the number of attack a player uses during its duration. It could actually be healthy by teaching players just trying out spvp about how important condi removal is. It requires more skill to use it effectively, such as using it to burst down opponents at opportune moments. If you do not have condi removal against a condi build you will lose the fight (minus burst damage before the condis can all be applied). It doesn’t matter if the condition is confusion or bleeding or whatever. The difference with confusion is that there is a second option to combat it without using condi removal with its own risks and rewards. Because of this confusion is the most interesting condition in the game. Since its 50% nerf confusion has unfortunately been relegated to a supplement condition for mesmers and engis. With perplexity it could have become a main condition on select builds and brought some of the most interesting counter play into the game, however the rage of the community has completely shut out one of the potentially most interesting changes to the stale condition meta of bleed /burning/poison stacking.
An idea for when perplexity might be re-examined for implementation, perhaps put an effect such as -X% duration for bleed/burn/whatever along with +confusion duration to reduce the effectiveness of just spamming every condition under the sun while allowing confusion to become a satisfying condition to use.
(edited by Curunier.4628)
Ugh I am disappointed. We should have at least tried them out for a couple weeks before passing such harsh judgement. Finally getting to use perplexity runes was one of the biggest highlights for me in this patch :/ If they were overpowered on release I can understand tuning them but cutting them out completely seems extreme and unnecessary. Oh well. I am hoping that they will turn up eventually in one form or another.
I’ll start us off
Trait Name: Frostbite
Class: Elementalist
Line: Water Magic
Description: Chilled now deals damage. It start off with low damage scaling and over time it becomes more damaging to a maximum.
Trait Name: Chaotic Transversal
Class: Mesmer
Line: Chaos
Description: When using portal, the Mesmer and allies will gain 3s of chaos armour and a random boon. This amount stacks with subsequent uses of the portal.
Hey guys, with the new traits being announced, I’ve been wondering about other possible traits. It would be cool to just come up with a ton of ideas and maybe inspire ArenaNet devs for traits that could come in the future. Put as much detail as you feel necessary to give a good idea of your trait and do not worry about balance or a trait being op, this is just for inspirational purposes! It might be better to limit discussion on other peoples ideas so that it is easy to look thorough all the ideas players come up with!
Just a suggestion to make reading easy you can use this format.
Trait Title:
Class:
Trait Line:
Description:
I’m excited to see what some of you guys are thinking of!
(edited by Curunier.4628)
Thanks ! There are a bunch of pretty interesting builds on that stream! Gonna spend a few hours trying them out!
Hey guys,
With rewards being not so great at this point in time I’m looking for some wonky fun build to play on any class in hot-join just to fool around. Anyone know of some cool builds that aren’t necessarily effective in point-capture spvp but really fun to just mess around with?
1. Mesmer
2. Necromancer
3. Elementalist
1. Rewards
2. Maps
3. Post-game stats (total damage/ healing, conditions cleansed, revives, stomps etc)
sPvP
1. Pve Rewards!! Gold, karma, skins only obtainable in spvp etc. Spvp’s core is really great and a lot of fun, but I play less of it because PvE and WvW are so much more rewarding.
2. Maps with higher player caps but also slightly larger (i’m thinking of some maps with cool objectives that would be fun for GvG)
3. Weekly/monthly Amateur tournaments (ie cannot be premade, randomized) with small amounts of Gem rewards.
PvE
1. More dungeons like the new TA path!! I would suggest a greater difficulty as well (New ta path was great though)
2. Dungeons specifically designed for 10+ people. Make them require a great ammount of coordination and an amazingly tough boss battle at the end.
3. No more HP soaking bosses. They are boring and the mechanics of this game make for so many more condensed but fun fights!
WvW
1. Why so much alt hate! I don’t want to switch between wvw characters because then I would split the progress.
2. Unique WvW rewards (I know this is being done with season 1 and would like to see it expanded on)
3. More reasons to have small havoc groups. The bloodlust was a great attempt at it, however the lack of personal reward makes it kind of meh. I think if you were able to pair this up with a few other smaller objectives there would be a real surge in small scale battles (ie no need to join a zerg to have fun)
General
1. More skills/ weapons for every class! I think having new utility skills is more important than new weapons skills since they open up more variety, however it would also be cool to have new weapons.
2. No more skill points!!! Make getting the new skills a challenge (ie getting it after a new story mode dungeon or from defeating a world boss or from some kind of personal story instance.)
3. More armour skins, especially light armour.
Hey Arenanet! Just one quick question.
Are there any plans to further integrate spvp and pve? I would really like to join in spvp, but I feel there is no progression for my pve character, except for the odd dye or container. It is difficult to motivate guild members to join in spvp because they have similar feelings. I think giving pve rewards in spvp would be a great way to motivate newer players or players who would normally never try spvp to give spvp a go.
(edited by Curunier.4628)