(edited by DevisedDemise.2608)
Showing Posts For DevisedDemise.2608:
i’d like to add something, iv been reading most of the posts on renegade in pve, and i see alot of people saying the ’’summons’’ or ’’illusion’s’’ or whatever are strong in pve.
that might be true in openworld, in Raids/Fractals they might work in very certain scenarios/bosses. but otherwise they wont work that well and that’s including the over glorified elite. the reason for that is they’re easy to kill we don’t have a trait that increases their range/survivability like rangers do, so adds or even bosses might squish them but that remains to be seen, the second problem however is bigger.
any kind of cc will disable any effect the summons are giving out, an example to give is imagine using your elite summon and gorseval slams the ground, you and your group might of dodged but the summon is now cced and you’re draining energy and it’s not giving out the life drain/siphon anymore. meanwhile ranger spirits for example give out their buffs regardless of cc without energy costs.
a bug is still a bug, i highly doubt they’re even aware of it, seeing how this hasn’t been addressed at all for a long while now. iv done my part. i posted it here, through the in-game bug report and went so far as reddit. but at this point i give up. not alot of people seem to care to get it attention and no dev has responded to it.
the healing is actually still bugged, at least it heals decently now but it is unfortunately still bugged, it’s healing for 53 per hit rather than the mention amount of 80 in the ’’new’’ tooltip, in the previous prepatch tooltip the value or number is ’’56’’. so it’s even healing less now than what it would have if it wasn’t bugged before. reason i bring this now is that i play on EU we only managed to get in now. so it may seem like a nice buff but until the skill it self is fixed it’s not really a buff.
posted a picture with a recent combat log and both new and old tooltips for comparison.
bumping this for visibility.
hello, am hoping for a response to this because this has been an issue since the last PVP patch and it’s a big one, and it’s effecting PVE as a Revenant be it power or condition based.
as of that patch the healing value from the skill Vengeful Hammers has been somehow bugged/lowered from 56 per hit with the circling hammers to 2 per hit and that’s a massive drop in value which means sustain drops by alot.
the other problem is the grandmaster minor trait Focused Siphoning,
this trait has two effects and both of them are missing a single value, so when am supposed to get 57 life siphon healing instead i get 56 and instead of getting 64 life siphon damage i get 63, so something is wrong.
i hope this gets attention or a response at least being that we’re heading closer to the expansion. would be really bad if this gets overlooked :\
they could of at least looked at/reverted/fixed those issues, specially the recent ones like the healing value issue only poped up from the ’’pvp’’ patch, and there hasn’t been a word ever since in fact i bet they even have no idea it caused these recent bugs or issues which makes it worse.
i wouldn’t look at the future, considering base revenant since the last balance patch has been bugged/broken in PVE. as in skills/traits that aren’t working as intended. until everything’s fixed we’ll just end up pilling issues on top of each other. and knowing anet there wont be any fixes for a long long time.
iv just tested that and it’s not the only thing bugged, seems like aside from Vengeful hammers giving a lower amount than it should, that Focused Siphoning which is a grandmaster tier minor trait in the devastation trait line isn’t giving out the full base Life Siphon Healing value it’s not by much but imo it’s still worth mentioning.
https://wiki.guildwars2.com/wiki/Focused_Siphoning
EDIT: Seems Life Siphon Damage suffers from the same thing as Life Siphon Healing does, in that it’s missing an extra value even if it scales with power, on my trait tooltip it says 64 while if you look at the combat log it shows 63, again it’s minor but still an issue/bug.
(edited by DevisedDemise.2608)
hello,can anyone tell me whether or not alacrity is meant to work on legend swapping?
because sometimes (not always at least i think so) when am in a group i’d see the cooldown counter going green which means it’s under the effect of alacrity, yet when i test it out in the testing area using the console to obtain the buff it never works.
so was there or is there any word on it working with legends? because i have no idea. thanks in advance.
this is getting both frustrating and depressing , iv reported this bug a month ago and it’s been a while now, i see so many fixes and responses yet i get none for an issue that was caused by one of your patches, prior to a patch the rune set 6th bonus was active. but after you released the patch that no longer was the case, now it’s not giving out 5% condition damage, so again i hope to hear anything from you, because this is getting to me as small as it is. iv tried reaching out on the forum,reddit,in game reporter, even asked the account support team that redirected me back to the forums. as for anyone that says it’s fixed, go calculate your condition damage with and with out the runes , you’ll see 5% missing.
if you can fix that rune why can’t you fix rune of the berserker? :\ it’s been like 2 weeks or something already since the patch that bugged out the rune set and there was no response at all
still hoping to get any confirmation this is being looked at bump
it was working before the tuesday patch hit, it stopped working afterwards tho. which is a major bummer specially if it’s not fixed i mean i know 5% isn’t exactly the be all and end all but a lot of people payed a lot and worked hard to get those runes, so it wouldn’t make sense for them, to leave them buggy like that :\ at least i hope they don’t
not sure if am allowed to bump again but i and i bet other people as well would like an answer to this so bump :\
bumping for visibility
it seems that after yesterdays patch the condition damage 5% bonus from the runes stopped working i hope it gets looked at, as fast as possible :\
Elite Specialization Weapon and Armor Skins
in Guild Wars 2: Heart of Thorns
Posted by: DevisedDemise.2608
If you want further evidence about how players would feel about limiting their freedom of choice with regard to appearance options, please remember the many complaints about outfits not allowing mix-’n-match.
i don’t see how you can compare outfits to this though, like i get what you’re saying i was one of the ones that complained about it as well, but those skins that am talking about got introduced with the elite specs it was even said each elite spec would get it’s own weapon and piece of armor skin, whether they said other classes should or are allowed to use them as well i dunno, but to me at least it feels that they should of been locked for the specs. and outfits fit any class, any type of armor, and any race, like they weren’t ever (at least from what i remember) introduced with a particular class or race it’s something you buy and use without regard of armor type (heavy/medium/light) that is how i see it at least.
Elite Specialization Weapon and Armor Skins
in Guild Wars 2: Heart of Thorns
Posted by: DevisedDemise.2608
Skins are solely meant for aesthetics. Making weapon skins profession specific limits people in creating the look they want for their characters. If the Bo doesn’t fit my Thief’s current look but goes perfectly with my Ranger, then I should be able to use it for other classes that can use a Staff. It is a Staff skin, after all, just introduced through the new elite specilizations. In my opinion making them profession specific feels more redundant. Like in the Thief example I mentioned: if the Bo doesn’t fit his look, getting that weapon skin is basically useless, or I should change the entire look of my Thief to make 1 weapon skin fit. It is a much too restrictive system that stifles creativity and originality, something a lot of people value when creating their characters.
while i get where you’re coming from, there are plenty of skins in the game already for all the types of weapons/armor that all classes can use. that aren’t restricted in anyway, and that’s alright, but what am trying to get at is that, they should be enough and the elite spec weapon/armor skins should be locked to those specific elite specs/professions. like even to get the collection unlocked for the weapon you want to have, you have to unlock a certain elite spec that uses the weapon or after you complete the spec you get the armor piece. so just to actually be able to unlock the collection you have to get and use the corresponding elite spec/profession which to me seems like that those weapon or armor skins actually belong to those specs thematically and that they should be locked for them. like i said i agree it limits the creativity somewhat but it also in my opinion takes a bit of flavor away from the elite specs :P.
Elite Specialization Weapon and Armor Skins
in Guild Wars 2: Heart of Thorns
Posted by: DevisedDemise.2608
So, i have something that has been irritating me since the start of the expansion. and i was wondering if other people felt the same way about it, because i have tried to ignore it or just forget about it, but i can’t seem to do that, and that is the fact that any class that can wield the same weapon type or use the same armor tier/type as the elite specializations can also use the skins you unlocked on the account for that elite specialization, it really feels like the skins that are supposed to feel like that they belong to certain elite specializations, seem somewhat worthless, well not worthless but they don’t feel as special. when you see for example revenants and elementalists or something running around using the Bo staff skin which is something for the daredevil, same goes for the chronomancer shield and heralds, or reapers great sword etc. am not saying i don’t understand why people use them like that in the first place, but it just really irritates me and i can’t get over it xD. does anyone think about it the same way or am i the only one that sees it this way?
aye i got the same problem :\
you can get them from the itzel mastery vendor. which is really close to the first waypoint you get when you enter verdant brink, i too got them to try em out :P sadly am so used to using zerk, so am undecided on what to do to maximize conditions but i feel those runes will fit nicely with the potent poison trait.
hey, has anyone tried using unhindered combatant or the other dodges in places like queensdale or other places in tyria? I’m asking because for some reason while hunting the pumpkin carver achievement with unhindered combatant on. the dodge just switches to the regular dodge animation and the distance is that of a regular dodge. so yeah only solution i keep going to is repicking the dodge, and it works but after a while or after i swim or port it goes back to a regular dodge. so yeah anyone got a fix for it or experienced this too?
not sure if this is the right place for it but, Colin, could you please confirm whether or not . the rumor that people that achieved a 50 personal reward level in fractals already, pre HoT ,will receive an exclusive title, as in only to those who had that level of personal reward? cuz i really would like to know. since iv seen it float around alot right now.
(edited by DevisedDemise.2608)
those are pretty dope changes. though i will admit i am disappointed evasive empowerment the one that gave a 10% damage boost went to bounding dodger, cuz during the beta i got a really nice combo going with dash giving me some distance and then vaulting towards what i dashed from after gaining evasive empowerment. it felt just right, but i don’t think bounding dodger will give the same feeling that i got from that combo, but I’ll wait and see once HoT launches i just hope it still feels as good.
bound is more about sticking to close quarters dealing damage, so getting a damage bonus after dodging fits it more than the escape skill dodge.
yeah i get that but I’m just saying dashing away then bouncing right back dealing damage, felt better in my opinion :P. like, say you dash away from a group of mordrem that are hell bent on pretty much wrecking you, like the mordrem wolves they hit pretty fast at times, and then after you got some distance from them you vault straight at them while they’re trying to get to you. that again in my opinion at least felt pretty nice, though i will admit, in the beta iv never even touched the other dodges. i stayed on dash because it felt really good to use. xD
those are pretty dope changes. though i will admit i am disappointed evasive empowerment the one that gave a 10% damage boost went to bounding dodger, cuz during the beta i got a really nice combo going with dash giving me some distance and then vaulting towards what i dashed from after gaining evasive empowerment. it felt just right, but i don’t think bounding dodger will give the same feeling that i got from that combo, but I’ll wait and see once HoT launches i just hope it still feels as good.
It was in PVE. And that is 10k DPS, not damage. This is calculated with peak team conditions (25 might, 25 vuln, empowering warrior banners, ferocity increasing rev, maximum skill modifiers, etc. No rangers, though) as per the current optimal group compositions. If you want a more basic reference, going by the tooltips the staff is 437 and the dagger is 382. With maximum might and decked out in full zerker, the poison doesn’t compensate for the difference. Although when I think about it, I forgot to factor vulnerability into poison’s damage, so technically the dagger does 9,600 or so.
If you’re by yourself you’ll get much tamer numbers. As do all classes.
oh i see. then yeah that makes sense. thought it was solo dps. was going nuts trying to figure out how. lol
Several advantages currently.
#1: The auto attack does the most damage. Under peak conditions, I’m getting 9,493 DPS from the dagger auto, but 10,321 for the staff. Aside from brute force, the vulnerability is helpful and the reflects mean that ambient projectile damage is decreased.
#2: Weakening Charge does massive damage. It is more damage than sub 25% heartseeker, except it can be used at any amount of health. And it hits 5 targets. And it stacks endless weakness. It is difficult to get all 3 hits (you have to be in a sweet spot, or using haste, or standing against a wall), but once you’ve gotten the spacing down Weakening Charge obliterates anything in your way. For basic reference, this skill has a tooltip DPS of 822, whereas lava font and fireball has a tooltip DPS of 711 with persisting flames. Also it is a whirl finisher, so it does extra damage via burn, leeching bolts, poison bolts, etc.
#3: Debilitating Arc cures immobilize. That is a pretty big weakness for the thief, since immobilize renders natural dodging impossible (sans dash) and makes weapon dodging less effective due to being unable to leave a damage patch. This makes it the most reliable weapon dodge.
#4: Vault is a bit bugged at the moment, but I use its leap finisher to take advantage of various fields. Particularly the water field from healing seed. The difference is that when I do this with heartseeker I lose damage, but Vault maintains it.
how are you dealing 10k+ damage with staff? and are you talking about pve or pvp? am mainly asking cuz i spent most of my time in verdant brink. and i couldn’t seem to go over 6-7k with auto attacks with ascended berserker gear. DA/CS/DD along side food and the utility thing for power. so just wondering if it was pve or pvp.
While i get that staff might not be a damage based weapon, and i could be wrong. i really wish it would still get more damage increases, because it feels lacking compared to daggers in damage. i just think they should be close or staff being better on account of it being slower and 2 handed, plus i also think staff should get a way to gain endurance per auto attack hit like first hit you get 5 endurance and second you get 5 and third you get 10. cuz tbh for me at least after i use the 3 dodges it becomes very hard to keep them up and i either end up with 0 endurance or 2 bars or 1 bar of endurance but yeah those are just my thoughts.
Seemed forced to specifically call what class or spec you are without it actual being critical to the situation. It would also mean tons of unused content (from a player perspective) for a single run of a story line.
Its easier to focus on highly visible aspects of other characters (who don’t change), and use that to drive context specific dialog. On top of that, exposition is a terrible way to explain things given how the game runs its cut scenes. It looks good on paper, but it just feels awkward.
well it doesn’t necessarily have to be critical to the situation though in my view of course i meant it as a new flavor or addition to the story or npc interaction , and about the part where you said that it would leave tons of unused content for a single run of the story, am not entirely sure what you meant by that but if i got it right you’re talking about the players that end up doing the story once with a single character rather more than once in several? sorry if am slow english isn’t really my native language, also while i agree it’s easier to focus on visible none changing aspects of characters, but i just think in my view since it’s HoT and we’re being introduced to specializations that add more to the class , that there should be some form of recognition from the npcs about the players class plus the specialization having some of it’s background explaine-d (<- kept saying kitten here not sure why). am not saying the idea can’t be improved, or it’s the best one ever,improvements are always welcome . but it would just feel like it would be pretty cool to see it.
hello, am sorry if this isn’t the right section for it, but. i’d like to make a suggestion. i watched a video of the heart of thrones demo story instance. and noticed that during the story the players character can actually talk with it’s own voice, rather than having us press through dialogue. which in my opinion is awesome it got me excited for HoTs arrival even more, but it also gave me an idea. what if npcs like rox,braham,etc actually talked to the player about their class like for example you run into a certain situation and they would say something along the lines of ‘’hey,boss. aren’t you a thief? so you can help us with xxx’’. another one is for the elite specializations that each class has for example when you use an elite specialization ‘’wow, boss/commander…you seem different.. what did you change?’’ and another npc or the players character responds explaining a brief background of that elite specialization . so yeah that’s about it i apologize if it’s out of place plus the poor examples :P and i know other stuff take priority i just wanted to share this in hopes other people might like this as well.
bump…….. :\
bumping hopefully this is seen.
Hello, my apologies if this isn’t the right section but i didn’t know where else to go,this is the first time iv posted here but i wanted to get information or clarification about a possible bug with the Trait ‘’Unrelenting Strikes’‘, before the 3rd patch which changed it so that the trait ’’No Quarter’’ no longer stacks in duration. the trait ‘’Unrelenting Strikes’’ used to activate with the use of long range weapons such as short bows and pistols. but now after the patch it no longer does that it only triggers at close range with daggers or such. so i am hoping for some response hopefully from one of the devs if possible. i realize you’re busy with all what’s been going on but i hope to hear from you.