Showing Posts For Halcyon.5340:

Hypothetically Speaking... New Worlds?

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Posted by: Halcyon.5340

Halcyon.5340

Established guilds are probably more conservative when it comes to moving everything over to these new worlds, so I don’t think new worlds will help ‘em out very much. That’s because not everyone will move. Even if they do, some will definitely return to their old world. On the other hand, these new worlds will help sprout new WvW guilds, and it will probably be teeming with a great many small WvW guilds for awhile until 1-2 alliances formed (e.g. many Commander tags on the map doing their own things). If this plan succeeds, I’m predicting one or two of these servers will be very stacked with World-vs-World (WvW) players.

How about splitting the worlds into PvE-only (sPvP) and PvE & WvW (sPvP) and eliminating tier 4 and above. There should only be three tiers, Gold, Silver, and Bronze. All worlds should be linked into those three tiers, and the WvW population cap. should be increased. This is under the premise that smaller worlds should not have access to WvW (PvE-only + sPvP), and ‘outnumbered’ should not be a thing.

Complaining

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Posted by: Halcyon.5340

Halcyon.5340

I only play GW2 for the WvW game mode and from time to time I have a look on the WvW forums. Now, with the new expansion it looks like everyone on this forum only brings in complains, either accompanied by suggestions or not.

So I wondered to the other sections of the forum and guess what.
In the PvP section everyone is complaining about class balance like DH being overpowered etc.
In the PVE section everyone is complaining about hard to kill mobs in the new maps, how stuff is very hard to grind, etc.

So don’t think for a second that people only complain about WvW, they complain about everything. So saying that WvW is dead because there are a lot of complains here, on the same note you could say that sPvP and PVE is dead too.

IMO, most people only ever come to the official forums to complain. Even at complaining, they offer no real solution other than a return to “normal.” Whatever that is. What Anet needs right now are constructive feedbacks, and I don’t see enough of it.

Bring old maps back for a week.

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Posted by: Halcyon.5340

Halcyon.5340

I think that Anet should bring the old BL’s back just for a week to see if some people come back to WvW and play on the old BL’s. This could help us see if WvW is truly dead.

People would just play the maps purely as a reason to justify the new map hate. Then they’ll go back to complaining that WvW gets ignored as people continue to zerg blob ktrain.

Don’t forget night-capping! Let them use their gold to upgrade all their towers and keeps. We’ll just take them all during night-time when there’s no one to defend! It’s such a great gold-sink! Hooray!!

[Suggestion] Map Rewards Overhaul

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Posted by: Halcyon.5340

Halcyon.5340

Simple exemple this morning… I join my home, and we just lost palace…
Well ok, I start to check the map, the other keep.
First of all we have all T3, that’s interesting, at least no ennemy have attack for a long time. Not that I don’t think that the night crew did a job job, just that there is no ennemy…
I go to rampart, all gate are at 5%….. It’s the same for everything on the map… Except UC and 1 south tower where the gate are at 50%. Probably the upgrade was between the 2 laser event.

This mean that this night we had 2 canon event against us, no one care to repair everything because I know what is to repair 1 fortified gate…. Now try to repair all fortified gate everywhere with a very small team, or maybe alone (I was alone on the map when we lost the first keep).

Then what have we do ? I have announce that in our community guild, and all agree with me. We just wait that the ennemy KT all our map, because no one want to repair all those gate. And once they have finish we just start to take back all our stuff…
Auto free upgrade will do the job…. With the few ennemy we see during the day those thing should be T3 in few hours again with full life gate…

Finally we had more wvw xp, and we made something more interesting that repairing every gate…

If people where needed to build those T3, then we probably make the choice to save what we can because we know that people on our server have work to have those T3. But all is automatic and free, then we just don’t care…

And really, this canon event must be removed !!!

The Exalted cannon should only be available during official WvW Tournaments. As it is now, I would argue that it only promotes night-capping.

Unmentioned WvW Update Nov 4th

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Posted by: Halcyon.5340

Halcyon.5340

IMO, Gathering nodes were respawning too quick anyway. The change is fine.

New maps are trully amazing

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Posted by: Halcyon.5340

Halcyon.5340

this is sarcasm right?

actually on a re-read it is an attempt to get a dev to reply, since it looks like they only comment on positive posts, good move.

its not a troll!
u see the new maps have no blobs! and no karma trains either because no1 is actually there? hes 100% saying the truth.

Now, THAT is sarcasm.

[Suggestion] Map Rewards Overhaul

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Posted by: Halcyon.5340

Halcyon.5340

With that said, the real issue here is still the rewards for defending an objective.

The question is, why bother defending when no one lifted a finger to upgrade it? When autoupgrades just ticked through? The emotional question goes unanswered and that IMO is the real issue. There is no social aspect to this. You dont help build up every keep sure, but when you visit a T3 Garrison you are supposed to think someone built this, players on my server worked hard to get this to T3 and now I am here… I want to defend it. Because its ours.

There is another side to that question. Why bother upgrading when there is no one to defend? I do agree with you that the players whom upgraded the keep/tower/supply camp will naturally have an emotional tie to it. However, I feel the common mentality in WvW Players isn’t there yet. It’s actually more common for players not to upgrade an objective over upgrading it. Most players will rather keep to themselves (i.e. they are selfish), and there’s really nothing we can do to change that. If everyone has an emotional tie to all the objectives on the map, there would always be someone there to defend it from raiders.

They have no woman and child to defend! Why would they be there to defend?!
(Pun intended)

There is a REAL lack of morale in our defenders. They aren’t being fed enough! They are going back home – to PvE where there are lots of bread and rice! And REWARDS! And LOOTS!

(edited by Halcyon.5340)

[Suggestion] Map Rewards Overhaul

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Posted by: Halcyon.5340

Halcyon.5340

People today are feeling less inclined to defend, especially on the new map. People don’t know how to get there, they don’t know their way around, they don’t know good siege spots, there are barricades in the way, they fall to their death, the keeps auto-upgrade for free and fortify really fast… and this is in addition to the fact that defending was always less rewarding, not offering champ bags or badges.

So if anything needs to be more rewarding, it is the defensive side of things. Serious defending is really one of the big things that separates WvW from EotM. Would a Defense Reward Track cause people to sit around in WvW just waiting for stuff to be attacked, or form a reactionary strike-force blob to go respond to any possible threat? Would it lead to abuse? They said years ago that they didn’t really have a good way to define what defending participation was, and they don’t seem to have added anything to help with that.

Auto-upgrade actually makes defending easier. Why defend a location if the unfortified gates/walls would just come apart in less than 5 minutes? Also, the towers and keeps will need the upgrades to deter small groups of players from night-capping when there’s no one around to defend. It favors the defenders, and I like that aspect of it. In theory, objectives that have been held for a long period of time should not go down easily.

With that said, the real issue here is still the rewards for defending an objective. It needs to be good enough to incent a few dedicated players to focus on defending. Increasing the Karma reward seems to be the obvious solution, but I don’t think that’s the right path. I think Repel the enemy attackers should have a shorter timer, and its completion should count toward the map’s reward track (for Badges of Honor, Loot bags, Memory of Battle tokens, and some unique rewards).

Focusing too much on the rewards from defending will lead to a stall and boring playing experience, I feel. Players need to be able to feel like they are all working toward a major goal. The meta-events that took place in the new HoT PvE maps did a very good job at that. How about we add a WvW-focused meta-event to the new Desert map? Wait! Not just one meta-event, but two! Home Borderlands will have a meta-event that is based on defensive acts, and the two Invading servers will each have their own Offensive Meta-event that is based on capturing and holding certain objectives for a period of time.

In the Defensive Meta-Event, each individual Repel the enemy attackers will count toward the meta’s completion once (NOT per player whom completed the event), filling up the meta-event’s bar by a very tiny amount. In addition, the meta-event’s bar should also fill up if an important objective(s) in the home bl is reclaimed. All of this seems to cry “PvE in WvW,” but I feel the majority of players below Tier 1 need real incentives (rewards, etc) to play competitively in WvW.

The Offensive Meta-Event is the most trickiest due to the amount of time and variables it’d take. In this meta, maybe have player kills count toward the meta-event’s completion (finisher rewards more points). And, capturing objectives should also count toward the meta-event. There is no focus on defensive objectives because invaders are supposed to be on the offensive, and player kills help to address that by filling up the meta-event’s bar.

As to the rewards for completing the meta-events… I’ll let the community discuss it.

[Suggestion] Map Rewards Overhaul

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Posted by: Halcyon.5340

Halcyon.5340

Bumped for more visibility.

I also feel that the lack of players in WvW is not because players don’t want to play on the new Desert map. It’s because WvW guilds are still building their Guild Halls, and they NEED to farm in PvE for all the required materials. We also know that WvW is not the place to farm gold. It is so unrewarding; PvE players don’t even have an incentive to be there. Why not make it so completing events in WvW will rewards the players with loots from a Map Reward Track (unique to WvW)?

Would you like to see WvW reverted?

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Posted by: Halcyon.5340

Halcyon.5340

No.

But, really. Anet should just disable the borderlands map while there’s no ongoing WvW Tournament. Heck, they could even move the player-base below tier 1 to EotM during off-session, and there would be no change to how players play in WvW. It’s only during the tournament session that players actually put some effort into defending key objective. At least in tier 1, there’s the fear of being dropped down to tier 2.

It isn't the total size, it is the spacing

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Posted by: Halcyon.5340

Halcyon.5340

The proximity of towers to keeps so that they can siege each other is the core principle of alpine and EB WvW map design.

To whose standards?

The maps standard. Just look at EB, how towers and keeps are placed, you will see that everything is in fact connected. Its not everything that WvW is when it comes to gameplay, but its the way WvW maps are designed.

But of course it is also possible that some drunk dude at Anet randomly placed keeps and towers by tossing darts at a crudely drawn map on the side of a noodle box they got with takeaway. Maybe they just got lucky.

Honestly speaking, I have never seen an in-game objective telling me to use a trebuchet to assault a location on the map. It’s completely subjective, and the map itself has no standards.

It’s like playing soccer on a sandy field. The decision to kick dirt into the other player’s eyes is entirely up to the player. It just so happens that kicking dirt is an effective strategy in the Alpine and EB maps.

Builds for fastest camp flips - Post em' !

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Posted by: Halcyon.5340

Halcyon.5340

You still have to get to the camp first

Full Sentinel Reaper with Soldier trinkets can solo a fully upgraded camp with little to no trouble. Fast? Yes! Fast mobility? No.

It isn't the total size, it is the spacing

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Posted by: Halcyon.5340

Halcyon.5340

The proximity of towers to keeps so that they can siege each other is the core principle of alpine and EB WvW map design.

To whose standards?

Guild Hall, Guild Claiming and WvW

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Posted by: Halcyon.5340

Halcyon.5340

How about making a reward system for defense. Based off a % of DMG you do to enemy’s. I say based off of DMG % and not kills because some times… HELL most the time when you are defending you cant kill any one. Because of the out numbered amount of people/enemy’s all targeting you. In short that means it is a death wish to peak your head out to shoot at one person when you got many gunning for you. And how Anet broke the arrow-carts didn’t help at all. So there you have it…. A reward system based off of dmg % not kills when defending a location your server owns.

Having a WvW Map Rewards Track akin to what’s added to all the PvE maps would be a start (i.e. completing events in WvW will gradually give you better rewards).

It isn't the total size, it is the spacing

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Halcyon.5340

Having towers and keeps play battleship with trebuchets promotes bad sportsmanship. Who needs ground troops anymore when your keep can just bombard the crap out of a tower and all of its siege placements/supplies? Trebuchets on the premise of a tower or keep should ONLY be capable of defending.

Which would be the reason why people want to cap tower and keeps on a strategical level, or keep enemies from capping them. Its not bad sportsmanship, its the threat of an attack. Its the possibility that trebs could be there that matter.

Besides, what you are saying is that alpine and EB promote bad sportsmanship. Arent they the maps we prefer over desert and eotm?

Just a note that I have never said that the Alpine and EB maps promote bad sportsmanship. It’s like playing soccer on a sandy field. The decision to kick dirt into the other player’s eyes is entirely up to the player. It just so happens that kicking dirt is an effective strategy in the Alpine and EB maps.

By the way, which tower in the new Desert map can treb a keep from within the defense of its walls?

Lastly, we have yet to see how the new Desert map will shape up, and no one can say for sure how it will turn out. From what I’m hearing, it seems quite a majority of the roamers are complaining that the new map is too restricted or too big. That’s completely understandable because the effectiveness of their role has been cut in half. Due to the distance and obstacle from one camp to another, these roamers can no longer capture all the camps in a timely manner. As a roamer myself, I don’t particularly care about capturing camps. I care more about the players I engaged between each camp, and I find each encounter is always unique. My only complaint is the WvW player population which is correlated to the rewards given out by playing in WvW.

(edited by Halcyon.5340)

Guild Hall, Guild Claiming and WvW

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Posted by: Halcyon.5340

Halcyon.5340

The sad truth is – Guild Halls aren’t meant for a guild with less than 4 players. In other words, a guild with less than 4 players shouldn’t be able to claim an objective in WvW – to which I’m okay with. I’m tired of seeing a claimed tower/keep with NO BUFFs whatsoever.

2015 Road doesn't go to WvW

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Posted by: Halcyon.5340

Halcyon.5340

A long time core issue in WvW has been the rewards. Whenever I play in it, I feel like I’m losing gold. It’s no wonder the average player doesn’t commit a lot of time to this game mode.

There’s also skill lag, but that’s another issue.

It isn't the total size, it is the spacing

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Posted by: Halcyon.5340

Halcyon.5340

Having towers and keeps play battleship with trebuchets promotes bad sportsmanship. Who needs ground troops anymore when your keep can just bombard the crap out of a tower and all of its siege placements/supplies? Trebuchets on the premise of a tower or keep should ONLY be capable of defending.

Pulmonary Impact bug?

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Posted by: Halcyon.5340

Halcyon.5340

Pulmonary Impact will also break the thief’s stealth. Just because of that, I feel it will not be viable on a D/P build nor any other build that relies on stealth.

[Suggestion] Map Rewards Overhaul

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Posted by: Halcyon.5340

Halcyon.5340

Hello Mist Warriors,

What does everyone think about the newly added Memory of Battle (MoB)? For me, I feel it is a step in the right direction.


Memory of Battle can be obtained from rank-up chests, and it is needed for crafting Legendary Precursors. Additionally, it can be sold on the trading post.

Note: It would take a player anywhere from 20-45 minutes to rank up.


Memory of Battle is a small boost to a WvW Player’s income, but I feel that alone is not enough to spur player activity in WvW. We need a more interactive rewards system that is based on capturing and defending objectives in WvW akin to the map reward tracks that were added to all PvE maps. In PvE, players can gain additional loots in the form of map rewards from completing events. Why can’t we add this same system to WvW? I feel WvW should also have its own unique Map Rewards Track.

On a side note, thanks for adding those random resource nodes to WvW! Also, don’t forget our daily ration claim tickets. We need it to buy foods and WvW consumables! And, how about some special and powerful foods that can only be obtained from playing in WvW?

(edited by Halcyon.5340)

Blighter's Boon vs. Reaper's Onslaught?

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Posted by: Halcyon.5340

Halcyon.5340

…would that also quickly rechagre my spin of DOOOOM?

…what would be your suggestions for sigils? o_o I really like bloodlust but I’m wondering if the uhhh….leeching might be good.

It’ll recharge all your Shroud skills by 5 seconds for each enemy death near you, including your “spin of doom.”

As for sigils, I personally prefer Superior Sigil of Strength over Force and Fire. Bloodlust is fine if you’re running Superior Sigil of Force.

I’m hesitant to say this, but I feel Spite is a necessity for all power-based Reapers. Compared to Death Shroud, Reaper’s auto-attacks are 100% faster. In other words, they can generate Might two times faster than a Necromancer while both are spamming auto-attacks. There’s also Bitter Chill – it has no internal cooldown, and it’s what enables Reapers to stacks up to 25 stacks of Vulnerability in 2-3 seconds on their foes. Try using Reaper ‘5’ then ‘4’. It’d whirl 12x times, applying 12 stacks of chill. With the Bitter Chill trait, it’d apply 36 stacks of Vulnerability over 3 seconds. If Anet wants to nerf Decimate Defense, I feel this would be the first spot they would look at. And yes, without Spite, Power Reaper would lack the punch.

(edited by Halcyon.5340)

Blighter's Boon vs. Reaper's Onslaught?

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Posted by: Halcyon.5340

Halcyon.5340

o.O but….Reaper’s onslaught only increases attack speed/recharge…it doesn’t seem to give stability. (am I missing osmething)

and is dhuumfire even worth it AT ALL if I do not utilize condition damage?

Reaper Shroud’s Infusing Terror gives Stability, and it’s on a 20s cooldown. If four enemy players died right after you used it, it’d come off cooldown.

Dhuumfire is not worth it if your toon has little to no condition damage.

(edited by Halcyon.5340)

Full Valkyrie Reaper?

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Posted by: Halcyon.5340

Halcyon.5340

Interesting, I didn’t know toughness helps determine aggro…. But I was thinking for WvW pruposes, it would allow us greater EHP and more efficient healing to mix it with Valkyrie with our high Base HP

As a Reaper with little access to blocks and evades, you would often find yourself face tanking a lot of the incoming damage. I think Reaper is best if you build like a bruiser, so I don’t recommend going glass if your aim is WvW. You’re better off with Sentinel armors + Soldier Trinkets.

I don’t think Toughness actually effects aggro, not enough. it has no proof.

the enemies always seem to go for the zerker characters first whenever I’m in a group, even when I’m in melee.

The thing is – we do know what determines aggro on certain bosses. They will usually aggro based on one of the following:

  1. Highest Toughness (NOT armor)
  2. Lowest Health pool
  3. Greatest number of hits

The first boss in the first Raid wing went for the character with the highest Toughness. If there is no “tank” in the group, the boss will go for whoever has the highest toughness.

Some bosses/mobs in dungeons go for the character with the lowest health pool (e.g. they usually aggro on Berserker Elementalists).

(edited by Halcyon.5340)

Full Valkyrie Reaper?

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Posted by: Halcyon.5340

Halcyon.5340

Thanks for the responses guys. I decided I’m going to use All Valkryrie + 3-4 zerker trinkets.

I really, really wish there was a Power toughness ferocity stat set, if there were I’d go half that and half valk with a zerk piece or two. (Cavaliers but with with power instead of toughness as main stat)

Power, Toughness, and Ferocity probably wouldn’t work. Most boss/mob will target you if you have too much Toughness. Your goal is to stay in Shroud for as long as possible, so no Toughness.

Full Valkyrie Reaper?

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Posted by: Halcyon.5340

Halcyon.5340

If you’re filling in the DPS role, you’d need at least 30% critical chance while outside of Shroud (assuming there is no Spotter Ranger in the party). That would give you 100% critical chance with Fury while outside of Shroud.

Valkyrie Weapon(s), Valkyrie Armors, [Berserker+Valkyrie] Ascended Trinkets should be fine. That + Master Maintenance Oil should give you about 27% critical hit chance.

Nightfall and Well of Darkness

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Posted by: Halcyon.5340

Halcyon.5340

Chilling Darkness has been in the Curses line since before launch (back when it did confusion).

Thanks for the correction. I didn’t realize my old traitline notes had typos in ’em.

Blighter's Boon vs. Reaper's Onslaught?

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Posted by: Halcyon.5340

Halcyon.5340

Blighter’s Boon for roaming.
Reaper Onslaught for large-scale battles. Permanent Stability + Spin for days.

On a side node, Reaper Onslaught is also good for general PvE if you’re running Dhuumfire. Over time, it adds +15% damage to Dhuumfire.

Nightfall and Well of Darkness

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Posted by: Halcyon.5340

Halcyon.5340

Chilling Darkness used to apply 1s of Chill each time your foes were blinded, and there was no internal cooldown. Now, it’s just not worth using anymore. I honestly don’t know what they were thinking when they added an internal cooldown to it.

(edited by Halcyon.5340)

Suggestion: Superior Rune of the Reaper

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Posted by: Halcyon.5340

Halcyon.5340

Hello, and please look around!

Superior Rune of the Reaper is quite… underwhelming.

Current Rune Set
(1): +25 Power
(2): +35 Toughness
(3): +50 Power <- It seems something is missing from here
(4): +65 Toughness
(5): +100 Power
(6): When executing a shout skill, chill nearby enemies for 1s (360 radius).

There seems to be a big balance patch before the official World PvP Tournament, so I want to pitch in my feedback now.

I feel the chill duration on the sixth slot is too short. As it is now, one could argue that the sixth slot bonus from Superior Rune of Grenth is actually a better alternative. With the Grenth rune, “Your Soul Is Mine!” will chill nearby enemies for 3.6s, and the Reaper doesn’t even need to activate two of its other shouts. Let’s say that the Reaper activated all five of its shouts to apply 5s of chill on nearby foes. This is still only a net gain of 1.4s of chill over the Grenth rune, and the cooldown on a few of the shouts are fairly long.

Here is my suggestion:


(1): +25 Power
(2): +35 Vitality
(3): When executing a shout skill, chill nearby enemies for 1s (360 radius).
(4): +65 Vitality
(5): +100 Power
(6): +20% Chill Duration; -20% Condition duration applied to you.

The chill duration on the sixth bonus has great synergy with the Reaper’s chill skills, and I feel it would make the Greatsword’s auto-attack a bit more reliable. And, the reduced condition duration helps the rune wearer from being kited with CCs. Overall, I feel this rune set is good for both power-based and condition-based builds, and it’d put Superior Rune of the Reaper on the same level with Superior Rune of Strength and Superior Rune of Hoelbrak

Runes of Strength vs Runes of Scholar

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Posted by: Halcyon.5340

Halcyon.5340

Superior Rune of Strength for PvE.
Superior Rune of Hoelbrak for PvP.

First Reaper nerf of the expansion!

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Posted by: Halcyon.5340

Halcyon.5340

I agree with this change. The additional healing/life force from allies was just a bonus. As a roamer, I see this as a buff. Thanks!

Elite Specializations & Hero Point Feedback [Merged]

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Posted by: Halcyon.5340

Halcyon.5340

How Rytlock became a Herald:

One day, he fell into a dimensional fissure. This fissure is filled with air containing mist energy. After inhaling the air, Rytlock begin to fart mist energy. Rytlock is now a Herald.

No, really. He went into the mists to collect 400 Hero Points. That’s why he was gone for so long.

Elite Specializations have no story or lore. They are just there for the sake of offering players more build options. After all, our character were born with talents and magical powers that can’t be explained.

Instead of just collecting 400 Hero Points, Elite Specializations should have taken us, the players, on a journey enriched in lore that pertain to each of the Elite Specializations.

Well now I'm mad about the Daredevil Traits

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Posted by: Halcyon.5340

Halcyon.5340

I know this was on the gw2 subreddit, but I thought it was amusing!
https://youtu.be/0BkGm2JUPRs

How to nerf Reaper

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Posted by: Halcyon.5340

Halcyon.5340

The only thing even close to overpowered about reaper is the fast might ramp up time, which could easily be solved by splitting the might traits into other traitlines so we wouldn’t need spite/soulreaping/reaper in every single pvp build we make.

And like I’ve said before, reaper (and base necormancer) is conditionally the strongest 1v1 class, provided that you engage that 1v1 with full or mostly full life force, a condition that is dependent on you and your team being able to kill everyone else in an opening teamfight first, which can be a tall order against good teams since you don’t start with life force. Blighter’s boon and the right comp works around that weakness.

My WvW roaming partner re-rolled into a Herald. Those boons from her eventually bring my life force to 100% while outside of combat. It feels so good to start a fight with 62k health and insane life force regeneration with Blighter’s Boon

How to nerf Reaper

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Posted by: Halcyon.5340

Halcyon.5340

And you base that on 3 beta weekend events ?
Sorry but we’re going to have to see how this plays out first.
A lot of the reaper hype is due to the stark contrast to vanilla necromancer.

One beta weekend, and I’m keen enough to know that Sentinel Reaper is capable of effectively contesting a point against a Cele-Elementalist in sPvP. Anyone worth his own salt will know what I mean.

You can’t just take these talents in a void. That’s not how balancing works. You can’t say THIS TALENT IS TOO STRONG, without seeing the bigger picture.
Necro’s could have 100% extra crit and +50% damage for free; as long as our base damage isn’t high enough to be competetive that is all irrelevant, whether you have those benefits or not.

As it is now, we have two choices – a subtle nerf now or a BIG hammer nerf in the future. Pick your poison.

I can, and I will voice my concern when I feel an aspect of a class is too strong (isn’t that the point of the beta weekends?). I will even take kittens for it. Decimate Defense needs to be moved up into grandmaster-tier or see its effects reduced by half. +50% critical hit chance while OUTSIDE and inside Reaper Shroud is too strong. Death Perception only gives +50% critical hit chance while IN Reaper Shroud, AND it is a Grandmaster trait. Also, please don’t tell me that stacking Vulnerability on a Necro is difficult. It’s not.

Necromancers may not have access to some +10% damage modifiers that other classes have access to, but they have Might generation. I would gladly take 25 stacks of Might over a missing 15% damage modifier. Might generation also synergizes very well with Blighter’s Boon.

All and all, Reapers aren’t meant to be played glassy. They shine when you build like a bruiser and trait into Blighter’s Boon. With 30k health, 2% life force per second suddenly turns into 500 effective health per second.

Maybe the life force percentage from Blighter’s Boon may also warrant a 25% nerf, from 1% down to 3/4 life force per boon.
(Just kidding)

[Updated] - Daredevil's Dodge & Endurance

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Posted by: Halcyon.5340

Halcyon.5340

+1 to everything in OPs post. I wrote something along these lines in the BWE3 feedback thread, along with many, many, many other people but I’ve kinda given up hope on getting a dev response to these concerns. I am only hoping that if people keep giving feedback about these design flaws Anet will re-balance/rework Daredevil sometime in the future.

Don’t lose hope! You must stay determined, Nex!

Thinking that one day thieves could have more than two viable builds fills me with determination!

How to nerf Reaper

in Necromancer

Posted by: Halcyon.5340

Halcyon.5340

Blighters boon would be most effective in bunker builds as they are less vulnerable to getting insta gibbed, but as to all the pwr reaper runnign aorund in maruader, yea…same old same old here.
Just my opinion

Sentinel Reaper in sPvP is just silly. Against glassy builds, no dodge is needed.

I’m making a Reaper myself – in full Sentinel body armor and Soldier trinkets with Relentless Pursuit, Superior Rune of Hoelbrak, Lemongrass food, and Chilling Force. CC isn’t really an issue, and I eat glass builds for breakfast.

In PvE, Reapers don’t usually have to worry about being bursted out of Reaper Shroud (they also get life force from slain mobs), so there’s that.

How to nerf Reaper

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Posted by: Halcyon.5340

Halcyon.5340

Reapers are in a phenomenal spot right now, but the fact is – we don’t know how Reapers would perform once HoT is live. If it turned out that Reaper is seen as overpowered by the majority of players, then Reapers would receive a nerf (isn’t that how it is?). With due respect, the majority of posters here concurred that the Reaper Elite Specialization shouldn’t be brought down (i.e. nerfed), instead the other Elite Specializations should be buffed. I disagree with this notion, because the chance of the neglected Elite Specializations being brought up to the gold standard of the Reaper is quite low. And, it would probably never happen. With that said, I do agree with OP that Reaper needs a slight nerf.

Major Master Trait: Decimate Defenses
Increase Critical Chance by 1% per stack of Vulnerability (downed from 2%)

2% critical chance per stack of Vulnerability is actually too much for a master-tier trait. When coupled with Death Perception, it gives Reapers up to 100% critical chance with NO precision gears. Reapers have so many methods to apply Vulnerability – 100% critical hit chance is pretty much a given. When geared in full Valkyrie body armors and Cavalier trinkets, Reapers gained “zerker status” at no cost to survivability.

Many posters already pointed out that Blighter’s Boon is a bit too strong, and I agree with them. You could literally go into Reaper Shroud with 10% health and come out of it with 100% health. When it comes to short-lived boon generation, Reaper is the best at it. The amount of Might stacks that a Reaper can generate by itself is insane (gaining boon above the threshold stack will still trigger Blighter’s Boon). This slight edge that the Reaper has is further strengthen by Fried Golden Dumpling. As many of you are aware, Fried Golden Dumpling has no internal cooldown. In other words, the Might proc can trigger more than once if you’re hitting more than one target. With everything taken into account, I feel like the healing output from Blighter’s Boon should be reduced by 33%, from a base healing of 133 down to 88 per boon. And, I feel this subtle nerf is justified if it means Blighter’s Boon won’t receive an internal cooldown as a nerf in the future.

As it is now, we have two choices – a subtle nerf now or a BIG hammer nerf in the future. Pick your poison.

[Updated] - Daredevil's Dodge & Endurance

in Thief

Posted by: Halcyon.5340

Halcyon.5340

you also forget to compare some other class endurance regen
engi 50% if traited
revenant 25%
etc…

so basically we got 1 dodge more but less regen so engi for example has also 3 dodges in longer fight….

You’re right, but I can’t really compare the Thief or the Daredevil to the other professions in that respect. It wouldn’t be fair, because thieves don’t have any trait or utility skill that passively regenerates endurance.

[Updated] - Daredevil's Dodge & Endurance

in Thief

Posted by: Halcyon.5340

Halcyon.5340

This might be a silly suggestion, but what if Daredevil gave Vigor on dodge?

This would help to bring the 5% endurance regen in line with the extra bar. The downsides being that it doesn’t stack with vigor to restore energy even quicker and that it can be stripped/corrupted/stolen.

Afaik Vigor for 10s would give you the appropriate energy regen (75 over 10s) but that seems like it might be way too long? 3-5s maybe? Is that not enough? Is ‘forced’ Vigor on dodge a potentially bad thing, allowing foes to strip/corrupt/steal it right after a dodge?

Vigor on dodge could easily be overpowered depending on its duration. That’s because we also have to account for both boon duration and Endless Stamina (instead of 50% endurance regeneration from Vigor, Endless Stamina increases it to 75%).

On the bright side, vigor on dodge can work out, but some minor traits must be moved around. For example, we would have to move Feline Grace over to the Acrobatic grand-master minor and give it 3 seconds of Vigor on dodge. Then, we’d move Endless Stamina over to the Daredevil Elite Specialization to support its extended endurance bar. In return for moving Endless Stamina over to the Daredevils, we’d move Daredevil’s Driven Fortitude over to the Acrobatics specialization to fill in the void. This would also entail the demotion of Endurance Thief into the master minor trait as well as nerfing its endurance gain from 50 to 30. In short, it would look something like this:

All Acrobatics minor traits:
Adapt – https://wiki.guildwars2.com/wiki/Expeditious_Dodger
Master – https://wiki.guildwars2.com/wiki/Driven_Fortitude
Grandmaster – Feline Grace (GM): Grant 3s of Vigor on dodge.

All Daredevil elite minor traits:
Adapt – https://wiki.guildwars2.com/wiki/Enforcer_Training
Master – Endurance Thief (Master): Gain endurance (30) on a successful steal.
Grandmaster – https://wiki.guildwars2.com/wiki/Endless_Stamina

To compensate for the Daredevil’s base endurance regeneration of 3.33% (other professions have a base endurance regeneration of 5%), Endless Stamina would interact more dynamically with the Daredevil Elite Specialization than it will with Acrobatics. I feel this change would make Daredevil more solid as a whole.

[Updated] - Daredevil's Dodge & Endurance

in Thief

Posted by: Halcyon.5340

Halcyon.5340

This is actually a very sweet suggestion, but you also have to consider what the grandmasters would do. What would suggest they replace the GM traits with?

For instance, if you using the ground slam (bound, I think it was called), successfully dodge and attack and land the slam, it should knock the people hit by it down (or up, for lols). Call it moment of inertia or something along these lines.

I feel like Brawler’s Tenacity should incorporate the effects from Warrior’s Peak Performance trait for the number of available endurance bar(s). And, maybe increase the endurance restoration from 10 to 15. This would make for a fairly normal Grandmaster trait.

[Updated] - Daredevil's Dodge & Endurance

in Thief

Posted by: Halcyon.5340

Halcyon.5340

Hello, Everyone!

Thieves have had a long history of not being able to stand firm in the face of fierce adversaries, and the shadows were always an alluring refuge for the feeble. With the arrival of the Daredevils, we thought it’d be different…

It seems the idea behind Daredevil is to give Thieves more tools to fight without relying solely on stealth. An extended endurance bar aids this purpose, but alone is not enough. In fact, in the past, we have effectively seen the third consecutive dodge in the form of Feline Grace, the Master Minor trait in Acrobatics. I would actually argue that Feline Grace in its original form was stronger than the extended endurance bar of the Daredevil. Because Feline Grace refunded about half of the endurance used on dodges, thieves were already able to consecutively dodge 3 times without an extended endurance bar, and 6 times through the use of Signet of Agility (even more with Superior Sigil of Energy). With the extended endurance bar that the Daredevil brings, Signet of Agility will only give the Thieves two extra dodges, down to 5 consecutive dodges, because its active effect only restores 100 endurance, and they are no longer being refunded.

One can even argue that an extended endurance bar is the only profession mechanic that thieves received through this Elite Specialization. I bring this up because thieves have to spend skill points to fully unlock Daredevil before they can enjoy the new dodge abilities (outside of sPvP, of course). Having to choose one of three Grandmaster traits that enable the full extent of the dodge mechanic feels off, in comparison to the effects that other Elite Specializations have gotten. What the current Daredevil fails to do is create a new playstyle for the Thief. It hasn’t inherently enabled them to do anything that they previously haven’t already been able to do through the aforementioned trait in Acrobatics, Feline Grace, before the Specialization rebalancing—in short, it feels as though it’s just a “return to form.” And, unlike other Elite Specializations, the Daredevil is the only one that does not interact with its class’s primary mechanics (in this case, Steal or Initiative; I feel Stolen Endurance is a bit of an afterthought) or give it something entirely new (such as Celestial Avatar, Function Gyro, Facet of Nature). Additionally, I feel that there isn’t enough interaction between the other class mechanics and the endurance bar. The ability to dodge is inherent in GW2’s combat system; it’s one of the things that makes it unique as opposed to other, more static games. However, while the Daredevil does grant players the ability to have more up-time on their dodges, it doesn’t create any more meaningful interaction between the player and their endurance bar. Chronomancers are aware of their fifth Shatter; Guardians are more aware of their new Virtues’ effects; Druids more aware of their new Celestial Avatar form, etc. A Daredevil player does not need to be any more aware of their supposed new class mechanic than they are on any other class, or have been in the past before changes to Acrobatics.

Since it’s obviously too late to reiterate from the ground up, and if dodging is to be the Daredevil’s special mechanic, then I strongly believe that all three of the new dodges should be made baseline for all Daredevils, and that each dodge should be able to be toggled during or before combat in a manner akin to Elementalist’s Attunements. Being able to toggle dodges without changing traits would help the Daredevil feel more thematically whole, as each dodge would then feel more like a profession mechanic addition, and compliment the extended endurance bar in a manner befitting the Elite Specializations, and feel more even when compared to, say, the changes to Guardian’s Virtue through Dragonhunter. It would create moments where players would be able to think things like, “Well, I can spend this 50 endurance on removing this Cripple, and then another 50 to get in close and do some damage.” Further, it would open the Grandmaster traits to carry more interesting effects that interact with the class as a whole, as “dodge and get this buff” feels somewhat lacking.

On the subject of greater interaction with the endurance bar, I would suggest that we increase the effectiveness of the Daredevil’s Physical skills based on endurance, similarly to how Warrior Physical skills can be increased in effectiveness through Peak Performance, as I feel it creates an interesting dynamic between the player’s decision to dodge versus saving their endurance to use a skill, similar to the Warrior’s choice of using their Burst skill, even if not many Physical skills on the Warrior see much use in the meta. To that end, I feel this suggestion could be made baseline or merged with Brawler’s Tenacity.

As an afterthought, I’ve noticed that Superior Sigil of Energy does not return 75 Endurance (50% of the Daredevil’s endurance); it will only restore 50 endurance (33% of the Daredevil’s endurance). On the matter of endurance regeneration, we know that endurance regenerates at 5 endurance (5%) per second, but is this truly the case for the Daredevil? Does the Daredevil have an endurance regeneration of 5 or 7.5 per second? With that in mind, I took up the task of observing several Daredevil videos on the web and noticed that they all regained one bar of endurance in 10s. In short, Daredevil has an endurance regeneration of 3.33% per second.

This plays into one of my my initial points, that the Daredevil’s supposed profession mechanic of an extended endurance bar is weaker than the original form of Feline Grace (returns 15 Endurance on dodge – which effectively increased the thief’s base endurance regeneration from 5% to 6.5%). It doesn’t seem that many endurance regeneration tools actually restore endurance based on a percentage, which means that having the extended bar is actually more ineffective during an actual fight, because there will be fewer opportunities for a Daredevil to actually receive benefit from their extended bar, and in some ways it is negating their ‘new’ mechanic altogether. For example, you have your third consecutive dodge, but if endurance regeneration doesn’t restore based on a percentage of the total endurance capacity, in most fights the Daredevil will only see that effect at the start. The idea behind the Daredevil’s mechanic seems to be that they are able to dodge more often than other classes, but it requires even more resources (traits, utility skills, etc.) to see the full effectiveness of the Elite Specialization’s purpose.

Because of its extended endurance bar, if the Daredevil does not reach maximum endurance at the same rate as any other profession, it serves as something as a placebo enhancement. In practice, it would only mitigate ‘over-regeneration,’ in which an external application of enhanced endurance regeneration is not wasted, which is already rare in most situations because players are encouraged to dodge often. Endurance regeneration is at a point where a normal Thief effectively only gains +1 Dodge by slotting in the Daredevil specialization, which, as another poster already pointed out, is rather underwhelming. I feel that Daredevil’s base endurance regeneration should be higher to compensate for its own extension.

We’ll leave the weapon staff out of this discussion. Our focus here is the Daredevil itself. Please tell us what you think!

(edited by Halcyon.5340)

BWE 3 Reaper Specialization Feedback Thread

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Posted by: Halcyon.5340

Halcyon.5340

Reaper is going to be my new main, but I have a few concerns and suggestions.

Decimate Defense is actually too strong in the master tier. Consider lowering the critical chance from 2% to 1% per stack of Vulnerability (a total 25% critical chance if the target has 25 stacks of Vulnerability). Another option is to replace its position in the trait hierarchy with Reaper’s Onslaught while also toning down the effects of Reaper’s Onslaught (eg. keep the 15% attack speed, but reduce the recharge on reaper shroud skills from 5s to 2s). Please discuss this with the design team if they like my suggestion.

Soul Eater is a fun trait, but it’s clearly not viable. It almost seems like Soul Eater’s effects should be a baseline on greatsword skills. Consider making an entirely new master trait in its place or buff the Blood Magic life-stealing traits.

There’s a possibility that healing from Blighter’s Boon may be too strong. This trait may need more testing. On another note, I would not add an internal cooldown to this trait. Doing so would only break the versatility of this trait.

From a design point of view, I would move the increased chill duration from Cold Shoulder (GM minor) to Chilling Nova (Adept major). This would incentivize players to pick Chilling Nova if they are going for a chill build. As it is now, Reaper chill builds don’t even need Chilling Nova, because support for chill builds is already a baseline. I would like support for chills to be an option instead of a hand-out.

That’s all for today. I’ll continue to keep a focused analysis when I go over the other classes’ traits.

Fried Golden Dumpling & Might Stacking

in Bugs: Game, Forum, Website

Posted by: Halcyon.5340

Halcyon.5340

The Might granted from the Fried Golden Dumpling food buff has no internal cooldown. We don’t know if this was intentional or not; the other food buffs that could grant Might on a critical hit all have an internal cooldown of one second.

I’m afraid the following traits may become overpowered if Fried Golden Dumpling is not brought in line:

https://wiki.guildwars2.com/wiki/Blighter's_Boon
https://wiki.guildwars2.com/wiki/Phalanx_Strength
https://wiki.guildwars2.com/wiki/Altruistic_Healing

(edited by Halcyon.5340)

Bug? "Rise!" The Army of Shambling Horrors

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Posted by: Halcyon.5340

Halcyon.5340

It’d be amusing to see an army of 100 shambling horrors run over somebody. That would be a highlight video.

I still want to see a zerg of Reapers in WvW just run in with Death Nova equipped and pop Rise!

That would be a site to see, and there would be so many poison fields and explosions!

Bug? "Rise!" The Army of Shambling Horrors

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Posted by: Halcyon.5340

Halcyon.5340

It’d be amusing to see an army of 100 shambling horrors run over somebody. That would be a highlight video.

Bug? "Rise!" The Army of Shambling Horrors

in Necromancer

Posted by: Halcyon.5340

Halcyon.5340

There doesn’t seem to be a cap on the number of shambling horrors that the Reaper can summon. If there are healers to heal the horrors, a single Reaper can create an army of shambling horrors!

In the attached photo, my partner was healing the shambling horrors that I summoned with “Rise!” Her Tempest was able to keep an up-time on 12 horrors (horrors lose health periodically). With 3 more healers, we could probably keep an up-time on ~50 horrors.

Attachments:

Beta Weekend Druid Feedback Thread

in Ranger

Posted by: Halcyon.5340

Halcyon.5340

My Smokescale pet can do 12k damage on a lone mob! Thanks, Anet…

About the Druid Staff’s auto, Solar Beam, I think it should be a ground-targeted ability. This way, it’d be in line with Celestial Avatar’s auto, and Druid players would be able to directly heal their allies with ground targeted AoEs. Even though the ground-targeted Solar Beam isn’t as strong as Cosmic Ray, it doesn’t require your party members having any knowledge of Solar [Ray] ‘s function. In Solar Beam’s current state, it is too clunky and difficult to use.

Sublime Conversion should has a water field, and it should convert 100% of the incoming damage into raw healing (not affected by Healing Power). Lastly, increase the cooldown to kitten .

Vine Surge should knock back foes instead of applying immobilize (gotta save my partner from being stomped!). Increase cooldown to 30 seconds.

Thanks for looking~

Berserker BWE3 Feedback

in Warrior

Posted by: Halcyon.5340

Halcyon.5340

This feedback is in regard to Gun Flame.
https://wiki.guildwars2.com/wiki/Gun_Flame

From testing, my partner and I noticed that the damage packets from the projectile and explosion aren’t identical, as one can cause a critical hit and the other might not. The explosion will discharge from the first target hit by the projectile from Gun Flame, and that player will take double damage. If traited with pierce, other players that are BOTH in the projectile’s arc and inside the explosion’s 180 radius (there is only one explosion) will also take double damage. We don’t know if the double damage caused by this Burst skill is intended or not, and we would like the development team to look into it. If this burst skill can hit twice, the base damage output may be too high.

(edited by Halcyon.5340)

Feedback: Fall Damage Reduction Traits

in Guild Wars 2: Heart of Thorns

Posted by: Halcyon.5340

Halcyon.5340

When there are only three traits per tier (Adept, Master, Grandmaster), seeing a fall damage reduction trait fills one of those spots makes me angry and bitter. Traits and specializations should all be combat-oriented.

Yes, fall damage reduction is neat to have for jumping puzzle (JP), and JP is one of the major aspects of Guild Wars 2. However, I feel like ALL the fall damage reduction traits in Specializations should be moved into one rune family.

Anyway, thank you for reading thus far on my rant. I hope you have a good day!