Showing Posts For Hubris.7436:
As far as I’m concerned, people have an overblown opinion of how good they are and they are also convinced that they should get to legendary as long as they keep queuing ranked. I don’t think that everyone should get legendary, and I think that what people consider “MMR hell” is actually the right bracket for them if they can’t get out of it. The fact that exceptional players can get to legendary without many problems on an alt account, which would have no MMR to “help” them, convinces me even more of this.
Or the problem that alt accounts have an easier time progressing than accounts that have a low mmr from a previous season……
No one is saying that legendary players can’t make legendary, MMR hell is mid tier ruby players being stuck at ruby t0 with teammates that threecap home, rush enemy lord etc…
I’m saying I can win with teammates like those.
Grats, you’re probably better than a mid tier ruby….
Right. So the point is that those who cannot do the same should be exactly in the spot they are. Not because they have “bad teammates” who hold them back. But because their own play does not merit reaching a higher division.
No the point is, that they should be able to reach a point where they are the ones that make mistakes that matter some of the time and play well and it matters some of the time, not be at the point where their teammates make those mistakes. I’m not saying they should make diamond for kittens sake. I’m just saying the system shouldn’t be locking players that rush enemy lord or triple cap home with players who know that’s a bad idea. That’s all…..
That may be your point, but it certainly is not mine. I’m sort of trying to decipher your first sentence. Anyway, I would have to disagree. Mainly because this matchmaking seems to want to put you on the same team as players in the same division/MMR as you. While MMR is not necessarily an indicator of skill, it at least will actually tend to put similarly skilled players together. So while you might know that triple capping home is generally a bad idea, you might still be at a similar skill level to those players. I mean, knowing where to go at all times is important but there are plenty of other things you could still be bad enough at which would put you on their level
Except that it doesn’t put players together based on skill, it’s very sensitive to loss/win streaks and with the safe pip checkpoints it prevents the system from evening out. The system lets MMR spiral low or high by the way it works and it’s hard to recover. There is no where for players to drop to at t0 ruby, even if I win 30% of my matches and they win 15% of their matches they still are in the same matchmaking pool. (FAir note, I play at offpeak hours so it stretches the range even more)
Is there proof of what you are saying? Like has a dev said that it is sensitive to loss/win streaks? Or is this a conclusion you have come to from observing matchmaking as a player?
Also, as you say you play at a offpeak hours. I am curious how your perspective might shift if you played continually at peak hours
All three people that modeled it showed that it had problems when your MMR dropped from your skill and that the system pushed it lower than actual MMR matching would. (Fair disclaimer, I did one of the models.) Yes, I can probably play til a point where it might correct itself, but depending on what model you use, you are looking at 50-300 games just to get to the point where it’s matching correctly. That might be ok to me if it was long term, but I have to do that in an 8 week season?
And my perspective would probably shift a lot since I’d be unemployed. The times I have to play are set by real life, and a working system would not penalize for that.
Could you link your model that you speak of? I’m genuinely interested.
Also, that cracked me up a bit. Fair point.
As far as I’m concerned, people have an overblown opinion of how good they are and they are also convinced that they should get to legendary as long as they keep queuing ranked. I don’t think that everyone should get legendary, and I think that what people consider “MMR hell” is actually the right bracket for them if they can’t get out of it. The fact that exceptional players can get to legendary without many problems on an alt account, which would have no MMR to “help” them, convinces me even more of this.
Or the problem that alt accounts have an easier time progressing than accounts that have a low mmr from a previous season……
No one is saying that legendary players can’t make legendary, MMR hell is mid tier ruby players being stuck at ruby t0 with teammates that threecap home, rush enemy lord etc…
I’m saying I can win with teammates like those.
Grats, you’re probably better than a mid tier ruby….
Right. So the point is that those who cannot do the same should be exactly in the spot they are. Not because they have “bad teammates” who hold them back. But because their own play does not merit reaching a higher division.
No the point is, that they should be able to reach a point where they are the ones that make mistakes that matter some of the time and play well and it matters some of the time, not be at the point where their teammates make those mistakes. I’m not saying they should make diamond for kittens sake. I’m just saying the system shouldn’t be locking players that rush enemy lord or triple cap home with players who know that’s a bad idea. That’s all…..
That may be your point, but it certainly is not mine. I’m sort of trying to decipher your first sentence. Anyway, I would have to disagree. Mainly because this matchmaking seems to want to put you on the same team as players in the same division/MMR as you. While MMR is not necessarily an indicator of skill, it at least will actually tend to put similarly skilled players together. So while you might know that triple capping home is generally a bad idea, you might still be at a similar skill level to those players. I mean, knowing where to go at all times is important but there are plenty of other things you could still be bad enough at which would put you on their level
Except that it doesn’t put players together based on skill, it’s very sensitive to loss/win streaks and with the safe pip checkpoints it prevents the system from evening out. The system lets MMR spiral low or high by the way it works and it’s hard to recover. There is no where for players to drop to at t0 ruby, even if I win 30% of my matches and they win 15% of their matches they still are in the same matchmaking pool. (FAir note, I play at offpeak hours so it stretches the range even more)
Is there proof of what you are saying? Like has a dev said that it is sensitive to loss/win streaks? Or is this a conclusion you have come to from observing matchmaking as a player?
Also, as you say you play at a offpeak hours. I am curious how your perspective might shift if you played continually at peak hours
As far as I’m concerned, people have an overblown opinion of how good they are and they are also convinced that they should get to legendary as long as they keep queuing ranked. I don’t think that everyone should get legendary, and I think that what people consider “MMR hell” is actually the right bracket for them if they can’t get out of it. The fact that exceptional players can get to legendary without many problems on an alt account, which would have no MMR to “help” them, convinces me even more of this.
Or the problem that alt accounts have an easier time progressing than accounts that have a low mmr from a previous season……
No one is saying that legendary players can’t make legendary, MMR hell is mid tier ruby players being stuck at ruby t0 with teammates that threecap home, rush enemy lord etc…
I’m saying I can win with teammates like those.
Grats, you’re probably better than a mid tier ruby….
Right. So the point is that those who cannot do the same should be exactly in the spot they are. Not because they have “bad teammates” who hold them back. But because their own play does not merit reaching a higher division.
No the point is, that they should be able to reach a point where they are the ones that make mistakes that matter some of the time and play well and it matters some of the time, not be at the point where their teammates make those mistakes. I’m not saying they should make diamond for kittens sake. I’m just saying the system shouldn’t be locking players that rush enemy lord or triple cap home with players who know that’s a bad idea. That’s all…..
That may be your point, but it certainly is not mine. I’m sort of trying to decipher your first sentence. Anyway, I would have to disagree. Mainly because this matchmaking seems to want to put you on the same team as players in the same division/MMR as you. While MMR is not necessarily an indicator of skill, it at least will actually tend to put similarly skilled players together. So while you might know that triple capping home is generally a bad idea, you might still be at a similar skill level to those players. I mean, knowing where to go at all times is important but there are plenty of other things you could still be bad enough at which would put you on their level
As far as I’m concerned, people have an overblown opinion of how good they are and they are also convinced that they should get to legendary as long as they keep queuing ranked. I don’t think that everyone should get legendary, and I think that what people consider “MMR hell” is actually the right bracket for them if they can’t get out of it. The fact that exceptional players can get to legendary without many problems on an alt account, which would have no MMR to “help” them, convinces me even more of this.
Or the problem that alt accounts have an easier time progressing than accounts that have a low mmr from a previous season……
No one is saying that legendary players can’t make legendary, MMR hell is mid tier ruby players being stuck at ruby t0 with teammates that threecap home, rush enemy lord etc…
I’m saying I can win with teammates like those.
Grats, you’re probably better than a mid tier ruby….
Right. So the point is that those who cannot do the same should be exactly in the spot they are. Not because they have “bad teammates” who hold them back. But because their own play does not merit reaching a higher division.
As far as I’m concerned, people have an overblown opinion of how good they are and they are also convinced that they should get to legendary as long as they keep queuing ranked. I don’t think that everyone should get legendary, and I think that what people consider “MMR hell” is actually the right bracket for them if they can’t get out of it. The fact that exceptional players can get to legendary without many problems on an alt account, which would have no MMR to “help” them, convinces me even more of this.
Or the problem that alt accounts have an easier time progressing than accounts that have a low mmr from a previous season……
No one is saying that legendary players can’t make legendary, MMR hell is mid tier ruby players being stuck at ruby t0 with teammates that threecap home, rush enemy lord etc…
I’m saying I can win with teammates like those.
As far as I’m concerned, people have an overblown opinion of how good they are and they are also convinced that they should get to legendary as long as they keep queuing ranked. I don’t think that everyone should get legendary, and I think that what people consider “MMR hell” is actually the right bracket for them if they can’t get out of it. The fact that exceptional players can get to legendary without many problems on an alt account, which would have no MMR to “help” them, convinces me even more of this.
I don’t know where everyone else is on this, but personally I was getting tired of not getting any prizes from tournaments. Anet finally handed them out (gems and llamas) about a week ago~ after not giving anything out for a solid 4-5 months. I think for many the prizes were the main reason to participate, and it didn’t seem like Anet was ever going to get around to giving people what they had earned. So naturally interest dropped off after people lost the incentive to play. In general I have felt like Anet just doesn’t give a kitten about this community. So why bother..
Was in queue for over an hour last night, and ended up getting kicked back to the login screen for inactivity. During queue. Why would you do this
Hehehehehehehehehehehehe
1. Why are you replying for him
2. I already responded to that
3. Rev dodge rolls → shiro 3 → swap legendaries → mallyx 5, I hope you have 2 insta ccs ready for that
4. 5. This isn’t even counter play, this is just counter pressure hoping the rev will die faster than it can cast a skill
6. I already said why this shouldn’t be the only solution
7. Again, not every class does. So this should not be considered counter play unless you want guild wars 2 to be rock-paper-scissors type pvp
Don’t stand next to them root them knock them back ect they already nerfed perma stab on rev so cc does work.
You also cannot perma cc rev, so eventually they will get next to you and unless you want to kite the entire time you are fighting rev and never cap a point (in the context of conquest spvp) you will have to eat their burst. Since you cannot dodge it. And you cannot block it.
Clear the condition when you have x amount of stacks or more that’s too much for you to deal with.
I don’t know what this means
Resistance works duh
Yes, BUT not every class has resistance. So..
- “none of these skills go through invulnerability.”
Yet another way to counter the ability you claim has little to 0 counter play,
I did state that it does not go through invulnerability, and once again not every class has invuln. So…
seriously sounds like a salt post from someone who got killed by an ability or see something they don’t like.
Condition burst is not slow attrition it’s when you have an enormous amount of damaging conditions dumped on you that tick too fast.
That is not what this is. I’m not satisfied with the current amount of counter play with this skill because of the fact that the only real way for every class to avoid getting hit by it is.. to run away.
In your loaded video you justify “it does too much damage” using Krait runes which apply damaging conditions for being hit and using your elite against an opponent who doesn’t even try to counter play and just runs away which generates even more damage.
I never said it does too much damage. You really are just making things up to support your argument. Also, if you read anything at all, you would see that I was using the video to demonstrate that it goes through blocks/evades. Next time you want to flame me for making a post about something which is actually true, perhaps you should read what I have to say instead of having an emotional response and jumping straight to quick reply. If you want to have an actual discussion about this instead of just calling me salty I’m open to it though
Hmm well maybe EtD ought to be an attack then. It doesn’t have to be projectile, just at least something they you can do something about besides not standing next to them
Hi guys, I would just like to bring what I think is a significant issue to your attention.
As it stands, the mallyx elite skill called “Embrace the Darkness” affects enemy players through blocks and evades. I have created a video (sorry for not perfect quality) which demonstrates this fact.
In the video I am also using the grandmaster trait “Diabolic Inferno” in the corruption trait line along with rune of the krait. Both of these affect enemies through evades. The diabolic inferno trait proc affects enemies through blocks. I also would like to clarify that none of these skills go through invulnerability.
I hope you guys would agree with me in that this provides very little counter play to what actually is significant condition burst and needs to be changed at the very minimum to not go through evades. Going through blocks would only be acceptable in my mind if dev’s would clarify on the tooltip that the ability is meant to be unblockable.
TL;DR mallyx elite “embrace the darkness”, diabolic inferno, and krait runes all affect enemies through evades
/discuss
Power metaaaaa FeelsGoodMan
So there I was queueing in heart of a mists like a good pvper with my legendary queue time (anywhere from 30 to infinite minutes).
I tab out. Cause, you can only spend so much time fussing around with your build and rereading traits before you get bored. I’m watching justin beiber videos and falling asleep to his sensual voice. I miss the queue pop. My bad Anet! I’ll take my dishonor, I deserve it.
I requeue once my timeout is up. I tab out again. Sometime later I look at my taskbar and see guild wars 2 flashing. Is it a queue pop? No, its me getting d/c’d for inactivity.
……………………………………….
Yeah I pretty much did all of ruby in soloq. I did q dodge a couple premades so I wouldn’t get farmed for pips. In soloq I often find its easier to carry with a zerk build than a support / bunker build
look better, also if ur a guardian you are a aegis machine gun, even shield 5 interrupts and cripples enemies.
I honestly have no idea what you are talking about.
Also, that video is from BWE 2. If you look at the current tool tip, or better yet use the skill if you have a dh, you will see it is instant cast.
no because youre giving up a 30s slotskill for it. the same slot you would equip JI, shadow refuge, portal, etc. and when most of guard sustain comes from our slot skills… yeah I think its decently fair we have a skill that actually requires skill to use unlike 95% of Dh skills.
kitten you have portal and shadow refuge on your guard? I need to get on your level.
if u play a melee character is a matter of learn the animation and interrupt
Instant cast skills don’t have an animation.
I hope someone has an intelligent reply for this when I check back later.
Maybe this was too much to hope for.
I did mention
Instacast, aoe daze when traited, unblockable
I was hoping you guys would pick up on what I meant. Clearly you didn’t. I’ll be explicit as possible right now then. I am talking about the moment the trap is laid down. Since any decent dh will lay down this trap in melee range, that means the effects are instantaneous. What I’m getting at is that this skill is essentially an instant cast unblockable aoe daze that also happens to have good base damage. Since the daze does not proc on leaving the trap, this should be clear, but in the spirit of being explicit: I’m not talking about leaving the trap.
I’m not sure how many of you are aware of this, but when a skill is instant cast, you can cast it just about no matter what. The only real restriction is that you can’t be mid air (for most skills).
Instant cast. Aoe daze. Unblockable. Am I the only one that sees something wrong with this?
Instacast, aoe daze when traited, unblockable. Besides putting blind on a dh an instant before they use it, what sort of counter play do the devs think there is for this trap?
Some one please explain what skillful counter play there is for this trap.
I’m going out, I hope someone has an intelligent reply for this when I check back later.
heheheheehehe rip radioactive cancer comp
I can log in but when I choose a character I get a network error after a certain period of time when trying to load into a map. Please fix
well not really annoyed just bored
+1, getting bored of this..
Use the same keybind for swap weapon and it will cancel the cast.
I agree with first 60 seconds, but after that I’d rather not allow a reset. As much as I don’t like having d/cs on my team, I’d rather not reset half way through a match. That’s just how I feel.
I’m cool with vamp runes being banned, if anything I get tired of thieves getting resses off in stealth b/c of vamp rune proc when I would have cleaved them down otherwise.
Please change this. As it stands, you can’t apply any conditions to gyros. This means that when an engi uses function gyro to stomp or res you can’t cc it with condition based ccs like fear/taunt. Basically guaranteed stomp on necro. That doesn’t make sense to me
Nah man I gotta assert my dominance after the match is over don’t take this away from me
I think they said something like it would clutter the GUI.
I don’t find this surprising. If this is the case, I would suggest giving players the ability to toggle it on/off in the options menu.
this game needs more people combined in teams, communicating, building tactics, improving combos, and exchanging ideas in real time, not just going in PvP solo while listening to music acting all alone thinking you are the best.
You know you can still play as a team while soloqing right? Do what you would do with a team, just without voip. Also, SoloQ can be a way for people to find others that need a team
So, would it be possible to get a status effect bar above our pet’s health (above skill bar) showing conditions & boons? Sometimes I lose sight of my pet and wonder why it isn’t going where I want it, only to realize it probably got feared/stunned etc. Also would help with maintaining its health if I could see the condis on it. Just display it in a similar fashion to how our personal status effects are displayed to the right of our health above the skillbar. Would be nice to have, thanks.
1. Dagger/Dagger Celestial Elementalist.
2. Rune of Vampirism.
3. Burning Stacks/Damage.
4. Shadow Art Thief’s Merciful Ambush, Stealth down Ally with 10 sec CD.
5. Ranger’s Taunt from pet goes through Block/Dodge.
6. Necromancer’s Signet of Vampirism goes through Block/Dodge/Invulnerability.
7. Necromancer’s Spectral Armor while in Death Shroud Mode.
Idk what making this list will do tbh. I think giving ideas for fixing these perceived issues would be more productive than just listing them.
Personally, I agree having cele d/d ele as #1 priority is accurate. I don’t think I really need to go into why. The rest of these.. I wouldn’t really care if they were changed or not.
Not sure why rune of vampirism needs to be changed..
I don’t think burning stacks are that bad, if you actually pay attention to the classes that apply them they are pretty easily countered using dodges or blocks. Also, pretty much every match I play I bring some sort of condi removal no matter what class I’m playing. It is what it is. If you don’t bring any you are setting yourself up for failure.
I wouldn’t mind if merciful ambush had its cd increased, but I also don’t care if it isn’t. If you just pay attention and cleave on downs it isn’t such a big issue.
Ranger taunt has been kittened about a lot, I think anet just needs to define what it can and can’t do. I think it shouldn’t go through evades for sure, but it being unblockable isn’t such a bad thing.
Signet of vampirism just allows it to be applied through invuln/block/evade. If you have signets of suffering traited this means you remove 2 boons, you don’t apply 2 conditions though (assuming you try to use it during block/evade/invuln). I don’t think this game breaking and agree with it being low priority.
I don’t even play necro much anymore and I couldn’t care less about spectral armor popping during death shroud. With reaper, we’ll see reaper’s autos building life force. I don’t see building life force in death shroud as a thing that really needs to be fixed.
TL;DR fix ele, don’t care about the rest
Hadn’t bothered to watch helseth’s video before now. Decided to watch it just now.
I think the most important point he makes is that if we don’t have a SoloQ, top tier players will only play with their teams. Reason being, if they do SoloQ and lose, they will hurt their team’s standing.
First, this means legendary tier would pretty much be filled with just teams. I don’t think anyone wants this.
Second, top tier players would stream less often because they wouldn’t soloq. Which is important because streamers help attract people to guild wars 2. We all know this game’s pvp population has gotten smaller.I really had not thought of the issue in this way, but it does make sense and I agree with it. We need a soloq. It doesn’t matter how good match making is, we need it for these reasons.
By the way, in the video he talks about it more in depth so if you are not convinced about it, please do watch it (in op’s post).
Your post confuses me. Are you saying soloQ would lead to less steaming by top players so having it is bad? Or that we need a soloQ option because it’s good? I think you phrased your post in an odd fashion.
Sorry, I can see why that seemed confusing. I’m saying if we don’t have a dedicated SoloQ option (seperate queues for teams and soloqers) top tier players are less likely to queue by themselves because they will face other teams. If they did, they would hurt the standing of their team if they lost.
Basically, having a SoloQ allows these players to play by themselves without affecting the people they play on a team with in team queue. This means they will be willing to stream more often. This is a good thing.
Hadn’t bothered to watch helseth’s video before now. Decided to watch it just now.
I think the most important point he makes is that if we don’t have a SoloQ, top tier players will only play with their teams. Reason being, if they do SoloQ and lose, they will hurt their team’s standing.
First, this means legendary tier would pretty much be filled with just teams. I don’t think anyone wants this.
Second, top tier players would stream less often because they wouldn’t soloq. Which is important because streamers help attract people to guild wars 2. We all know this game’s pvp population has gotten smaller.
I really had not thought of the issue in this way, but it does make sense and I agree with it. We need a soloq. It doesn’t matter how good match making is, we need it for these reasons.
By the way, in the video he talks about it more in depth so if you are not convinced about it, please do watch it (in op’s post).
If the timer goes above the average time you get a message that says you have been removed from the queue and must queue again which resets the timer. so i’m calling faked.
I don’t think you know how averages work
Yesssssssssssssssssssssssssssssss
Oh wait this is EU. Noooooooooooooooooooooooooooooooo
I am 100% against this proposal. With beastmastery, having a pet die effectively puts it on 50s cooldown. A ranger needs to manage his own health and that of his pet. If you see your pet’s health getting low, swap it out before it dies. Instead of getting a 50s cooldown on your pet swap, you get a 15s one.
Bottom line, pet death is necessary for ranger counter play. If you are having problems with your pet dying, control it better and use it more defensively.
Am I missing something or is there not a way to keybind stow/unstow pet? If there isn’t, please implement this. I need this
Rev downstate skill #2 goes through stability. I think that is what irritated me more than anything. Beyond that, taunt with resistance bug needs fixing. I brought that up in a post a while ago, as have many other people.
Doesn’t work. I’m not using thief elite spec again til this gets fixed. It’s even worse that it drains your endurance, but you don’t get a dodge out of it. You just stand there and drain your endurance.
This doesn’t work if people can swap to other classes mid match. It will get abused as it was before. No thanks.
Played 2 matches just now. Second match had my other 4 team members crash at the same time. Saying this irritates me is a total understatement. I’m considering just taking a break from this game until I see it fixed. This is totally unacceptable. I don’t care if I win or lose after it happens, it is totally disruptive to gameplay. This game just has too many problems with PvP right now to care enough to keep playing…
It seems from past activity on here from the devs, you can look at matches played by individual players. Please look at my last ranked match. My entire team had their games crash simultaneously, near the beginning of the match. I had my game crash in tandem with someone else a day or so ago, but this definitely sent up a red flag this time as my entire team, all five of us, crashed at the same time. There also seemed to be an increase in ping (I neglected to actually check it) after this occurred. Also, to clarify, by crash I mean the game completely exited and was put back on my desktop screen, there was no connection issues prior to this.
This is a serious issue that needs to be looked at. I’m taking a break for the rest of the night so it should be apparent what match this was.
Before I say anything else, I want to say that this post is 100% serious, no sarcasm. I want to make this post, because basically all anyone on this forum likes to do is whine about this that and the other.
So, I’ve played an obscene amount of PvP this summer. I spent a majority of my free time playing guild wars 2 and soloqing ranked. Why? Because it has been fun as hell. Now, I’ve had some poor match ups here and there (aside from disconnects or quitters) where it seems like one of the teams is stacked with good players and the other just doesn’t match up. It happens. But. I am willing to say that a majority of the matches I’ve had recently have been great. Both teams are performing at about the same rate, making for a very competitive and fun match.
I want to give an example of what I mean. I dislike losing just as much as anyone else. However, say there was a match where I lost by 200 points. This seems like a pretty big gap, and that one team had clearly been dominating. However, I’ve had matches where this occured, where the fights on the map could go either way (equal skill) and it was more about who was positioning themselves on the map better to set their team up for success. For example a high mobility class constantly getting decaps and keeping their team in the lead. Very skillful play going on. And I like it.
I’ll reiterate what I said at the beginning of my post, I am 100% serious in what I say here. I am enjoying pvp, and enjoying these matches. So Anet, thank you for what you are doing. Whatever changes, or lack thereof, which have been made with MMR or whatever you want to call it, have been working. Mostly. Keep up the good work.
Yep, which means it is long overdue for fixing. I just hope bringing it up will keep it on Anet’s radar for things to be taken care of
So, as far as I can tell taunt is treated like a condition in the same way fear is. It is a cc, but you can’t apply it through skills that prevent conditions from being applied, such as berserker stance. While that may or may not be intentional, I’m sure the way taunt interacts with resistance is not.
What I’ve found is that resistance allows you to ignore taunt in that you aren’t forced to attack the source of taunt and and you can also move around and use skills as you wish. Unfortunately, the only thing you are actually able to target is the source of the taunt. This means you are unable to actually use any skills that require you to target your opponent. The even bigger problem with this is that it continues to stay that way even after taunt has ended. You pretty much have to get out of combat with whatever taunted you in order to get your U.I. back. You are all of course welcome to test this out yourselves, I already have done so to confirm it.
Since resistance is rarely used right now, this isn’t actually huge issue. However, it is pretty game breaking in my opinion. Please fix this at your earliest convenience.
This is still a thing.
For those unaware, when you are immobilized mid air you are incapable of using just about any skills until the immobilize duration ends. You are basically stunlocked except worse.
Please fix this. Thanks.
Rekt. Thanks for narrowing down my weapon set choices anet. You can be sure I won’t be using focus
Chill your target and remove up to three boons, dealing extra damage based on the number of boons removed.
Damage Damage—Three Boons: 382
Damage Damage—Two Boons: 306
Damage Damage—One Boon: 229
Damage Damage—No Boons: 153 (0.500)?
Chilled (5s): -66% Skill Recharge Rate, -66% Movement Speed
Boons Removed: 3
Range: 1,200
Unblockable
Above is the current tooltip for spinal shivers. As you can see, it states that it should be unblockable. It isn’t. I’ve tested this after seeing it get blocked multiple times during pvp matches and it is indeed blockable with or without the Spiteful Talisman trait. To me, this makes it pretty unusable considering the long cast time, so I hope this gets fixed soon. Thanks.