Showing Posts For Karma.1498:
Are the new rewards (read: Gwynefyrdd) going to be added to the festival merchant in Lion’s Arch as a couple of the old ones were last year?
The hero challenge you activate when you interact with the Coztic Itzel Belongings in Verdant Brink (in the canopy above the noble crash site) doesn’t spawn the minions, and so the challenge can’t be completed.
I’m sure some (or all) of these have been mentioned before, but I didn’t feel like checking page after page to make sure.
- Fractal Collections is only showing two skins added, but I have a lot more.
- Triple Trouble and Karka Queen achievements are showing as I’ve never done them even though I have.
- If I first trained my new specialization in PvP map, I don’t get the collection achievement, it doesn’t unlock the next achievement, and I didn’t get the weapon.
-Some of the new exotic weapons have more total stat points than others and more than the old ascended weapons. (Maybe this was intended??? I hope not though…)
Then make the elite specialization weaker and let it be the 4th trait line. It’s too weak in its current state to replace one of the other trait lines.
Being forced to select a trait line just to use the new weapons and skills sucks in practice and in principle. Find a different way to unlock the new skills and weapons please.
As of two weeks ago, DnT had nothing comparing condi builds directly to zerker builds under the same circumstances. If they’ve posted something since, I’d love to see it.
The only condi build that is close to optimal in groups is Engineer. The rest are distinctly suboptimal in reference to the direct damage counterparts. You can either trust me, or not based on my past history of being pretty accurate in my statements. But before you accuse me of being part of some anti-condi conspiracy just be aware that having condi builds be meta would be the best thing possible for me as a youtube content creator. So the fact that I’m saying it’s not optimal despite it being greatly in my interests for it to be optimal should help you figure out if I’m tell you the truth or not.
I’d love to trust you, really, but you’re basically telling me that you have no evidence or will provide no evidence that an optimized zerker build does more damage OVER TIME than an optimized sinister/rampager build. (I’m not arguing that a zerker cleaves their way through a trash mob slower than a sinister/rampager does.) Have you done any standardized test to compare damage output over time outside of a party? Have you recorded solo battles against the same exact level 80 champion using optimized zerker vs. condi builds? Do you have any spreadsheets with the formulas and the damage calculations? Have you calculated the average in-game time and damage output to complete a rotation for zerker vs. condi builds? I mean, how do you KNOW you’re being accurate? Personal experience, theoretical formulas, controlled experiments, what? I’m not doubting that you’re being truthful; I’m doubting the validity of your testing methodology (because I don’t know what that methodology is).
I’ve heard the “zerker is best” mantra for years now. Up until a few weeks ago, it really was the best for damage (unless the zerker in question didn’t know how to stay alive), but now with the changes to conditions and traits, it’s hard to believe that choosing ferocity over condition damage is the way to go for classes that have access to an @rsenal of conditions. Obviously certain classes would never do well with condi builds because they don’t have the weapons, skills, and traits for it, but I think the ones that do are closing the damage gap, especially against heavily armored foes.
Got some – I dunno – math to back that up? Or are we just supposed to take your word for it?
He has. (DnT is probably the most known guild concerning theorycrafting in PvE)
As of two weeks ago, DnT had nothing comparing condi builds directly to zerker builds under the same circumstances. If they’ve posted something since, I’d love to see it.
Average 25k on 100b ? It should be easily 35k… (assuming your team is meta as well).
I had a couple friends help me with wisps and then went solo against mossman to get those numbers.
However, I would guess that good condi builds have better damage over time than zerker builds.
They don’t, sorry to burst your bubble on the topic.
Got some – I dunno – math to back that up? Or are we just supposed to take your word for it?
I do a level 29 fractal with my full zerk meta warrior and get mossman. After I’ve maxed out my might stacks, my GS skill 2 puts out on average 25k. Casting time of 3.5 sec and cooldown of 8 seconds. My GS 1 attack does on average 3k damage per tick. In 11.5 seconds, I’ve done 49k damage.
I do the same fractal level against the same boss with my sinister/rampager burn guard but with no might. My 1 skill averages 2k per tick and by just using skill 4 with a torch, the passives from my virtue, and the burn chance from my sigil of fire, I get another 4k total per tick from conditions. In 11.5 seconds, I’ve done 65k damage. And that’s not even using the 2 utility skills that can put out even more burning stacks. Certainly a well-built condi necro or ele could improve upon my guard’s condition numbers.
Granted, those are quick tests without using any utility skills, only two weapon skills, and very simplistic math, but you can see my point. A good condi build can certainly keep up with the typical zerker build. Zerker may turn out to be a little better with better testing, but there really is no need to scoff at good condi builds anymore. The damage difference (if there even is any) is minimal.
Are we talking meta for PvE?
I find myself gravitating more toward power/precision/condi builds with the recent changes. With virtually no cap on conditions, condition builds are IMO putting more pressure on the zerker builds than they did previously. I think zerker is still the accepted meta because those infrequent 20k bursts are beautiful whereas a sustainable 2.5k raw damage plus 5k+ of total condi damage seems rather plain in comparison. However, I would guess that good condi builds have better damage over time than zerker builds. If it’s a short and easy fight, I’d obviously go with the massive burst damage of the zerker. If it’s a long and difficult fight, I’d rather have decent raw power plus sustainable high condi damage. A sinister build may not put out the sexy numbers like a zerker build, but it’s more versatile (raw power for high vitality foes plus condi for highly armored foes).
If the mordrem we have now are anything like the enemies in HoT, I think a new PvE meta will emerge at least for those areas. I mean, my meta zerker warrior cannot melee the mordrem in SW for very long before dropping dead from the constant conditions or switching to ranged attack which does not put out the sexy numbers that melee does. I think ranged weapons and a higher survivability will be needed; neither of which are suited for the current full zerker builds. We could see more people sporting carrion and soldier’s gear when HoT comes out and maybe even a use for healing power and healers in general! (I won’t hold my breath on that one though.)
My idea for improvement: Get rid of displacement.
It was annoying for me when I was just playing solo in maps, and it will be even more annoying to party members. Knockbacks and pulls are annoying in groups but are at least predictable. If the targeting system in this game were better and we had the option to “move to target automatically upon attack” like most games, it might be okay, but we don’t.
It definitely needs weapon swap. Unless you add some sort of teleport to target skill to every main hand weapon or a combination of ranged and melee attacks to each weapon set, no weapon swap will be unbearable. Their mobility is terrible.
Three and only three utility skills per legend is ridiculously limited. This is probably the worst part of rev as it is now. Rev class will be very boring if this is intended as permanent. I’m hoping that it’s not.
The variety of conditions that the rev could deal was good, but the condition damage dealt was minimal compared to what other condition classes can do.
It felt too squishy to be a heavily armored class, but it certainly didn’t feel thief-squishy.
I agree that they either need to choose energy cost or cooldown. Maybe one for weapon skills and one for utility skills, but one and only one for each skill.
I’d like to add to your list that the healing skill should not cost energy points. Not being able to heal when you need to even if the skill is off cool down is a terrible idea.
Also, the energy degeneration rate is too quick. You can’t even walk to a nearby enemy before you’re back to 50% from a full bar. Maybe there shouldn’t be energy degeneration when out of combat, especially if weapon skills are also going to use energy. In a long fight, I think this system will get annoying.
The damage was lackluster, but to be fair, the only available back piece was one with celestial stats and the trinkets only had celestial upgrades in them, so maybe that’s part of the reason for the low damage output overall.
Being able to switch between two legends in combat is an interesting idea, but it’s not very useful as an F1 skill. Almost every other class (except thief and warrior) has an awesome set of F1 skills (ranger has their pet’s skills, necro has an entire health bar, engi has a very nice toolbelt of skills, mesmer has their shatters, ele has their attunements, guardian has their virtues). The F1 skills of thieves, warriors, and revs need a big boost. Out of the three crappy F1 skills, rev wins as the crappiest.
As for #1, trolls are a serious problem in the various chat channels, especially in PvP. The PvP trolls/elitists/bullies are scaring away players who want to PvP but don’t want to get verbally abused for being new or trying out new builds, new classes, new strategies, etc. Even in the Practice and Unranked Arenas you see the bullies. Step into the PvP lobby for 5 seconds, and you’ll be subjected to kitten jokes, elitists complaining about noobs, racist and sexist statements, etc. The place is toxic. If Anet wants to start cleaning the place up, they need to start there.
Anet needs to do a better job hitting those little kittens with the ban hammer. A 24-hour ban for insulting people, making bigoted statements, and threatening others would make most of the trolls think twice before doing it again. I’d even ask Anet to make a very public notice saying that they take reports of verbal abuse seriously and that players who make serious threats against other players will be banned permanently. Right now when you tell someone to stop being a troll and that you’re going to report them, their response is, “So? Anet won’t do anything about it,” which is sadly true.
As for your #2, Anet needs to better optimize their animations and you need to turn down your graphics settings.
As for #3, I agree with Groonz in that I don’t know what to say because it’s just such an inane complaint.
However, I do like the idea of hiding players’ characters. I would want hiding and blocking to be separate though. I may not want to read the venom that seeps out of their fingers and into the chat box, but I may still need their characters to be visible in-game (like in PvP). And vice versa – I may not want to see them raining down fireballs at Teq to get their friends into the map, but what they have to say in map chat may be useful to know or at least not at all offensive.
I didn’t spend hundreds of gold on ascended equipment and many hours leveling to be no better (and even worse) than an on-level character. I understand why downscaling in the entry level PvE maps needed to change, but in the dungeons and mid-level maps too? It’s too extreme right now. Find a better formula for downscaling.
I don’t expect to be able to one- or two-shot enemies, but if I’m downscaled, I shouldn’t have to hit them more than a handful times to kill them (unless they’re champs or world bosses). I also shouldn’t be getting one- or two-shotted by enemies (unless they’re champs or world bosses) when I’m downscaled.
I hate the new system because:
1) It nuked a lot of the PvE builds I previously enjoyed playing.
2) Build diversity is practically non-existent now. 27 options per trait line now compared to the -what?- 594 options I had before? Choose from 3 lines instead of 5?
3) Only “meta” builds are viable now. “Fun,” niche builds may not have been optimal, but they were at least viable; now they’re neither.
4) They made worse the why-do-I-have-to-take-this-ENTIRE-trait-line-for-the-one-trait-I-want syndrome. Why can’t they better optimize the trait lines? I mean, is it so hard to put all the thief steal-related abilities, the mesmer shatter-related abilities, etc. into one trait line? It feels like they just pulled traits out of a hat when deciding which line they should go into.
5) And if you want two traits in the same tier of the same trait line, well, tough luck; you can’t have both now. Sorry.
6) Finally, the worst of all: they got rid of a lot of traits that were awesome.
I am glad, however, that they divorced stats from trait lines; that was a needed change. And once I got used to the UI, I started liking it better than the old one.
WHAT?! Exotic not ascended? Why?! I mean, yay, but that… makes… no… sense…
(I didn’t waste them. I have 20 alts. Someone will use them.)
I don’t know if this is a bug or intentional, but…
I made two Verata’s ascended inscriptions and attempted to convert two weapons from whatever they were to Verata’s. However, the Mystic Forge can’t “find” the Verata’s inscriptions in my inventory, so the change cannot be made. Why not?
I guest on another server to do world events my server doesn’t do [successfully] and sometimes get stuck in overflow. When the “leave overflow” message pops up, I select travel, and I get an error. “Network error. Please check your connection and try again. (Code: 61:9:13:1956:101)” My connection is fine. What’s the real problem?
This could be the case with my home server’s overflow as well, but my server is pretty much never in overflow, so I can’t tell if it’s just when I guest or not.
I am level 400 in all three types of armor crafting. I’m wondering if it’s intentional that all levels of rare armor have the same style (all I ever see is masquerade, noble, and gladiator). I could have sworn that when I was crafting light armor that I was seeing other styles than masquerade, but that could have been for lesser quality armor. Shouldn’t different levels of rare armor have the same style as their fine/master counterparts? It’s that way with weapons. I hope this is a bug that will get fixed at some point.