Showing Posts For Karma.3064:
Thanks for the reports everyone. I suspect this is still a latency issue. After seeing this behavior, can you try waiting ~5 minutes to see if your main league UI updates and the game shows up in your match history?
I had the same issue last night. Been over 12 hours and still nothing. I highly doubt its a latency issue after that long of a wait. lol
Hm, still not seeing the problem. If it is true that good players are teamed up with other good players vs random (maybe lower) skilled players, the lower divisions will soon balance themselves because the more skilled players move forward to higher divisions. There the same game will repeat and the better ones will again faster move forward. So if you have problems with winning matches, you can just wait a few days and the problem should solve itself.
Except this will likely never happen because you wont have all of the good players out of the lower ranks until near the end of the league. Good to decent players will always join at later dates simply because they have a life can’t afford to grind their ranks up in the first few days of the league. There will likely always be a steady stream of this kind of match making happening for most of the league. It may get slightly better but i wouldn’t expect it to get to a balanced state any time soon.
The party of 2 thing would be the cap i’d put on it personally. Party of 2 doesn’t tend to affect the game nearly as much as a party of 3 or higher. However, yes, the current system is so flawed that you may as well not even go in without a party of your own. You basically can’t solo que and expect to win unless you have a high MMR to get paired with a really good group of people.
What they really need to change is class changing MID GAME. Had a player on enemy team start as warrior then mid game swap to revenant, and then the last 30 secs when it was clear they won swapped back to warrior
This is NOT ok, can esl teams change comp mid game? No they cant, so i shouldnt be subject to such bullkitten in RANKED matches.The individual player who switches takes a hit but that doesnt matter if you just double or triple que and just alternate swappers
Can they not? I seem to remember a match a while back where they swapped in the middle of the game. Though i they may have just swapped at the start.
There are so many filters that need to be added to pvp. As one of the above posters mentioned, 5 of the same class should never be a thing. There should be a filter to stop that from happening so that you aren’t forced to change. 2 of any class at the most on a team.
It also doesn’t help that even though Anet says they fixed the premade teams issue, they really didn’t. I’m still seeing one side full of pugs and the other side having at least 3 people form one guild on it. Its pretty sad that you basically can’t solo pug without a good MMR or without a party of your own. This system is still very flawed.
Well, Raid wise it tends to be Phalenx Strength ((trait that gives might to you on crit)) Warrior with Power/Precision banners using GS/Mace,shield or mace/mace for break bars. I tend to run around with this set up in HoT and don’t have too much of a issue.
Depending on what level your warrior is, you can get armor for it fairly cheaply. When i take a character from 1 to 80 off of just doing hearts and map completion, i get about 100k karma. You need about 260k karma to get the full exotic berserker armor. So. Assuming your warrior is level 1, you should have about 140k karma when it hits 80. Thats half of your armor in just karma. You can use your dungeon currency to get the rest. Accessories should be super easy to get ascended since most of it is just time based and not gold based. That leaves about 25 gold for your weapons, sigils and runes. Scholar runes should cost you about 14 to 15 gold for a full set. Sigils can be whatever you want to start out. However, i suggest Force and Air to be your end goal. Should cost you 20 gold for the pair, so 40 gold to get force and air on both sets of weapons.
I mostly just run a power necro with Wells, Minion heal, and Flesh Golem along with blood magic. I don’t have a issue going from half health to full health from dropping double wells and just auto attacking with dagger. If i get too low, like 25% hp, you can do the same thing as above with dagger 2 and heal back to full pretty easily. Then you also have Reaper’s Shroud which can often take you back to full health before it runs out. So really, life siphon doesn’t have any real problem. You just have to trait for it properly.
I’ll just toss this out there but the number the OP is seeing in the damage log is likely the stack of all three hits stuck together. I’ve seen this happen a few times in the combat log where all three hits happen at the same time and the game doesn’t display them separately. So they just come out as one large number.
Also, since the 5 target nerf, i’ve noticed Hammer 2 on Revs is acting VERY buggy lately. Specifically in PvE i’ve noticed that if you try to use it during the molten boss fractal ((rank 40)) and it is going through the fire fields, it will often times never hit the boss. For whatever reason, it seems to be registering some aoe fields as targets hit and counting them for the cap. Not that i really care because i’m of the opinion that you shouldn’t be using hammer in the first place outside of a very few specific reasons and rank 40 fractals is one of them.
From the sounds of it you are using UA as soon as it comes off of cool down. I for one feel like this is a mistake in the way UA is being used. I see a lot of Revenants doing this and i just ask myself why? Yes, you get some really good damage from it but lets think about it for a moment. It takes a while for the skill to fully end. The amount of time it takes for the skill to end is roughly how long it takes for you to use auto-attacks to do the same amount of damage. It might be a better idea to use your auto-attacks more often and use the weapon skills as extra utility skills instead of thinking about them as damage skills. If a enemy is running away from you, UA tends to be a great skill to keep up with them and force them to use their dodges to avoid the damage. Then afterwords you should be able to do about 4 to 5 auto-attacks and kill them since they can’t dodge them anymore.
At the end of the day, your auto-attacks are your friend and really are some of the best dps you get out of the class itself. While this may be a boring way to play, it seems to be the most effective way to play the class and be able to manage your energy.
I notice this bug happens sometimes right after you get done swimming and are walking on dry land. Most of the time you can fix it by swapping to your other stance and then back again.
I generally tend to be a crit junky, so i default to Sigil of Accuracy on just about any weapon i use. Outside of that i’m running Frailty for my second sigil simply because vuln is nice and we have the ability to get life siphon when enemies have vuln. While this isn’t an issue with sword since our auto attack gives us that, it does help for whatever secondary weapon you use.
In terms of armor runes, i’m running Scholar. While i don’t generally stay at 90% or more HP while in melee range, there is something to be said about 231% crit damage without food. I also tend to do a fair bit of WvW and you do tend to play the “range” game while doing this. So its not too uncommon for me to be 90% or more before an initial engagement. That being said, Scholar Runes + Hammer 2 can drop people when they are 50% or less hp in a single shot. I mostly just find this to be funny, so i stick with it for the time being. However, once i’m finished making Bolt, i’ll likely swap to Strength armor runes and strength weapon rune in place of my frailty rune.
You just need 40% crit all pow and ferocity. Invo trait line have master where you get 100% crit buff.
I know, i’ll likely use something else over Accuracy once i have full ascended gear but i generally want to stay at 90% or higher crit in full zerker gear and with what i have right now, i’m sitting at 93.61% with my current set up. Basically just got full ascended accessories right now. Chances are i’ll be at 90% crit once i get the rest of my ascended gear and i’ll cut accuracy then for a strength sigil.
Depends on how you look at it. They are a reactive class when it comes to surviving, a lot like what Guardians are. However, they also happen to have a higher HP pool then Guardian, so they tend to sit somewhere between Guardians and Warriors in terms of just how reactive they are. Warriors don’t tend to be nearly as reactive with their naturally high HP pool. If i remember correctly, running full zerker except for my back piece which is knights, i’m sitting with 15.9k hp and 2,274 armor. Hardening Persistence ((40 points of toughness for every point of upkeep you are using)) is another great trait for helping with sustain as just running around you should have 5 points of upkeep in most cases. This is a 200 toughness increase and brings me up to nearly 2500 armor. If you use your Facet of life, which costs 1 upkeep and then Facet of Nature, which costs 2 upkeep, this gives you another 120 toughness which is nearly 2700 armor. When you run out of armor, i generally swap to dwarf stance and pop your swirling hammers ((forget the name of it)) skill which gives you a 20% reduction on damage while it is up. Not to mention, you can trait so that you get a 56 hp heal when striking a enemy with vuln. Your swirling hammers hit the enemy multiple times while your auto attacks apply vuln. So, you should be able to sustain fairly well in Dwarf stance until Glint is off of recharge and you can swap back. I think its something like 500 hp a second you are getting in dwarf stance if you use the combo i mentioned above. There is also a trait you can take in Invocation which allows you to heal 332 hp every time you use something that costs energy. Sadly this doesn’t seem to work with up keeps but anything on your 2 to 5 skill slot heals you for 332 hp every time you use them.
At the end of the day, its mostly about how you trait your Revenant out. As mentioned above, Assassin’s Annihilation with the things i mentioned above is a great combination for keeping you alive. I however have a hard time not using Swift Termination for the +20% damage increase when an enemy is at 50% or less hp. However, i do play a fair bit of WvW so i feel like i get more use out of it then the heal.
I generally tend to be a crit junky, so i default to Sigil of Accuracy on just about any weapon i use. Outside of that i’m running Frailty for my second sigil simply because vuln is nice and we have the ability to get life siphon when enemies have vuln. While this isn’t an issue with sword since our auto attack gives us that, it does help for whatever secondary weapon you use.
In terms of armor runes, i’m running Scholar. While i don’t generally stay at 90% or more HP while in melee range, there is something to be said about 231% crit damage without food. I also tend to do a fair bit of WvW and you do tend to play the “range” game while doing this. So its not too uncommon for me to be 90% or more before an initial engagement. That being said, Scholar Runes + Hammer 2 can drop people when they are 50% or less hp in a single shot. I mostly just find this to be funny, so i stick with it for the time being. However, once i’m finished making Bolt, i’ll likely swap to Strength armor runes and strength weapon rune in place of my frailty rune.
While you may say that UA’s damage is nuts and what not, i’ll openly admit that it isn’t my main source or even anywhere close to my main source of damage on Revenant. Your auto attack is your friend and in terms of PvE i find that i personally use UA as a defensive ability rather then a damaging ability. A mass majority of my damage comes from flat out auto attacks. Heck, i use Elmental Blast far more often then UA for damage. I almost feel like if you are using UA as your main damaging skill, you are kinda doing it wrong but thats just my opinion. Sure, i’ve seen 25k damage from UA but i see 5 to 6k from my auto attacks and it takes roughly the same amount of time to stack up 25k damage with auto attacks as it takes to use UA and they don’t cost energy. I even use Temporal Rift more often then UA simply because it and Chaotic Release can break bar bosses pretty easily. I really just look at UA as a defensive ability more then an offensive ability and would be completely fine with the damage on it being nerfed.
In PvP i even see it more of a utility skill to keep up with someone who is running away rather then to do damage to them. It also has a kind of long start up time and you can be knocked out of it before ever getting any damage off with it. So it feels a bit risky to use it in PvP for damage as the risk of losing energy without any gain is a possibility.
I will admit that Hammer’s damage is a bit nutty and i’ve killed people with a single use of Coalescence of Ruin while they are 50% or less hp. However, it is a slow moving attack, so it could be dodged if people are watching for it. Does that make it balanced? I have no clue but it is worth noting.
(edited by Karma.3064)
I have to agree with Arantheal here. Might stacking is still super easy to stack up to 25 stacks without using any kind of might duration boosting runes.
As far as AA, i actually don’t use it in PvE i find that its just kinda useless when you dodge and use the proper sustain skills, i’d rather have the stability granted from our other GM trait in PvE. I’d still take it in PvP though, the 20% reduction to condi damage is still really good and you see more condi damage in PvP then you do PvE. At least more easily stacked.
You don’t have to dedicate a ton of resources to stack might. I think i’m running Sigil of Strength on my weapon, HGH mostly because i want the elixer cool down for Elixer H but i helps with might stacks too. Lastly i’m running Juggernaut as well, mostly to start a fight with 12 stacks of might. By the end i’m typically at 25 stacks of might without using runes that boost the duration. So basically just 2 traits and a sigil to keep 25 stacks of might.
3s intervals are… 3s intervals.
BOOM 1,2,3,BOOM,1,2,3,BOOM
You get buff for 4s but it doesnt stack so you always have only 1sec advantage over interval so with 15s duration the most you can get is 19s watchful eye IF 15th secon applies watchful eye.
Thats such a strange wording to it then. I guess i could see it if the 15th second one actually gives you another 4 seconds. I guess it would make sense for that but if it doesn’t……..seems like such a pointless way to word it. lol Guess the real question is…..does the Bulwork Gyro have to be out to keep the damage reduction up?
Bulwark Gyro: Once I get it unlocked, I think it will make a great addition to my build. You get a 50% damage reduction for 15 seconds. If you apply protection to yourself and the gyro, you can become quite durable. It’s tool belt skill is really good, too. With kinetic battery, you can get a good amount of reflects
The damage reduction is actually only 4 seconds long every 3 seconds. So you don’t actually have a complete 15 seconds of damage reduction. More like 3 separate occasions of 4 seconds of damage reduction.
If i’m understanding it correctly, you should get blast of 4 seconds of damage reduction when you pop it. A second blast 7 seconds into the duration, and a third blast at 14 seconds in.
So basically 1 to 4 seconds damage reduced, 4 to 7 seconds nothing, 7 to 11 seconds damage reduced, 11 to 14 nothing, 14 to 18 seconds damage reduced.
I THINK this is the way it should work but i’m not completely sure i did the intervals right.
http://wiki.guildwars2.com/wiki/Bulwark_Gyro
The way I’m reading it from the wiki, you get watchful eye for 4 seconds every 3 seconds. Unfortunately, watchful eye doesn’t stack. Also, the gyro doesn’t go on CD until it’s destroyed.
Right, but the question is, when does the 3 second interval start? Because of the way the skill reads, i think the 3 second interval starts each time after the 4 seconds of damage reduction. If its not this way, why even put the interval in? They could just say Watchful Eye lasts 15 seconds or until the gyro is destroyed.
Bulwark Gyro: Once I get it unlocked, I think it will make a great addition to my build. You get a 50% damage reduction for 15 seconds. If you apply protection to yourself and the gyro, you can become quite durable. It’s tool belt skill is really good, too. With kinetic battery, you can get a good amount of reflects
The damage reduction is actually only 4 seconds long every 3 seconds. So you don’t actually have a complete 15 seconds of damage reduction. More like 3 separate occasions of 4 seconds of damage reduction.
If i’m understanding it correctly, you should get blast of 4 seconds of damage reduction when you pop it. A second blast 7 seconds into the duration, and a third blast at 14 seconds in.
So basically 1 to 4 seconds damage reduced, 4 to 7 seconds nothing, 7 to 11 seconds damage reduced, 11 to 14 nothing, 14 to 18 seconds damage reduced.
I THINK this is the way it should work but i’m not completely sure i did the intervals right.
@Manuhell
I didn’t actually say that. That was someone who i quoted. XD
These changes are more than fine. HgH and Adaptive Armor are still godly.
Edit: That’s how you know they were too good.
This.
Is anyone here, even the whiners, going to take other GMs from either of these traitlines? I certainly am not and I probably wont even notice these “nerfs” other than a couple less might stacks.
What Irenio/ANet SHOULD do is to buff some of our garbage level GM traits that cannot compete with nerfed versions of these. Seriously Perfectly Weighted is mediocre at best, Final Salvo is totally useless, Iron Blooded sounds cool until you realize that you NEED HGH to use it and Stimulant Dropper has zero synergy with its traitline. Why these 4 GMs don’t get a look is the real problem. Engineer currently suffers from an extreme lack of traitline diversity. There are clearly a couple overtuned lines (Alchemy, Firearms).
I actually tried a Iron Blooded build that worked out fairly well last night. Granted, i was using a Wander’s Hammer + a Wander’s version of the scrapper helm. Ended up with a +30% bonus to boon duration and was mostly able to keep them up until i needed to use another elixer to refresh them. This was also coupled with dropping below 75% hp and then bringing myself back above it long enough to proc hidden flask between cool downs of Elixer U and B.
Maybe if we could just get a full set of Wander’s Gear, then Iron Blooded would actually be viable for something like PvE.
I tried scrapper about three times before i finally made the push to finish the elite spec. The first few times i just couldn’t get into it. Figuring out the utility skills were a real pain in the tail ((because you know, its a char scrapper XD)). Finally finished the spec itself last night and i was mostly disappointed as i just couldn’t figure out the sustain on it. I spent about 3 or 4 hours yesterday, sitting in front of a champion hero point with a buddy as we tweaked builds and tried new things until i finally came across a set up i enjoyed and was able to solo Champion mobs fairly easily.
Since then i’ve done some fractals, map bosses, and more HoT content and i actually am enjoying Scrapper. Granted, the only Gyro i’m running is Bulwork and my heal/2 other utilities are Elixers, its still a fun brutish class to play. My elite skill i’m not too sold on. Mostly using Supply create for the medkits and possible healing turret drop if i don’t need a range option.
I feel that test of faith and Dragon Maw went well over the top i can live the the procession of blades but the first two are not okay.
test of faith has now a shorter lifespan and an internal CD?? Is that per target or for all targets? If the latter it seriously got shafted. making se of the trap was one of the funnest things ever. push, pull in and out 3-5 times was awsome and took a lot of skills and CDs.
Seeing arkens video this nerf is even more unjustified.
Dragons Maw is as many pointed out not that great of a trap. it is a situational trap as well so I feel 60secs was plenty
Test of Faith’s nerf is perfectly justified when it would instantly triple tick when someone walked into it. It needed an internal interval to the damage it did. It should have never ticked multiple times at once for 4k each tick. That was just crazy and unintentional.
Purification and Dragon’s Maw did not receive the 5 minute duration global trap change when all other traps were adjusted.
Additionally, we can lay down traps and switch our heal/utilities/elite to something else while still having the traps persist in the world.
Since Anet “adjusted” traps recharge timers, they could at least do us the service fixing the broken duration on Purification and Dragon’s Maw, the latter of which now is even more important to be fixed with Maw’s increased Recharge making it fade before its even ready to be recast.
If Purification ever gets a condi cleansing element and its trap duration fixed, it might actually see some good use. Pre-casting it and luring people in, while having a second one waiting in the wing, would make it actually competitive with our other healing options in many scenarios, especially in PvE.
My bet?
Patch Notes:
- Fixed bug with Dragon Hunter Traps persisting when utilities are swapped.
… and then crickets :P
They got them, the issue you are finding is that the added cool down is 20% of the cool down before. So, with the trait that reduces the cool down of traps by 20% you are still seeing 20 second cool downs. Take it off and it goes up to 25 seconds and 75 seconds for Dragon’s Maw. Before the patch, Dragon’s Maw was a 45 second cool down and Precession was a 16 second cool down. Now they are 20 and 60 with the trait.
The traps are just too strong on conquest, the node control is out of this world. I am ok with these big hitting traps, but the cast time has to be wayyy higher(1.5 to 2 seconds), so that they can be interrupted or forseen. Now its just a no tell super damage aoe which you can hardly call a trap.
Now that is the type of thing that would kill the class in general. 2 second cast times would basically just make people take shouts again and play a bunker build that you can’t kill with a longbow. Traps are fine as is in my opinion. Instant downing through Test of Faith has been taken care of and if you are going down because of that, you are just basically sitting on the outside edge of the trap and twiddling your thumb, letting it kill you. Into a mid length fight, the traps actually get a bit worse because of the 20 to 36 seconds between being able to use them. Its just the initial engagement that is rough since you can pre-set them and have them off of cool down before an enemy attacks you. After the second round of traps, they come in intervals of 20 to 36 seconds and can’t all be dropped at the same time unless you are waiting 36 seconds to do so.
Generally a decent bunker can survive this and draw out a fight long enough to get help from the team to kill the DH or make it run off.
I use a Longbow/Greatsword build for pve that works great. Great deal of sustained and burst to it with the traps. There are several ways you can do it depending on your play style. I know the go to got pvp is Honor, Virtues, DH. I’m running Radiance, Honor, DH as my set up is based off of group fights more then anything. However, it is pretty easy to solo most of the champion mobs in HoT with it.
I’m using Superior Rune of the Dragonhunter on this build and the builder doesn’t have that in it. However, with it added in, you have 213% crit damage and 2410 attack power. Again, this is mostly a pve build and i don’t expect it to do well in pvp. I mainly took Radiance because i felt my crit was a bit low for PvE and i wanted the extra 10% crit from burning enemies and fury while doing map bosses. Puts you around 83% crit chance while doing map bosses.
PvP i’d probably swap it around a bit. Might still do rad/honor/dh but take sword focus rather then gs. Swap Inner Fire with Right-Hand Strength, Radiant Fire with Signet of Wrath ((so that you have a immob after you kill someone and spear recharges but you are waiting for the pull to recharge.)), and then amplified wrath with Perfect Inscriptions. If you wanted a bit of condi clear, you could swap Rad with Virtues and pick up Absolute Resolution, and Indomitable Courage for some extra stability with fragments of faith.
“The nerf wasnt that bad”
What makes you even think that they will stop now?
Don’t know that it will be but if it is, then people really shouldn’t be flipping out over some balancing and fixing of mechanics that weren’t working properly. If this is the end, then its fine, if it goes on for much longer, then i’d have an issue with it.
Its fine, stop complaining. The nerfs aren’t that bad, people are just over reacting to it. I play DH and don’t actually mind these nerfs. I only really count 2 as actual nerfs and the other 2 as fixing machanics that weren’t working the way they were meant to.
“not that bad” is not the right attitude. Do you remember how hard we fought to get DH to get buffed from kitten to this current level. Just when we got something usable. You need to reflect on your way of thinking, I can tell you that it’s not healthy. You yield to them one step because “it’s not that bad”, they will take another small step and you will also go “it’s not that bad”, and they will take another step and people like you will also go “it’s not that bad”. Before you realize it, they are all over your head. Think once in a while, would you?
Its a fine attitude as long as they don’t go crazy with the nerfs. Bringing the class itself in line with the rest of the classes is a perfectly fine way to go about changing a class. In no way should a trap have been able to down someone for simply sticking their toe in it. That was just overkill and a oversight on their part. Test of Faith needed the internal cool down added in. Fragments of Faith shouldn’t be able to ignore the cooldown on aegis either. That was another mechanic that was overlooked and became broken ((as in not functioning the correct way.)) that again was a needed change. The cool downs are arguable as to weather or not they were needed. However, they weren’t such a heavy handed nerf that it kills the class or anything. As long as this is the extent of the nerfs, this should be perfectly fine and people shouldn’t be blowing up over it like they are.
I’m not going to defend a-net for every little nerf they do to the class. However, if this is what they do to bring it down a peg or two to get it into line with the rest of the classes, then its really not a big deal. At least they aren’t tacking 10 to 20 seconds on each traps cool down. Then i’d be ticked off too.
Hmmm, i’m honestly not having a issue running through the maps. Are you using full zerker gear? If so, thats likely your problem. I’m running a mix of Soldiers, zerker, and assassins. Currently sitting at almost 2.4k armor and 17k hp. I tend to not have a issue just running past mobs and ignoring them. Sure, i’ll have to heal after a few mobs or stop and kill a pack of pocket raptors but its really not that bad.
(edited by Karma.3064)
The base trap nerfs are reasonable; I don’t like it at all, but it’s okay.
What I am -not- behind is the nerf on Maw. It actually felt like a worthwhile skill to take here and there, now it’s back in contention with RF and we know who always wins.
I’d say even pre-nerf it was hard to take Maw over Renewed. Maw can be dodge by smart players if they react fast enough. Its also hard to ignore the ability to gain a second 4k heal off of a double use of Wing’s of Resolve let alone a double use of Shield of Courage in a ranged fight against a ranger.
Its not that bad. A 4 second nerf with the trait isn’t that bad. Dragon’s Maw wasn’t a huge deal either. Renewed Focus was still better, so the nerf to Dragon’s Maw doesn’t really matter. The other two nerf weren’t so much nerfs as they were just fixing a mechanic that was broken and not working the way it was meant to. So, i wouldn’t exactly count those as nerfs personally. I will still play DH with these nerfs and still have fun doing it. The class is still a blast and personally, the Procession of Blades nerf kinda feels right to me. It makes setting up double layered traps easier as the difference between cooldowns on Procession and Test of Faith felt a bit too wide to consistently do it. Now it feels much closer together and easier to wait the extra four seconds or even use Procession to force an opponent into triggering your Test of Faith and taking damage from it. This wasn’t really possible before the nerf to Procession unless you held it for a few extra seconds.
as u said, renewed focus is better than maw, so why does maw have to be nerfed? it isn’t really justified at all.
I’d say its more about bringing it in line with the rest of the elite skills. 75 seconds is still a relatively low cooldown for an elite skill. I mean Renewed has a 90 second cool down. Dragon’s Maw is still our second lowest cool down with Feel My Wrath being the lowest.
Again, the nerf wasn’t bad. It was very reasonable to be honest. Calm down guys.
Agreed 100%. At least we aren’t seeing huge reductions in trap damage. Yes Test of Faith took a “nerf” but it wasn’t actually working the way it was meant to work. If anything you just have to play DH smarter. People can’t walk into the class and immediately kill people anymore. You need to strategically place your traps to deal with your foes now. Which is fine, thats the way it should be. lol
Its fine, stop complaining. The nerfs aren’t that bad, people are just over reacting to it. I play DH and don’t actually mind these nerfs. I only really count 2 as actual nerfs and the other 2 as fixing machanics that weren’t working the way they were meant to.
Its not that bad. A 4 second nerf with the trait isn’t that bad. Dragon’s Maw wasn’t a huge deal either. Renewed Focus was still better, so the nerf to Dragon’s Maw doesn’t really matter. The other two nerf weren’t so much nerfs as they were just fixing a mechanic that was broken and not working the way it was meant to. So, i wouldn’t exactly count those as nerfs personally. I will still play DH with these nerfs and still have fun doing it. The class is still a blast and personally, the Procession of Blades nerf kinda feels right to me. It makes setting up double layered traps easier as the difference between cooldowns on Procession and Test of Faith felt a bit too wide to consistently do it. Now it feels much closer together and easier to wait the extra four seconds or even use Procession to force an opponent into triggering your Test of Faith and taking damage from it. This wasn’t really possible before the nerf to Procession unless you held it for a few extra seconds.
I get that, but lets be honest, some things weren’t working the way they were meant to work. Test of Faith was not meant to triple tick for 4k on crits as soon as someone walked into it. Fragmenats of Faith weren’t meant to apply aegis while ignorning the cooldown. If people actually thought that was intentional, then something is wrong. The way i look at it, those two nerfs were just addressing some issues that made the class behave in a way it wasn’t meant to. The other two nerfs are ehh….just not that bad. The only reason people are up in arms is because things that were broken and working in a negative way aren’t working that way anymore.
I think people are over reacting. In no way does this make trap variants obsolete. I’d still run a trap variant over a medi/shout build. Does it make controlling a point harder? Of course it does but its still not impossible. I imagine you could still hold one long enough to get back up.
Mmm, i’m okay with the nerfs, they really aren’t too horrible so far. Dragon’s Maw wasn’t really used, so the cooldown increase doesn’t matter. The extra 4 seconds for procession of blades is ehhh. I know some people don’t use it because they don’t care for it while others do use it. 4 seconds to me isn’t too big of a deal. I actually kind of like it. Yes, the 16 second cooldown was nice but it makes it easier to set up a double layered trap with Test of Faith. Before it felt a bit to long of a difference in cooldown to consistently set this up. So this might actually not be too bad of a nerf depending on how you use it. At least in pve its not a big deal. PvP might be a different story. The Fragments of Faith nerf is meh. The 2 extra seconds of duration was nice but when you have the ability to double drop this trap through a trait and the skill bar, i don’t think its too huge of a deal to be honest. You can still achieve a great deal of sustained even with the 2 second reduction of duration.
I love it for pve. As the OP said, guardian felt kinda meh without a good ranged option. Now it feels so much more fun with the ranged plus traps option.
I’ll likely start working on my engi at some point but i need the gold to gear him out again.
I’m surprised someone even mentioned this change. It’s kind of petty.
Go try it out and see if the damage seems the same.
Sure, it wont be the same because it was basically bugged to proc three times at the same time. However, that wasn’t the way the trap was intended to work. Sure, doesn’t make it as good but its still a perfectly fine trap to use and serves a strategic purpose.
These two changes aren’t really a huge deal. It brings the class down a bit but to a more reasonable level. PVE wise the nerf to test of faith doesn’t do too much since you are still doing something like 30k damage to a mob that gets stuck in it, so not a huge deal. PvP wise, as people said, it was more a deterrent then anything else. Bad players got killed by it and good players avoided it, mostly keeping them inside the trap or outside of the control point. So it wasn’t a huge nerf by any means. Still does the job you want it to do so its nothing to get bent out of shape about really.
Hunters Determination i don’t see as being too big of a deal. Yes, it sucks that it doesn’t work the way it used to, but the stability you get from it procing is still a great plus and its still a great trait anyways. Its just not as crazy as it used to be. Which is fine, the class is still a blast to play to me.
No clue what you guys are talking about but keep thinking that DH sucks. I’ll happily take DH and cram it down most anyone’s throat in pvp right now.
Oh, and as for having issue with soloing vets……i finished the full DH spec yesterday around noon and was soloing champs before even getting the last two skills. So….yeah….not really having a issue doing damage with it in pve. lol
I’m with the OP on this. This is kind of crazy just how much we have to do in order to use our elite specs. I didn’t expect it to just be handed to us but i also didn’t expect it to be such a grind that by the time i get the thing, that i’ll be so burnt out from the grind that i wont even want to play anymore.
And yes, i get that you can use “half” of the elite spec if you farmed out the hero points before launch, which i did. However, this just doesn’t sit right with me. I would have been perfectly happy with some kind of happy medium. Leave the 400 HP req for the elite spec and even leave the semi maze-like feel to the maps so that its tougher to find the hp points. However, lets not lock so many of them behind mastery points or make them so tough that its almost impossible to do by yourself.
Come on A-net, lets get a happy medium to this, not something thats going to take a month to do if you have any sort of life outside of games. >.>
Honestly, the 400 skill point cap for your elite spec isn’t too bad since each one is worth 10 points each and if you farmed the ones from tyria, you should have half way there. So at the start, before this expansion was released, things didn’t look too bad. I expected to spend a few days finding the hero points and getting my elite spec. However, once i found out that everything is basically locked behind mastery points, this suddenly became one of the biggest wastes of money i have ever spent. I’m impending grind just so that i can actually enjoy my class’s new profession is just crazy. Not to mention, these aren’t supposed to be the only elite specs introduced into the game. If this ends up being the normal trend for all elite specs, i’m going to have a very hard time actually sticking around to play GW2 and i’m already half considering uninstalling as is and just accepting that i blew $60 on content that i wont end up getting my moneys worth because by the time i unlock what i actually wanted to play, i’ll be so burnt out from grinding that i’ll just sit in a town and look at it for a few moments before logging off…..
Last time it happened it was fixed pretty fast i think. However, people reported it earlier in the day, so dev’s were actually on. Keep this thread on the front page and it should be fixed by the morning. Though, i’m just guessing.
I just got back in. Not sure exactly how long i stayed logged out, been watching the latest season of the Walking Dead. However, it was probably about 25 minutes. Got a message stating that i was unable to login to the server due to a firewall issue or something but i’m actually logged in and roaming around the map. However, i’m not able to get into a pvp match at this time. Currently it says i’m stuck in que while i’m not in a que.
Unless both me and OP are having hardware issues, i had this exact same issue happen to me 2 days ago while in Guild Wars 2. Mind you, this rig is only 3 weeks old, so i doubt it is a hardware issue. However, it could be a insane coincidence that we both just happen to be having computer hardware issues. Again, this just happened to me once and its only happened to me while in Guild Wars 2 itself. Never had it happen in any other game. But who knows, this PSU is about a year old. ((Only part that isn’t new))
Oh, and its not overheating. GPU doesn’t get over 130 *F and thats only while in a heavily populated area and while just roaming around in town or something it stays between 108 to 120 *F at about 45% load. ((60 to 65% load while in a highly populated area.)) CPU isn’t hot either. Its liquid cooled and stays around 114 *F while in a populated area. Rarely do i ever see it get higher then 134 *F under heavy load. ((70% to 80%)). So this isn’t a overheating issue.
(edited by Karma.3064)
It happened to me too. I found another thread about this happening 3 months ago. Some people reported that you need to log out for 5 to 30 minutes ((just random times that people reported they logged out for.)) before the game would stop kicking them back into a pvp map. However, it was reported that you can not join a pvp match after doing this but it does get you out of the pvp map itself and lets you go through the pve part of the game. Apparently the devs need to clear the pvp que lock on our accounts before we can go back to pvp. At least this was the case a few months ago. I’ll report back once i can get back in and see if i can start another match.