Showing Posts For Knote.2904:

So, any changes comming soon to sPvP balance?

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Posted by: Knote.2904

Knote.2904

The passive procs and all tons of passive stability really makes the game frustrating to me.

This game just isn't made for team fights

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Posted by: Knote.2904

Knote.2904

it’s different if y’all are on coms and calling things out. real different

how does a normal pvp match voice chat log sounds like?
can share a bit ?

when you are on point as a team you call target, call CC, call stomps, call kills etc.

plus, if you know the build the player is running you can tell when they used skills. like, if a ranger has used their signet of stone, or if the rev has used infuse light. you can call that out on coms then adjust your team fight strategy accordingly.

when I play with my pal who mains mesmer often he will leave a portal at home, and I’ll cap home. if crossers come, I can call for that portal over coms. either for more numbers, or to escape to mid when I’m about to die.

it’s things like that. strategic plays.

also, if you 1v1 a lot in custom arenas and give each other feedback over coms you learn professions and what is killing you so much better. 1v1 with feedback is so nice. seriously it improved my play so much. sparring and training are so important.

sometimes I’ll just 1v1 for hours. just testing builds and play.
feedback is so valuable too, like I’ll be able to tell you what you could have done to win 1v1s. oh, one of the best things is when you have many people in the arena who take turns 1v1ing. so someone can spectate you when you fight and give you feedbacknon what you could have done.

if you’re on NA and want to play premades and pratice 1v1s hit me up.

That’s not at all what I’m talking about.

You can see when a ranger uses stone or a mesmer portals.

I’m talking about all the other passive stuff that flies under the radar, during all the mess.

As an ele main; Diamond Skin OP

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Posted by: Knote.2904

Knote.2904

Diamond skin ele has Big counter, is called direct damage classes such as but not limited to marauder hammer engi, trap guard, power ranger, thief ect.ect then once they get you down to 90% they condi the livin daylights out of you and splat. I think its good that tempest must choose either no crit in earth or no condi above 90% both have strong counters if you know how to play.

Direct dmg is a counter to everyone.

And atleast Stone Heart only works in earth attunement, maybe they should make it the same for diamond skin.

As an ele main; Diamond Skin OP

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Posted by: Knote.2904

Knote.2904

I don’t think it’s broken, it’s just bad design.

Like you said, binary.

This game just isn't made for team fights

in PvP

Posted by: Knote.2904

Knote.2904

Honestly, I love the mechanics of the game, it’s addicting. But every single time I play I end up being dissapointed, because it’s really just a game of clusterkittens.

Even fights as small as a simple 3v3 you can get completely lost in what’s happening.

There is just too many effects and spammed abilities and procs and passives firing off that there’s no way to actually grasp 100% of what’s happening. There’s so many little things that happen that are extremely influential that you’ll never even see.

Here are just some examples of passives making swings that you wouldn’t even know.

Someone pew pewing a rev from 1200 range while kiting some other player, drops some cc when taunt trait happens to come off cooldown, bam taunted and dies to enemy player he was kiting. The rev wouldn’t even know what he did but he caused a player to die.

Or another example, rev dodges and gains stability which immediately blocks some random incoming stun that would’ve otherwised kill him. He wouldn’t even know it happened.

And yes these 2 examples include rev but I’m not targeting that class, these are just 2 easy examples that popped in my head.

I lose and win fights all the time and don’t even know why exactly, which is very unsatisfying. Other times I win fights that I think were because of me but might have just been a teammate of mine, who knows? Lol.

However if it came down to a duel or 1v1 I can actually analyze every little thing that can happen and actual have some clarity to the gameplay, it’s exciting. All the counters you have to employ and play around their counters, etc.

I don’t even know how Anet would go about fixing this at all TBH. Simply toning down ele fireballs isn’t gonna fix it lol. Maybe a good start would be to completely remove ALL passive trait procs and somehow work them into being active abilities? Hell, add a 4th utility slot, IDK. Even then the game would still be messy as all hell.

Conquest definitely makes it worse as it forces everyone to basically be on one TINY TINY little point. How about making the maps bigger and just making it 5 caps? Or ditching conquest altogether (praise be thy lord). Anything to split people up more to have less 5v5 clusterkittens.

Kind of just a rant I guess, really trying to enjoy the game, but god it’s hard.

FYI: Balance changes this week

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Posted by: Knote.2904

Knote.2904

Please take a look at passive stability.

Like the kitten Stability on dodge traits in the game, passive mindless stability really shouldn’t exist.

How to attract PvE players to PvP?

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Posted by: Knote.2904

Knote.2904

The pvp is extremely bad and Anet has no idea how to make a fun pvp game. That’s why.

If ArenaNet Removed Team Queuing from Ranked

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Posted by: Knote.2904

Knote.2904

It would be perfect.

This is how it worked in League of Legends and it was great.

People solo queued, high tier players got together and formed teams from solo queue.

Top tier teams then set up scrims with each other.

Premades farming solo queuers does nothing to help them practice.

In League of Legends you can solo queue or team queue ranked, they are separate. However, you can have a partial-premade in solo queue (or at least you could). Every game I can think of except GW2 offers a separate queue for full premade teams.

I’m talking about before LoL became a massive esports like it is now. But even then, I don’t think team ranked even matters that much in LoL even now.

If ArenaNet Removed Team Queuing from Ranked

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Posted by: Knote.2904

Knote.2904

It would be perfect.

This is how it worked in League of Legends and it was great.

People solo queued, high tier players got together and formed teams from solo queue.

Top tier teams then set up scrims with each other.

Premades farming solo queuers does nothing to help them practice.

Settler Rev auto vs. Mara staff ele auto

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Posted by: Knote.2904

Knote.2904

The rev has a ton of toughness armor in this situation, while a low hp ele just has a bit of extra vit.

Overall effective hp is in Rev’s favor here.

Plus, what the hell traits was the ele using? Doing like 400 dmg fireball hits? lol

Guardian weapons make me sad :<

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Posted by: Knote.2904

Knote.2904

That’s just everything being overtunned as hell.

Look at Engineer Hammer vs Rifle.

Why in gods name would you ever use Rifle for burst dmg anymore when the leap/shotgun attacks are like 1/3 of every single hammer skill lol.

DH trap tricks

in Guardian

Posted by: Knote.2904

Knote.2904

What I do is stagger the traps by using the stunbreak and heal trap to bait the first dodges then put the real meat and potatoes after.

Also Line of Warding right as they’re about to spring traps is funny too lol.

Let me get this straight ....

in PvP

Posted by: Knote.2904

Knote.2904

This seems really confusing and completely pointless.

If the system doesn’t even accurately show how good you are then what’s the point?

I don’t understand why Anet doesn’t just copy a game that actually works “League of Legends”. They actually know what they’re doing.

1. Solo queue
2. Simple Elo/Brackets

Easy.

A Message from the PvP Team

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Posted by: Knote.2904

Knote.2904

I’m still completely baffled that there’s no solo queue.

How do you expect to be taken seriously as a pvp game when you release league with premades vs solo queuers lol. How is that competitive at all?

Ranked deserves 0 respect until it is seperated.

Of course the population is so tiny and Anet has to cater to the premades because they’re trying so hard to force an esports (which is impossible btw), so letting premades farm solo queuers instead of waiting in queue forever is their top priority.

Really bad.

Stronghold Temporarily Disabled

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Posted by: Knote.2904

Knote.2904

God conquest is awful, time to just not play for a week I guess…

Over an insignificant bug too, ugh.

How do you deal with dardevil ?

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Posted by: Knote.2904

Knote.2904

Best bet is practicing aiming for the tiny window in between dodges.

Take some prediction but yeah.

Maybe it's balanced, but this meta is unfun

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Posted by: Knote.2904

Knote.2904

Not to mention all of the passive procs that happen. There’s just so many now, you can have a passive completely cancel an enemy’s massive burst and you wouldn’t even know.

There’s so much avoidance spam as well that it’s just mindless and there’s no “good timing” you just have to hope your stuff lands which it won’t half the time.

And then they not only put blocks/evades on everything, but the massive amounts of damage.

Look at Scrapper Hammer, every single attack 2-5 is a massive attack with low cooldown, like massive backstab damage, AND they give evades or block or reflect.

Like what the hell lol.

Necro's place in raids hope

in Necromancer

Posted by: Knote.2904

Knote.2904

That’s how mobs were in GW1 pve.

They used the same abilities and it felt like playing against good players in a sense, scripted in their ways but still.

Where are all the stability using mobs??? I want more access to fear lol.

I will say, it was really, really cool seeing all the mobs you fought using all the same abilities you could use. It’s like it made the world more cohesive and immersive.

Sorry, that’s a bit OT, but Knote’s post hit me with some nostalgia. I’m sure Necros will find a place in raids over time. Maybe not the speedrunning raids, but then again, we’ll have to see.

I remember trying to slug through the Cantha story and it was kittening HARD.

So much fun. Had so many abilities to choose from and experiment with and it felt like a puzzle trying to get through stuff.

Necro's place in raids hope

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Posted by: Knote.2904

Knote.2904

That’s how mobs were in GW1 pve.

They used the same abilities and it felt like playing against good players in a sense, scripted in their ways but still.

Where are all the stability using mobs??? I want more access to fear lol.

when is dh traps going to be look into?

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Posted by: Knote.2904

Knote.2904

Test of faith is still pretty insane.

My mesmer lost like 90% of his health with a rabid build. 15k hp with high toughness.

Trap popped with me right on the edge, took 4500 instant followed by ~9800 from the edge instantly.

Like cmon… stuff like that is silly, the rest I never really have a problem with.

Yes if this was a straight 1v1, and I was actually EXPECTING it, fine it’s “balanced” but the game isn’t a vacuum. There was a lot of things happening, and trap popped with me on the edge, instant down.

Why not let Ranger traps do like x5 the conditions they do now?

Why not make it pulse 5 burns each tic on burn trap? You can just dodge out of it when it pops right?

How about Necro Axe #2 does 30k dmg over it’s duration? You can just double dodge it every time and make it useless.

(edited by Knote.2904)

Anyone else tired of reaper?

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Posted by: Knote.2904

Knote.2904

That’s just how the game is really, it happens to every class.

This game is just so limited in its skill rotation and lack of customization.

In fact, Necro is actually one of the only classes that has a real rotation.

Ele and Engy sort of can too, but their “rotation” is most about utility than dmg.

Necro actually has to rotate through all 3 “Weapon sets” for optimal DPS, atleast for a condi build.

God forbid you play something that has to auto attack just to deal most of your dmg, like dagger necro, ugh.

Spicing Up Corruptions

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Posted by: Knote.2904

Knote.2904

The changes are way too powerful. The problem here is, that the thing everyone calls a “downside” actually isn’t. It CAN be a downside… if you have no condition transfer. If you have, it is a upside, because you can transfer the selfharming conditions on your enemy.

So, look at the suggestions.
Blood is power: way too strong. It not only gives 10 stacks might (which also increases condition damage), but 10 stacks bleed to the enemy and 5 stacks to yourself? So, with condition transfer you get 10 stacks might and the enemy has 15 stacks bleed. And you stand there without any downside.

CPC: same problem as BiP. 8 stacks poison for 4 seconds every second and 8 stacks poison on self. With condition transfer, it is 16 stacks poison instant on enemy. Can go up to 40 stacks if the enemy stands inside the cloud…. Even if the target has to be immobile, 40 stacks of poison FROM A SINGLE SKILL is too much.

This problem goes on for the other suggestions and so here is the problem: You see something as a pure downside, which just isn’t. If you want to make such strong buffs to the skills, the downsides have to be downsides which can’t be drawn to be upsides. Like: instead of conditions, the necromancer loses health for each corruption he uses (like in gw1). Like, if you use BiP, you will lose 10% of your base health as direct damage. There is no chance to transfer this on your enemy, so buffing BiP can be made.

Well the point or trick is to design it in such a way that it’s hard to make the downside an upside, and only rarely, and even then it comes with a cost.

You only have so many transfers.

Design the corruptions to be very short cooldown (like almost spammable) for a mild/moderate effect, with a low but long duration condition.

What this means is, to collect value on the corruption skill, you have to spam it multiple times, which take some time to stack up enough conditions to be worth transfering. In the mean time those conditions will take their toll in the long run.

Here’s a rough example :

5 second cooldown skill, applies x2 self torment (20s).

Use it once, mild self punishment, or blow transfer for just 2 stacks of torment.

Use it three times and you’re holding onto x4 stacks for a while just to transfer x6 stacks. With a condi build that’s like 400 dps while standing still for 10 seconds, just to condi bomb with a transfer.

Versus : 20 second cooldown, self inflict x10 torment. You just transfer every time for a major upside with no downside.

So that’s the idea. The only problem is having so many passive condi transfers/cleanses that trivial these decisions like minion transfers or sigil of generosity etc.

The actual gameplay of self conditions could work fine if designed well.

Necro's place in raids hope

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Posted by: Knote.2904

Knote.2904

I hate how irrelevant boon strips are in PvE. It makes no sense. I was hoping with the difficulty increase with HoT I would see boons everywhere, but nope, useless boon corruption is completely useless.

As far as going solo and taking on an army of mobs Necro are gods, so if fights have some insane add spam that HAVE to be dealt with, Necro’s would be really good. Not even kidding, I could solo the blademaster boss in dragon’s stand AND the 100’s of mobs at the same time while the zerg does their preserver dance.

Here’s to hoping.

Suggestion: Thief BP doesn 3K damage

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Posted by: Knote.2904

Knote.2904

Wouldn’t this be a huge nerf to one it’s main functions as a stealth enabler?

25% Move Speed Annoyance

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

I personally think they should just make this baseline move speed out of combat or bake it into a minor trait for all Elite Specs like they did for Mesmer and Druid.

Honestly, there’s so few abilities to use as it is in combat that having to pretty much give up a utility slot just to have some decent move speed when getting around in PvE is really lame.

Corruption Revamp

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Posted by: Knote.2904

Knote.2904

The change to Master of Corruption is interesting, and at the very least I like the idea behind it: Corruptions are supposed to be high risk/reward, so make the trait increase both sides.

The problem with this is that aa general cooldown reduction already increases both sides, giving it a negative effect on top just skews the trait towards more risk.

Well the what I was trying to go for was this :

Corruptions would be potent utilities on really short cooldowns but at the cost of a lot of potential self damage. Use it once or twice and with a transfer and it’s fine, but if you want to abuse the cooldown by spamming you pay the price. Essentially. Like, it DOES increase the penalty twice in a sense because of the lowered cooldowns, but that’s the price of having the utility of super short cooldowns on powerful corruption skills.

And I was trying to aim for super short cooldowns for spammability along with long duration but low stacks of self conditions so that it’s harder to just nullify the self harm completely with transfers. For example : 30s cooldown skill that applies 6x bleed on self, it would be too easy to deal with and maybe too strong because it would almost always just be an instant transfer. As opposed to : 5s cooldown skill that applies 1x bleed on self, it would take some time and self damage to ramp up for an efficient condi transfer.

It’s pretty hard to have the trait straight up affect all of them equally though.

I was thinking of something else like making the trait just increase their effects substantially somehow, but then it just feels like a must have trait.

Like for instance :

“Epidemic now echoes its effect 3 seconds later.”

or

“Corrupt Boons now twice corrupts each boon. (double the conditions from conversion)

The few buffs would never happen (Epidemic/CPC), they’d be way too strong. Corrupt Boon gets nerfed with this change, and Blood is Power is still bad. Consume Conditions is really the one good change from the base skills.

The change to Master of Corruption is interesting, and at the very least I like the idea behind it: Corruptions are supposed to be high risk/reward, so make the trait increase both sides.

Now that I think about it, it might be better if instead, the corruptions just have really low cooldowns to begin with (8-20s), with mild/moderate effect and self harm, and then have the trait really amp up both the effect and self harm. It would be easier to balance than slapping a flat CDR to all of them.

(edited by Knote.2904)

Corruption Revamp

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Posted by: Knote.2904

Knote.2904

Ehm, when you say Feast on Corruptions I think you mean Consume Conditions There is no Feast on Corruptions, only Feast OF Corruption, but that is a Scepter skill.

That aside, overall I really like your ideas! The only thing I would definitely do differently is Blood is power. Make the might only apply to yourself and instead make the condition damage buff the AoE effect, that would give us a bit more of the party support we need so desperately.

About potential OPness, idk, for sure not in PvE if you ask me. I only play PvP casually, so I can’t really make a substantial comment about that area of the game.

Yeah I meant Consume Conditions woops. The name just sounded so right lol.

And yeah, making the unique Condi Dmg buff aoe would give some unique utility to us.

Leeching bolts irony

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Posted by: Knote.2904

Knote.2904

Only the Blood Magic life leeches heal in shroud.

They should make it so ALL life leeches heal in shroud. =/

Show backpieces in shroud?

in Necromancer

Posted by: Knote.2904

Knote.2904

Yes please.

And if back pieces offend people so much, just add an option to hide back pieces on other players.

Corruption Revamp

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Posted by: Knote.2904

Knote.2904

I really really really love the risk/reward nature of Corruptions and want to see that amplified. The theme of dark caster sacrificing their own well being for greater and greater power with the ability of weaving corruption into their favor is so enticing.

So here is my proposed remake. (Disclaimer, there is potential of OPness in this sure, but I just want a discussion in this direction of Corruptions. These were just on the fly ideas.)

Master of Corruption and Weakening Shroud swapped places.

Master of Corruption is now a Grandmaster Trait.

Consume Conditions no longer applies vulnerability to self. 30 second cooldown.

Blood is Power now grants 5x aoe might (30s) and self buff (Empowered Corruption) that increases Condition Damage by 5% per stack (30s). Also applies 2x Bleed (30s) to self. 10 second cooldown. 1/4 s Cast Time

Corrupt Boons now corrupts 3 boons on target (unblockable) and 1 boon on self, also applies weakness (6s) to self. 15 second cooldown. 1/4 s Cast Time

Corrosive Poison Cloud now lasts 6 seconds and applies x3 Poison (2s) + weakness (2s) per second, also applies x2 Poison (30s) to self. 6 Pulses. 15 second Cooldown. 1/4 Cast time.

Epidemic now applies 2x Torment (20s) to self. 15 second Cooldown 1/2 s Cast Time.

Master of Corruption now reduces all Corruption cooldowns by 50%, and amplifies their self inflicting conditions.

- Consume Conditions heals for 50% less.
- Blood is Power now inflicts 4x Bleed(30s) on self.
- Corrupt Boons now corrupts 3 boons on self.
- Corrosive Poison Cloud now inflicts 4x Poison (30s) on self.
- Epidemic now applies 4x Torment (20s) to self.

The conditions on self can be an increase in power with condition transferring, especially with the Grandmaster Trait. However since you are limited in how often you can transfer conditions, the massively lowered cooldowns prevent you from abusing it for overpoweredness.

Case in point :

Whenever you have a condition transfer available, blowing a Corruption skill would be temporarily very strong considering it does a strong effect AND applies a decent amount of conditions to a foe, with a very low cooldown. However when you don’t have any more transfers available, spamming corruptions continuously will stack a lot of damage on yourself fast, which the corruption heal can help you manage more often (at the cost of potent transfer bombing).

Alternatively, you can try to stack conditions on yourself to condi bomb with a transfer, but that comes at the cost of a lot of self damage (high risk/reward), which also lets you utilize death shroud as a way to hold the damage. (Using Life Force to gain power).

There’s definitely some room for brokeness with these numbers, but playing with scenarios in my head it feels well rounded in terms of risk vs reward. The only problematic variable would be things like Sigil of Generosity being really strong, as well as Corrupt Boons being too good in PvP, but the disparity between PvP and PvE in regards to boon strip relevancy is pretty messed up too, which is another issue altogether.

Thoughts?

(edited by Knote.2904)

Well of Gravity + Mistrust = ?

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Posted by: Knote.2904

Knote.2904

If you interrupt a group of 5 each just once, that is 10x confusion on all of them.

So in theory, you could poop out a total of 30 stacks with 1 well, but that would have to interrupt all 5 people each tick. It’d be probably be closer to like 10-15 stacks in practice.

Fresh take on Skins

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

How about new animations.

Request Mob Nerf: Mordrem Sniper

in Guild Wars 2: Heart of Thorns

Posted by: Knote.2904

Knote.2904

I think it’s well designed, I would only make the telegraph better.

The crosshairs over their target is great, but it takes such a long time to go off you don’t really know when it’s gonna come, especially when multiple are targeting you.

They should make the crosshair telegraph have a visual effect where it shrinks or grows based on the cast time so you can get a better idea of when it’s coming. I like the raid boss mechanic style of the attack though, that whoever is targeted is responsible for getting out of the way of allies so they don’t drop the aoe on everyone.

What’s really stupid is how strong snipers are in melee. They’re actually WEAK at ranged and broken in melee range. Look at the hero point champion in that underground cave zone for instance, the champion sniper. It does massive burst dmg and constant knockdowns in melee, it’s so frustrating cause you can’t even predict it.

I hope Raids include some add spam.

in Fractals, Dungeons & Raids

Posted by: Knote.2904

Knote.2904

And while that sounds pretty bad (games like neverwinter come to mind, where literally the only challenge on bosses was the never ending add spam), I have to admit, that as a Necro player whose class is amazing at add control/killing/soloing, I would like to have a relevant role, and this could be one of them.

This sort of dawned on me while doing the Meta Event at dragon’s stand last night where people have to keep killing the preservers and boss, the add spam was absolutely insane, but with my build I could stay up and wreak havoc forever and I actually felt useful, as really the only support I can hope to provide otherwise was being tanky enough to survive big hits and add spam and keep reviving everyone else.

This sort of role was pretty kitten enjoyable though I have to be honest, and I hope not all the raids/bosses are just going to be single boss fights only.

"Nothing Can Save You"

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Posted by: Knote.2904

Knote.2904

True, but Anet seems to balance things around best case scenario and not something in the middle, so I’m sure they’d look at “holy kitten, ten seconds of fear output? nope, can’t have it.”

Although, i suppose technically it could be looked at the same as CttB, but with less damage and no other CC, soft or otherwise

If Anet looked at every skill like that then you could say that warrior hammer does something along the lines of 10 seconds of knock down.

It’s still 2 seconds on 5 enemies, thats not over powered at all.

Lol if Anet looked at every skill that way, Reaper would be removed.

Considering almost every ability of ours is based on doing more with more enemies…

"Nothing Can Save You"

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Posted by: Knote.2904

Knote.2904

1 sec of fear per boon? that’d be way too strong.

It only strips 2 boons.

Death magic underperforms as a defensive line

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Posted by: Knote.2904

Knote.2904

yes sorry the frost armor was a typo. thx for the correction. i know how %damage reductions dont stack additively but multiplicatively. also we dont really know “rise” works as its not simply a damage reduction but the damage is taken by the minions, so before mitigation? or after mitigation? needs more testing…

but tldr death magic has some nice traits and synergys.

Yeah, I think it would be more like :

10% – 10% – 10% – 33% = 51.89% dmg reduction then another 50% transfered to minions. So 75.9% damage reduction after rise.

Death magic underperforms as a defensive line

in Necromancer

Posted by: Knote.2904

Knote.2904

I think an interesting GM for death magic would be something that turns life force into a sort of passive Mana Shield.

I.E. something like 20-30% of direct/condi dmg you take is taken from life force instead or something like that. Could be a good way to have a build that uses death shroud purely for utility or something. Like if lets say you have a build that generates too much life force so in order to effectively use it to tank damage you’d have to sit in death shroud too much and only auto attack all the time.

"Nothing Can Save You"

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Posted by: Knote.2904

Knote.2904

So, I was really surprised that none of the Necro shouts involve fear in any form. And the boon -> Vuln thing seems kind of weak and redundant with Reaper, so I was thinking.

How about it converts boons into 1s of fear, up to 2 seconds for 2 boons.

Fits the name. And gives the shout some use outside of the super situational unblockable buff.

Rune of Reaper's chill radius...

in Necromancer

Posted by: Knote.2904

Knote.2904

Don’t see how 3x Vuln and 1s Chill on each shout would ever be broken.

It’s super underwhelming.

Swiftness is NOT a boon for everyone!

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

I think getting in combat mid jump is much more frustrating.

There needs to be consistency with jumping.

Traps traps traps

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Posted by: Knote.2904

Knote.2904

Traps need a tell. Period.

They should also need to be triggered before they can begin to recharge, and not as soon as they’re laid. You know… like how every other skill works.

But that would mean no reliable stun break for DH!!

So… like a trapper ranger?

It’s kind of bullkitten they removed the ranger ability to use ground targeted traps because it didn’t thematically fit traps, but it’s okay for a DH to teleport to you and bomb you with insta cast traps.

But this is an ELITE spec, you can’t compare it to mere ranger utilities.

Yeah but that “mere” guardian utility that teleports you isn’t part of DH. =p

Traps traps traps

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Posted by: Knote.2904

Knote.2904

I would love if all traps were given like 1/2 or 3/4 cast times and then had like 1.5 second arming time before going off. But then buff them accordingly so there’s more risk/reward to it.

Kind of wish Necro Staff would get a slight rework this way too honestly, cause the “trap” feature of marks is kinda pointless too. =/

[Suggestion] Death Shroud + Reaper Shroud

in Necromancer

Posted by: Knote.2904

Knote.2904

I think this would be a good opportunity for the original DS skills to get some buffs.

Mainly just QoL like faster casts and lower cds and stuff.

Suggestion: Superior Rune of the Reaper

in Necromancer

Posted by: Knote.2904

Knote.2904

How about something like

“Applying chill also lifesteals for (x * duration of chill applied)”

Or maybe for help sticking to people

“Applying chill also applies 1.5 seconds of immobilize. 10s cd”

Incoming Heals Giving Lifeforce in Shroud

in Necromancer

Posted by: Knote.2904

Knote.2904

Yeah but like I said, you only have access to 5 skills while in DS, where as the warrior has full reign of his skills.

And having double health pools is our signature strength, we don’t have any reliable escapes or invuln/dodge spam/block/etc.

If we’re getting bursted we’re kind of forced to just take it, with 2 health pools. Other classes can just pop any sort of mitigation tool. 2nd health pool IS our mitigation tool.

Having heals fill up life force is FAR different than having allies spam boons with Blighter’s Boon and filling up your health pool while sitting in DS then swapping back n forth.

If you’re low on hp and pop DS and start getting healed, it’s just maintaining your DS which degens, then you come out and you’re still low on hp and doomed.

Incoming Heals Giving Lifeforce in Shroud

in Necromancer

Posted by: Knote.2904

Knote.2904

It seems so simple to me.

Shroud has an actual HP value, just let a certain % of incoming heals affect your life force pool while shrouded. Like 20%, 50%, just tinker with it. Atleast all the little passive healing wouldn’t go to waste.

You only have access to those 5 skills and can’t use weapon/utility skills until you drop form, and heals wouldn’t pool your lifeforce up outside of form, so I don’t see how this would be broken.

Whether someone is spam healing a high vit warrior or a necro sitting in death shroud, it’s all the same, except shroud is limiting and degens.

It even gives some extra resource management difficulty for the necro. Since sitting in shroud letting it heal to full before dropping it would be wasteful since you would have 10 seconds of life force generating abilities going to waste. You would have to triage both of your health pools. Think how interesting that would be for tank gameplay.

Warriors are beyond broken - ridiculously op

in PvP

Posted by: Knote.2904

Knote.2904

Maybe not OP, but grossly over-tuned, don’t get caught up on semantics.

So I made a Legendary

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

This is one of those games that’s lacking clear things to do, so you need to create your own.

WvW is basically the end game imo I guess.

Burning/Warrior Balancing! Do smth Arenanet!

in PvP

Posted by: Knote.2904

Knote.2904

Basicly anet need to start nerfing everything with small steps , becouse atm if they nerf one clas like war other will become OP just becouse they were buffing everything since realese.Nerf condi dm , nerf direct dmg , nerf AOE.

Nerfing all kind of damage would result into a bunker wars 2. The previous nerfs on s/d thiefs (more initiative cost/less boon steal) is a better way of nerfing than reducing all numbers.

Bunkers need nerfs too, they both do.

Bunkers need to be nerfed INTO supports rather than pure bunkers.

I don’t see how the “bunker” role is appealing or good for the game whatsoever.