Showing Posts For Kordos.3629:
I’d love to hear some thoughts on this as well.
In my anecdotal experience (Staff/Sword/Sword), I frequently observe my clones (and phantasms) running in pursuit of their shatter target; if the target is mobile, the clones can effectively be kited and delayed from shattering.
What I’m not clear about is whether those clones will be overwritten if I generate new clones in that window between when the shatter was issued and when the clones actually reach their target and trigger the shatter animation.
I also believe there might be a delay between when HUD text (damage numbers etc.) pops and when the shatter animation occurs.
If you can live without swiftness on heal, going 6/6 Lyssa and turning your mass invis into a full condi cleanse (plus aegis, plus regen, plus prot, plus swiftness, etc.) is pretty great.
That said, if you don’t run with a swiftness-granting partner, the slow travel pace is probably going to be agonizing.
I can also vouch for condi duration food (+40%!) being amazing for condi-centric builds. Can’t wait to try it with this one.
I agree with the sentiment here; I have under 90 minutes to play each day.
Previously, I would just “naturally” get the PvP daily through the course of normal play.
Now, I have to split my time between both Tournaments and Hotjoins, pay attention to what maps are rotated to, etc.
This means that most days, I probably won’t earn the daily, which in turn means one less reward to log in for.
As a Warrior who has been trying to incorporate banners into my build, I find it strange that the elite banner is so different than the normal ones.
Lately, I’ve been running with Banner of Defense (traited for radius/recharge and regen), which provides 170 vitality, 170 toughness, and Regeneration with almost 100% uptime.
There are a lot of benefits to this banner; since it’s always up, it’s not a big deal to move it from one point to another; it helps downed allies (I think), and it generally makes me difficult to take down.
Compare this to the Elite Banner:
- Its uptime is 30%
- It offers no passive stat bonuses
- It offers a few stacks of might, which is OK, but basically half as good as a utility banner
- It offers fury, which is nice but doesn’t stack with other sources of fury
- It offers swiftness, which is useless for a banner
- It offers 3 seconds of stability (heh)
Obviously, the AE group rez is the reason to bring that elite skill; it’s an amazing ability. However, because you need to save the banner for that specific situation, you are basically denied all the other benefits (fury, might, etc.) because you cannot possibly risk wasting the banner just for those trivial qualities.
tl;dr: Battle Standard is basically an AE rez that happens to look like a banner; in all other aspects, it doesn’t play like a banner. There is no tension about whether I should drop it now or later; you can only drop it when there are teammates down.
Back when it provided Stability, there was at least a little bit of tension as to when to use it; was that a good thing, or a bad thing?
I am still seeing conditions flipped using the traited warhorn (in tPvP).
I also believe I’ve seen regen-traited banners apply regen to downed players (myself, and teammates), but I am not 100% sure of this.
There is definitely weird interplay between the built-in cripple/immob/chill removal and the traited condi flip; but that’s a tricky problem. I think I’d be ok with having the crip/immob/chill removal happen first, and have a condi flip happen second if there is one left.
Also, as of a few months ago, the teammate condi flip range was really small (~300?); I don’t think it’s fixed, so be aware of that.
Seems like another easy one would be
- Team victory threshold
Default to 500, but if you disable conquest capture points, you could lower it to 100 or 50 or something.
Could probably replace the conquest capture points toggle with this instead:
- Disable map scoring
This would turn off points from Temple buffs, Niflhel mobs, Foefire lord kills, etc. Only way to get points would be from DM kills.
Custom map making would be great, but having made a map in the past (for QWTF), I can say that it requires a lot of tool and modding support from the developers, and I don’t think we can expect that from ArenaNet.
Regardless, let’s try to keep this thread on topic and try to communicate to ArenaNet which administrative settings we view as absolutely critical.
Let’s keep it positive. I’ll start with a few.
- Number of players per team
- Server title (appearing in list)
- Autobalance on/off
- Password on/off
- Kick / ban
- Conquest capture points on/off
You might also swap Mending for Healing Surge, which in my experience removes the need for Signet of Fury.
You can get back the condi cleansing that Mending provides either with Runes of Lyssa, or Shake it Off, or both.
You might consider investing 10 points in Tactics to pick up http://wiki.guildwars2.com/wiki/Stronger_Bowstrings
Not only does it increase longbow range to 1200 (which you don’t really care about), but it converts the #1 and #2 skills to be 100% combo finishers for each projectile; meaning you can put really long burns on your target.
So, quickness is nerfed, ok lets find another way.
There are other possibilities besides Bull charge.
The obvious choice is the bolas but here is another build that gives us some more damage.
Hope you like. Enjoy de video
I enjoyed the video. Thanks for the positivity.
I’m not having too many issues in tournaments as solo at the moment. If anything, the faster pops and full teams is a nice change.
I would like a rank 10 restriction on it though. At least get people to learn where the modes are in hotjoin. It might not achieve much, but it couldnt hurt.
And one last restriction, regardless of whether rank equals skill or not but an algorithm that makes the highest rank in a match no more the. 20 ranks above the lowest. It won’t solve everything but could bring some parity back in.
Regarding balance, no comment. Talking balance in this forum is like every single other MMO or MOBA game, pointless and full of whingers.
Brilliant idea. Constructive.
More of this, please.
It was a minor trait causing me to lose 100 toughness when my health went under 90%.
My bad!
Yes – this was my HP dropping below 90%. Sorry for the false alarm.
Just wanted to reference a bug I found tonight with Shield Master’s +90 toughness bonus. Basically, sometimes it incorrectly subtracts some Toughness from your stat total (-100, in the video below).
Post: https://forum-en.gw2archive.eu/forum/professions/warrior/Bug-with-Shield-Master-90-Toughness-bonus
Video: http://youtu.be/bA_K87uW3xc
My bad, this isn’t a bug – the -100 toughness was from going under 90% and losing the Thick Skin buff.
Hey guys,
I noticed a bug with the warrior trait Shield Master where it’s subtracting extra toughness in combat
I know you guys have a similar (identical?) trait in Reinforced Shield – I don’t have an engie in my character slots, so I was wondering if one of you might be interested in doing some quick testing to see if you see the same bug with your trait.
Cheers,
-Kordos
Just wanted to reference a bug I found tonight with Shield Master’s +90 toughness bonus. Basically, sometimes it incorrectly subtracts some Toughness from your stat total (-100, in the video below).
Post: https://forum-en.gw2archive.eu/forum/professions/warrior/Bug-with-Shield-Master-90-Toughness-bonus
Video: http://youtu.be/bA_K87uW3xc
EDIT: This was my HP going below 90% and losing thick skin. Shield Master is fine!
—
Defense Trait XI is Shield Master
“Gain +90 toughness while using a shield. Shield skills recharge 20% faster.”
This works fine in the mists, but in combat, it sometimes yields incorrect results.
In this test video, I start with hammer equipped, and with a base toughness of 1291.
My friend then puts me in combat. I switch to axe/shield, and my toughness goes up to 1381 (+90, correctly).
The first time I use my Axe autoattack, and my toughness jumps down to 1281 (-100, incorrectly).
I then switch back to hammer, and my toughness jumps down to 1191 (an additional -90).
The net result is that I’m running around with a hidden -100 toughness debuff in combat.
I wasn’t able to reproduce this every time, but it definitely happens.
(edited by Kordos.3629)
What if player collision detection/prevention was forced in the following scenario:
- If 3 allies are standing in the same spot, then you “collide” and are preventing from entering the spot
The 3 could be tuned down to 2 or up to 4+, of course. Would still allow for tight formations, but would prevent the 40+ people in one spot.
How many people would then fit under a Guardian’s bubble?
My interpretation was that if you have Strength V (Berserker’s Power), then damage accumulated differently with each hit of Bladetrail (cumulatively, with each tick doing more damage); rather than hitting for a constant amount (800-2000 each ‘tick’).
Haven’t personally tested it – can anyone else confirm?
Wow, nice work in finding a way to replicate this bug.
These are all valid tactics, in accordance with the game rules today.
What I think people are trying to say is – these tactics aren’t fun. They don’t seem “real”, they make the graphics a kittenshow, and they presumably weren’t what ANet envisioned when they came up with WvW.
I’d just like some confirmation of that; that it’s something they’re “looking into”. If their solution is to just counter it, great; if there is another solution, then that’s great too.
Agree; remove them from play until the hacks are addressed.
If and when they can ever prevent the hacks, we can consider rebalancing. Until then, just remove them altogether.
Triple Chop was changed in the October 22, 2012 update to be a Channeled Skill.
This seems to be an obvious bug because Triple Chop is an Axe-1 skill meant to be used with Auto Attack.
The Axe-1 damage is greatly reduced because the channelling is always being interrupted.
Thank you!
Edit:
It always had a cast time (with a cast bar – the short one), but it was not channeled (with a channeling bar – the tall one).
All other skills that are not instant (shouts) now interrupt it.
This is extremely annoying; thanks for pointing it out and getting it on the list so quickly.
Hopefully ANet notices and gets a quick fix in for this; otherwise, it may be time to spend a bit of time experimenting with with Sword or Mace main hand.
As we’re all familiar with, Chilled has two primary effects:
- Movement speed decreased by 66%
- Skill cooldown increased by 66%
This is a really nice debuff; however the Thief profession feels much less pain due to skills #2, #3, #4 and #5 having no cooldowns.
I think a 66% debuff to initiative regen would be overkill; but is there some non-zero number that would give the condition a more interesting role against Thieves?
Two minor / cosmetic issues affecting the Rune of Lyssa:
1.) The Rank 2 bonus (+10% Condition Duration) does not affect durations listed on the skill tooltips. (The actual conditions durations in gameplay do seem to be affected)
2.) The Rank 6 bonus (Lose all conditions and gain all boons when you use your Elite skill) has an unlisted internal cooldown of 60 seconds – this cooldown should probably be added to the rank bonus description.
Re: the Quick Breathing trait
In my testing I have found that it does convert one condition to a boon – but the range at which it does so for allies at or below 300 range; much shorter than the 1200 of the other warhorn effects.
Used to run at 40-60 fps; now 12fps - did client change today?
in Account & Technical Support
Posted by: Kordos.3629
I got a fix – I had to reset the “SMC” – the System Management Controller.
More info:
http://support.apple.com/kb/HT3964
https://discussions.apple.com/message/19655534#19655534
http://gigaom.com/apple/when-to-reset-your-macs-pram-and-smc/
Hope this works for you guys.
Used to run at 40-60 fps; now 12fps - did client change today?
in Account & Technical Support
Posted by: Kordos.3629
I’ve been playing since launch on a bootcamped Retina-display Macbook Pro.
In Windows 7, at 1440×900, I usually achieve 40-60 frames per second.
I enjoyed a few rounds of sPVP this morning at normal performance. After shutting down and rebooting, this afternoon I am getting a steady 12 frames per second.
I freaked out and installed the 10/10 NVidia driver update; it made no difference.
I restarted a few times; it made no difference.
I uninstalled Bandicam and disabled the Enjin native client; it made no difference.
I tried running the OS/X client (which is usually ~20% slower than Windows for me) – it ran at about 9 fps.
Was there any kind of client update that went out today that could explain why my performance was great this morning, but is poor now? Or is this definitely an issue with my system?
I was doing some testing with Quick Breathing last night, seeing how far away I could be from my allies in order to convert one of their conditions.
Turns out I have to be pretty close – the radius was probably under 300.
Seeing as the radius of the boon part of the horn is 1200, could this be a bug? Or is it by design?
The trait “Distracting Strikes” doesn’t work while in Rampage form.
Separate bug submission: https://forum-en.gw2archive.eu/forum/support/bugs/Warrior-Distracting-Strikes-trait-not-working-while-in-Rampage-form
The warrior T2 Strength trait “Distracting Strikes” applies 3 stacks of Confusion when you interrupt an enemy.
I was testing a build that incorporated this trait and also used the elite skill Rampage, which changes your “form”.
What I found was that any interrupts made while in Rampage form did NOT apply 3 stacks of Confusion.
As soon as you came out of Rampage form, the trait works properly again.
I have a video that illustrates this: http://www.youtube.com/watch?v=S7-iyYJgank
At 0:06, I use the Rampage skill and change to that form
At 0:10, I use the Throw Boulder skill, interrupting my target – no confusion is applied
At 0:16, I use the Kick skill, interrupting my target – no confusion is applied
At 0:25, I use the Throw Boulder skill again…
At 0:26, Rampage ends and I revert to normal form while the boulder is still in midair
At 0:27, the boulder hits the target, interrupting them – and properly applying confusion.
During most of beta, the Battle Standard would “pulse” three seconds of Stability to all nearby allies, every 3 seconds.
Currently, the Battle Standard gives three seconds of Stability when the banner is planted – it then doesn’t do so again unless you pick it up and use one of the special abilities.
Is this intended?
