Showing Posts For Kydar Schattendolch.6879:

[Suggestion] Honed Axed

in Ranger

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

I would like to suggest a change of this really good trait, but in my opinion to staight focused.

Actually it’s like this:

Gain ferocity while wielding an axe in either hand. Winter’s bite is now an AoE skill. Axe skills recharge faster.

Ferocity: +250
Number of Targets: 5
Recharge Reduced: 20%
Radius: 240

My suggestion would be:

Gain ferocity while wielding an axe in the off hand. While wielding an axe in the main hand Ricochet inflict bleeding. Winter’s bite is now an AoE skill. Axe skills recharge faster.

Bleeding: 5s
Ferocity: +250
Number of Targets: 5
Recharge Reduced: 20%
Radius: 240

In that case, it fits the power role for off hand axe as well as the condition role for main hand axe (although its stated hydbrid but..hey^^).

Any thoughts?

(edited by Kydar Schattendolch.6879)

How to stop outnumbered abuse

in WvW

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Hi out there,

I would like to make 2 suggestions for pip acquisition in WvW and I hope, you like it at least a bit

1 is about u-buff, 2 is about devotion (is this the right word?)

So, go to 1 first: u-buff.
I think, many of you know the problem, fighting on a u-buff map and then, near to the next pip acquisition, ppl are joining and u lose the bonus and after getting the pips, the u-buff comes back. So you did all the work for nothing?

Heres my suggestion:
- reduce u-buff pip gain to +3
- if the map with an u-buff has it buff at least 2:30 min, ppl on the map will gain it, even if the u-buff isn’t shown up on the map at the point of the tick. There will be an internal cooldown for the buff, and every second, the buff is up, the contoun starts. It will stop, when the buff disappears. If this countdown (2:30 min) gies to 00:00 within the 5 min to the next tick, the bonus is gained.
- ppl, who are joining less than 1:00 min to the next tick to an u-buff map, won’t get the extra pips with the next tick.
- if the u-buff goes on near to the tick, ppl will get it (like it is now, so there’s no change to the actual system in this point)

Now, to my 2nd suggesten. The devotion pips.
I think, its mostly fine, but a bit underwhealming. So, it could be changed to something like this:
- reach wood chest in the week before: +1 (as it is now)
- reach gold chest in the week before: gain +2
- reach diamant chest in the week before: gain +3

So, that means some milestones: wood (1) – bronce – silver – gold (2) – platin – mirhtil – diamant (3)

So, ppl who play more, will be more rewarded, but at least, its only a expansion to the actual system in this case.

[Suggestion] - Changes in pip acquisition

in WvW

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Hi out there,

I would like to make 2 suggestions for pip acquisition in WvW and I hope, you like it at least a bit

1 is about u-buff, 2 is about devotion (is this the right word?)

So, go to 1 first: u-buff.
I think, many of you know the problem, fighting on a u-buff map and then, near to the next pip acquisition, ppl are joining and u lose the bonus and after getting the pips, the u-buff comes back. So you did all the work for nothing?

Heres my suggestion:
- reduce u-buff pip gain to +3
- if the map with an u-buff has it buff at least 2:30 min, ppl on the map will gain it, even if the u-buff isn’t shown up on the map at the point of the tick. There will be an internal cooldown for the buff, and every second, the buff is up, the contoun starts. It will stop, when the buff disappears. If this countdown (2:30 min) gies to 00:00 within the 5 min to the next tick, the bonus is gained.
- ppl, who are joining less than 1:00 min to the next tick to an u-buff map, won’t get the extra pips with the next tick.
- if the u-buff goes on near to the tick, ppl will get it (like it is now, so there’s no change to the actual system in this point)

Now, to my 2nd suggesten. The devotion pips.
I think, its mostly fine, but a bit underwhealming. So, it could be changed to something like this:
- reach wood chest in the week before: +1 (as it is now)
- reach gold chest in the week before: gain +2
- reach diamant chest in the week before: gain +3

So, that means some milestones: wood (1) – bronce – silver – gold (2) – platin – mirhtil – diamant (3)

So, ppl who play more, will be more rewarded, but at least, its only a expansion to the actual system in this case.

Hope, you like it

Preparedness

in Thief

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Necro only reduces the amount of drain per second. LF itself is only effected by Vitality. Thats not the same in this case

I beg to differ.

Ah, forgot about that 15%.

Preparedness

in Thief

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

But theres no profession, that is able to increase class specific ressources, why should thief?

Necromancer

But theres no profession, that is able to increase class specific ressources via traits, why should thief?

Necro only reduces the amount of drain per second. LF itself is only effected by Vitality. Thats not the same in this case

Preparedness

in Thief

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Everything popular should be baseline. Gotcha.

I did not say everything. But theres no profession, that is able to increase class specific ressources, why should thief?
And there should not be argumented now, that he has no cooldown on skills….

But I see, this is my opinion and you have yours, so…that’s how it is.

Preparedness

in Thief

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

This Trickery trait is just to mandatory for Thief, as it is for years now. And because of this the whole trait line.
The +3 Ini should be baseline (as mentioned in many threads all over the board).

Trait change to: Gain 2 Ini when using a stolen skill (maybe with ICD because of Improvisation)

All happy with +3 Ini and trickery won’t be that mandantory anymore.

Thx

Scourge analysis

in Necromancer

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

That leak was a confirmed fake. Purely to spike the price of sawgrill mushrooms to make a quick buck.

Even if it’s a fake, it doesn’t mean, that there won’t be something different to a shroud mechanic with the new spec. Would be nice so far

Scourge analysis

in Necromancer

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

I will hope that we finally get a condition based shroud that inflict some sort of condition on the AA. it can be bleed or eventually poison. more likely bleed because don’t have secondary effect and is a low damage condition.

I hope the same, but if the leaks are true, we will get torch. And with this I would guess, we will get more burning, which would be a nice addition to our actual condis.

If ANet keep his project for the reaper and that new elite, they will rework a little the traits of the Reaper to be more power fiendly (also just changing Deathly chill to inflict direct damage when apply chill, the change they probably will do) and the Scourge will be mainly focused on Condition damage. That mean that every skill of the scourge will inflict some sort of condition, also and expecially the AA.

This, I hope so much this^^

looking to our Shrouds, we have a full range and a melee shroud, then we’ll probably obtain a mid range shroud, with a range of 600-900 (I hope 900).
The shroud 2 will for shure be a sort of movement skill, and we already have a teleport to the target and a leap, then a leap/teleport back should be good to keep the range from the enemy and make a difference between this shroud and the others. maybe a stunbreack, a good thing that we don’t have on any shroud.
For the skill 3 I hope another istant skill, just because the actual one is strong but in different situations an istant fear will help more (for example against a thief). I don’t know if we’ll obtain a stability source in this shroud, the Reaper have stability because is melee and made to fight in the front line, the new one will probably be a mid range shroud then I’m not shure about the stability. maybe another kind of defensive skill, bu not too good like stealth or immunity, maybe a boon like protect or a conidition like chill or immobilize. A mass fear+immobilize should be good and themed, expecially with a teleport back on the skill 2.
The skill 4 should be another AoE, more likely a Cone size AoE with a good range. It should inflict Burn, looking to the Torch.
The skill 5 can be a Knock Back with Burn and/or maybe another condition like Torment. maybe a Bubble that also block projectiles, to grant a kind of defensive skill to the shroud

I hope there will be a complete new meachnic. Not Shroud so far. Anything else to use LF.
Maybe...its true, what the leak with this speculations said and it will something equal to the mesmer continuum shift. You earn life force and will be able to drop this energy at some position with F1 and you can use it with F2 and return to there and get the collected LF tranformed into HP and so on or you return there if you get killed and will be back from the death with some HP. As Addition with F3 you can transform this enery to a torch you can pick up for an amout of time depending on how much LF was saved in there.

[Suggestion]New Masteries

in Guild Wars 2 Discussion

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Actually, there are nealy 70 or so Mastery points that have absolutly no use.
There are no Masteries left or, in case of new maps within LS, there will be a new Masery, that cost a few points to skill but, it doeen’t reduce the left point really.

So, i came up with an idea, to invest this Mastery points in new, account wide Masterys, that have no connection to LS oder Content but u will be able to reuse them as often as u want.

So, what I want to say is, that there could be introduced new Masteries that work as follow:
- You have to activate the Mastery path as you have to do now with the availabe Masteries and u have to get exp to finish them. Once finished, u are able to invest a Masterypoint (hereby it doesn’t care if its Tyria or Maguuma or new types)
- The special with this new Masterys ist, that u are able to remove the points and use it elsewhere, if you want to. So, if u dont want to skill into 1 Mastery an longer, you can remove the points by easy use of a +/- Button. Or if you want to reskill, you can do the same with it.

Here are some Examples what i mean:
New Mastery: Star-Chef: All Buffood has increased duration by 5% per Mastery point
—> You are allowed to invest a maximum of 10 Mastery points in this. So, you activate the Mastery, get the exp and if full, you can invest the point. Then you can go on training and if u hit the next finish, you are able to invest 2/10 points in total for a 10% increased duration for food. So, there is part of a longer time goal for the Masteries.

A second Mastery could be:
Insert cool name here: Buffood you use has increased effectiveness.
—> Same here, in max, 50%, 10 Points for 5% each. Normal Food like 100/70 would result in 150/135 stat bonus and food like toxic crystals with +100/10% would result in +150/15%.

So, this can be all kind of passive Masterys. They should not be OP in the Game Modes but will give a nice bonus to what you already have.

I also tried something like: 1…10% increaed crit-chance or crit-dmg or 1…10% increased physical/condition dmg but this would at least give a too high adventage for some things and would require to skill into this Masterys (e.g. Raids).
But at least, it could be an option and maybe its not tooooo OP.

All this extra Mastery benefits are not active while in PvP^^

So, there has to be more Masteries than points availabe, so that you have to calculate, in what kind do you want to invest. Or there can be 5 such Masteries and each tier would require more than 1 Masterypoint, e.g. 3 or 4 for a total of 15 – 20 to get the whole benefit.

I think, it would be a nice addition to the actual mastery system. It would be acc.-bound, so this is a little tricky, cause different chars use different effencts in case of dmg-modifiers but….I think there can be much more other options beside dmg-modifiers.

Nature's Vengeance (trait) suggestion

in Ranger

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

They should bring back the effect ti this trait, that the active effect activtes by death of the spirits, if natural by time or killed doesn’t matter.

Small changes to make suppoert more viable

in Necromancer

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Hi,

i like to play a bit of suppoert role with my nex, but there’s 1 big problem:
It’s not possible to use wells for support as well asl using transfusion, because both traits are grandmaster ones.

So, my suggestion would be, to make a little switch between:
1. Switch Transfusion and Life from Death and give LfD a better scaling with Healing Power or
2. Switch Vampiric Rituals with Vapmiric Presence, increase the efffect of VP to make it more GM-worse (something like 75 dmg/siphon per hit ot better scaling coefficients) and remove the protection buff given by VR, to bring it in line as a master trait.

I know, many ppl will be against this, but IMO it will increase the support from necro by far. It does’nt matter how to do, but pls make it at least possible, to take wells and transfusion XD.

Ah, yes, and make it, that the life siphon from VR also effects als players, that are staying within the wells, not only the necro himself.

Thx =)

Trash energy costs on weapons

in Revenant

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

IMO there are 2 possible solutions for the Rev in this case:

1. Remove energy costs from weapon skills completly. The utility skills are expensive enough.
2. Make AA of each weapon set to restore energy.
1-hand-chain: 1-1-3
2-hand-weapon: 5

Or something like this. Or both…..

Thank you Anet, chillmancer viable again

in Necromancer

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

IMO, they should rework this trait completly. Reaper is supposed to be more or less a Power-Spec, and the trait shoulddo at leaest some dmg everytime chill is applied.
On the other side, this is as well a really boring trait XD

This would be more in line with the idea of this spec IMO….but, there are many other opinions on this^^

(edited by Kydar Schattendolch.6879)

Crystalline Heart (Deimos)

in Fractals, Dungeons & Raids

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Hello Anet

I’m doing legendary armor collection vol2 and was trying to kill Deimos while I had heart activated But,
First kill (week reset kill) I got downed last seconds of kill and we killed it. I didn’t get collection item, but next day I killed it without getting downed and Heart activated on, but still didn’t get it

Question: If I can acquire collection item only in first (week reset) kill, it means that if I get downed or die in almost killed Deimos I have to wipe or leave raid ?
If it’s just bug, can you fix it please ?
I used 4hour and we wiped about 5-6 kill runs to not to get down or die for that item, and ppl who had it killed didn’t get it…
(I hadn’t same problem with other bosses)

I had exactly the same problem. Killed Deimos, but died @ 2%, because I muissed a knockdown aoe -.-. Was the first week kill.
Then, did it again, survived, not even downstate and heart did not count toward collection.
Was really kittened off….

Wing 4 Collect Heart Bug

in Fractals, Dungeons & Raids

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

It worked for me so maybe it’s a rare bug or you forgot something, try sending a ticket and explain your reasons, so maybe they will give you the heart.

Yeah, great, i found a rare bug =(
I already did. But don’t have much hope.

Wing 4 Collect Heart Bug

in Fractals, Dungeons & Raids

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

You have to activate the Crystalline Heart prior to the encounter’s start for it to count.

I did, that’s the problem. I had the buff the whole fight. You can’t activate the Heart midfight.

Wing 4 Collect Heart Bug

in Fractals, Dungeons & Raids

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Does anyone else has the bug, that the Demonic Heart after killing Deimos did not count towards collection?
I have beaten Deimos, wasn’t down at any point and it did not count.
I’m a little bit angry about this -.-. This takes the fun to do this boss again, when you dont get the credit, you are doing the boss for….

Up to the Challenge F100 Challenge Completed

in Fractals, Dungeons & Raids

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Where do I find the activator for the challenge mode? =)

Greatest matchmaking this season!

in PvP

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

You had a thief they had two DH. The team with the most DH usually wins.

Exactly. Yesterday: 2 Fights, enemy team 3 DH’s, my team 0, they won. Next game My team had 3 DH’s, all bad, enemy team won LOL.
Today: Enemy team 4 DH’s…massacre….

This is no fun anymore…this matchmaking is the worst one and this class stacking is the most broken thing….

Potent Poison (Thief Trait)

in Bugs: Game, Forum, Website

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Ok, I checked this and it seems to work properly with most skills.
But not with the Dagger Training trait.
Dagger Trainig applies a 2s poison. Without Potent Poison I have a poison duration of 45%, this should result in a poison application from Dagger Training for 3s. It does. So far so good.
But with Potent Poison I have 78% duration, this should rersult in a 3,5s application, it’s still 3s with trait.
With buff food I can boost up my poison duration to 98%, that should give me a 4s application with Dagger Training. It’s only 3,25s shown in the trait desctiption.
So..there’s something not applied correctly, and it’s the 33% from Potent Poison.

Potent Poison (Thief Trait)

in Bugs: Game, Forum, Website

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

The extra 33% poison duration ist not shown in the hero panel for condi durations and is not adding it’s inreased time to the posion duration from skills.

Pls fix =(

The QoL List 2.0

in Ranger

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Hornet’s Sting (Sword 2) reduced cast time and Crippling Thrust (Sword 1b) to cleave.

Cast time reduce would be nice. But most problem I have with this skill, is Monarch’s Leap.
The Use-Time of this skill is to short. It should last for 8s at least. You use ist or u let it be. If it switsches back after 8s, Hornet Sting is off CD and again usable.

The actual 3s(?) Are way to short.

Changes we would love to see next

in Thief

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Edited the title of this thread for general discussion for future Thief updates.

Suggestion for Raids - Sigils

in Fractals, Dungeons & Raids

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Those sigil still have their place in fractal, open world and WvW.

And pvp….so in every game mode but raids…
IMO this diesn’t make any sense….
It would be a 1 time effect, if u go down, it’s lost…but it would make Raids for some groups maybe more availabe from the dps side….

Seems not that bad to me

Suggestion for Raids - Sigils

in Fractals, Dungeons & Raids

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Hello ANet,

I have a request: Pls, can we have an item similar to the amboss to repair your armor, you can interact with and what is able to grant you full 25 stacks of equipped stacking-sigils? ATM those sigils are more than useless, cause you can’t get the stacks.
Make an interactiv “light” (like the challenge mode lights in fractals) where you can speak to and if you have equipped a stacking sigill, you can use an option to get the stacks from it.
Introduce one of these before every raid boss, so that you, if you wipe, can reload.
This would be awesome.

Thank you.

Improving Deathly Chill - Suggestions

in Necromancer

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Or only increasing your condi damage against chilled foes. Which would be useful but boring.

To quote myself from another topic:

“Just though about somehting that I think could make the trait interesting again. With the right numbers of course.
What about making it act like this:

1 bleed evertime you apply chill (like now)
+ increase the damage of your bleeds by X% on chilled foes

I had a similar Idea of those today.
What’s with:

Deathly Chill (or rename to: Tormenting Chill)
Everytime you chill a foe you also inflict 2 stacks of torment for 8s and you recieve 1 stack of Chilling Might/Power for 10s. Your conditions deal 2% more damage per stack (max. 5 Stacks).


you could also replace torment by bleeding, but with torment you would give the necro better availability to this condition as well as another dmg condition besides bleed/poison/burn. Actual the tormen appliction is very limited, this would be changed with this a little. But I think the beeding is sill an option, it it would not be torment.

As to the point with confusion: IMHO confusion ist not a condition that fits great to necromancer. It is not the style of this profession to deal confusion…so..not a fan of adding confusion to the repertoire in any way.

Improving Deathly Chill - Suggestions

in Necromancer

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

What about this:

Everytime you chill a foe you inflict 1 stack of bleed for 8s.
If your foe has swifness you additionally inflict one stack of torment for 8s. If your enemy has no swiftness, you inflict a second stack of bleeding for 8s.

This would increase the dps in pve with mostly 2 stacks bleed and also be maybe a little bit more interesting for wvw and pvp.

Improving Deathly Chill - Suggestions

in Necromancer

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

“The reason it’s bleed and not something like poison is that this trait is intended to be a DPS add instead of another debilitating effect.”

This is, what ANet said in AMA to the update to this. Add poison has another debilitating effect (heal reduction), and to don’t reject this decision, i made the following suggestions.

Incresed Poison duration could be with Furious Demise (Minor II Curses). It can be replaces with Increased Poison Duration by 33% or somewhat^^

2. The burst with burns is too high. A dev said they toyed around with using Burning but combos like Rs5->4 was too devastating. I tend to agree.

In that fact, u could make it a 1s ICD per foe…this would prevent from stacking it that high with DS 5—>4

I also thought about torment and I think if it would be replaced, 2 stacks are ok for this (like bleeding).

Lower amounts are not GM worthy IMO^^

(edited by Kydar Schattendolch.6879)

Improving Deathly Chill - Suggestions

in Necromancer

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Hi fellow necs, ANet and all other

I think like me many of you muss the odt “Deathly Chill” and I think I can live with the new version, if there would be a few tweas, because as it stands atm, its in my opinion not GM worthy.

So, this is what I suggest to make this trate more viable again:

1: Increase the inflicted bleeding stacks from 1 to 2

This would compensate for the huge dmg loss by removing the chill dmg much more than the 1 stack it’s actually.

or

2: Rename to Frost burn: Inflict 1 Stack of Burn for 4s everytine you chill a foe

Same funktionality as it is now but much better compensated for the lost dmg due to burn condition. This would the necro also give more options to inflict burn.

Edit: New suggestion (for more see post below):
Deathly Chill (or rename to: Tormenting Chill)
Everytime you chill a foe you also inflict 2 stacks of torment for 8s and you recieve 1 stack of Chilling Might/Power for 10s. Your conditions deal 2% more damage per stack (max. 5 Stacks).

Any thoughts?

(edited by Kydar Schattendolch.6879)

Skelk Venom

in Bugs: Game, Forum, Website

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Skelk Venom: The base healing modifier for venom strikes has been increased by 40%. The healing contribution for both the initial heal and venom strikes has been increased by 50%.

Initial Heal before patch: 4210

Initial Heal post patch: 4210

Do I understand something wrong or is the +50% heal missing?

Deathly Chill clarification

in Necromancer

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

It’s not worth it – in short. Pick up Dhuumfire.

This.
It would be more GM worthy if it was 2 stacks….and note, I said more GM worthy, not “GM worthy”.

How many just dumped your chill builds?

in Necromancer

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

2. The trait instead gave 2 bleeds .

I wouldn’t mind then.

Only this. 2 stacks would at least be GM worthy….but 1…c’mon….

Changes we would love to see next

in Thief

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Sry, but all of this is absolutly OP XD

Compared to???

Without assuming changes to any other profession, here are three things off the top of my head…

1. Either instant-weapon swap with no cooldown, or swapping weapons refills the initiative pool.
—> No profession has instant weapon swap and IMO its good that it is this way. And ini refill would be very op, as u can e.g. double take same weapons and burst very hard.

2. Give the Thief the ability to either punch through or negate passive defenses. Priorities would be self-harming defenses such as Mirror of Anguish, Reaper’s Protection, Amplified Wrath, and Retaliation.
—> Passive defenses are still defenses, so negate these would make them less valuable. No profession should negate defenses in this way. And IMO no profession should be able to do this in a way without traits as a baseline opportunity.

3. The Thief’s nature seems to warrant some sort of immunity or resistance to traps specifically. Either by ignoring traps, disabling a trap (with cooldown), taking reduced damage, or at least resisting a trap’s movement/containment properties.
—>Resistance to skills is nothing to discuss. It’s not balanced if a professions has a resistance to traps or other types of skills. In that case you should grant other professions as well resistances to some skills. I’ts way to ahrd to balance. And too OP for beeing baseline.

But that’s only my opinion

(edited by Kydar Schattendolch.6879)

Changes we would love to see next

in Thief

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Without assuming changes to any other profession, here are three things off the top of my head…

1. Either instant-weapon swap with no cooldown, or swapping weapons refills the initiative pool.

2. Give the Thief the ability to either punch through or negate passive defenses. Priorities would be self-harming defenses such as Mirror of Anguish, Reaper’s Protection, Amplified Wrath, and Retaliation.

3. The Thief’s nature seems to warrant some sort of immunity or resistance to traps specifically. Either by ignoring traps, disabling a trap (with cooldown), taking reduced damage, or at least resisting a trap’s movement/containment properties.

1. No
2. No
3. For ever no….

Sry, but all of this is absolutly OP XD

Changes we would love to see next

in Thief

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Generally not too bad. At least not op, and the choices are reasonable and useful at the same time.

Thx

hey ur ideas are not that bad Kydar. this would give condition builds more sense.

That was exactly the idea behind this. The GM Confusion trait is in my opinion not GM worthy…that’s why I would like to see this change.

i recently thought of a change to Cloak and Dagger to:
Cloak and Dagger
Shadowstep and stab your foe. Vanish in stealth, leaving them vulnerable.

Damage Damage: 458 (1.25)
Currently invisible. Ends if you deal damage. Stealth (3s): Invisible to foes.
3 Vulnerability (5s): 3% Incoming Damage, 3% Incoming Condition Damage
Range: 900

to make d/d as rewarding as risky it is.

I think this would make C&D too OP if it has an integrated Shadowstep. Would like to let it be as it is atm. Maybe change Vuln to 5 stacks or change it to blind for 3s.

Preparedness Trait.

in Thief

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Should be baseline. Since ever.

Changes we would love to see next

in Thief

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

- Preparedness goes baseline
- Thrill of Crime moves to Minor II (former Preparedness)
- New Adept III (former ToC): Convenient Oppertunity: Gain 1 initiative everytime you hit a disabled foe (stun, daze, knockdown, knockback, launch, frar, taunt), ICD 1s
-Combine Pressure Striking and Bewildering Ambush to [insert cool name here] as Expert III (Maybe decrease confusion stacks from 5 to 3)
- New GM III: Painful Movement: Everytime you cripple a foe you also inflict 2 stacks of bleeding for 4s. (Maybe reduce to 1 stack or insert a ICD of 1s, if 2 stacks is to OP)

Add:
Roll for Initiative rework:
Reduce CD to 40s
Rename to Surprising Retreat: Same as now but without gaining initiative.
Switch Skill (availabe for 5s) *Dashing Onslaught: Dash forward to your foe and get 6 initiative

Thoughts?

(edited by Kydar Schattendolch.6879)

Unhappy/Confused about Matchmaking

in PvP

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

And not only this:

Game yesterday: 5 necros in 1 team
Today: 4 Rangers, 3 Necros in the fight after
in one Team….2-3 DH’s every match….

Great

Pretty losers

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Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

I like this new matchmaking….
It’s all I wanted to have…

1st day: 20 Games played, 4 games won
2nd day: 3 games won, 12 games lost, 1 game won, 6 games lost…

This is great….it’s not 50/50 and so on but this is how pvp is fun….

I think, I’m not that bad as pvp player…but never hat such bad statistics before this season…

D/D Changes That Would Help

in Thief

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Dancing Dagger needs some improvements.
My Idea since long is the following one:

Increase Dmg by 50-75%. And then it works like this:
First hit hits with 100%, 2nd hit with only 75%, 3rd hit with 50% and last hit with 25%
All hits inflict a 3s cripple, first hit is an additional 0,25 daze.

As well as projectile speed increase 33-50%

Improved PvP-Season-System for next Season

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Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Ah i see ,that is not so bad ,add reward pips for wining team and you might have something to look forward next league …

It is. If you win, you still get 1 pip (or at least take over the actual system with 1-3 pips based on how good the Teams are you are fighting against).

Improved PvP-Season-System for next Season

in PvP

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

So wait, beter you play and more balnced match will lose pips but if you get demolished you lose nothing?
Shouldnt it be more rewarding instead of avoiding punishment ?

Now take everything just like you said but change roles losers and winers, if you win with those differences in points you get extra pip….

No rewards for losing mathces ,at best you dont lose pips only if against premade or against higher bracket players in oposing team…

I think, you are misunderstanding me…let me clear up:

Example: Division 3
– If you lose 378:500, you won’t lose any pips
– If you lose 220:500 you will lose 50% of a pip
– If you lose 80:500 you will lose 1 pip

It’s not the point difference between teams, it’s the reached points.
So if you lose with high points, you don’t lose anything, if you get demolished, you lose pips.

Improved PvP-Season-System for next Season

in PvP

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

You idea doesn’t work for Stronghold and Conquest sucks.

Mh..you’re right..forgot about stronghold….
But stronghold also has a Point System..i did not know it exactly..bit I think it would be tweakable…

Improved PvP-Season-System for next Season

in PvP

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Hi all,

I like the idea of the pvp System but i’m not that happy with the implementation.
The lost of pips within the early divisions kills the fun of playing pvp if you play the whole day to get nothing…no progress = frustration = no fun.

In that case, I would like to suggest a new, slightly improved system for the upcoming seasons…
This new system would have two big Advantages compared to the actual system:

1. Players (as well not that good pvp players) don’t be that frustrated for getting nothing (no progress) and pvp would be much more alive
2. All players will be rewarded based on how good they play respectively how close the game ends.

Division 1:
- If you win, you will get 1 pip
- If you lose, you get 50% of 1 pip

Division 2
- If you win, you will get 1 pip
- If you lose with >350 points you will get 50% of 1 pip
- If you lose with <350 points you will get nothing

Division 3
- If you win, you will get 1 pip
- If you lose with >350 points, you won’t lose any pips
- If you lose with 200-350 points you will lose 50% of a pip
- If you lose with <200 points you will lose 1 pip

Division 4
- If you win, you will get 1 pip
- If you lose with >400 points, you won’t lost any pips
- If you lose with 300-400 points you will lose 50% of a pip
- If you lose with <300 points you will lose 1 pip
- You can lose ranks

Division 5
- If you win, you will get 1 pip
- If you lose with >450 points, you won’t lost any pips
- If you lose with 350-450 points you will lose 50% of a pip
- If you lose with <350 points you will lose 1 pip
- You can lose ranks

Division 6
- If you win, you will get 1 pip
- if you lose, you will lose 1 pip
- You can lose ranks

Any thoughts?

Lost 2 PIPs 499-502 and 478-501

in PvP

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

The game doesn’t look at how close your game was

IMHO it should during the pvp season….

New pvp system "review"

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Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

I like the new PvP system….but there’s one thing, that bother me….the lost of pips from division 2 on….

I mean…It would be ok for me, if you could get D1 and D2 without losing ranks and pips….und D3 and D4 you lose pips and for 5+ you lose ranks and pips…but….you can go on and play the whole day and still stay in D2-Rank 1, cause you win/lose 50%….

ANet said, that Players (even not soo good ones or mor casaual ones) will be able to get their backpack, maybe not within the first season….but you can get it….but how many seasons do u need, if you don’t be able to go past D2?

My idea would be the following:
Make an “EXP”-system
- So…if you win within D1, you will get 100% (1 pip), if you lose, you get 50% of 1 pip….
- In D2, you will get 100% (1 pip), if you lose, you get 5% of 1 pip….
- For D3 and D4: If you lose with 350+ you won’t lose anything, if you lose with <350 you lose 50%, of 1 pip and if you lose with <200, you lose 1 pip ….if you win, you still get 1 pip….
- For D5 it’s the same as D3/D4 but 450+ points for losing nothing, 350-450 for losing 50% of a pip and <350 for 1 pip.
- In D6 there’s only win = pip and lose = -1 pip

In that case, players will be able to go through theit divisions, even if they lose, but when it was a close and good game….and there’s not so much frustration if you play the whole day for nearly nothing….

(edited by Kydar Schattendolch.6879)

When does HoT go live? [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Yeah, I thought about this…but I hope, ANET is sooooo hyped for release, that they set the start time at 00:00 (is it PST?) XD….

When does HoT go live? [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Any infos to specific time?

I want to know if it’s needed to take a free day from work or not^^

Thx =)

The rise of Healing Power (Suggestion)

in Guild Wars 2: Heart of Thorns

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Hi all,

I for me love the HP Attribute, I don’t know why, but I do. And I for me would love to see HP more viable and having more Impact on skills and traits, so that it would be rewarding in skilling into HP.

In most cases, the scaling with HP is really bad….and in many cases, it isn’t that noticable, that you have skilled in HP.
Lets take the trait “Monks Focus” for example. Without HP you get an heal amount of nearly 2000 Points, while with let’s say 1000 HP you get 400 Points more. This is not much and the trait is, IMHO, very decent without HP….and this is exactly, what I would love to be changed.

My imagination how HP should be is, that all skills and traits (except Healing Skills #6) that grant some kind of healing to allies and to the player himself should sclae much more with HP to be rewarding in using HP.
At the same time, all these skills and traits have to be usable wothout skilling in HP but in that case, the amount of healing you get from, should be not that high, but still decent and usable.

Following this text, I have prepared some calculations for HP and how I think it should scale with traits and skills. Note: This is only done for the core proffessions and specializations
Base of my calculations were an HP amount of 800. So, that means:
When you after this change would have an HP of 800, you will get roughly the same heal from “Monks Focus” as you get it atm with 800 HP, but you will recieve much more healing beyong 800 HP and, on the other side, less healing without HP.

Pls feel free to give constructive feedback =).

Weapon skills and profession mechanic
Guardian
Virtue of Resolve: Reduce base heal to 1000, increase HP coef. to 1.5
Empower: Reduce base heal to 1000, increase HP coef. to 1.5
Detonate Orb of Light: Reduce base heal to 500, increase HP coef. to 1.0
Faithful Strike: Reduce base heal to 250, increase HP coef. to 0.25
Shield of Absorption: Reduce base heal to 700, increase HP coef. to 1.1
Light of Judgment: ok

Ele
Water Blast: Reduce base heal to 250, increase HP coef. to 0.4
Geyser: Reduce base heal to 1200, increase HP coef. to 2.2
Water Trident: Reduce base heal to 800, increase HP coef. to 1.5
Cone of Cold: Reduce base heal to 300, increase HP coef. to 0.9
Cleansing Wave: Reduce base heal to 800, increase HP coef. to 1.7
Tidal Wave: ok

Utility
Guardian
Command (with Bow of Truth): Reduce base heal to 40, increase HP coef. to 0.1
Merciful Intervention: Reduce base heal to 900, increase HP coef. to 1.9
Sanctuary: Reduce base heal to 200, increase HP coef. to 0.15

Ranger
Signet of the Wild: Reduce base heal to 40, increase HP coef. to 0.1

Thief
Shadow Refuge: Reduce base heal to 1000, increase HP coef. to 1.5

Elite skills
Guardian
Signet of Courage: Reduce base heal to 600, increase HP coef. to 0.75

Ranger
Spirit of Nature: Reduce base heal to 200, add HP coef. of 0.25

Ele
Glyph of Elementals (when commanding an Ice Elemental): ok

Skills with special conditions that heal

Engineer
Bandage Self (tool belt skill with Med Kit): ok
Med Pack Drop (tool belt skill with Supply Crate): Reduce base heal to 700, increase HP coef. to 0.9
Med Blaster (Med Kit skill): ok
Throw Bandages (Med Kit skill): ok
Throw Stimulant (Med Kit skill): ok
Throw Accelerant (Med Kit skill): ok
Throw Antidote (Med Kit skill): ok
Elixir Shell (with Elite Mortar Kit): Reduce base heal to 200, increase HP coef. to 0.5
Super Elixir (with Elixir Gun): Reduce base heal for impact to 400, increase HP coef. to 0.6; Reduce base heal per pulse to 150, increase HP coef. to 0.2

Ranger
Harmonic Cry (Moa pet skill): Reduce base heal to 2000, add HP coef. to 2.5 (pet heal)
Chomp (Drake pet skill): Reduce base heal to 100, increase HP coef. to 0.1 (pet heal)
Chomp (Armorfish pet skill): Reduce base heal to 1000, increase HP coef. to 2.1 (pet heal)
Regenerate (Fern Hound pet skill): Increase HP coef. to 1.5 (pet heal)

Ele
Water Arrow (with Conjure Frost Bow): Reduce base heal to 250, increase HP coef. to 0.5

Traits that heal

Guardian
Altruistic Healing: Reduce base heal to 40, increase HP coef. to 0.05
Monk’s Focus: Reduce base heal to 1000, increase HP coef. to 1.6
Pure of Heart: Reduce base heal to 300, increase HP coef. to 1.0
Selfless Daring: ok
Writ of Persistence: Reduce base heal to 40, add HP coef. of 0.1
Zealous Blade: Reduce base heal to 10, increase HP coef. to 0.05

Ranger
Invigorating Bond: Reduce base heal to 1500, increase HP coef. to 1.5 (pet HP), add player HP coef. of 1.0

Warrior
Vigorous Shouts: Reduce base heal to 700, increase HP coef. to 1.5

Engineer
Soothing Detonation: Reduce base heal to 250, increase HP coef. to 0.5
Bunker Down: ok
Medical Dispersion Field: ok

Thief
Assassin’s Reward: Reduce base heal to 40, increase HP coef. to 0.1
Invigorating Precision: ok

Ele
Healing Ripple: Reduce base heal to 600, increase HP coef. to 1.9
Evasive Arcana: see Cleansing Wave

Mesmer
Restorative Mantras: Reduce base heal to 1200, increase HP coef. to 2.0
Restorative Illusions: Reduce base heal to 500 (1 Illu.), to 700 (2. Illu.), to 900 (3. Illu) and to 1100 (4 Illu.), increase HP coef. to 0.7 for all tiers

Necro
Life from Death: ok
Transfusion: ok

Traits that grant health regeneration

Guardian
Battle Presence: Reduce base heal to 200, add HP coef. of 0.2

Warrior
Adrenal Health: Reduce base heal for Lvl. 1 to 85, for Lvl. 2 to 170 and for Lvl. 3 to 255, increase HP coef. for Lvl. 1 to 0,1, for lvl. 2 to 0.2 and for Lvl. 3 to 0.3

Engineer
Backpack Regenerator: Reduce base heal to 60, increase HP coef. to 0.15

Ranger
Natural Healing: Reduce base heal to 80, add an HP coef. of 0.2 (pet HP)

Thief
Shadow’s Rejuvenation: Reduce base heal to 150, add an HP coef. of 0.3

Ele
Soothing Mist: Reduce base heal to 40, add an HP coef. of 0.2

Combos that heal

Combo Field: Water × Combo Finisher: Blast: Reduce base heal to 700, increase HP coef. to 1.7
Combo Field: Water × Combo Finisher: Leap: Reduce base heal to 700, increase HP coef. to 1.3

Note2: I took all skills and traits from the wiki page, I don’t know, if it’s updated or some pre-patch-skills/traits that are old inside my list.

(edited by Kydar Schattendolch.6879)