I agree this needs to be fixed. This trait is very interesting, but its current iteration is lackluster.
Dolyak Stance won’t have a cast time and is actually a stunbreaker as well and removes immobilized and has a pretty good cooldown.
The downside is that you’d have to buy the expansion. Which is stupid.
Anyone who wanted to stay competitive in pvp/wvw would have bought it anyway. What happened with HoT is going to happen again. This balance pass was them setting up the pins.
Hell, SB looks like it’s going to be very solid performance-wise and a lot of fun to play besides that. I don’t know why anyone wouldn’t buy the expansion. It’s even 20 bucks less than HoT was and looks like it will have a lot more content.
we don’t know anything, i’m amaze the people sings the same song as two years ago with the druid.
IMO Soulbeast is going to be useless And you know why? because it will be an spec which will need to play like the thief actually does now but without all the mobility and stealth that class has. So mark my words: i pretty sure soulbeast will a be another disappointment.So let’s focus in what we have now: core ranger is without stability and that’s wrong. If team irenio wants to remove the stability the class should go for the original archer design.
It can’t be that we have to get ridiculous close with the shortbow or the axe but we don’t have any access to stability. And i can swear the CC has gone thru the roof with this patch with all the new condis.
I’m marking your words. Is three months after release a good time to check on these statements?
I think DE with D/D or D/P is gonna bring back the stealth meta. Throw Shadow Arts in and you have a formidable burster. Gonna be glassy, but stealth is most of the times better at mitigating damage than evades if you know how to use it. In a 1v1, I’ll go for a DE. Forget about the rifle. Think outside the box.
Justice upon myself
Brought in the form of a spear
I wanted to run and hide
But turns out I’m revealed
The Chief Bandit
Chief Bandits job is to use numbers at his advantage to ensure chaos. There’s strength in numbers, however, as it’s the bandit’s code: Out there is every man by himself.
Weapon:
Hammer.
The hammer is a heavy AoE weapon used to offer a window of opportunity to the allies and disrupt the enemy’s lines.
Profession Mechanic:
Shadow swap. Switch places with your target(s). Replaces Steal. (This skill counts as CC for breaking bars and stability). Range: 900.
(All traits that work with Steal work with Shadow Swap).
Traits:
Adept Minor:
Chief Bandit:
Gain access to shadow swap, hammer and shouts skills.
Master minor:
Fierce Leader:
Gain:
1 sec of fury for each ally within 300 units. (Up to 5).
1 sec of retaliation for every foe within 300 units. (up to 5).
CD:15 secs.
Grandmaster minor:
Leader not Boss: Copy all your boons to 3 allies within the threshold.
CD: 15 secs.
Adept Major.
1. Risky Move: Shadow Swap becomes ground targeted and can affect allies. Any ally swapped by it (including you) heals for a set amount and gains protection. Any foe becomes weakened. Radius: 120.
2. Clear orders: Allies heal for a set amount when they abandon the threshold. 400 units.
3. The best defense: Gain protection and Vigor for every 10 Initiative Points spent.
Master Major:
1. Surprise Entry: Enemies around your landing zone are dazed when you use Shadow Swap.
2. Bringer of Havoc: All allies within the threshold heal for x% of their critical hits. 400 units.
3. Advanced Bandit’s Defense: Gain a block when your endurance is below 30. If you block something, gain back some endurance.
Grandmaster Major:
1. Kamikaze Attack: Place a big ol’ bomb at the place you land with SSwap. F2 returns you to your original position.
2. Blood of a Martyr: Allies around you heal for x% of the damage you receive. 400 units.
3. Render to Caesar: Copy all boons of a random ally within the threshold to yourself.
CD: 10 secs.
Weapon skills:
1. Melee-Aoe attack chain. 3rd one steals a boon from one target.
2. Mark the place: Leave a X shaped mark on the ground. Enemies that go through again weakness and vulnerability.
3. Hammer Spin: Spin your hammer destroying projectiles and damaging foes.
4. Master of Puppets: Stow your hammer for 3 seconds, becoming unable to attack. Your shouts recharge faster and the next one has greater range. (Channel skill).
5. Disrupting Hammer: Strike your hammer with force in front of you, blinding enemies and corrupting one boon.
Utilities:
6. Never surrender!: Heal for x. The healing skill cooldown of nearby allies is reduced by x%.
7. Pillage!: The next few attacks of you and your allies steals heals.
8. Arm yourselves!: Grant two explosive kits to up to 5 allies. When an ally does any combo, they also do a blast finisher. Their next attack steals health.
9. Together we stand!: You and up to 5 people heal x for every ally around you. Also gain some protection for every foe.
10. Assault!: Up to 10 member can use the special key to Shadow Step to target area for 30 seconds. When they do, they heal for x and gain fury.
I made this so you can play it in three ways depending on the traits line you choose.
All Ones: You play a more offensive way. Bombs with F1, AoE daze, etc. However it is not very strong because this is a support elite.
All Twos: You play healer/support.
All Threes: You play tank/boonshare.
i love a skill that on impact hitting 1 target it explode around them hitting 5
This could be a skill. Would make an incredible AoE if used with Ricochet.
Id also love to get the ricochet trait back.
Ricochet: (trait) Rifle and pistol shots have a 50% chance to bounce to an aditional target. increase rifle and pistol dmg by 7% (max bounces 3)or something like that :-)
Oh yes, this so much.
lol, people in this thread make for a cheap laugh.
“Nerf plz” and we don’t even have the kitten name of the Elite XD
I d love rifle 5 to be something similar to what the mordrem have.
Charge a shot for a duration while putting a buff on target that makes it visible that he is being targetet. After charging u fire a shot that deals massiv dmg in a line and leves a line of scorched earth that deals dmg over time and aplies cripple or maybe even burn (to give the thief access to burning). this skill would make the weapon viable in pve where mobs stay in in this line and it offers outplaypotential in pvp but can still be devestating combined with something like imob and can be used for area control. My problem with ranged weapons is that they are normaly undertuned in pve cause if not they would be op in pvpalso for play potential u can use this without targeting an enemy to avoid the being targeted buff but then it will shoot to the direction u are facing and not to the targeted enemy after the charge and would be really easy to dodge if the enemy is prepared
while charging u might aswell gain revealed to counteract abuse of this skill and give it synergy with traits
in my opnion this would go a long way for the viability of the rifle in all gametypes
im looking at this in more of a balance standpoint then a lore or flavor one and i would love to hear ur thoghtsalso im very sorry for my bad english
edit: some spelling errors (well there are still enough left xd)
That idea is actually not half bad. It is a very good skill and I think it matches the sniper theme very well. It even sounds like a number 5 type of skill lol
Whisky flask : skill : Heal you for a large amount of HP. Self blind.
Hidden flask : trait : Heal you for a small amount of HP when you reach 25% HP. Blind you. ICD 30s.
If you went from large to very large at the cost of adding confusion to the list, it’ll be very thematic haha.
This also goes a lot with the survival type of skills. Well thought.
Testing for weakness (trait): Each time you hit your target, you gain a “insert random name”-counter (hitting multiple foes at once only adds 1 counter). At reaching X counters, your next weaponskill will deal Y% bonus damage and be unblockable.
Really like this one as well. But I would approach it a little differently:
1. It is the target who gains said debuff. (“You are being targeted by player”).
2. Only one Testing for Weakness debuff can be active, so if you hit somebody else, you have to start from zero stacks. It also vanishes after a few consecutive seconds of not being hit.
3. At X stacks target gains high amount of vulnerability and can’t block for X seconds. (This way I think is more group oriented).
What do you say?
Shieldbreaker – rifle skill – deal damage and apply a debuff to target that causes all attacks against them to be unblockable. Attack itself is unblockable.
That’s a pretty good one.
So, we know that the next elite will be sniper-like. There are also rumors that this elite will only have a single dodge roll, that it will be heavily based on positioning and that the skill category will be Survival Skills.
Based on that, let’s now come with some cool skills/traits for the class. Just for the lols.
Bagworm: Skill: Stealth for 6 seconds and gain rejuvenation. If you move or are knocked back you become revealed. CD 25 secs.
Phantom bullet: Trait: Attacks made from a riffle/pistol cannot be reflected. CD: 5secs.
Hidden weapon: Trait: Your weapon swap cooldown becomes 3 seconds if you are wielding a riffle.
Bonus Point: Trait: 50% chance to gain one initiative point if you hit a foe by the side or the back. CD: 5secs.
People keep on whining about it, but design concepts aside I really don’t see how removing energy cost from weapons would help. It wouldn’t change PvE gameplay a tiny bit, it would be minor for WvW and in PvP likely result in another attempt at nerfing Shiro’s evade… and basically that’s it.
It really seems like a lot of people in here and on reddit stick to that old idea like a drowning man will clutch at a straw and won’t let it go. Revenant wouldn’t be fixed by it, not a one tiny bit.
This. A hundred times. They just need to balance them better, cause we keep getting increased CDs and energy costs and lower effectiviness. That’s not how it supposed to work. Pick one or the other.
High energy cost = Low CD + Good dmg.
Low energy cost= High CD + Good dmg
High CD = Low energy + Good dmg
Low dmg = Low energy + Low CD
High dmg = High CD + medium energy
Etc, etc, just do the math…
Dumbest change ever, if you ask me. (Or anybody that has played played thief).
Requirements to do a successful Backstab:
1. Be able to go on stealth.
1a. Remain stealthed (harder every day the more with all these revealaed debuffs)
2. Chase your opponent and place yourself behind him. Have in mind you only have 3 seconds to achieve this.
3. Stab.
4. Wait out your 4 seconds Revealed time and return to step 1.
This is already the hardest skill to land in all game.
Now add:
1. Take one second away from your stealth , dodges or simply moves an inch.
BobSpongeRainbowMeme.jpg
BALANCE
This idea is ridiculous. Why is guy getting so many replies?
Just did some testing and it doesn’t proc on auto attack. Adding it to the wiki.
what break the skill is the CD start at end of the final dagger thrown. so on paper it says it 25s CD but effectively a 40s CD make it much worse if the CD started second you pop it would be more used.
Honestly, I think this is how it should be. Otherwise, it could be up 100% of the time.
I was trying somewhat of a “Disrupter” build and was using it with ok results. But I never see it being mentioned here or anywhere: 25secs CD, 3 dazes that proc well with Pulmonary Impact and 10secs added to the skill they interrupt. Am I missing something here? It sounds nice on paper. Necros get BTFO and it can be cruel on team fights.
No.
15 characters long.
This change is awful, honestly. I agree it makes you think your attacks twice, but in the time a foe evades and you catch up to him/her again, you are usually out of stealth. Been invisible for only 2-3 seconds is requirement enough for this attack. The cooldown is an overkill to an already weak class.
Came here to check as well. I want to wear my title.
…
What is the title and where is it?
if its “indomitable legend”, i reached legend and i see the achievmenet on “0 %”.
Anyone knows ?
Wut do you mean m8?
Here it goes two of my proposals from another thread:
I really like your ideas. Giving Ventari some access to CC could open him the space he’s been needing. But the balance team has to be careful not to make it accessible, specially not very viable with a DPS oriented build. Also, the blind could be cool, they could rework the blind on heal trait.
Did you experience turret engi meta?
Not nice man. Not nice.
But anyways, its a nice concept. It’s just that the whole turret kind of approach becomes annoying after some time.
I will start with the most common proposal for Ventari.
Proposal Overview
Make Ventari’s tablet summon be automatic upon legend swap.
Goal of Proposal
Makes the flow of the legend more natural and enables the player to get into his roll faster, which is often a requirement for healing.
Proposal Functionality
When the Revenant swaps to Ventari, the tablet is automatically summoned at the position he was when the swap happened.
Associated Risks
Could be unfair to heal upon legend swap. To correct this, maybe the initial healing should be changed to Rejuvenation buff.
Hi guys.
Lately there has been a lot of discussion about Ventari but I’m finding few suggestions and a lot of arguing, so let’s have a CDI style thread, following the rules as follows:
Suggested Idea Format
Proposal Overview
<A short description of the proposal that is being put forward>
Goal of Proposal
<What problem are you trying to solve with your proposal>
Proposal Functionality
<How does your proposal work in regard in relation to the current design of GW2>
Associated Risks
<What risks or problems can you foresee with this proposal which you would like to have assistance on from other members of the CDI>
Please try to be as concise as feasible with your proposal.
Suggested Discussion Approach
No suggested format.
Suggested Post Word Count: 200
CDI Rules:
1: This initiative is all about discussion.
2: We will not be disclosing information pertaining to what is currently in development.
3: Anger and emotion will have less impact than intelligent discussion.
4: Together we will share and evolve design philosophies which will impact how we develop the game moving forward.
5: Aggression and disrespect to a fellow community member or developer will not be tolerated, and in the extreme could lead to the shutting down of the initiative.
7: Off topic posts will be deleted.
Please note this is not a competition, either between yourselves or the developers in regard to one up man ship. The point of this Initiative is to work together to make the game better.
This change is bullkitten. Thanks God I switched to Revenant. My body can’t withstand all this suffering.
I’m trying this build in pvp.
I like the concept of the tablet, but the numbers could be increased a bit. I’ll report back after some more testing.
I think most people agree that it should be an “accumulative” title, that would persist through all seasons, instead of a 1-off for each one.
Think back to the days of Guild Wars 1, where we had these types of accumulative title tracks.
http://wiki.guildwars.com/wiki/Gladiator
http://wiki.guildwars.com/wiki/Hero_
http://wiki.guildwars.com/wiki/Champion
Each season could progress the track for example. (note: Legend can be replaced with other nouns, Gladiator [RA] and Hero [HA] and Champion [GvG] worked fine in GW1)
- Legend
- Fierce Legend
- Mighty Legend
- Deadly Legend
- Terrifying Legend
- Conquering Legend
- Subjugating Legend
- Vanquishing Legend
- King’s Legend
- Emperor’s Legend
- Balthazar’s Legend
- The Legendary (final)
this
I third this.
Remember too that Glint has a stun break on turning over Facet of Darkness.
Dude, what?
https://wiki.guildwars2.com/wiki/Herald
Hey everyone,
Time for another recap and a few questions!
- Most of you like periodic secondary mechanics that remain “secondary” and don’t try to overtake the conquest part of the maps.
- We also would like the secondary to be more of a swing mechanic rather than a snowball mechanic
- Tons of awesome ideas for reworking the Skyhammer to be more of a periodic mechanic and some general ways to improve it.
So because of how the community answered I would like to ask some questions about the treb in Kyhlo. It has been in ranked/competitive rotation since the game has been out, but the treb goes against the answers I got for secondary mechanics on a conquest map.
Questions:
- Kyhlo’s treb:
- Do we consider it a swing mechanic?
- What do we think of it being up all the time?
- Does it need to be reworked to make it fit “periodic secondary mechanics”, and if yes how would you change it?
- Is the treb fine as is, and why?
- Would we want to have secondary mechanics that are up all the time in future maps?
I think most people will agree Khylo is fine as it is. Treb has a strategic value, meaning that a bad use of it can be detrimental for your team.
The thing with secondary objectives is that they cannot be the ones calling the shots in the game. Team fights and rotations should. The map’s mechanics should exists to give flavor to the match and aid a possible come back.
My Two Cents :
- Rework the “Skyhammer”:
- Make it available only at certain times, (aka 11:30, 8:30, 5:30, pretty much like “Med” on ToSS).
- Place some sort of bonusses inside the underground passages of the map.
- Give it 6 uses and enable it for 1-2mins only each time.
- Increase the rotation speed of the Hammer
- Give it two types of ammo, 1, the current AOE dmg strike, and the 2nd, a healing shot with Condi cleanse.
Reasoning:
- I think the Skyhammer itself, the cannon I mean, its fun, but how about if we give it a healing factor too? and make it available only during certain times, that way people wouldn’t zerg it from min 00, they will (or should) try to cap first, fight on points until the “hammer” is available.This is an awesome point and something I really wanted to ask you (the PvP community) so thank you for bringing this up.
- Which secondary mechanic do you like more: A secondary mechanic that is always up and has constant impact on the map or a secondary mechanic that comes up periodically that maybe has more impact on the map?
- Do you think secondary mechanics should ALL be swing mechanics or can there be some maps secondary mechanics that are more focused on snowballing the match?
- If you could rework the Skyhammer secondary mechanic what would you keep and what would you change?
1. One that comes up periodically.
2. Like somebody said: what players like is PvPing. We just need a place to smash our faces with some flavor added to it. If the secondary mechanic is too decisive, then players will play the mechanic rather than PvPing. That’s what I think, at least.
3. Make the Skyhammer a thrice per match event. The doors to the hammer get unlocked, fist player to channel it gets it. The skyhammer shoots to all three points, maybe randomly. Might need to make it undodgeable again. Also may need a few other entrances like people have asked.
Awesome thread so far everyone! I really appreciate everyone taking the time to write up their feedback and keep it constructive. Let’s do a quick recap:
- Remove/adjust the breakable panels at A and C point or Add second layer under the hole so players dont die, but still lose time for falling into them
* Which do you like better?
Remove them or make them brake by the hammer only. (Read my suggestion on skyhammer mechanic change by the end).
- Glass Panels only break from cannon fire
* What do we think about this suggestion?
Only per hammer strike.
- Enlarge the Skyhammer Platform, Add line of sight props
- Add multiple portals to get to and from the skyhammer platform
* Does this have to be in both places: in center of map and skyhammer platform or just the skyhammer platform?
Both places. The thing is not having to necessarily step on traps.
- Adjust the jump pads
- Take away the ability to die from falling damage
* Do we want to completely remove the ability to die from falling damage or make it only in very specific places?
Specific places.
- Adjust middle point high ground
* Do we want to completely remove this because of gameplay/camera problems or adjust it as it creates good gameplay but messes with camera
I like the high ground, please keep it.
- Secondary Mechanic Adjustment
* Reduce Damage
* Increase Cooldown
* Reduce the turn speed
My idea for this is making Skyhammer a three-times per match thing. It’d go like this:
At minute 10:00, large display appears: “SKYHAMMER IS READY TO SHOOT”.
The doors to the skyhammer platform would be enabled to enter. When a player channels the skyhammer control panel (may need a larger channeling): SKYHAMMER CALIBRATED TO BLUE TEAM….STAND CLEAR.
BAM!
The skyhammer shoots the very same laser it shoots right now, still dodge-able and having the same power to all three points (one by one, maybe in a random pattern).
That would make the hammer a nice thing to have, but not the most important goal in the map.
Then, make the map a little bit wider like people have suggested. Remove all higher ground besides mid, things like pillars, balconies and jump pads. After that, it could even go to ranked imo.
(edited by MakubeC.3026)
I want to use hammer so badly, but it’s too bugged man…
This happened to me too!
Like 5 hours ago.
This is a problem of rating confidence. New players start with an MMR very close to the average of the player base, but their rating is much less confident than someone who has average MMR and 1000 games played. There are three avenues I see that can be taken:
- Care more about games played than we already do. This functionality was actually added recently and replaced rank consideration, but it’s not a very accurate indication of skill.
- Care more about rating deviation. This number is meant to track with rating confidence, and is higher for new players. We could use this for matchmaking, but it’s already being considered in the ratings formula…
- Let the rating system handle itself. Rating deviation is meant to move players quickly to a more accurate rating. Since this player had only played 2 games, you can be sure that his rating deviation is high and his rating dropped dramatically after that game. You may never see that player again.
I prefer the last route as we let the Glicko algorithm do what it does best. We can’t avoid every single bad match up. As you said in your post, it could have been an alternate account. There is no way for the system to know how good a player they are unless they play, and that means a some guesses have to be made along the way.
I am ok with this.
Awesome finals indeed. Was just great!
Snip.
I agree 95% with this man.
Gr8 b8 m8, I r8 8/8.
I hope the team looks into this. It’s pretty stronk if we are being honest. The dual rezzing coming just from the pet and the ranger is enough to get somebody up in way too few seconds. Now imagine if there’s another ally nearby.
They have to lower the range significally IMO. The teleport is not that bad, the problem is that at 1200 units, by the time you get there, you are up to a ambush by the once downed enemy and the ranger.
Does anybody use Eagle’s? I find them useful, can’t figure out why nobody likes them…
Very nice. You really have something going on with this one.
Masters and slaves, rejoice!
As a veteran player (since pre-release) and a owner of HoT, denying the advantages of the expansion as unfair is not being honest with oneself. Elites simply destroy base professions and worst: Seems like Anet will keep it that way.
The solution here is boon strip, not corruption. I just wish devs see that before ruining what could be a nice balance patch.
This needs to be on the 1st page.
I think they should take this a grain of salt. Boon removal is ok, we actually need that. But boon CORRUPTION, that’s another whole different story. More so in such frequencies. This comes into play for some reasons:
1. You can’t really control the boons on you in any giving team fight. So even when it is not your fault, you will get punished and most likely be heavy punish by having them.
2. The presence of conditions is very plentiful even in this meta. Two necros in a team will literally not only keep your opponents boon-less, but also full of conditions at all times.
3. The punishment is just too large. If they want to keep the boons at bay, remove them, making them useless, but also turning them into conditions is going to suck big time.
(edited by MakubeC.3026)
I like it. Please ignore my partners opinions and keep it unchanged.