Showing Posts Upvoted By Mendax.9506:

[Poll] New Changes Healthy for Mesmer Class?

in Mesmer

Posted by: Esplen.3940

Esplen.3940

@ODB, our profession mechanic is shatters and illusions. As such, should we not be intended to use shatters in every fight? Is it their intent to make us use illusions in every fight?

Why, then, do we spawn things that deal a significant portion of our total dps while staying alive while our profession mechanic relies on destroying them?

If you don’t understand that, let me explain it to you: You can only make cakes, but you’re allergic to eggs. If you want to eat a cake, you have to work around the fact that you’re allergic to eggs. Why, then, are you only capable of making cakes?

If you still don’t understand…
Illusions don’t add to our dps. They account for a large portion of our dps.
Burst skills don’t add to Warrior DPS, they’re [supposed to] account for a large portion of their dps. (Bar Eviscerate, since someone will axe me about it.)

However, Warriors get a large damage bonus for not using their profession mechanic when they don’t, in most builds, need to use it to improve dps.

Mesmers, on the other hand, don’t get a large bonus for not using their profession mechanic when they don’t, in most builds, need to use it to improve dps.

In fact, both Mesmer and Warrior profession mechanics can and do hurt DPS outputs by activating them with builds (not all, but many).

In this feature patch, Warriors not using their profession mechanic was addressed by giving them more incentive to use it and by making persist less after a fight.

Mesmers have never had their profession mechanic persist after a fight and, in many builds, have no incentive to use it (bar Mind Wrack final burst, Distortion survival, keeping in mind each F skill reduces your overall DPS in most cases).

Mesmer profession mechanic acts like a Burst skill (funny because I’m comparing Mesmers to Warriors and therefore comparing Shatters to Burst skills, hahhh) in the fact that to use them at all is to provide burst, not sustained dps. There’s a reason why shatter isn’t usable in PvE and that’s because it’s not sustained dps. It’s high burst and moderate recharge as opposed to phantasm which is able to maintain the dps with a, roughly equal, moderate recharge charge.

In many, many builds, there’s no incentive to use our shatters, our illusions don’t persist from fight to fight, even if we stay in combat and traverse from group to group fighting nonstop, and we’re effectively not doing anything.

Warriors get a trait that improves damage for each bar of adrenalin not spent.
Mesmers get a trait that improves damage for each illusion alive.

Warriors profession mechanic attack is burst.
Mesmers profession mechanic attack is shatter.

Warriors do not need to do anything to maintain full adrenalin if they don’t use burst.
Mesmers need to constantly respawn and maintain illusions even if they don’t use shatter.

And we can go into further injustices such as Healing Signet, where Warriors get roughly the same HP/Sec as Signet of the Ether with absolutely no conditionals attached whereas Signet of the Ether requires 3 illusions up and pulses slowly, making it harder to maintain the heals.

The example was not meant to be using Warriors and Mesmers though Burst and Shatter are very similar, profession mechanic-wise. It was meant to say that we have Shatters that aren’t being used because they actively hurt our damage output. That’s not healthy (unless you’re doing shatter burst, may you succeed in your endeavors) for how Mesmer works. We’re harming our damage output to improve our damage output, and the costs don’t outweigh the gains.

Eventually, my point will boil down to (if we want to keep Shatter in the game, which we do) Shatter skills should be select-able because as they are, they are very pidgeonholed in their uses (bless your lovely soul, Distortion, I will love you even if we get to pick our shatters).

What is balance team doing with their time?

in Profession Balance

Posted by: Uuni.3561

Uuni.3561

Since we get balance patches every 6 months or so and they include changes that take less than a month to come up with and create, I can’t help but to wonder what are they doing in the 5 months between the patches? Are they laid off or something?

I’m not trying to be snarky or disrespective or anything but the amount of changes we get in balance patches doesn’t warrant months and months of completely skewed balance especially in PvP. We haven’t even gotten new skills, mechanics or professions in the two years the game has been out to mix things up and possibly draw time from the balance team. We got new traits, majority of which are unviable or just too deep in the trait trees to ever be useful, generosity rune is blatantly overpowered and highly inaccessible in PvE/WvW, the meta stagnates in a few weeks after a balance patch because the game has so few moving parts the optimal builds are found extremely quickly. The game doesn’t have much depth or mechanics required so the gap between skill floor and skill ceiling is downright claustrophobic.

Two years from launch and conditions are still unviable in PvE
Healing power still has no use in PvE
Zerking is the optimal PvE build assuming you can reflect/dodge roll
Mob AI has never been returned to beta weekend quality
Condition spamming is cancer killing the ‘esports’ in this game
Meta builds are all about eliminating counterplay

And don’t give me any of that ‘dont be entitled’, ‘do it yourself then’, ‘you dont have to play the game’, ‘lol ur just bad balance is fine’ garbage. There’s no need to shill when someone is asking a legitimate question about something that affects the enjoyability and longevity of the game for majority of the players. And honestly balancing isn’t nearly as hard as they make it ought to be, creating healthy gameplay isn’t too out of the whack either if you are a paid professional or at least someone who plays video games sometimes. Stuff like “Incendiary Powder” engineer trait is blatantly overpowered with burn & condition duration. It’s not that hard to see if you sometimes play the kitten game you are making.

Anyhow, I’m just baffled where all the time goes and in how disgusting state the balance is in this game.

Zodiac Armors Feeback

in Black Lion Trading Co

Posted by: goldenwing.8473

goldenwing.8473

Constructive feedback:

Please reduce the size of the breasts and increase the amount of fabric.

Remove the blue skin entirely.

Do not allow it to be dyed. There will be players walking around with green skins, purple skins, etcetera. Is that consistent with the current artwork in the game?

Would have preferred to see (light) armor that looked more like robes, rather than 2 pieces. And those armors could have had better effects (similar to the glows on the zodiac weapons).

BG: 52 alts, 29 lvl 80’s. They all look good, so I am done with the game: Oct 2014

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Waldrun.8493

Waldrun.8493

Elementalist:

  • Water V – Cleansing Wave. Moved to Master tier.
  • Arcane V – Elemental Attunement. Moved to Master tier.

While I don’t mind most of the changes these two really bug me. All these two changes are going to do is make it more difficult for elementalists to spec defensively by forcing us to now chose between cantrip mastery and cleansing wave (the obvious choice being cantrip mastery) and to chose between elemental attunement and renewing stamina. Moving water 5 is just nerfing condition removal in defensive trait set ups which doesn’t seem like the right thing to do during the condition meta. Moving Elemental Attuenment to master is even more worrying for me.

These changes are only going to weaken my current (0/30/0/20/20) S/D fresh air build (Which I use for WvW roaming) by forcing me to use inferior defensive traits in the adept slots when it is already quite difficult to survive, especially against condition builds. Now my current S/D build will have less condition removal (now only water skill 5 and ether renewal) and if I want to keep Ele Attunement (which I like for the protection and swiftness) I will have to use vigorous scepter giving me only half of my current endurance regen bonus in combat. Fresh Air S/D is already inferior to D/D for roaming.

Additionally, if increasing elementalist build diversity is a goal, I would recommend finally getting around to buffing the focus. Currently, half of its skills are underpowered or useless (Particularly the water and fire skills). Fire and water skill 4 are particularly bad. Its powerful defensive skills don’t make up for it’s lack of damage and mobility. It would be nice to see S/F and D/F be viable weapon combinations.

Also, one of the major problems with the stoneflesh minor earth trait is that, unlike soothing mist, it doesn’t work with lingering attunements. It’s the fact that this trait only really benefits players that camp in earth attunement that limits its usefulness. It might even be good to give it a lingering effect like soothing mist.

Waldrun – Elementalist
[CNB] – Sea of Sorrows

(edited by Waldrun.8493)

Zerging is getting ridiculous

in Tower of Nightmares

Posted by: rjnemer.7816

rjnemer.7816

Didnt we just have the Aetherpath that everyone complained about being to hard??

These forums are filled with people who dont know what they want and then come to rage about it.

The people complaining about mindless zerging is not usually the same that found Aetherpath hard.

Lol the aetherpath. smh…. If thats what people deem hard content, there is no hope for this game….

“If you want to get rid of “zerk” you have to make content
hard enough to make them cry, not just rivers but oceans."

"QS" Next content update

in Living World

Posted by: Elbegast.6970

Elbegast.6970

Queen’s Sojourn (in Elona)
Queen’s Seduction (Look out Logan!)
Quiet Sunday (Shhhh!)
Questing Stupidity (The achievement panel says we have to find 30 of them.)
Quantum Singularity (Goodbye Ascalon, hello Alderaan! …er…can I get a mulligan?)

Should Guild Wars 2 go free to play?

in Guild Wars 2 Discussion

Posted by: Lucyfer.9517

Lucyfer.9517

The moment they go into DLC is the moment i drop this game. Expansions are ofcourse welcome as long as they are proper expansions like the GW1 ones, not like what SWTOR calls expansion. But am not gonna get nickel and dimed by worthless DLC.
Also for me F2P always translates into P2W so i hope this game never goes F2P just as GW1 never did.

Attachments:

7/23 patch notes - Mesmer section

in Mesmer

Posted by: tetrodoxin.2134

tetrodoxin.2134

Scrolling through the huge amount of changes for other classes, then seeing the Mesmer changelog…

At least no nerf, eh?

Attachments:

Anet hates [your class], since [other classes] got buffs while [your class] only received nerfs.

An Interesting Discovery with Mimic

in Mesmer

Posted by: Embolism.8106

Embolism.8106

While fooling around with Mimic in the Mists, I noticed that I was getting Echo: and the subsequent Blocking effect: without my opponent using any ranged attacks.

After some testing, I realised that Mimic was actually absorbing my own Winds of Chaos that were bouncing back at me. Further testing revealed that all friendly projectiles: Winds of Chaos, Siren’s Call, Mirror Blade, iDisenchanter, iMage… all of them are capable of proccing Mimic.

Casting Echo after absorbing a friendly projectile will apply the projectile’s effect on yourself. As with absorbing enemy projectiles, the initial projectile still applies its effect on you; essentially giving you a second helping of its effect.

Perhaps this has been discovered already (in which case I feel stupid for not realising and making such a big deal about it), but… well, I know I’ll be seriously considering adding Mimic to my builds.

You are a dev , now what would you do to ds ?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Mostly it’s visual changes for me. EDIT- Actually I should come clean on this. It’s visual changes as well as allowing for utilities and elites to still be available, and the hope of healing going to your regular life bar. I’ve seen enough remakes of Death Shroud that I’m burned out on the idea of trying to re-imagine its skills. Frankly at this point of the game’s life, I don’t think I’d change its actual functionality much as a dev.

Hitting DS now alters your skillbar, instead of replacing it with a Downed-style UI. You could possibly add ghostly green effects, as inspired by how a guardian’s virtue of justice causes those blue fire effects.

  • Since everything else is in place, all boons / buffs / debuffs / conditions / control effects are still visible in the standard places.
  • Functionality change: You can receive healing while in Death Shroud. This is a strict buff, but I’m tired of feeling like Regeneration and other constant heal effects are wasted on me.
  • Instead of the single long bar for life force, your health circle is covered in a translucent green coating that fills / empties similarly to regular health. It also shows a static life force total. Your regular health level would still be visible behind it, (possibly darkened) but the exact total is then hidden for the sake of UI space.
  • When not activated, your life force total would still be shown as a bar above your 1-5 skills. It fits with the general location of class mechanics, and keeps it easy to read.
  • Your first five skills are replaced with the current death shroud skills. You could add a fifth, I guess, but frankly I don’t want to go there.
  • Your heal skill is visible, and usable, whether or not you are able to regain health. If the skill won’t regain health, the 6 skill should have a heavy, obscuring green/black border while in Death Shroud. The timer should still be visible though.
  • Functionality change: Utility skills and elite skills are visible and usable. Any skill that would normally be cancelled by entering death shroud (Spirit Walk, Lich Form, etc) will now cancel death shroud on use, placing death shroud on full recharge. These skills might also get a unique UI effect to symbolize that they’d cancel it, but this doesn’t seem as necessary as for the heal skill.

My major worry is that these changes would make it too much like an Elementalist attunement visually, and personally I’d like to distance it from that comparison a bit.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

(edited by Softspoken.2410)

You are a dev , now what would you do to ds ?

in Necromancer

Posted by: CHIPS.6018

CHIPS.6018

It is very simple. Just do not disable the player’s skill bar when DS is on.

F1 turns on Death Shroud and enable the following 5 skills going from F1 to F5.

F1-Life Blast
F2-Dark Path
F3-Doom
F4-Life Transfer
F5-Return to normal

That way, the player can use DS skills, weapon skills, utilities and elites while they are on DS. That way DS is all positive and non negative.

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs