Didn’t you make a thread like this a few hours ago, did you delete it?
Anyway, I’m all for it. The skirt needs to be made slimmer and cut like this on all races.
You’re right, I did make a similar thread a few hours ago, however I wasn’t the one who deleted it. And I still have no idea why it was deleted.
So many players that have made medium legendary armor on charrs have seen that from the latest patch the tail clipping has been fixed. It was fixed mostly by removing the middle back of the trenchcoat causing it to be split and therefore making the tail having nothing to clip with.
You can see how it looks like here: https://puu.sh/vRVTG/52becb5593.png
Me, having made the armor on my male human thief, think if it would be like this on the other races as well it would make the armor a bit more appealing AND reduce the clipping with the floor that it currently has on the other races, all the while keeping the trenchcoat theme of medium armors that anet like(and me, yes, I like trenchcoats).
What do other people that have made the medium legendary armor on non- charr characters think? Do you think anet should apply this on the non-charr versions of the armor?
(edited by Mor The Thief.9135)
Ok, I’ll add something to the math calculated DPS of all the main weapons.
I did the test using the jaxnX DPS meter on the immortal golem in the lobby.
I removed ALL damage buffing rune/sigils/traits, with Marauder amulet, and avoided (by asking people not to) any Might/Fury boons during the test. The stats are these:
Power: 2050
Crit. chance: 62.57% (Signet of Agility equipped)
Crit. dmg: 187.3%I checked the DPS twice for each weapon, stopping when I reached 1M dmg overall. The results are:
Staff – 3100 DPS (consider the constant 13-16 Vuln stacks)
Sword – 2800 DPS
Dagger – 3400 (3-4 constant Poison stacks)I’m baffled by my results compared to the math done before in the thread, since from that apparently Staff should have a lot higher DPS than Dagger AA. Must be cause of the aftercasts in game opposed to theoretical ones.
However, as far as AA goes, Dagger wins by a huge margin.
Your test actually shows that the AA buff on sword was actually nothing compared to the AA buff the other weapons received…
kittenit anet, can’t you give sword a direct damage buff?
With today’s patch are thieves finally viable in raids for “superior dmg”?
Alright so for Sword the “30%” buff isn’t really 30% but less but still a buff.
That’s good to know at least.
From my tests, chain takes about 1.87 seconds now, down from 2.52
OK, but does it translates to a 30% dmg buff thanks to the fact that sword is hitting faster?
So how is the sword after it received the so called 30% dmg buff with AA speed buff?(seems way lower than 30% to me)
EDIT: Reworded the buff to what they said on the livestream
(edited by Mor The Thief.9135)
I just got this problem where my chat isn’t loading anything other then NPCs talking, and also my friend list isn’t loading anything other then showing ppl online(but can’t see their character name or anything else nor can I click on them to whisper), which also has a problem with LFG for not loading anything, the above things happen for my guild panel as well(which is also not loading guild lvl or anything else). Even the gemstore or tp isn’t loading…
Every time I try to load one of those things I get(and sometimes don’t get anything) a network connection error with the log-in server(no dc or anything).
My internet is fine and I have no lags in the game, even now I can kill stuff and pick drops normally, just anything social is not loading.
This only happens on my 64bit client and 32bit has none of those issues.
True. But this kind of thing can only be fixed in a massive balance patch. My suggestion that I wrote in my first post isn’t meant to fix the current meta, but more of a “hotfix” to the current group imbalance that thieves suffer from.
Sounds like more dmg creep to me. Thief was never meant to support a grp like the other class’s can, or do. A thief is a thief, they don’t share. Only venoms but they are kinda weak
That’s precisely the reason thieves are in a bad spot in pve.
GW2, with its lack of focus on hard roles, is built around stacking combinations of support and damage. In most games, the rogue archetype makes up for a lack of support by being hands down the best at damage. This paradigm doesn’t work in GW2 because the role-less profession system ensures everyone can deal comparable DPS to everyone else, given similar builds.
Thus, professions are selected or not selected for their utility rather than their damage. Thief, unfortunately, doesn’t have utility.
This is an extremely easy fix, as thieves already have a built in pve specific mechanic that wouldn’t affect pvp balance in any way in the form of stolen skills. All you really need to do to make thieves have valuable utility in any given raid encounter is ensure that their stolen ability is as useful as the built in utility of other classes.
For example, in VG, what if thieves stole a guardian essence, which placed a shield around him that destroyed red wisps? What if he stole a “spirit bomb” from gorseval that he could set up to time-bomb the walls? Bam. Thief is valuable without being required, and you don’t even touch pvp balance. You could still complete the encounters with methods already designed (DPS, knockbacks, etc. etc.) but the thief’s unique mechanic (stealing stuff) would translate to unique encounter mechanics, making him useful for a range of encounter-specific utility purposes.
Thank you for highlighting the main issue. however the mechanic that you suggested may fix the problem in PvE, but it won’t help anything in PvP. What I suggested here is good for both PvE and PvP. However the thing I suggested requires testing and balancing(I doubt it but maybe it’s too strong for PvP?).
Sounds like more dmg creep to me. Thief was never meant to support a grp like the other class’s can, or do. A thief is a thief, they don’t share. Only venoms but they are kinda weak
That was the point though as one of the problems with thieves is that they don’t contribute to group support, and as you said Venoms are weak. Damage creep is being currently abused with the release of HoT and the change I request is minor at best, since it requires the Daredevil to dodge to apply it and as far as I know the amount of dodges are limited in a period of time(also the 4 sec duration also serves as somewhat of a cooldown to make the player not waste dodges just to get this buff, since the duration isn’t stackable)
NOTE: This isn’t meant to fix the current situation of thief in the current meta or in anything else. Instead it is meant to give thieves(Daredevils) an unique group support to maybe make them a more viable choice in groups, whether in PvP or PvE.
So I’ve come up with an idea to give the Daredevil spec line an unique group support buff that takes advantage of the Daredevil’s GM Major traits.
Let’s take for example the current Bounding Dodger Trait:
Bounding Dodger: Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge.
The change I want to add to it is pretty simple:
Bounding Dodger: Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time for allies in range after you dodge.(up to 5 allies, range is 600 radius)
The same change should be applied to all the Daredevil’s GM Major traits with their respective bonuses.
This simple change gives the Daredevils a much needed group support without botching their DPS (or their survivability), which can compete with a PS Warrior(Berserker) Might generation(and +150 power trait), or a Herald with their Might and Fury upkeep(and +150 ferocity trait).
REMINDER: This isn’t meant to fix the current situation of thief in the current meta or in anything else. Instead it is meant to give thieves(Daredevils) an unique group support to maybe make them a more viable choice in groups, whether in PvP or PvE.
Please write your opinion about this change!
What you’ve posted so far is good but mostly for future prospects.(even though some of the things sound way too op to even think about putting in the game)
For now try to make your post on how to make the current thief more viable by focusing on current specializations, skills and weapons.
A good write up, but a couple points of contention (IMO of course)
Bandits defense – Currently, the kick is a liability. Any experienced player is going to come at you with stability up and punish you during the kick animation. This is worse in team fights where any experienced team knows to FF you while you’re kicking since all of your defenses are active, you’re locked into a useless animation, and you’ll melt in half a second. The kick needs to become a rollover-on-block that allows you to choose when (and if) to use the kick.
Weakening charge – make the range 170 and 360 degrees, and this skill all of sudden becomes pretty decent – when used at the right range, you’ll be able to go through your target and still land all 3 hits.
Escapists absolution – I Still don’t believe this trait is worth a major slot. Giving your opponent control over when you can use this trait (you have to evade an attack) makes it a liability, unable to ever be truly counted on as your primary condition cleanse and relegating it to a “support cleansing” role. It should be merged with Driven Fortitude and another major trait designed in its place.
Took the words out of my mouth.
The OP is right concerning certain skills but definitely not all of them. A good example of a skill that probably has way too high cost is BP. Before the nerf the cost was justified, but now it’s maybe 1 point too expansive. Sword 2 is also expensive with the fact that the followup skill isn’t instant cast. Dancing Dagger is also expensive as heck with the super low damage it does. And I’m not gonna talk about pistol main-hand and p/p because it’s bad overall no matter the cost of skills.(pistol off-hand skills are fine except for BP which is I wrote about above).
In light of the newly added particle effects to the Legendary bows and shield, I come with a minor requests to the devs regarding Legendary Pistols effects on thief skills.
I have noticed that when the Legendary Pistols are used in Melee(Like Pistol-Whip for example), there are absolutely no special effects whereas melee Legendary weapons affect Ranged skills by changing the projectiles to either the weapon itself(Incinerator when thrown with Dancing Dagger for example) or adding a special effect depending on the used legendary(like adding lightning effects to thrown skills with Bolt).
My request is to add a small particle effect akin to the Pistol’s “burst” that comes out of the tip of the nuzzle whenever you shoot a bullet, when the Pistol is used in melee:
For HOPE it would be the purple-ish cloud of Lightning(?) and for Quip it would be a burst of confetti.
Is it possible to add those presumably tiny effects? Even though it will affect only 1 or 2 skills at most(might be more with new elite specs to come), it would still make them much more unique.
So how many buckets have you already filled with our tears thanks to those raids XD?
Anet responded to topic on reddit about this issue saying that they know about this issue and are working on fixing it
The topic:
https://www.reddit.com/r/Guildwars2/comments/3qtuk7/any_word_on_glitched_map_completion_rewards/?
The bug applies to the central tyria world map as well. I just did 100% world on my revenant and the moment I finished Cursed Shore, which was the last map I needed to get world completion, I only got the world completion’s reward: 2 Gifts of Exploration, but no map completion reward for Cursed Shore itself.
With HoT, I thought that maybe, just maybe, I could get a legendary. I’ve never had a precursor drop, so I figured these new legendaries would be accessible. Imagine my chagrin when I read that you need to sPvP. Awesome. Back to gold farming for me.
The sPvP aspect from what I understood can be bought of the tp should players choose to sell it
And if its LEGENDARY because you will make that weapon a legend???
Yea, i know, just blew your minds now.
And yet, didnt weself forged those weapons? How can they have any history?I agree with what you are saying. The only legendary that “should” have flavour text is The Flameseeker Prophecies. After.it it is an event from the past. Something players of GW1 can tie the weapon too. The others don’t have any story to them. No background. How can the be weapons of legend when no one knows why they are considered a legendary weapon.
If they add Flavor text to them we will get an inkling of their legends
With the addition of the new legendaries(backs, armor and weapons), can said legendaries(old and new) have flavor text added to them please?
It baffles me that ascended items have flavor text but legendaries have no such thing, even though they are much rarer and are LEGENDARIES which according to the dictionary should have a story or at least something behind their so called “LEGEND”
tl;dr: please add flavor text to legendaries.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Mor The Thief.9135
I’ve always thought that with the datamined unlocking method of elite specs that have shown we needed 250 hero points to “fully” unlock them was really weird since the maximum “extra” points available to a character is 214, and from what I’ve seen during the BWE you don’t get Hero points in HoT.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Mor The Thief.9135
So with the recent blog post: https://www.guildwars2.com/en/news/its-the-final-countdown/
I’ve noticed a certain line regarding Elite Specilizations: “overcoming challenges in the jungle to unlock your elite specialization”.
Does this line implies we won’t be unlocking our elite specs with hero points?
Account-wide bag for Heart of Thorns, PLEASE
in Guild Wars 2: Heart of Thorns
Posted by: Mor The Thief.9135
Just my take on a way to implement a method to use items between characters, drumming up more item usage and sales for Anet.
—The Start—
A new tab would be added to the bank interface, this tab would be an account pouch (name open for change) this tab would the only way to add or remove items from this pouch. The tab could have a start up price of gems (400, would be reasonable, due to character cost later on). Tab could have less space than a bank slot, with room to buy more.Include in this tab are 3 Tool Slots, one pick/axe/sickle. The slots would hold, usable items (Revive orbs, merchant summons, summon stones, ect..) Salvage Kits (Merchant bought, infinite or black lion) Toys, Movement changes, and Instruments.
—Way to access—
A new icon would be on the bottom of the inventory interface, clicking this would have a pop up of just the slots, and will stay open until closed (this way you can use salvage slots with little effort). You would only be allowed to use the items, no switching, no moving and no adding anymore through this interface.—Tool Slots—
The tool slots would be the major reason for the character cost. My idea for this is the you can store any type of tools, infinite or merchant bought in these slots. The way to use those tools is to not have any equipped on your character while trying to mine/chop/harvest. This would allow you to use different tools if your wished to, such as having a bone pick in the account pouch for back up but still like using the golem pick for an Asuran character for role play, or alternative use up those specials ones like frost tools.—Cost—
Now the biggest complaint is that this could take money away from Anet (nothing I want to do) so the best way to address that is to make it that each separate character would have to pay an amount of gems (200 or less) to unlock the pouch icon on the bottom of the inventory interface (this is the better option so that the bank tab does not get stuck behind a gem lock for each character).
Although I prefer not having to pay for items already purchased.—Why—
Alot of people will just switch items around, that is all well and good for them but I don’t like having to run back to do so, and lets face it I forget about alot of them items and most of them sit and do nothing, I have no reason to buy more because I don’t use them as is. But if they get used and I find I like them alot more I may buy more.
The same goes for infinite tools, I bought a few at 800Gems each, but at 1000 I have no interest in buying anymore this way Anet can still make some money off my already bought tools because I would use them for new characters with little hassle.
GIVE THIS MAN A COOKIE!
Another thing, does your “useable” include potions like the slayer ones? It’s annoying that you need to either remember to put those in bank or just spend more money(and possible use a tp express) so each character will have it(if you’re an altaholic like me).
Min-Maxers will dance the moment this kind of thing is implemented.
(edited by Mor The Thief.9135)
Well I use assassins presence
You’re taking Assassin’s Presence because it is better or because you like it more?(please say your opinion for both solo and groups). Also what master trait are you taking?(because is it better or for personal preference?)
Really just depends on playstyle in my opinion like most other traits in the game
What traits you would have taken then that aren’t just because they are better?
So after trying the Revenant again in this week’s BWE, I still feel that Assassin’s Presence is way too good an option to not take it(unless you’re going condition, in which case this trait line, other then maybe 2 traits, isn’t good). It doesn’t have any requirement other then being in combat, while the other alternative is Vicious Lacerations, which requires you to both use a sword AND hit a foe to receive the buff(which also takes time to build up as it is stackable), while as another fact is that that buff affects only the Revenant, while Assassin’s Presence affects the entire party. NOTE: Vicious Lacerations is a good trait when soloing but in groups will almost never be taken(unless 2 revenant’s in the party)
Also the Master trait Ferocious Strikes is very weak and I wonder how come it’s a master while Assassin’s Presence is adept. It gives the very same bonus that Assassin’s Presence gives, while unlike Assassin’s Presence, it requires you to Dual-wield(which with this kind of buff, only swords can really enjoy this bonus to the fullest) and it only affects the Revenant, unlike Assassin’s Presence which affects the entire party. This trait with the fact that its name had been generalized for any dual-wielding setup, should had given a bonus that any dual-wielding setup should enjoy. Mace/Axe are considered condition weapons and therefore will enjoy this trait much less than Swords
With this fact the trait should either be changed completely or otherwise it could have been made completely exclusive for swords as only that setup would enjoy it to the fullest. While at that, swap it with Assassin’s Presence. That way, Assassin’s Presence would be at its rightful place as a master trait(same as any other profession’s party wide stat buffs), and the adept traits would have more viable options to take(only if
Ferocious Strikes will be changed).
A proposed change to Ferocious Strikes that I came up with: While Dual-wielding, you have a 33% chance(can be on critical hit or just on a regular hit, depends on how good it can be) to steal life from your enemy(I believe 150 hp is a good amount?) with an ICD of 1 second(maybe 2 seconds, if 1 second is not enough to not make this trait op). By doing this change, both swords and mace/axe will be able to take this trait to enjoy a nice spike/heal so long as the revenant keeps attacking. Also this change fits the Life stealing aspect of the devastation line.
What do you guys think? If you have a better proposal or opinion regarding Ferocious Strikes and Assassin’s Presence please write it.
(edited by Mor The Thief.9135)
Elementalist and engineer are the only two that cannot use greatswords.
Illuminati at work?
Thieves can’t use greatswords too.
im with you for suggestion #1 – the both traits definitively need to switch places
This was asked many times before and it is totally obvious imho
Problem is even if those traits are switched, people will take the Vicious Lacerations trait since it is by far more superior to Ferocious Strikes. That’s why I proposed the above trait change to make it a more viable choice, not just for swords but for the other weapons as well(as it is currently, only swords will benefit from it and in this case Vicious Lacerations is a much better choice). To add to that my suggestion also fits the life steal aspect of the devastation line.
(edited by Mor The Thief.9135)
Out of all the Revenant core traits, the Ferocious Strikes trait is probably the most underwhelming. Assassin’s Presence is superior in every way AND it’s an adept tier trait, unlike Ferocious Strikes that is a master tier trait. And unlike what it says, Ferocious Strikes benefits only 1 type of dual-wielding, instead of being beneficial to all dual-wielding types.
So my suggestion is as follows(in 2 steps):
1. Switch between Assassin’s Presence and Ferocious Strikes(to make Assassin’s Presence trait tier coincide with other classes party wide stat buffs so all of them will be Master tier).
2. Change the bonus of Ferocious Strikes to the following: While dual-wielding, you have a 33% chance on critical hit to steal 200 life(number is a placeholder as anet makes the decision of balancing) from foes(with an ICD of either 1 or 2 or even 3 seconds so as to not make this trait op by being able to get lucky with procs and spam life steal like crazy). This will make it fit the Life Steal aspect of the Devastation line.
By doing the above change, Ferocious Strikes will become a viable choice for all Dual-wielding options(as it is currently it only benefits swords since they are a burst damage weapon, whilst mace/axe benefit much less from it since they are condi based), all the while it will also make Assassin’s Presence a real choice between the other traits and making it coincide with the other classes trait tier of same type of trait.
The reason I ask for this type of change for Ferocious Strikes is because it is weak compared to a lower tier trait in every way, an because it benefits only 1 type of dual-wielding while other types don’t have much of a reason to take it(in which case this trait could have been made purposefully for swords only and not generally for all dual-wielding types).
(edited by Mor The Thief.9135)
Store the gift until a new set comes out. No-one who knows is probably allowed to tell and the rest of us can just guess.
Guess I will have to wait for a new set to be released then. But would be nice if an anet employee would give us an answer instead of having to make us wait.
It’s free, you can’t be ripped off by getting something for free.
Lol
If you would have read my post above yours and the one I opened this thread with you would see what I meant by getting ripped off.
Since those dyes you get from birthday present cost you zero gold how is it a rip off mate?
Some of the dyes can only be gotten for either a super high price on the tp or by paying with gems(which isn’t possible for some of the dyes currently). But those that have already gotten those expensive dyes(and possibly every other dye in the game), there is absolutely no other incentive to use those dyes, and putting them in the forge is like getting a pre in a beta(because they are so expensive, if they weren’t account bound). That’s why it seems like a rip off to me.
So my first character turned 3 yrs old and with it I’ve got the dye gift, only problem is I’ve already unlocked every dye in the game(I know I’m crazy but there are some people that are like me). So my question is, will this gift contain future dyes that aren’t released yet?
Or will we get something else to do with those dyes(some of them would have been really profitable if they weren’t account bound, so putting 4 in the forge for a chance of a far less expensive one seems like a total rip off to me)?
(edited by Mor The Thief.9135)
So this trait makes Chill damage stuff.
My question is, is the damage a DoT damage like the other conditions or is it a direct burst damage which damages a target once every time chill is applied to it?
Today's PoI: Pact Commander Masteries
in Guild Wars 2: Heart of Thorns
Posted by: Mor The Thief.9135
I have only 1 question:
Do the bonuses from this mastery line are activated all the time even when you don’t activate mentor mode?
Same thing with Traits and skills, even though they are still unlocked(if u had unlocked them prior to the patch). It lets me spend Hero Points as if they are still locked(which they aren’t, as i can still use them without any issues)
EDIT: it’s currently like this only with skills. Specilizations lines are locked(but the ones you had equipped are still useable)
(edited by Mor The Thief.9135)
To the OP: That’ll Never happen.
Reason: Gemstore. Inventory items are moneymakers. They may give a mini, a toy, or a consumable but they won’t give away inventory items or Black Lion gamble tickets ‘cause that’s where the game makes its money.
Why not give us an option for a account-wide consumable only bag? Only potions and tonics and any similar stuff can be put it in. Even more if the slot for it must be bought with gems?(forget adding the gem store items or account bound items to it, it was just a perk of mine that i wanted to see)
As you all know, in about a month from now the 3rd birthday of the game will come.
I’ve wanted to make a post about ideas for the 3rd birthday presents to 3 yr old characters.
Please post your ideas an opinions about other ideas that will be posted in this post. If possible post the benefits of your ideas and if it also benefits anet in anyway(to make them want to implement it more).
Let me start with my idea: An account-wide inventory bag for consumables.
How it will work:
1. Only consumables(and maybe gem store or any account bound items, but this is more of a perk that I want for it) will be able to fill its slots(soulbound items won’t be able to be put inside it slots).
2. To be able to use the bag only characters that are 3 yrs old will be able to equip it(this is to show that you were dedicated with a character).
3. Every character that is 3 yrs old will get its own copy(should be soulbound) of the bag to use(if only 1 character will be able to get it, it will defeat its purpose).
4. The bag slots will be used across the entire account, but its contents can only be viewed by character who have their own copy of the bag equipped.
5. (this one is more of a perk that i want and should be proffitable to anet as well)The slot for this bag is a special one(a 9th slot that is different from the other slots and can’t be used in any other way) that to be useable, it needs to be purchased with gems. The price should be in my opinion lower then the current price of bag slots(200 gems maybe?). Also to make it profitable for anet, the unlocking of that slot will be character-wise(each character will have to buy this slot, the same way other bag slots work).
- The amount of slots that the bag can have shouldn’t be bigger then 10(the amount depends on anet, but in my opinion 10 should be the max)
The reason behind my idea is that by playing a lot in this game, at some point people will want to make the most out of their characters, and one of the most annoying part of it is the fact that to swap items between characters, the bank is needed. Take for example Undead Slaying Potions. To use them on every character that an account have(should they want to use them) they need either to buy some for each character, which can be expensive at times, or swap them by using the bank which takes time(or even more expensive by using an express bank ticket).
The fact that only 3 yr old characters will be able to use it won’t diminish the effectiveness of the golem bankers, so no problem with that as much as i can see(especially that other items can’t be put in that bag’s slots).
Well that’s it for my idea. Please write your own ideas and any opinions you haveabout mine and other’s ideas.
- Deep Strike(becoming a Grandmaster instead of Master): Make it work the same way Berserker’s Power works, after using a burst skill, depending on how much adrenaline used, the player will get an increased amount of condition damage(5%, 10%, and 15%).
I think 15% is just too much. Condition builds already are extremely strong with these new changes.
Deep strike is too underwhelming as it is for a GM trait, but I really see no reason to buff condition damage anymore than it currently has been.
So I have a different compromise to suggest.
What if the Arms master trait Unsuspecting Foe (Increased critical hit chance against stunned foes by 50%) was merged with Distracting Strikes in the Strength GM slot, which would leave 1 slot available in the Arms master spot.
We could move Axe Mastery there!
Now afterwards there’s just a blank slot remaining in Strength GM category.
Well, before the update we had a trait there called Berserker’s Might, which gave 2 adrenaline on an interval of every 3 seconds while in combat. We could bring this back but instead add something a little more appealing since it has to compete with Berserker’s Power. A quick idea that comes to mind would be granting 5 might for 5 seconds after using a burst skill. With hoelbrak/strength runes this would allow for 7-8 seconds of the might gained from this trait after using a burst.
What do you think about this suggestion?
P.S. – As some of you might know already, Anet removed our Furious Speed trait which gave swiftness on critical hits. While niche, it was still a pretty solid option. I think this should be merged with Deep Strike.
Your idea is pretty good, however the thread was started because of the competition between Deep Strike and Blademaster which both benefit a condi build the same way AM and BP benefit a crit build.
The 15% increase is a number I came up with for the sake of copensating. If it’s too high then just reduce it(maybe 10% is better?).
My suggestion was to switch the 2 less desireable traits to make them a viable options in both lines. I mean by switching AM and Deep Strike, there will already be better trait options for both condi builds and crit build(atm Arms master traits are bad for crit, while Strength GM traits are bad for condi), and will also remove the competetion between 2 traits of each line that buff the same kind of build(AM and BP, Deep Strike and Blademaster).
Axe Mastery is suffering the same problem as it has to compete with Berserker’s Power, which in 90% of the time Berserker’s Power is the better choice.
Personally, I don’t mind Axe Mastery in the same tier as Berserker’s Power, as both traits tend to benefit different kinds of builds. A busty axe setup focusing on landing Eviserates benefits tremendously from the extra ferocity and increased adrenaline gain, while a build focused on sustained damage or chaining multiple abilities together for their burst benefits more from a % damage increase.
Now, yes, Access to Axe Mastery AND Berserker’s Power would make the bursty axe build even stronger, but without a similar ‘hard choice’ to make (ex: moving AM to another tree, forcing the above build to possibly sacrifice a tree they’d usually specialize in to grab both traits) it seems a little powerful to me.
As it is now BP benefits Axes the same way it benefits other weapons, while AM only benefits Axes. Also with the right traits it is possible to spam Eviscerate without AM while using BP which in fact gives more damage increase then AM(even if using 2 axes). Also as far as Ii know Burst skills rechaege is global no matter which weapon set you use, so not much spamming there anyways.
Also what hard choice is there if ALL of the warrior weapons except Axes can get their respective traits AND BP?
My suggestion eliminates the problem of putting AM in a line that doesn’t suit it as much(it fits Strength, Arms and even Discipline), so long as Anet moves it to a line that it fits there, there will be no problem.
(edited by Mor The Thief.9135)
Axe Mastery is suffering the same problem as it has to compete with Berserker’s Power, which in 90% of the time Berserker’s Power is the better choice.
In my opinion if Anet would switch Deep Strike with Axe Mastery(making Deep Strike Grandmaster in Strength line and Axe Mastery Master in Arms line), it would make those 2 traits be much better then they are currently.
Of course to compensate for those 2 traits tier changes:
- Axe Mastery(becoming a Master instead of Grandmaster): return its critical dmage increase to a static 10%(same way it was before the specilization update).
- Deep Strike(becoming a Grandmaster instead of Master): Make it work the same way Berserker’s Power works, after using a burst skill, depending on how much adrenaline used, the player will get an increased amount of condition damage(5%, 10%, and 15%).
Just by switching those 2 traits and making the above changes, there will be a much better synergy between most and other traits(axes can take both Axe Mastery AND Berserker’s Power, while swords can take both Blademaster AND Deep Strike).
Also by doing this Dual-wielding will become a trait that can be used in other cases other then taking swords(although even with swords Furious is better because of the condition damage stacking buff)
I want them to remain ground targetted basically because I enjoy it.
That said I think you left off another pro about them, being able to properly lead the target. Take Guardian’s Scepter auto. If anyone has ever played with it or against it, the ease in sidestepping it makes it pretty disappointing at times. They’d have to have the autos able to do some tracking to land effectively, and I don’t know, even then I think I’d want it in my own hands rather than having the game do it seeing as even with the tracking Necro DS auto I’ve seen it just whiff enough to think “kitten I wish the targetting was better.”
Overall, the idea of destroying your fingers has never bugged me. Maybe because I’m used to it, but also because I bound my keys to fit comfortably for me. My 1 skill is on a side button of my mouse so a little squeeze is all I need. So it’s never been a problem for me, in fact I enjoy the constant attention to detail I have to have to perform at a high level.
You can always swap to more friendly options for the 1 portion of rotations if you find it a pain, I believe this falls under the same idea as AI builds being generally weak. If you’re going to let the computer do it for you, you can’t maximize. I like that idea and fully support it in every instance it could apply.
In this case i’ve got an idea: give players the option to choose between making those skills either ground-targeted or auto-attacks(the same way we enable auto-attacks on skills), players who choose to make those skills auto-attacks should just make them auto-attacks(which in turn will remove the ground-targeting aspect of those skills), and should they choose ground-targeting instead, remove the auto-attack and re-enable the ground-targeting aspect of those skills.
With the way those skills work, there isn’t any difference other then skill usage here(more skilled players will preffer the ground-targeting over the auto-attack, and less skilled player, the opposite)
Of course, for balance reasons, this should only be applied to the first skills of the Grenade and Mortar kits.
Honestly, I don’t see why it isn’t like this already.
(edited by Mor The Thief.9135)
*Note: you can take this as a rant of mine, but please read it and post your opinion afterwards about what I wrote here.
So as you all know the Greande kit and the Mortar kit’s first skills are gound-targeted, and therefore aren’t auto-attacks(for those less knowledgable, you have to keep pressing 1, or whatever keybinds used to get the attacks going).
So I ask you all:
Is there any reason to keep those skills ground-targeted instead of making them an auto-attack?
In essence, they work the same way as the Engineer’s Pistol skill 1, Fragmentation Shot(even moreso since specialization patch it’s considered an explosive), and the Elementalist’s Staff skill 1 on Fire Attunement Fireball, and probably other skills that don’t come to mind at this moment.
I’ve seen many people and many posts that say that if you’re going to use grenades (and now mortar as well), then you should get ready to get wreck you finger and feel a lot of pain, because you’re going to spam those skills like mad(unless of course people made a macro to make those buttons spammable, which is as far as I know unacceptable by Anet).
As far as I see it, those skills should be auto-attacks instead of ground-targeted skill, considering the spammability and the fact that other then doing damage, befitting an auto-attack(and maybe some conditions if traited), they don’t do anything else.
The ground-targeting aspect of those skills has its merits though. Being able to make the attack hit the ground and let its blast hit the foe instead of sending the attack directly at the foe could be very good in certain situations.
Take for example a Guardian that uses Wall of Reflection, sending the attack directly at the Guardian will only cause the attack to come back to you instead of hitting the Guardian, but with ground-targeting, you’re able to aim the attack at ground in the vicinity of said Guardian and let the explosion aspect of the skills hit him and therefore bypass the Wall of Reflection.
HOWEVER even for the ground-targeting merits, the fact that those skills are spammable, actually diminishes its usefullness. Those 2 kits have other skills which all of them are ground-targeted as well, but being non-spammable actually gives them more merits over the spammable ground-targeted skills, since those other skills can be used in the above situation as well.
So what do you think? Do the Greande kit and Mortar kit’s first skills should become auto-attacks(no more wrecking fingers in order to keep attacking) or keep them ground-targeted(being able to choose where the attack lends to bypass some defenses is nice)?
(edited by Mor The Thief.9135)
If it would make the first skills of Grenade kit and Mortar kit of the engi auto-attacks, then i’m all for it.
IGN: Mor The Thief
Playstyle: Mostly PvE, soemtimes WvW, and rarely PvP
Server: Desolation
Experience with thief: Main since headstart. Play other classes but mostly Thief.
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in Account & Technical Support
Posted by: Mor The Thief.9135
If you all take a look at this site: http://www.gw2status.de/
You would see that most of the asset servers(used for the patcher and downloads) are down.
That problem probably isn’t something that anet can fix by themselves as it can be a physical problem at the server’s locations(the server itself died maybe?).
For now you can try Chris’s solution with one of the asset servers that do work currently(just pick one of the servers that are green), until the rest of the asset servers are back.(note: don’t use the first one ’cause it actually redirects to one of the other asset servers)
An icon for the Activity NPC would be nice. I think there used to be one.
The activity NPC still has an icon(crossed flags), just look a bit down from the Trader’s waypoint.
So with the recent patch many of the things in Lion’s Arch got changed.
One thing that I’ve noticed is that new map icons for certain NPCs were added:
- Festival vendor(had a normal mechant icon prior the patch)
- Ecto toilet npc(also known as Apprentice Mekteki),
- HoM vendor(the one that gives the portal stone, which also had a normal mechant icon prior the patch).
However with that some icons were removed alltogether:
- FotM portal map icon
- Dungeon vendor icon(which was compressed to only 1 vendor)
- An anvil to fix broken gear close the the bank(also it doesn’t have the broken shield icon above it as well so it was even harder to notice, which this might actually be a bug).
So my request, can you please add map icons to NPCs and things that are of use to us players? The 3 noted above comes to mind.(at least give a map icon to the FotM portal and the dungeon vendor, since there is already a repair npc on map, even though is farther than the bank)
*There are probably more NPCs and other useful things that deserve an icon, but I didn’t search the entirety of Lion’s Arch to find them, so if you know of some more of such NPCs please note them here.
(edited by Mor The Thief.9135)