Showing Posts For Muy.3170:

What is YOUR idea for a "Perfect" WvWvW?

in WvW

Posted by: Muy.3170

Muy.3170

I can’t give you any designer insight, but My most enjoyable WvWvW was back at launch when everyone didn’t have max gear and we all were lvl 10 to lvl 30’s running around in trashy greens. I enjoyed the close combat where you weren’t gutted by lag or auto attacks.

Wish things were less expensive in GW2

in Guild Wars 2 Discussion

Posted by: Muy.3170

Muy.3170

Let’s be honest, Gw2 totally takes the grind for gear and turns it into a grind for cosmetic. Good or Bad it’s the only reward we got. In my opinion, it is bad. Economics in this game so important I betcha a typical player would never get anything done in the game without the market. Bad design that could be fixed if unique skins had separate unique ways of earning them and had achievement titles mixed with them. How cool would it be to earn the sword Infinite light through a collection and add it permanently to your celestial or hellfire armor sets to pull and be put on any skin you want from achievements! I think it’s dumb some credit card pro swiper could come out more glossy and shiny than a 5yr veteran who spends 90% of their time in the game with their friends.

Its a bit late to ask but.

in Guild Wars 2 Discussion

Posted by: Muy.3170

Muy.3170

I understand what you’re saying and it’s probably too efficient and puts the market down for the item. Imho I could care less about the market for a cosmetic I wanna be flashy and cool looking, however, I want to look! I’m all for your idea! Now if only we could earn more glider/weapon/armor skins from minor achievements!

Mounts [merged]

in Guild Wars 2 Discussion

Posted by: Muy.3170

Muy.3170

NO THANKYOU, the World is not designed for mounts. Better implementation of customization of the glider though would greatly please people with this mount niche. Seriously add custom insignias onto the glider customize where you place decorations on your glider and Suddenly you got something more enjoyable than mounts.

Current Charr Animations/Models and Mounts would MAKE ME PUKE!

-Capture the Flag- Concept

in PvP

Posted by: Muy.3170

Muy.3170

But ultimately you’d need TONS of pre-testing to get the concept to work properly first before full implementation. And Anet doesn’t have a way to test content like that.

-Capture the Flag- Concept

in PvP

Posted by: Muy.3170

Muy.3170

I don’t like the -50% movement debuff already you get a – run speed in combat, add on cripple + chill and you’re capped at 99% movement debuff. I don’t care if you add in super speed or swiftness Conditions overlap that HEAVILY in your design.

Please make match making better

in PvP

Posted by: Muy.3170

Muy.3170

Let us just delete matchmaking. Force a 5 man team que required for ranked no solo join. We could so easily remove class stacking if you could only have 1 profession each on a team.

Remove MMR and let players earn titles for accomplishments over the course of the season, showing Kills, Capture Points, Point Defence Duration, and Decaptured Points. Open up the small community into a massive pool that is only compared by the highlights of the players in the pool for the season.

Match Making, In my opinion, is stupid; because players know they’re going into a pro PVP game mode and they should know what to expect. They need to learn from tough times if they’re ever to achieve learn and grow.

Although anet needs to add a record a match option if they really want pro PVPing so people can watch games where they lose and see where they could have changed tactics to fix the loss.

What killed pvp.

in PvP

Posted by: Muy.3170

Muy.3170

It has been 5 years and we’ve been playing the same game mode in PVP.

It has been 5 years and previously established builds have been gutted.

It has been 5 years and new builds power creep the older skills.

It has been 5 years and we are exactly where we started. 1 Mode 8 professions – Revs are dead imho. 1 build per 8 professions for the 1 mode. The exact same situation since 2012.

It has been 5 YEARS!

Revert Conditions for PvP Only

in PvP

Posted by: Muy.3170

Muy.3170

Everyone you’re over thinking this. Pre-expansion condition builds worked perfectly fine, The combat was drawn over a longer period a fight lasting easily 20 to 30 seconds depending on how well the condition user outplayed you. But now these days players die over a period of 2 to 4 seconds and they can’t even get themselves out of the hole with spamming their whole utility bar to only partially cleanse what hit them to eat the second wave.

I’m stating since condition damage was directly buffed across all game modes specifically supporting PVE it should be reverted for PVP and if WVW players need it make conditions work differently on a player than on an NPC. Your 20,000 hp bar does not compare to a 200,000 Mob health bar.

Power damage is instant, but you can reduce that with toughness, protection. Condition damage was designed from the beginning to be a kill over time style.

Revert Conditions for PvP Only

in PvP

Posted by: Muy.3170

Muy.3170

Also condi builds are across the board worse than power builds for every class except mesmers, and mesmers aren’t even upper-meta. You’re literally trying to get underpowered builds nerfed.

I do not know where you’ve been Crinn but in PVE condition’s damage rivals if not surpasses power damage. You don’t have to worry about hitting something if you know the damage will just tick over time without effort from a successful hit. Look at metabattle sometime for the PVE meta’s, condi ranger, warrior, mesmer (can), engineer. Will out dps their power varients. In PVP Necro’s, Mesmers, Warriors, Engineers work very well vs Players.

I do not know why everyone argues for conditions. They were ment to do damage over period of time. Not kill as fast as if not faster than power damage.

Revert Conditions for PvP Only

in PvP

Posted by: Muy.3170

Muy.3170

Conditions damage over time. Cleanses should keep up with conditions! You won’t cleanse fast enough before you take damage anyways. In understanding, conditions are unblockable 1 hit debuffs that stay for 8 ticks up to 20 ticks in terms of seconds. They also ignore armor and protection. Currently, they damage over time in numbers as high as base power attacks such as 2,000 to 4,000 over the course of 8 to 20 ticks with multiple stacked conditions; two to three stacks of burning, poison, and bleeding will easily add up to 2,000 and if you push them further it becomes extremely unfair. This is too high of damage for a Player base pool between 15 to 24k HP. They need to tone them down for PvP only.

Thoughts on Season S6 + Suggestions for S7

in PvP

Posted by: Muy.3170

Muy.3170

I would also say the way I’d fix queue times would be to remove MMR, Force a 5 man team queue to join into ranked PVP. You group up with people you meet in the PVP lobby using LFG tool, and you queue into a ranked PVP match without MMR, You play with other players at the top of their game. The only issue I see is finding a way to track a player’s leaderboard status without having the same 5 players at the very top of the leader board, but we could implement a way to track a player’s overall contribution to the match like Point Isolation over a period of time, Point defense, or Player total Stomps.

Thoughts on Season S6 + Suggestions for S7

in PvP

Posted by: Muy.3170

Muy.3170

I believe what would make us PVPers more entitled to play would be…

1) Condition/Boon Nerfs – In Application and Duration

2) Valuable Rewards – Ascended shards and the Ascended armor not requiring PvE crafting and the unbelievable dedication to earning 50 shards per 10+ wins or something crazy like that.

3) Passive Traits rework – Overpowered traits that either give free stun breaks or major game-changing effects like Celestial Avatar cleanse conditions + stealth utility.

4) More Build Diversity – Bring back the already identified PvP builds in some way. Elite specs are just too important and way better than core specs and are incredibly boring after 2years.

5) New game modes, Capture the Flag with flag bearer losing their skills and gaining different ones specific to the flag bearer. Team Deathmatch with actual reset on death implementations and sudden death after a short period of time which the fight lasts too long. Actually improving Strong Hold and working on it…

Revert Conditions for PvP Only

in PvP

Posted by: Muy.3170

Muy.3170

No, because that limits condi players to one per team. It’s an artificial limit that deserved to die in a fire.

Saerni, I do not understand what you’re implying. PvP does not have 5 man team queue. You cannot control your composition in ranked PVP. That’s the only logical explanation I can understand you complaining about one per team. Other than that, originally Conditions were designed to damage over a period of time while being tanky enough to live to see your damage kill the target. Right now condition dmg is unblockable instant DPS per each tick that players cannot handle with the current tools at their disposal. I am implying that we bring conditions back to where they use to be so PVPers do not deal with the unfair damage. Burning should not stack in PVP and Poison should not stack in PVP.

Revert Conditions for PvP Only

in PvP

Posted by: Muy.3170

Muy.3170

No! Look here most of the condition cleanse utilities and traits all cleanse 1 to 2 conditions. This does not work if there are 5 damaging conditions that are extremely easy to apply. It is too strong and they need to be toned down so our newest players don’t instantly die and never want to PVP again. You don’t want to buff condition cleanse because that just supports more power creep. The only option is to go into Structured Player vs Player and to nerf the conditions to the original design. The updated conditions were only designed for PVE to open new damage play styles. It’s currently too strong and unfair for any player to fight against current conditions in PVP.

Revert Conditions for PvP Only

in PvP

Posted by: Muy.3170

Muy.3170

Take the conditions back to the way they used to scale before the PVE intended condition dmg upgrade was implemented. We’re literally suffering out here in PVP You didn’t give us enough tools to deal with this damage the conditions do. Our condition cleanses are only 1 to 2 total on 1 skill and are meant for fights against bleeding/torment/confusion we cannot handle poison, and burning stacking in PVP. Let’s revert condition dmg to how it worked before it was updated for PVP only so we PVPers don’t have to worry about PVE dmg nuking our 15 to 25k health pools!

Lets Expand The Outfit System

in Guild Wars 2 Discussion

Posted by: Muy.3170

Muy.3170

What I see with the outfit system is really only gem store exclusive use. It’s sad because this feature could be expanded to almost incredible lengths!

I was just glancing at Gw2 Style, a 3rd party website that hosts tons of skins and themes all player created. Then I was thinking of the outfit system! What if we could save a character’s look and apply many other looks with the use of total make over kits! Let the players create their own outfit which would save the armor, dyes, weapons, with the characters skin, face, hair, and eye colors!

It’d give tons of people creative control over their main characters without having to create an alt of the same profession with all the hassle of leveling it and gearing it!
You’d get your total makeover kit and it’d allow you to allocate the makeover to an open character outfit slot! Then you select your weapons, armor, face, hair, eyes, skin, body, and dye! Save with spending the total makeover and there you go! A the full complete outfit that you made and can swap to for that specific armor type!

Lock in PVP & WVW reward tracks please!

in PvP

Posted by: Muy.3170

Muy.3170

I hate having to swap back the track I wanna grind on. It’s so simple just let me stay on what I choose with a lock in check mark next to the reward track!

1v1 Community in PvP

in PvP

Posted by: Muy.3170

Muy.3170

It’s always impressed me how many people join the hot join 1v1 server. It’s always 10+ in players full. I was thinking to support this community lets put the 1v1 into the lobby with a duel system for PVP lobby.

Then let’s add a professional high-quality 1v1 game mode so players can earn rewards for being good at playing against other players.

No more ESL so I wouldn’t see a reason to argue against this expanding the PVP community from Conquest.

How to make Thief more fun class to play

in Thief

Posted by: Muy.3170

Muy.3170

Its unfortunate that backstab is such a wasted skill. Why Back stab when you can Auto Attack or Staff 5. Backstab should be a big hitter, one of the biggest in the game. It takes positional platy unlike many other no brain skils in this game. I got excited when they first announced the back stab cd whiff making it harder to hit because i thought soon after they would increase the damage of back stab. I am still wait ing for the other foot to drop. XD

It is a big hitter, when you have the right amount of stat points. But we can’t do anything with the current amulets since they’re very trashy to a thief and berserker just asks for 1 shot cc skill like headbutt on warrior to kill you instantly.

How to make Thief more fun class to play

in Thief

Posted by: Muy.3170

Muy.3170

Let’s do it, but warrior gets 100% skill action from quickness

Stat Picking instead of Amulets

in PvP

Posted by: Muy.3170

Muy.3170

Let’s move the amulet system into a 3212 point pick system to open up customization and freedom of builds. The maximum allocation would be 1200 so yo don’t get 3,000 power dmg in 1 stat type but it’d be a great teaching tool and way more open to everyone to PVP with any combination they’d like. That and devs no longer have to spend development time on creating new amulets. Sounds kind of wacky and far fetch from just moving to a WVW style of gear choice, but then you’d never have to worry about META cause someone would always be able to shift something into their favor.

Bug Wars 2 (a much watch before is deleted)

in PvP

Posted by: Muy.3170

Muy.3170

Wow, Let’s all report him, They can ban 50,000 players in one go hahaha hahaha. I’m sorry for the misfortune in your PVP matches. Knowing how confronting him would have been like, he’d of called you all a bunch of noobs that couldn’t play very well. Very good job video capturing it.

Cultural Capes Armor Fix?

in Guild Wars 2 Discussion

Posted by: Muy.3170

Muy.3170

That’s why I suggest making capes cultural, specifically crafted for only 1 race to use that type of cloak/cape. Honestly, it’s just designing 5 different cultural themed capes. Shouldn’t have too much issue, even a little clipping is to be expected, but it’s a video game.

We NEED 30-40 Slot Bags

in Guild Wars 2 Discussion

Posted by: Muy.3170

Muy.3170

Common folks, bigger bags were the design choice from the start. Why would it be so wrong to naturally expand to something that obviously needs expanding? All through levels 1-80 you lvl up earning bigger bags. From then on you got stuck, and had to use real money to expand your bag slots to be held. I think larger bags that can be rewarded in game without gems would greatly increase the need to players to strive to earn the bags. Of course, you shouldn’t just make it something stupidly hard to earn either keep it simple and unique to the old design but make it ascended or legendary even. It would give players something to do anyways since they destroy any of the NEW content with NEW designs, let them work on those 9 bags they’d want to make 30 or 40 big.

Cultural Capes Armor Fix?

in Guild Wars 2 Discussion

Posted by: Muy.3170

Muy.3170

What if anet made in game capes that are tailored and design specifically for each of the 5 races. (Cultural Capes!)

That way you can specifically design to the requirements of each. No clipping because you’re free to design around the races, no 1 size fits all!

Can we talk PvP Pholosophy?

in PvP

Posted by: Muy.3170

Muy.3170

Are you complaining that you can’t win a 1 vs. 3 fight using a single skill? Warrior resistance and invulnerability is already over-tuned. Is it so hard to only be able to faceroll 8/9 professions and have 1 profession out there than can counter you? Poor baby

Well yes, I am complaining that there’s something that can just counter. I don’t know why it’s such a defended topic to “counter” something. I’d very much like a skillful parry than a counter strike… especially with HoT making counterstrikes unstoppable forces vs immovable objects.

Can we get all the amulets back now?

in PvP

Posted by: Muy.3170

Muy.3170

Let us be honest, it’s not the amulets that are carrying players. It’s the very strong active traits that activate when someone activates something that’s a utility or special class mechanic.

Looking at you Druids with taunt pets, Shout Tempests, Condi cleanse shatter mesmers, and headshot spamming pulmonary impact. Seriously if they’d just balance the classes they could give us any stat type imaginable, shoot they could give us 3212 total stats to allocate anywhere, and make a maximum allocation of 1200 and suddenly you can have any stat type. Easy peasy fix class specific strong as all mighty traits.

Can we talk PvP Pholosophy?

in PvP

Posted by: Muy.3170

Muy.3170

Look I’m sitting in hot join right now enjoying my casual pvp taking my time off starting the weekend slow, but I couldn’t help but notice as I play on warrior vs 3 reapers there’s no physical way I can sit between this. I use Berserker stance and it’s instantly converted by traited shroud swaps or scepter auto attack. I feel if this was older versions I could actually help my team vs the very powerful but susceptible reaper if only I could land a hit or not get cc chained into triple fear shroud 5 wombo combo aids.

Why was berserker’s stance change into a hard countered skill from boon corrupt? As it stands the old berserker stance would allow me to pop before combat and to completely negate any conditions I would gain. I could actually hold my own in the crazy mess of skills flying every which way for a reasonable amount of time to allow me to make a change in my favor to the fight.

Now I’m just a boon pillar of crud waiting to die to boon corrupt. Can we plz fix this very narrow-minded skill changes. You guys make changes that affected long term goals for the skills to last and be used for. I mean I get it you’re going through a lot of employees at the moment but seriously let’s at least point out what works and doesn’t work long term.

Sick and tired of all these traits running pvp instead of the player making a skillful action.

3v3 TDM Courtyard gamemode?

in PvP

Posted by: Muy.3170

Muy.3170

I was thinking since ESL is going down can we now balance around different PVP modes since we fought over points for years now.

3v3 Team Death Match
Map: Courtyard or new small maps
3min duration match after 3mins sudden death kicks in.
Best 2 out of 3 respawn each end of a fight.

Can We Please fix all the auto cast traits?

in PvP

Posted by: Muy.3170

Muy.3170

remove all traits, utilities and weapons.
Heal skill is ok.

Woah now, let us not delete the post before it gets thought out with nonsense.

But in all serious, this meta thrives off traits more than it does stats. The instant cast automatic traits should be flavorful interesting buffs, not win mechanics.

Can We Please fix all the auto cast traits?

in PvP

Posted by: Muy.3170

Muy.3170

The only reason you have spam in this game is the traits spam for you. All of the offensive traits that cause harm to opponents in all respect are very unbalancing. You cannot see, or react to an instant cast trait. There’s zero chance unless you lucky dodge!

Elite specs/ Core specs all need a rework for traits that trigger when requirements are met. They’re holding back the enjoyment in pvp.

We NEED 30-40 Slot Bags

in Guild Wars 2 Discussion

Posted by: Muy.3170

Muy.3170

I seriously would at least like to be able to craft 50 slot bags with ascended mats. It’d feel awesome to finally remove the 20 slot we start with!

We NEED 30-40 Slot Bags

in Guild Wars 2 Discussion

Posted by: Muy.3170

Muy.3170

What the what… :o This is my main’s invo.

If you enjoy 1 build and 1 build only. If you have 4 alternative characters with names such as, Fractal Hoarding, Map Hoarding, Ascended Mat Man, and Mr. Currency or Living World. Then of course, you’ve mastered the horrible inventory guide that gw2 gives you! Haha. GJ keeping things clean.

Did GW2 lose its identity?

in Guild Wars 2 Discussion

Posted by: Muy.3170

Muy.3170

I’ve always been searching for an MMO to replace City of Heroes, which was near and dear to my heart. Once I saw what gw1 allowed to be done being solo I thought maybe gw2 would implement the same amount of casual and community building guidelines my old MMO created and allowed.

I’m surprised how locked story mode dungeons, explorable dungeon paths, and fractals all are at the moment. If gw2 was truly casual and implementing improvements to fit all walks of life I’d of expected scaleable instanced content already from 1 to 5 players. Look at events they scale to fit the needs of the players in the open world. Why can’t we have this philosophy within the instanced content too? Raids were a total WoW clone step of direction from gw2 initial casual friendly, no grind business representation with advertisement in 2012.

[Suggestion] Armour skins (PvP) too expensive

in Guild Wars 2 Discussion

Posted by: Muy.3170

Muy.3170

I don’t think to put an unreasonable amount of dedication of time into something that you cannot control is very rewarding or prestigious or fun. It’s like counting to 1million in seconds. That time you wasted while counting to that number will never come back and this would take you 2 weeks with zero breaks. These rewards are very much like this but larger time sinks, how is it fun if you have to start at a specific time and wait for a specific duration to be obtained? Stuff like this people will forget because it’s so hard to obtain. I know tons of people do not care about AP Armor Skins because of how unobtainable they are for everyone.

I enjoyed the easy system we had prior because I obtained gear that would allow me to play at the highest tier in the game without crafting which I very much dislike required crafting routines. Arenanets doing a very poor job of giving player choices but supporting you have to do everything to do anything. Why can’t the challenge be the content? Instead of the challenge of making the way you wanna play?

Look I play games to enjoy myself and have fun while doing so, waiting years to earn something someone can get in a month of crafting items that have time limits because they want to artificially create a bottleneck is stupid. Why not open up freedom and help players choose the way they wanna play? So far this is the only option and it’s the option for the elites. Look (Legendary) armor/weapons SHOULD HAVE this time sink, not the bare minimum which I think of when I think of ascended stats. Right now it’s easier to make a legendary with sheer amounts of gold than it is to create these ascended bottlenecks. It’s not fun and I don’t support it because it’s ludrocity.

(edited by Muy.3170)

Ascended Shard Cost Too High

in PvP

Posted by: Muy.3170

Muy.3170

The Exotic ‘gear’ you buy for Ascended shards of glory are only skins you apply, not pieces of armor…

The dungeon reward tracks will give you exotic armor/weapons and tokens to buy from the dungeon vendor, the Ascended PvP set is a medium term goal, while I think the Asc shard gain is abysmal now. It lengthens your time in PvP to get the skins.

No, they’re real pieces of armor, that you can stat choose once purchased, if they’re only skins, then the price still would be unjustified! They cost too much period.

Rev Legend You Don't Want To See

in Revenant

Posted by: Muy.3170

Muy.3170

I don’t want to see a very basic very simple to use a legend, the lore doesn’t matter it’s the gameplay that tells the story of the legend equipped anyways. Make the gameplay fun makes the lore of the legend equip fun. In my honest opinion.

Granted you could have the Legend of MIST MIST a mystical Mist entity made of nothing but mist, and you would have no weapons no armor you’d be mist, but it turned out to be an awesome healing spec or burn condi dps spec players would respect the lore of MIST MIST!

Just thoughts from a new rev

in Revenant

Posted by: Muy.3170

Muy.3170

Revenant feels like it’s missing stuff still, should get a core set of skills that follow everything between dmg mitigation, condi cleanses, stun break and you could swap these 3 utilities between your existing legend. Mostly I think revenants just missing fun PvE rotations anyways it’s always spam auto attack or staff 5 on break bar and goes back to spamming auto. You never use the weapons to their full extent. That’s what players want when they say revenants boring or simple and lackluster. Heck improve the traits so a condition spec would actually work is another improvement of life feature revenant needs.

20 vs 20 in current sPvP map

in WvW

Posted by: Muy.3170

Muy.3170

I’ve always thought about the new arena PVP map they introduced and removing all the structures in the map. You could have a 20v20 with zero line of sight issues on a flat surface. Or a map where you have structures moving up and down like elevators making and removing Line of Sight. It’d have to be a totally new game mode but still crazy fun ideas come from it.

Suggestion for Ranked

in PvP

Posted by: Muy.3170

Muy.3170

It’s big enough if they remove MMR, 100 people would make 10 games being played at once. If you could pick your perfect team to fight another perfect team there would be no issues.

TDM 3v3 Proposal

in PvP

Posted by: Muy.3170

Muy.3170

3 vs 3 Team Death Match

3minutes per fight

Best 2/3 Wins per Fight

On success at killing an enemy team, both teams respawn back at starting position.

Sudden Death after 3minutes – greatly overpowers player dmg output.

Map Desired for the game mode would be Courtyard.

Proposal for Ranked Team Que

in PvP

Posted by: Muy.3170

Muy.3170

5 vs 5 Pre-Made Ranked Matches

No MMR

Just you and your team vs other pre-made groups.

You shouldn’t need an MMR to hand hold your perfect teammate pick list to fight against anyone even ESL champions. This mode would greatly increase a player’s learning capability and increase the speed at which they learn.

This game mode would be Ranked with zero training wheels. It would help players, who care about their team quality and move the elite player out of an MMR hand hold system. These players want this experience they don’t want to fight against players of equal level, they want to fight whatever is thrown at them and to either learn from their mistakes making them a better player or having them win and feel like they beat a team they were better than without question.

There should be no issue with the joining system either if say, 50 people wanted to play they had their teams all 50 of them would get put into a match. YOU have to bring your A-game here with your 4 teammates.

Rock, Paper, Scissor - Stinks

in PvP

Posted by: Muy.3170

Muy.3170

Is this fair when matches are randomly put together?
I’m tired of this Esports build meta, it’s been a full year of the same stuff rock, paper, scissors. It’s not about the average players it’s about the meta builds Metabattle.com 3rd party website decides what’s good for Gw2 because it’s so good.

I mean old school fast pvp right at launch was kill or be killed. It was skillful because you make a mistake you’d die, or you play skillfully and win. After that, it’s just been slowly leaning torwards, instant cast, instant defense, slower play styles straight up lose to the power creepy now that elite specs brought.

The issue is everyone just says, “go ahead play the 1 build” or slight modification with the elite spec making it weaker than what your rock/paper/scissor build is. Classes can’t build around their rock/paper/scissor match ups it’s awful bad! The resources simply do not exist any more anet you specializations can’t manipulate an elite spec good enough to Mold the meta.

There’s nothing pushing players to think of beating builds with this rock/paper/scissors. Will Anet ever get around to adding enough elite specs we won’t have the rock/paper/scissors 1 way to play classes?! I hope it doesn’t take 5 years later 3rd expansion we had to wait to fix the issue Heart Of Thorns brought along is fixed.
My wallet will cry, but If it’s the good content, of course, I will jump in. But why should we wait until the next expansion to have fun with the first one in pvp?

Flawless Strikes Trait - BUG

in Thief

Posted by: Muy.3170

Muy.3170

All % damage modifiers do not show up in the stat panel as mentioned. Test a few hits on something, OOC, remove the trait, and try again; you’ll be down on damage. Further, Flawless Strikes doesn’t modify the actual Critical Damage stat based on ferocity; it’s a fixed % increase of outgoing critical hits, which means it’s much more significant than the 105-equivalent Ferocity.

The thing about modifiers, and particularly in the case of the thief and the CS line, is that they get more effective the more you have since they’re multiplicative except for ferocity. A single trait for 7% will do very little, but combined with many others, the multipliers stack up in intensity, such that a thief running CS over meta DA and using Trickery and Daredevil with HM and Bound (odds are if you’re going CS you’re going for damage anyways) – assuming no ferocity gains for whatever reason – will have the following:

CS:
1 (base damage) * 1.07 (FlS) * 1.1 (FerS) * 1.15 (LA) * 1.07 (HM) * 1.1 (BD) = extra 59.3% damage (without the potential 30% critical damage modifier (on marauder amulet, for example) bonus based on ferocity factored; CS ends up providing much more damage overall).

DA (Improv):
1 * 1.1 * 1.15 * 1.07 * 1.1 = extra 48.9% damage.

So the 7% figure ends up turning into a multiplier of an additional 10.4% The more you stack, the more substantial the gains become.

Ferocity, like what you see from the effects of Practiced Tolerance and NQ, is additive. Because of this, it also means that the more you stack, the less effective point-per-point it becomes. All professions have 150% base critical damage. Marauder amulet baseline puts the thief to 187.3%. The increase in damage isn’t a relative 37.3% like the other bonuses mentioned above, however; the real difference is 187.3/150, or roughly 24%.

From the gains from CS, assuming NQ is used, the gains move to 201% from PT and then from there 217.67% from NQ under fury. Holistically, this is only a 45% gain in damage between crits and non-crits from baseline – the entirety of your Ferocity stat contribution yields less damage on critical hits than your other combined modifiers alone!

This is why % damage modifiers need to be handed out sparingly; a profession with tons of access to increasing-damage modifiers can end up hitting harder in Soldier’s or sometimes even Sentinel’s gear by stacking offensive traits rather than taking Berserker-type gear and stacking defensive ones. Add boons like Might into the mix and things get out of hand quickly. The thief is balanced in this regard since it lacks substantial might access (also why it’s weak in sPvP but strong in WvW since its base stats are higher from gear letting those % increases scale harder) and because aside from LA and EW, these all require pretty big build commitments/sacrifices. However, you can quickly see how others with lots of might (Ele/Herald/War/Druid/Reaper) could get way out of control if given such multipliers, as they also have more power to scale damage from.

So while insignificant on their own, small multipliers play a huge role in defining CS and the thief’s damage in general (also why the thief has some of the best DPS in raids, since it achieves simply more potential modifiers than other professions).

The Trait reads as While above 90% health increase your Critical Damage by 7%. It sounds as if this should be shown in the stat panel because there’s a Critical Damage stat.

The trait’s hard to follow, from your lengthy explanation, but seems like it doesn’t apply itself visually or works as intended as described.

I would think since it doesn’t explain to the player of multiplying the Critical Damage % it would be a visual bug instead of functioning bug. Maybe Anet should reword the trait to better explain the Multiply factor behind the trait instead of wording it as a stat type in the window.

Overall it’s confusing and easily a question that could come up in the future from players who won’t see your explanation in coming weeks, months, or years.

Flawless Strikes Trait - BUG

in Thief

Posted by: Muy.3170

Muy.3170

Flawless Strikes -
a trait in critical strikes trait line gives 7% Critical Damage while over 90% of your total health points.

I tested the trait out of curiosity and noticed how when equipping and unequipping the trait it does not change the % value on stat screen. I feel if it does not manipulate the % total value it doesn’t work in game period.
I am unaware of how to post pictures on the forums for this to show proof, but you can go in the game and test this for yourself.

Can Anet add this into their next minor patch?

TDM 3v3 Courtyard best 2/3

in PvP

Posted by: Muy.3170

Muy.3170

The new game mode is simple, 3 players vs 3 players in the courtyard map (before it’s scrapped). This could also work 5 vs 5.
Players will start with a 30-second window to analyze the enemy comp (tweaking utilities, traits as needed) greeting each other and picking targets.

Once a team wipes then both teams respawn again with 10 seconds windows without skill/trait swapping. The objective is to wipe the enemy team no respawns until everyone is dead and learn from previous mistakes understanding the enemy team’s builds.

After one team successfully kills the enemy team they get a point towards their team they need 2 successful wins or if the other team gets a comeback making it 2/2 they must win the 3rd match.

The idea is to have 3 minutes to the death and once the timer reaches 0 put in sudden death with damage getting exponentially more deadly. This would allow the 1v2 or 1v3 scene to have a potential comeback with huge risk huge reward. (You want TDM to be fast)

Courtyard was a terrible team deathmatch experience due to spawn camping the spawn pit you had to jump down from when respawning, and the extremely long journey it took to travel the other path, all the while lasting torturing 8mins.

This mode would make a fast enjoyable experience with the only issue class stacking which if matchmaking worked better could be fixed, and the 3-minute timer on the deathmatch being too long or too short.

Adding it into the ranked scene would mean making it reward fewer pips because it’s faster, makes conquest reward more for longer matches.

Further feedback for this idea would be wonderful!

Only 50% Energy

in Revenant

Posted by: Muy.3170

Muy.3170

Revenant needs more than 50% of it’s maximum for the other legends.

Personally what I’d like is no free 50 energy on legend swap, but slightly more energy regen and to keep existing energy level on legend swap. This could be achieved via a trait so players could have the existing scheme instead if they prefer.

Revenant is supposed to be another non-cooldown driven class (except for all the cooldowns on weapons, legend abilities and especially glint). The appeal of those is having control of your own character.

The existing scheme encourages swapping legends not because you want to or it makes sense to, but for the free energy. Facepalm….

I like the idea of removing energy reset on legend swap, but I would still like to keep the energy recovery rate at 5 per second. If it gets too fast it will start to feel very similar initiative on Thief. However, they could certainly reduce the energy cost of skills instead. They could also add a small amount of energy recovery on legend swap to a trait in Invocation (not so much to make it mandatory, though – perhaps 10 energy).

The swapping legends resetting energy limit to 50% is what really bothers me, but it also just seems dumb to settle revenant’s energy at 50% while inactive it’s only there to trigger traits.

It does nothing to balancing revenant because almost all of his skills have turned into cool down anyways and it’s very far from what a thief does with its 100% initiative no cool down weapon skills. (which he can trait initiative to make it a larger pool of resources)

Revenants have been dealt a bad hand in the Guild Wars 2 and they either need a revamp or heavy functional tweaking.

In-combat Run Speed Too Slow?

in PvP

Posted by: Muy.3170

Muy.3170

I’ve noticed every time I get into combat and try to peel to rotate I move super slow and I don’t get out of combat in any timely manner.

Is SPVP in the state where this in combat speed matters because I keep getting out ran by the majority of professions that have swiftness as well as traits/runes movement bonus.

Chill and Cripple also seem to be over tuned with this in-combat speed because limping for 8 seconds or walking for 8+ seconds is really starting to waste my condition cleanses. It gets really bad when you’re trying to move while casting and interrupt your skills cause you’re playing in the quicksand.

All in all, I don’t think this mechanic is intended no more because of all the power creep I doubt anyone would care if you threw it out, not like 50% cripple or 66% chill wouldn’t do more than enough soft crowd control.

Only 50% Energy

in Revenant

Posted by: Muy.3170

Muy.3170

My biggest problem with rev is how you need to stay in a certain legend. If it were possible to allocate the legends skills of your 2 chosen between each swap it would be better. Against the class concept? Yes. However I can counterplay any rev since I know exactly what skills they have.

The only situation I can think of where you have to stay in a certain legend is where you’re in mallyx and get swamped in condis. What other situations have you found where you have to camp a legend?

I’d say another situation is where you’re getting crowd control chained and you need Jalis’s road of stability ability to help out.

Don’t forget if you even manage to make Ventari work, you have to stay in the legend to continue to receive heals from the tablet.