Showing Posts For Nevarato.3178:
It is most likely like this so that it isn’t ideal because otherwise it would be way too easy I suppose. I mean you could say the same for almost every chain auto attack. It’d be better if ranger 1h sword leaped on the first strike to get in range instead of in the middle, it’d be better if scepter mesmer auto made a clone on the first hit instead of third, etc. Plus if something like this were done to auto attacks it could easily be abused by interrupting your attack chain to just use the first ability over and over, which is why I suspect auto attack chains don’t progress unless you hit someone.
Good point.
Wouldn’t the auto atk order of conditions make more sense if the cripple was first? So there’s a higher chance that they’ll be in range for the following atks?
If their problem with the skill is its adrenaline generation. Why don’t they just make it so you don’t get any adrenaline from its attacks, like with Flurry? And increase the pulse to 1 per sec, and reduce burning to 1 sec? (obviously reduce physical atk of it to balance with it’s pulse rate, to be equal to the dmg it does now)
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I support this, sounds good.
More achievements based on difficulty, like “Light Up the Darkness” but not as cheap, with better rewards.
And less achievements based on RNG like “Invasion Canceler” or time specific achievements like the fireworks show during Dragon Bash/“The Big Boom in the Big City”. (if the only reason people are viewing a piece of content is because of an achievement or reward, is it really good content?)
Bugged for me on my last map “Dredgehaunt Cliffs”. Made sure i got credit before i wrote down in a txt file as each map complete. The game crashed twice for me during the invasion when fighting Aethers, so i stayed away and only did Scarlet Minions after reconnecting, did 3-4 events before successfully defeating Scarlet.
(Would be nice if the map selection wasn’t random, so we could at least predict when the map we needed was coming up.)
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“Blazing Light”/“The Blazing Light” title reward for achieving “Light Up the Darkness”. Would make achieving it more worth while.
I personally don’t want to see it changed. Distracting Strikes is amazing for me, with a power/condition hybrid build. And the last change was a massive buff for me especially against Rangers and Thieves. For me it does 1.2k per action in pvp, as a spike on top of all my other conditions. It also shuts someone down for a duration, or theyre forced to use condi removal, which guarantees my following immobilizes. And after you run interrupts for a long time, you can reliably interrupt ppl. (it’s pretty funny to interrupt an enemy War’s Bull’s Charge with Shield Bash lol)
The truth is, the problem its self is the interrupt. The reward is too small for what you need to land. Blind can be easily applied in the same situation(someone leaping towards you), lasts a long duration and when you miss, your skill goes on full CD. While interrupts, the window is much shorter, and you only put the skill on CD for 3 secs. It should be 50% of the skill’s CD at least. (less than full though as you can stop utility skills and heals as well, things that are in less control of successfully casting for the opponent, when compared with blind or block)
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depends on where you use it, in sPvP i like the change, the cripple changes means you have on demand cripple to activate several traits (Leg Specialist -> Opportunist), it frees up a slot on my utility bar since I won’t have to take FGJ to have on demand fury any more (especially as a solo roamer), you stick to your target like cement, an upgrade from the previous glue.
The Final Thrust changes gave it a lot more burst damage, which makes double swords an extremely viable weapon, Rip + Final Thrust = about 11k damage in a second.But yes overall DPS suffers, however the new auto attack chain is also a bit faster, which is also nice. And it seems Anet doesn’t know where they want to go with the sword, so they’re just keeping it a hybrid weapon that could work for either direct or condition damage builds, but isn’t the best in either.
Overall, I like the changes, it’s all about personal preference though
Yeah, that’s why i’m fine with final thrust but i still think it should be better to warrant it’s own skill slot. (mainly the range) And wouldn’t the cripple at the start of the auto-atk make Opportunist even better? lol.
Personally i think Cleansing Ire is amazing. Adds another source of condition removal without sacrificing anything in my build. But that’s cause it works well with my build, it just replaced Embrace the Pain, which i was already using. Especially with longbow, since you don’t need to hit anything to use it’s burst and remove conditions. But i can see it being possibly bad for hammer.
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Am i the only one that thinks the new sword changes are bad? They’re bad for me as a warrior that mains sword/shield.
The move of Final Thrust is a significant DPS reduction. In the time of the 15 sec CD you could hit at least 4 final thrusts from old auto-atking. Compared to the double dmg you get from ppl under 50% hp, which means you have to save it. But if that helps other people make more diverse builds since they can spike, then fine. But at least make the cast time lower, and increase the range to 200 if you want it to be a finisher. Atm, you’re gunna have a really hard time hitting people, especially against blind.
And the Hamstring change boggles my mind. Apart from it’s horrible 1 sec cripple and lower dmg than final thrust. If you want to cripple someone, wouldn’t you want to do it at the start of your auto-atk combo to keep them in range for the following hits? Rather than at the end? I personally would like to see it gone completely and replaced with 2 bleeds. Because it’s condition is widely disproportionate. Not counting physical dmg(600-900), i personally get 1.3k bleed over 14 secs, then another bleed, and then i get 1 sec cripple. It just doesn’t seem right and feels useless. Would much prefer a hit that does bleed x2 than that cripple. It’s a severe reduction in auto-atk DPS.
And then there’s the Savage Leap cripple, i appreciate it, although it’s not as useful as you would think. It’s widely telegraphed as a leap should, so it’s easily dodgeable or ppl can just blind you. Hamstring previously gave you that extra atk to use once you were actually in range or removed blind to guarantee the cripple. Would be much better to have the cripple on a 2nd low/no dmg skill after the leap similar to the Mesmer’s Illusionary Leap. Although the cripple can prove to be a problem in dungeons, as when you want to cripple a boss mob, you have to jump into it’s face, directly into its hits.
But that’s just my opinions, as a war that mains sword.
Are people happy or unhappy with sword changes? (reasons)
UPDATE: Upon further testing, i enjoy the new auto-atk chain. The faster atk speed allows me to stack bleeds faster, making up for the loss of dmg from final thrust. Maybe even better as it’s uneffected by toughness. Although that’s a result of the new atk speed and not the cripple. And for me personally it’s probably best the cripple is at the end, as i’d prefer the bleed hits than the cripple. As well as being only 1 sec.
Final Thrust still too slow though. And savage leap’s cripple would still work better as a second skill after the leap.
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Add golden light arrows when shot, to the Wings and Feathers of Dwayna. And blue light arrows to the Azureflame and Aether.
They both use the gift of light in their recipe. And the reward for the amount of gold required to create them, is lacking when compared with other weapons. (Although they are still some of the most popular bow skins, due to the bow’s bland library of skins, apart from legendaries)
Bow skins in general are subpar when compared with other weapons, such as shields. Although axe is probably the worst.
Yeah i’ve never played a zerk warrior lol. I’m presonally fine for condition removal, mending removes up to 6 on a 25 sec CD lol. I just thought it would be interesting for a trait that’s hardly used to get a buff. I’ve played around with it, and the only real benefit i can find is getting 20 secs from 16 secs of stability. Which is good. I just thought making stances more viable would be interesting, as most people only use them apart from balanced stance, through auto-cast traits.
Although movement conditions already don’t effect warriors that require chasing that much, do they? Mobile strikes and shout builds as well as movements and restorative strength trait. In WvW with dogged march and food, gives -78% duration doesnt it? (i’m not familiar with it, i’ve never tested it myself) Normally the only way classes get away from warriors are with pushes, blinks, movement skills or stealth.
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Or an extra 1s of immunity from damage with Endure Pain, an extra 2s of adrenaline with Berserkers Stance.
Not to mention Defy Pain triggering Endure Pain at 25% health, Last Stand triggering Balanced Stance every 90s when hit by CC, Berserker’s Might triggering Berserker Stance at +5 stacks of might, if you choose to trait that way.
Given that it affects quite a lot of things if traited correctly, I wonder whether adding a condition removal would make it too OP considering its only a 10pt trait.
Yes but if you trait into that, chances are that you either get less defense, or less atk. If you don’t trait into shouts, you have very little condition removal options. And even when traited into shouts, this is still a class that lacks survivability. Then also when compared with the other traits in this group, such as missile deflection and embrace the pain, with 2 or 1 second of an extra duration on a skill, one that doesn’t block conditions. The choice is fairly simple.
How exactly does it work?
Cause when in game i had 9 stacks of bleed and 1 stack of vulnerability. I used shake it off thinking it would remove the 9 bleed at 90 dmg per tick, it instead removed the 1% dmg increase from invulnerability. And it really confused me. It seemed idiotic for it to work like this, but i thought maybe it was cause the vulnerability was the first in the list. But it’s happened to me another time, when the conditions were in inverse positions in the list but it was 6 stacks of bleed. It still removed the 1 stack of vulnerability.
So how does the condition removal priority really work, and does it take into account stacks of intensity and duration? Surely intensity would take priority over duration, as the DPS of a condition like burning would be static, compared to the DPS of 25 bleed or potential DPS of 25 vulnerability? As well as stacks and duration changing removal priorities of conditions, like the 9 bleed vs 1 vulnerability? Let alone the priorities of the conditions themselves at base? (eg. immobilize vs 1 bleed)
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Add remove 1 condition when using a stance.
Atm, it’s fairly useless, only gives 2 secs of stability or 1 sec of quickness.
Normally i use shield bash and bull’s charge for interrupts pretty reliably. Shield bash is fast and easy to get the interrupt, but bull’s charge needs to be used at the right time and range to be reliable. Which minimizes it’s effective range, as you need to be in at a some what medium to short range. For it to be quick enough that the person can’t react, or if they get the lucky dodge cause they decided to roll, bull’s charge will keep tracking them and hit them once their evade is over. Also keeps tracking stealthed players if used pre-stealth, so when u hit them u know where they are and you can just immobilize or something.
Once you’ve been using them for a long time, you can predict and interrupt, fairly reliably even with the latency. But yes there is a degree of luck involved, especially with bull’s charge as you never know what the other person might do, or you could be unlucky as the time u hit them is between skill casts.
My problems with it are, the reward for interrupts is too low, it’s only a 3 second delay on a skill. It might be more of a problem in the future as Anet have said they’re considering adding more stun breakers across all skills. So disables might become nerfed.
I think an interrupt should make the interrupted skill go on 1/2 it’s CD, as a more severe punishment and reward. A blind is rewarded/punished with a full CD, but interrupt is only 3 secs.
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How would you feel about changing the sword’s auto atk bleed from, 8 secs duration to 4 secs duration but x2 bleed? So it’s the same dmg but faster.
The dmg pay off from the bleed, can be a bit lengthy, especially as you need to be in close and chase in order to melee in the first place. Personally i use sword/board+LB and can solo stack 20 bleeds, with 70% duration solely from traits. In a PvE environment, the bleeds are wasted when paired which another conditon build, as the max is 25. And in a PvP environment, 1 bleed itself from the auto atk is 13 secs, alot of that long dmg duration can be negated with condition removal to remove the 1 stack of bleeds. Which leaves the sword with the sub-par pure physical atk, and about 1/2 the bleed dmg.
Does the change bring the condition side of the war more in line with it’s “faster dps” intended role, giving more distinction from a necro or is it over powered?
I disagree with the Mending and Distracting Strikes changes.
Personally i use Mending, in combination with Restorative Strength, to remove up to 6 conditions and heal, on a 25 sec CD. Mending isn’t a big heal, but low CD and has utility, so it’s meant to be used through out the fight when ever possible. You let the conditions stack, then when u lose 5-6k, u use it to remove all conditions and heal back to max. Healing Surge is already the big heal of the game. But i wouldn’t have a problem with it becoming a shout, to make it more viable for more builds. Although the AoE heal might be a bit much, maybe just the condition removal.
And i run a sword/board+longbow power condition hybrid, and Distracting Strikes is amazing for me. 3 stack of confusion per interrupt for 5 secs. But i can get up to 6 stacks for 900 dmg per action, ontop of my standard 2-4k per sec dmg output. While still being mildly tanky with 16 secs of stability. (my fights with bunker mes and regen ele go 50/50, depends what lands for who)
But personally wouldn’t mind a retal change, might be more useful in more situations as that dmg is spread out over more targets. But 2 secs is way too low, would have to be more like 10 secs. The confusion is already 5 secs and i can do 900 dmg, while the retal is 2 secs and i would do 345 dmg per hit, which is a losing percentage as i need to be hit for it to proc. But even then it’s still a nerf to me personally when compaired with distracting strikes. Especially as they nerfed retal, so it doesn’t proc on block anymore, which rendered Spiked Armor useless. If they buffed retal back up, then yeah definitely.
In the same “Sustainable” vein of ideas, they need to buff Shield Stance to have a lower CD, at least of 20 secs from 30 secs. Mesmer and Ele’s invul skills already give more invul over time than Shield Stance, as well as have more utility. While the Engie has an exact clone of Shield Stance but on a 20 sec CD, in Gear Shield: http://wiki.guildwars2.com/wiki/Gear_Shield http://wiki.guildwars2.com/wiki/Shield_Stance
Also Anet said they were looking to give more stun breaks to more skills, which would indirectly nerf war. So stuns might not be as useful in the future. (although for me that would be an indirect buff, as the less time they spend stunned, the more time confusion is doing dmg)
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So your saying gw2 should not have hit and run tactics, it doesnt let your skills recharge anymore then normal, can not be used again for 4sec.
A thief can burst with or without stealth, the thiefs bursting skills comes from teleporting to you, spamming 3-4 skills in 1-2 seconds and then running away to let his/her Initiative recharge to do it again.
I dont use stealth like you say, I use it with shadowsstep and such skills for max “hit and run” tactic and more as a OH SH!% im going to die, I need to hide way.
You can just pop some aoe skills, aoe KD/KB kills stealth builds, there are counter to it already.
And yes you do activate skills when stealth. The latency anet is already working on, well working on things in pvp/wvw to help see players sooner and able to defend faster.
Its just like in CoD (call of duty) If you have a full sprint class and come around a corning your 1-2 sec ahead of the other person and can get the 1st shot off, its just going to happen in all games right now, just try to deal with it and get better at playing against theifs.
No offense to you, but you can get a thief and play one too, so can anyone. Im just tired off all this QQ
QQ, QQ, QQ I got killed by a thief, nerf them, nerf them now!!!
I actually have no problem with fighting thieves, they’re one of the easier classes to kill for me personally. A lot of CC skills still track the thief after they stealth and i just root and AoE or melee the hell outta them. But a lot of other people do. And the problem lies in, as you said, the blink or leap after the stealth. Even if someone has AoE, they have no idea where to shoot it. Burning isn’t a widely available condition, and even then, it’s mostly ground based. Shadow Step removes conditions on the return, so it still wouldn’t effect the “hit and run” play style that you said. It would counter the close range stealth d/d thief and bunker mesmer.
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Stealth as an effect is OP, it has no counter, it lets you call time out in a fight when ever you need it, to allow your skills to recharge. Even worse on the thief which can burst their most powerful skill multiple times, then hide and wait for the recharge. As well as due to latency, when unstealthing, you can be atking someone for a good 1-2 seconds before they can even fight back. (It’s the main reason people cry out against the thief, rather than the things that anet actually nerfed, which probably need to be buffed back up)
The change that i’m suggesting would be that, burning would temporarily make the stealthed player targetable and semi visible. (like the spy in tf2) If burning is removed or it’s duration runs out, while still stealthed, the player would return to being fully stealthed. But when stealthed you dont activate necro marks or ranger traps, allowing you to sneak past or escape areas easier. And letting yourself setup for a precision strike easier.
I feel Shield Stance’s duration when compared to other skills seems a bit underpowered. You get 3 secs of block for 30/24 sec CD. Against mesmer’s Blurred Frenzy which gains 2 secs of invul on a 10 sec CD, which is 4 secs for 20 secs and 6 secs for 30. Which also is also a powerful atk and evades necro marks and ranger traps. And elementalist’s Obsidian Flesh which is 5 secs of invul on 50 sec CD, against war 3 secs for 30/24 and 6 secs for 60/48 secs. Which also allows you to continue using weapon skills and avoids necro marks and ranger traps.
So i think that it needs a duration buff up to 5 secs.
They all sound great except for the longbow, it sounds a lot like kill shot which is just asking for trouble, make it ground targeted. Although the 2 skills should share the same cooldown, or else someone could easily burst 3 skills with berseker stance. And having both, might give too much versatility, especially the sword off hand one. So maybe make it so it requires a full bar of adrenaline to use, as they seem to be more powerful than their counter parts.
But banners seem a bit too much. Maybe gain the ability to carry it with you and extra skills, through the use of a grandmaster trait.
But the only cool down you will be sharing is the leap and hamstring which you don’t use often or can alternate with the shield rush if you use a mace, you won’t be able to build up bleeds with auto attack or have to wait to swap weapon to burst for bleed stacking as well.
I know, leap is also fairly low CD, which is why i said that it might be possible. But shield bash’s range is very limited.
Your weapon skills share cooldown time if they’re the same. So it’s generally inefficient to have 2 of the same weapons on both sets. But it might be possible. Alternatively you could use mace and shield, to get another block from mace. =)
I’m not sure what “images” you’re talking about. The designs on the sides? Which one are humans? Which ones are charr? Which ones are Ascalon? I don’t see any of this.
I think you’re trying to make something out of simple designs.
However, if those really are intended to be depiction murals, then it’s unlikely to be related to the Forgotten finding Glint (though serving her is another story), or Kralkatorrik or Glint’s baby. They hold no relevance to the Flameseeker Prophecies. If they’re depicting something, I’d imagine the subjects would be Ascalonians, charr, dwarves, White Mantle, mursaat, forgotten, Glint, Khilbron aka Lich Lord, and/or titans. The text itself is just a transcript of Meerak the Shouter’s dialogue from post-Searing, and he never mentions half of those things so…
And Glint’s baby has always been canon, btw (not cannon).
Lol spelling mistake.
Yeah those “images”.
And i already know about the text. Which is why it got me thinking about the images. And if they put that much work into the text, why wouldn’t they for the mural?
I tried to focus on each design with each screenshot and number them. They’re easily visible except for the charr which are very cut off, there are 3 charr on the left. The top has humans (humanoids in armor and capes with sword and shields) , the left has the charr (same charr as used in concept art, the one on the top being the same image as Rytlock pointing with Sohothin: http://wiki.guildwars2.com/wiki/File:Rytlock_01_concept_art.jpg . It’s obviously not Rytlock, but they did use the same image for that top charr.) , the one on the right is a castle which i assumed is Ascalon due to the subject matter. Which all makes sense except for the bottom 2, which is why im asking, because i don’t know that much in depth about the lore. And why they have question marks.
As for Glint’s baby, someone told me apart from the actual fight, there’s never any mention that she can actually reproduce, and all her eggs were crystallized. (info from someone else, i’ve never played GW1) So originally i was thinking they may have decided to not acknowledge it in the future.
And i’m pretty sure the 2 dragons in both bottom designs don’t resemble anything you mentioned.
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The shield has some images on it that i can’t figure out. Maybe someone can identify them. I’ll list them all, and then the ones i’m not sure about:
1. Humans
http://i108.photobucket.com/albums/n5/Nevarato/gw227_zps53319e28.jpg
2. Charr
http://i108.photobucket.com/albums/n5/Nevarato/gw226_zps8afd1e94.jpg
3. Ascalon
http://i108.photobucket.com/albums/n5/Nevarato/gw228_zpsd1ae909d.jpg
4. The Forgotten finding Glint?
http://i108.photobucket.com/albums/n5/Nevarato/gw229_zps90eaa776.jpg
5. Glint with her baby/Glint with Kralkatorrik?
http://i108.photobucket.com/albums/n5/Nevarato/gw230_zpsa03cc563.jpg
If 4. is the Forgotten finding Glint, then who is the 2nd dragon that is upside down and facing away? Could it be Kuunavang?
5. shows 2 dragons, one being much smaller than the other. Could it be Glint with her baby, meaning that Anet has confirmed its existence as cannon? Meaning that we might see it in the future? Or could it just be Glint with Kralkatorrick?
(Hmm, i should of used a better image hosting site.)
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I’m not that far along in my game that I’m concerned with Legendaries yet, but isn’t it the point that some components are expensive or rare so that completing your Legendary is more of a long-term quarter/half-year goal?
So it may not be lodestone rarity that’s a problem but rather the players who are impatient that are the problem?
True and good point. At the moment its fairly balanced out. (Also it doesn’t take too long for a legandary. It takes about 1-3 months to get, depending on the market. If the lodes are priced around 1.3-2 gold.) But, as more people are getting legendaries, they’re using their excess gold to buy up lodestones, then sell them at higher prices. If u were to only farm your lodestones from elementals effectively, let’s say onyx, on average you would only get 2 lodes an hr. So 50 hrs of farming earth elementals. And that’s only if the temple of melandru is cleansed. At the moment it’s faster just to farm gold and buy the lodestones. Even when they’re at around 3g. And then what will happen when they release legendary armor or more weapons that require lodestones. They’ll become even more rare.
For Onyx, the only sources are earth elementals, TA dungeon chests, heavy supply bag from WvW, and swamp fractal chest. Swamp fractal might be a good farm for onyx lodes, as its fast to complete, if you had a dedicated group. But at the moment, it’s faster just to farm gold and buy them.
Not saying that they would drop like crazy in the dungeon, just saying that it could be another possible source of random lodestones that is reliable, as the dungeon will always be open. In order to ease the market, if they do decide to add more items that require lodestones.
Personally, i already have my lodes for my legendary, so i don’t need anymore, just worried about the future of the items. I was lucky and got all my lodes at 1.3g. But as more people are going for their legendary before, i hear a lot of complaints about them when im farming with people in Orr.
Still, even without the lodes. It could be another interesting dungeon lol.
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New challenge dungeon set around the Wizard’s Tower in Garrenhoff. Endless challenge dungeon filled with different elementals, with rewards and difficulty increasing the further u get into the dungeon. This would also address the lodestone problem at the moment, as lodestones are fairly difficult to get of almost any kind. And the dungeon is filled with elementals, and even has a lore reason for them all.
NPC’s in Garrenhoff talk about people being invited up to the Wizard’s Tower, but then being never heard from again, and the Tower being able to house an entire city. With a few saying that they don’t trust the elementals, or fear them. Giving the Wizard and the elementals an eerie and sinister feeling. The bigger question being, why is the Wizard even defending this town? Is it a source of test subjects for the Wizard?
Story
The Lion Guard have hired players to go into the tower to search for the people that have gone missing.
Enemies and Design
All enemies centered around elementals, as the Wizard creates them. And the dungeon being endless, as it’s incredibly large, and could have endless amount of rooms due to the Wizard’s magic.
Future Problems
Future Problems i could foresee from implementing a dungeon that makes lodestones easier to acquire is that, lodestones will become too common after people acquire their legendaries. Although i suppose this could be countered by Anet continually releasing new weapons and armor skins that require lodestones.
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Yes please lol. The griffon is very cute.
The weapons can be transmuted easily and it keeps all it graphical properties. All you have to do is just invest in a fine transmutation stone, and if you’ve gone to the length of getting a legendary item then you can most certainly spend a couple gold and buy them… I mean the legendary weapons alone cost WAY more. This is a relatively void post because ANet has already implemented this for ALL weapons.
If you transmute a legendary at the moment, it loses its legendary status. Which stops people from making an eternity who initially made legendaries and transmuted them. So you either don’t have the stats you want, or lose your weapon’s legendary status. Which in turn later might make it unable to be buffed when ascended weapons are added. If Anet doesn’t fix that before then.
Only thing I like on here is the Poison stacking.
But the heal-reduction would need to be reduced to like 10% and lots of skills would need their poison durations would need to be increased a little.The rest seems like you being whiny because something got in your way or didn’t work exactly like you want it to.
Example: Just because your target isn’t pulled doesn’t mean you don’t have the strength to hold your ground…Most of the things you propose make it more skill-based or situational.
They just make things easier in some ways like making chilled less effective.
That’s the purpose of making stability immune to chill, to give chill a counter apart from condition removal, as chill is so easy to apply. To make it less effective, because at the moment it’s too effective. 66% reduction in movement speed and skill recharge. A blindness necro or venom theif can completely shut ppl down. I personally use 2 sigils of hydromancy, just because chill is so effective. 1 class shouldn’t be immune to everything, and 1 condition shouldn’t be good against all classes or builds.
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Only thing I like on here is the Poison stacking.
But the heal-reduction would need to be reduced to like 10% and lots of skills would need their poison durations would need to be increased a little.The rest seems like you being whiny because something got in your way or didn’t work exactly like you want it to.
Example: Just because your target isn’t pulled doesn’t mean you don’t have the strength to hold your ground…None of the things you propose make it more skill-based or situational.
They just make things a little more convenient for a specific slice of the playerbase.
By that arguement you could say that an asura shouldn’t be able to pull a norn as well. Every skill in GW has some element of magic behind, which is the reason why its possible for these things, and why most skills have a magical effect or trail. Even war’s physical atks. So if you use the same force to pull somthing massive towards you, than logically, the effect would be reserved onto you. eg. if you try to pull a massive rock in dirt, the rock would be too heavy, and you would instead be slowly pulled towards the rock.
As to not “situational”, as the poison’s duration is no longer stacked. It’s use over time is severely reduced. So you would need to choose when to use it better. Such as when an enemy is about to flee or heal. Poison’s current effect isnt that great. You get more dmg with burning or bleed, and entire stack can be removed with condition removal.
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Only thing I like on here is the Poison stacking.
And even that is pretty much game-breaking for the Necro, Thief and Pistol-using Engineers.The rest seems like you being whiny about chilled, thieves, and stability.
Example: Just because your target isn’t pulled doesn’t mean you don’t have the strength to hold your ground…
Well i tried to look at this objectively, and thief is the most over powered class in the game at the moment as most of their abilities have no counters. Only other is regen ele, but poison change would fix that. As a fact for “whiny” about stability, i use a war, and i love stability. But i don’t think that i should be able to run into groups of ppl and tank without fear, since nothing can stop me. Which is an example of me trying to look at it objectively. As well as chill has no counter, for its powerful effect, and easy applicability.
As for “breaking” classes, there is still condition removal. Which is why you would need to be more careful in your choice in using it.
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I agree to this. An easy fix to this would be to make the legendaries into applicable skins like we’ve seen these past events. So it adopts the stats of a weapon you already have.
Added some new stuff, figured i would update this older post instead of creating a new one.
Conditions and boons should stay active after an enemy player is downed. It can be annoying for a condition build to finish someone off, when all ur skills are on CD and u have to rebuild all ur stacks again. Especially when the majority of your damage is dealt over time through built up stacks.
Not needed. There are already a lot of movement skills that can already be combo’d together or used to move quickly. eg. ride the lightning, savage leap, heart seeker, whirlwind attack, rush, earth shaker, eviscerate, lightning flash, jump shot, etc. (also most of these skills aren’t effected by cripple)
I’d prefer for them to completely remove hearts after the starter race maps, and turn all the heart events into dynamic events.
Completely agree. Even though i’ve have no problem with it, there’s no reason for it, and just creates unnecessary problems and server hopping for players on lower population servers. Your exploration of the world shouldn’t be dictated, controlled or dependent on other players. Just as dungeons don’t count towards world exploration.
These suggestions are designed to make the game combat and use of effects more skill based or situational. While providing counters to parts of combat that have no immediate counter. As well as nerfing over powered classes, mainly the only one being thief at the moment, as well as giving buffs to classes weaker in pve. (a medium armor class shouldn’t be able to fight 10 players in melee in WvW) I’ll post my reason why i believe it’s balanced or necessary.
General Changes
- Chill: Stability makes the player immune to chill, as it was in betas. (chill has no direct counter, and can be easily applied in some cases. eg. blindess necro, or venom theif.)
- Poison: Make it stack in heal reduction intensity, not duration. (poison on some classes is already long enough for a fight, eg. ranger has 5-10 seconds of poison not counting pet inflicted poison and venom thief can have around 8 seconds of poison per hit. This change would also counter regen ele and guardian builds, and work as a assassination on a fleeing opponent. As well as giving a better role to condition rangers and venom thieves.)
- Stealth: Make a player or mob while stealthed, semi-visible and targetable whilst burning. (Essentially TF2 stealth rules. So it becomes more of a scissor, paper, rock scenario. Stealth at the moment has no direct counter, or way to make the stealthed thing visible. This would also make the risen priestess of dwayna fight in Arah exporable mode, more dynamic. Rather than trapping her between 2 rocks.)
- Pull: Make it so, if you try to pull something that has stability, u get pulled towards it instead. (The risen mobs in Orr are already effected by pulling in this way. This would serve as a punishment for trying to pull something without taking notice of boons. It could also serve as a chasing mechanic, if a player is trying to run away with stability, you could catch up with a pull, but fall down as they would as a trade off. Adding a extra layer of depth to pulls.)
- Immobilize: Evade, movement and blink skills shouldn’t be allowed to be used whilst immobilized. (Immobilize is meant to root your target and stop them from dodging. Classes such as rangers and theives can still dodge while immbolised with skills, and warriors can still stun with shield bash or earthshaker, which are movement skills. Blinks shouldn’t be allowed as you are essentially chained in place, and are still moving while carrying the condition with you. Although if you try a movement or dodge skill, you should stumble and be knocked down onto the group as a punishment.)
Nerfs
Thief
- No initiative regeneration while stealthed. (Stealth should be an opener or fleeing mechanic. You shouldn’t be allowed to spam evade skills, then call a time out in the middle of a fight, whilst you wait for initiative to recover, then spam again.)
- Remove stability from dagger storm. (It makes no logical sense for the skill to have that effect, as they’re spinning. And makes it so a regen thief can fight around 10 players at once, as they are healed per hit landed, and can’t be stopped from attacking in anyway, whilst crippling and bleeding targets. Also making the thief have no source to stability, would serve as a counter to a class that can spam evade and stealth skills.)
Guardians
- Make Spirit Weapons damageable, and give a trait that severely reduces their active time, to around 8-10 seconds, but makes them undamageable as they are now. Or atleast reduce the agro/chase range of the spirit weapons. (There’s no possible way to fight them at the moment. Personally i’ve had spirit weapons chase me across half a spvp map, while the guardian just stood on the point to cap it.)
Buffs
Guardians
- Guardians gain stability when using the “Pull” skill. (this would ensure that the skill doesnt become underpowered if the change to the pull mechanic is implemented)
Warriors
- The hammer skills “Backbreaker” and “Staggering Blow” break through stability and defiant, and give stability when channeling, not when using the skill. (the hammer’s entire gimmick of knockdowns and interruptions are neutralized with stability or defiant. Thus giving them no role, as the greatsword can dps better, and the mace is better and faster for knocking down and pierces for smaller mobs. This would also serve as a counter to stability, thus giving a proper role. The reason i believe this is balanced is cause the wind up for these hammer skills are so long, you can see them coming so u can dodge or blind them before it hits u)
Please give feedback if you like/dislike the ideas or have something to add or wish to remove.
(edited by Nevarato.3178)
Agreed. Although, they would need to upscale everyone in the area up to level 80. Or else either the mobs wouldn’t drop loot useful to level 80’s, or inversely the mobs would be too strong for low level players in that area.
As well as give newer players in that area a different experience, and a money gain burst, as they’ll be getting level 80 drops.
The minor trait for warrior “Building Momentum” doesn’t restore 1 bar of endurance when you use the sword’s burst skill “Flurry”.
I agree with the UI and check box idea combined, especially as it would be a quicker implementation and you can do other stuff while waiting.
That way you can advertise specifically for more than one dungeon.
Allow us to view what armor looks like on us before we put it on
in Suggestions
Posted by: Nevarato.3178
Maybe I’m misunderstanding the topic but aren’t you already able to preview armor before buying through right clicking on the piece and then clicking “preview?” I’ve done this myself to see how karma items look but I don’t recall if I tried it on armor or if it was just on weapons.
I know you can preview weapons but I suppose I haven’t tried armor. If you can preview weapons but not armor, that’s just weird..
They mean previewing on the Trading Post (TP), which is currently unavailable. But it is in the works. (or so i’m told)
I agree, I would like to be able to make a group while out exploring in time to jump/run to the dungeon when everyone is ready instead of hanging around waiting so some form of lobby would be good, Not so sure about a common area but maybe lobby that allows people from different servers to join each other so you can always find a group easily.
Then there would have to be multiple overflow servers for the areas, as there would no doubt be too many ppl there at once if it was all servers. So it might split it up too much, and you’ll have a few overflow servers with not that many people in them. But i do like the cross server idea. Maybe make it that, the dungeon lobby is connected to the 2 other servers your server is vsing in WvW. So you always have a lot of people in the dungeon lobby, but not too many. Then if u find people you like, you can friend them. Then when a new WvW match starts, you can try find new people. So your list of contacts begins to slowly grow and there’s always people to play with.
Exactly my point, it really is silly lol. =)
(edited by Nevarato.3178)
Yeah i agree, i think having a mix of the big complex area with Asura gates leading to the smaller waiting areas with same dungeon aesthetic would be best. So people who only want to do one dungeon can wait in the smaller area, and not take up space or map chat for people in the big complex who are willing to do more than 1 dungeon. Since ppl will undoubtingly be spamming LFG in the chat lol.
I just dont know if arenanet would be willing to implement the big area, since it’s kinda like the heart of the mists, but for PvE. Especially if someone would be able to instantly teleport for free to dungeons they haven’t unlocked on the map yet. Maybe make it so, and asura gate to a dungeon in the complex is only useable for you, when you’ve discovered it yourself on the map, out in the world. And vice versa for the asura gates in the smaller waiting areas. So you still have to find the locations in the world to access them.
It’s very hard to find a group of random people together to do dungeon runs when your friends aren’t online. You have to wait outside the dungeon, or advertise in town. And people who may want to do the dungeon may not even be in town, cause they got bored of looking and left to do something else.
So why not make a dungeon lobby at the dungeon’s location that’s a small room similar in aesthetic to the dungeon, where people can go, wait and join up with other people to do dungeon runs. So people have a dedicated place to go and wait, if they wish to do a particular dungeon, and don’t have anyone else to do it with. This will not only make it easier to group up with people, but it will also reduce the LFG map chat msgs in towns and maps.
Personally i believe the lobby should also have a merchant, it’s a pain to have to go back to town to sell all your loot each time you run a dungeon and waste money warping back.