Showing Highly Rated Posts By Nova Stiker.8396:

[PvP] Immobilize stacking is not fun!

in Profession Balance

Posted by: Nova Stiker.8396

Nova Stiker.8396

The buff to immobilize should have never happened in the first place.

Team fights are just distinguishing, in high level play, BOTH teams spend half their time not moving as they try to focus a single target.

Nerf it back to what it originally was, 1 stack max.

This mechanic is not fun ArenaNet, it rewards spamming and in teamfights it rewards teams that spam it the most.
Glue Bomb, Spike Trap and Muddy Terrain shouldn’t give 5 people all 5-6 seconds of immobilize.


If you’re insistent to buff immobilize.

Have the longest immobilize applied take priority instead of the previous setup of priority by order applied.

For example: 3 seconds from Pin Down won’t be reduced to 1 second in favor of a 1 second Glue Bomb.

Otherwise, 1 stack is already very powerful.

(edited by Nova Stiker.8396)

Please Revert Arcane Wave

in Elementalist

Posted by: Nova Stiker.8396

Nova Stiker.8396

Ground Targeting? REALLY?! What is the freaking point?!

I don’t understand the reasoning behind it, I really don’t. It was a useless buff to an already useful skill, why make it stronger?
You can now use it with focus and staff. I understand that.

What I don’t understand-
But what about Arcane Blast?
Why not buff Arcane Blast and leave Arcane Wave the same?!

Why buff a skill already used a lot and not one that is almost never used?

There are 3 VERY viable solutions to this. That won’t kitten any players off.

  • Get rid of the Ground Targeting on Arcane Wave, give Arcane Blast a BLAST finisher.
  • Add ground targeting to a trait like Arcane Retribution.
    Arcane Retribution: Gain Arcane Power when your health drops below the threshold. Arcane Wave now uses ground targeting.
  • Make Arcane Brilliance ground targeting and Arcane Wave not.

(edited by Nova Stiker.8396)

What is Mechanically wrong with Conditions:

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

Conditions don’t punish failure.

A bit back I made a suggestion thread on how I would redo current conditions and boons. By giving conditions more mechanics and reducing/enhancing conditions and boons, it will allow for some more diverse builds.

I briefly mentioned that conditions don’t punish failure, I think here I’ll go into more detail why.
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The other day in sPvP I fought a Power necromancer using a staff and scepter. I told him condition necromancers are overpowered and he responded he’s a power necro.

Why staff? Why scepter? Why not dagger or axe? Weapons DESIGNED to use power.

Was the necromancer stupid? No, just the opposite.

The scepter for necromancer is FAST, very fast. No projectiles to wait either, you can hit someone four times with the auto attack by the time they realized there is an enemy nearby.
With such a fast weapon, you can trigger Dhuumfire quickly and safely from range.

Bleeding, poison, burning on a power build? What is the point? Sure it does damage but isn’t it not effective without condition damage?

The point is:

  • No matter how the enemy responds, evades, blocks or go invisible. You are doing damage that pure based builds would miss. If you don’t miss, you simply do more damage.

It’s why you see so many builds that use power but abuse condition traits or skills. It’s why they are superior to other builds and even classes.
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This WILL be a trend in Guild Wars 2 combat unless mechanics are changed. Taking condition inflicting skills or traits in power based builds, just for the sake of more unavoidable damage.
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Which leads to the main problem with conditions, they don’t punish failure and reward spamming.

-There is never a bad time to use Pin Down.
-There can be plenty of bad times to use Hundred Blades.

-There is never a bad time to use Crossfire.
-There can be plenty of bad times to use Concussion Shot.

-There is never a bad time to use Blood Curse.
-There can be plenty of bad times to use Life Siphon.

The problem with conditions is not damage nor skill. It’s timing.
Fire Grab, Barrage, Eviscerate, good players will not spam these. They know the power they have an will save it for the right moment. To finish off a player or force an enemy to move, power has timing.

As for conditions
Whether an enemy is at 5% health or 100% health, lay on the conditions, it doesn’t matter if you give an enemy with full health 10 stacks of bleeding or an enemy with low health 10 seconds of burning.
There is no punishment. Burn as much a possible, bleed as much as possible, poison as often as you can, spam that confusion, hit with torment on recharge. It’s not for damage, it’s for the times you couldn’t damage.

Conditions needs a mechanic, as of right now it’s purpose is diminishing to damage that the player couldn’t land.
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TL;DR

  • Conditions needs to have timing in their mechanics.
  • Check out my suggestion thread of my thoughts on improving conditions and boons.

(edited by Nova Stiker.8396)

STOP ASKING TO SALVAGE GREENS!!!!

in Suggestions

Posted by: Nova Stiker.8396

Nova Stiker.8396

I bought 4,000 green items on the market to salvage, basically double my profit.

I couldn’t do it, sold everything to the merchant.

Please give us an option to remove the “R U SHURE YOU WANT TO SALVAGE TRASH?!?!!” pop up.

It’s bad enough you are timegating Quartz, we get it, you hate crafting and wish never existed. At least give us the option to skip the warning box.