I hate tof but I don’t see guardian weapons alone bringing someone down. The coefficients are just terrible. Dps thresholds are too high now, engi/ele I don’t think would be bothered much. Necros would probably be your best matchup.
I’ve actually been testing out a similar build since I’ve come back to the game and can comment on this. Engineers can stall out and not die, but they’re pretty much forced to play defensively for the most part, elementalist can sustain themselves well unless you really get crafty with interrupts and skill timings.
Over all its not a bad build, and plays similar to old rifle engineer builds were you’re timing a bunch of small skills together to get the kills. The pressure is good, the sustain is good and it catches people off guard. If your team needs a brawler its not a bad choice.
If you want to deal with conditions you’ll need to either run Mallyx with demonic defiance, Jalice, or time Glint’s heal to negate them.
Also, pain absorption always gives resistance, it just gives bonus if you have more on you.
I can’t actually see it, maybe because I don’t yet know what the new FX looks like. Or… i guess it’s just too obscure. :P
Its pretty faint unless you’re looking for it, basically a thin beam of light and that’s it.
Mallyx is more utility oriented than power, skill wise its in a good spot. One thing that people seem to forget is Unyielding anguish is a dark combo field, so you and your teammates and use it for life-steal projectiles/bolts. Its also revenants only attempt to disengage.
Trait wise corruption needs some help, with things like bolstered anguish, pulsating pestilence, and replenishing despair sitting on the weak end of things.
Embrace the Darkness might be better if it was -6 rather than -7 to energy generation, or pulsed some other conditions along with torment, such as weakness, vulnerability, or cripple.
This was probably on purpose to balance out the fact that revenant brings 2 distinct heals to the fight. Consequently this makes them much more reliant on mitigation and damage avoidance that health recovery than other professions.
A big part of learning the profession is managing their hp with their conditional heals and bridging to them.
The irony of this thread is that people are suggesting much heavier nerfs over the one we actually got.
Increasing the energy cost of this skill would nerf its usefulness in every single situation. In every single situation. In contrast, the addition of a short CD is only a nerf to some very specific situations, in particularly, to those where you would want to use this skill 2 or 3 times repeatedly, like thief chasing.
This nerf is softer than your tears.
Explain “In every single situation” on energy because I can tell you the same that this isn’t true. Revenant start with 50 energy and gets 50 energy on every legend swap. It’s about tradeoffs. If it was increased to 25, it still means back to back usage at a minimum. If it 20 energy and has a 5 second cooldown, guess what? It’s a nerf (not only to playstyle but also to counterplay for the unblockable component).
Increasing the cost means most the times you would want to use this skill you probably wouldn’t have the energy to blow on it. If someone is bailing from a fight and you go to chase them, chances are you’re below 50 energy to start with, so the higher the cost means the smaller the margin for when you can cast this still after heavy combat.
The exception of course is you have the option of swapping to shiro, rather than being in shiro when you need this skill. Otherwise yes, increasing the cost would make the skill more inflexible.
A five second cool down isn’t that long, considering the power of the skill and how revenant works, this is a buff in the form of built in energy management. It isn’t hard to stick to people with revenant as it is, you just might have to use another tool in your kit or use a different approach to catch the most elusive of foes. Mobility is still good, and even map presence is strong with this skill.
Mallyx seems to be in an odd spot now. You want conditions for the heal, pain absorption has synergy with said heal and the potential to be ok if you take 3 traits to prop it up. Banish enchantment is pure utility and Unyielding Anguish is utility and mobility. Embrace the darkness is just a supermode now, losing synergy with pain absorption.
I feel like Mallax should be aiming to use Embrace the darkness as much as possible, and that maybe pain absorption should do something else so it stands more on its own.
Embrace the darkness has always felt awesome but impractical to me, it just cost so much you can’t use it really if you’ve used other utilities. This might change now that you don’t have the pressure to use pain absorption prior.
Just change it to how energy worked in GW1, its far more intuitive, and makes sense.
The potential for high slow up-time is probably the biggest issue.
Slow just makes it harder for people to do anything; heal/cleanse/ even just return fire. Its a powerful effect so it shouldn’t be something that can be maintained. You can play around it, but in team fights its almost certainly a death sentence unless you have access to only the best escape tools.
Actually the thing that concerns me most about chronomancer is access to slow, and the trait that gives you a clone after shattering. Combined with alacrity you get to shatter non-stop.
Slow is a very powerful condition, it shouldn’t be so easy to bog people down with it constantly.
I enjoy it, people actually try new builds and experiment now. It’s pretty fun over all and yes, still pretty well balanced. It was really fun, if remarkably dull before because people would just run the same builds.
I think people are complaining because the combat is way more decisive now and less methodical in most match ups, its also different, and people like to bawl about change.
Get back in the mist and get to smashing face.
People supporting Diamond Skin as if the trait is justifiable.
“Yall are using Rabids, you should beat them with Carrion”
Nothing changes. Both amulets have the same performance against DS. You have 0 experience about this and should stop posting here.“Oh well, it’s a team game. No one 1v1’s and if they do it only lasts for 5s.”
Want me to list Tournament videos of where people 1v1ing for 10+ seconds? More importantly, list videos where losing 1v1’s caused people a node and a potential comeback? 1v1 happens in Tournaments ALL the time.“No other single trait counters an entire build like Diamond Skin”
No one can rebuttal this.“There is no counterplay against it if you’re conditions.”
No one can rebuttal this.As if Conditions didn’t have to worry about the Numerous AoE cleanses this game has.
The thing is Diamond Skin is a meta trait for a meta build: pure condition. If no one is running conditions in mass, or burst damage is consistent enough in most encounters, then people have no reason to take it. If everyone starts running condition builds, and little burst is present, then Diamond Skin becomes a good trait.
Condition builds have always been meta dependent. Diamond Skin is just a hilarious slap in the face, and if your build is getting bricked by it, then you have to make a new build or just accept the fact that this is your bad match-up and not take those fights.
Its interesting to see people in a fuss over such a situational trait, when Stone Heart exist in the same tier and is better than it at just stopping damage in general since it nulls the many condition on critical effects that exist in the game.
This whole thread reminds me of someone complaining about pyroclasm while running goblins in Magic the Gathering.
The more I play on Revenant the more I feel like the stances need some passives going on. Mallyx would be more fun if you gained the ability to transfer conditions on attack, and gained might when inflicted with them.
Mantra of distraction/Power lock is probably too strong when traited at the moment. That’s really the only thing on mesmers at the moment that’s rather difficult to play around, since the stun/daze can come at any time. Barring stability or blocks, you’re going to just have to eat it and play it from there. If you get interrupted then there is the immobilize as well you have to deal with.
I find being aggressive helps, as it lets you take control of the tempo of the fight and force the mesmer to blow cool downs, but you still have to play it sharp to pull it off.
Mantras in general are one of the games worse mechanics, they should have been scrapped, but its clearly some developers baby and they just won’t let it die. The ability to activate a skill at any time is a very powerful effect in general, the ability to activate on demand CC at any time is probably a bit too good. When its just a daze a player can still re-position or evade, if its a stun, then they’ll need at least a stun-breaker to get out of it, and still have to possibly deal with a 2nd daze/stun.
I would say rather than nerfing mesmers they should look at making Power Lock more like Headshot (short duration cc; encouraging skilled interrupts more than a dumb-fired cast trying to get a stun).
The thing is; how do you define “challenging”?
For me personally its having to use my wits and tools at hand to accomplish my goals, be it pve or pvp. Pve is less challenging because you can exploit the AI, but that’s fine by me, because it still has some challenge.
Pvp is the true challenging content for me because you have to outwit people in higher levels of play, play against the players, not just the build/profession. It’s dynamic, crazy things happen: be it stomps or comebacks.
My issue with people wanting harder pve content isn’t asking for things that make for better content overall, like better monster AI, and things that punish stacking. Instead its this bizarre need to throw back to all the old K&J grinders most people gleefully left to come play gw2. Wasting time with damage sponge monsters that require you to memorize rotations isn’t fun, that’s drudgery. Same with instant kill bosses. I’m all for more encounters that are more dynamic and take advantage of the combat system this game provides; the molten alliance twin boss for example are pretty enjoyable.
The thing people have yet to learn is there is no challenge in wasting time.
Those old MMORPGs you played? all arbitrary difficulty.
This is an approach to balance in my view. Anet feels they can’t appropriately balance traits so that players actually go deep into lines (which seems to be what they want players to do) so they lock us in.
The first round of restrictions we got were for this reason, people just picked the handful of good traits and never touched the rest. Rather than scrap or rework the traits the players didn’t use, they simply shuffled them around to force us to dig for them. The difference now is that you’re picking 3 lines and are even further restricted. On the bright side some traits are better and this is easier for them to balance. The downside is this feels worse for players who really liked to experiment and build craft.
Overall the changes are mostly good…its just limiting. The one thing I feel people might be missing is that many things seemed to have become base line or combined into other traits. We’ll have less choices, but the quality of those choices looks to be better.
Breaking out of maps is fun.
I do plan my routes, but I do not find the formula of going into the area, surveying it and memorizing it, then executing a plan of action fun or fluid in game play. It feels awkward and clunky compared to the rest of the game were its designed without high-jump/lighting leap to get to places. It also makes the area feel smaller than it is, since if you’re really going for efficiency you’re almost stuck on rails the whole time you’re there collecting things.
It needs to happen, 500, maybe 750 geodes to get a perm bundle item that when used gives you the Zephyrite movement abilities. The new area is fun, but is remarkably tedious to explore due the fact you can’t just climb up a rock wall but are forced to go picking up crystals to get to places. I get it, its part of the theme, and all that, but its gone past the point of being fun and into the realm of being tedious. Its not exactly enjoyable to pick up the crystals and then desperately rush around with them wondering just were you need to be going, vs exploring the world and being able to really enjoy the work that was put into the new zone.
I also get that you would be able to use these skills outside dry top and would probably trivialize a whole bunch of jump puzzles if you wanted to. Don’t care because that’s a personal choice and we got mesmer portals any way. Plus, it would be fun to light dash all over the place when not in combat.
I don’t think ArenaNet understand how important the problem is. It screws up the matchmaking so much.
And its why some consider ranked a joke.
It does need to be fixed, it also needs some better in game integration.
Why do people hate skyhammer so much?
People hate skyhammer because it requires a great deal of spacial awareness compared to other maps. You have to think about elevation and placement, and know were you simply can and cannot stand. The other reason to dislike skyhammer is the skyhammer itself. Its platform is way too easy to secure and hold if you have a mesmer or engineer. The fact that you cannot dodge the skyhammer blast, as you can with the treb, or back when we had Capricorn, the cannon is also aggravating.
Personally I find it to be a fun map, but feel the skyhammer needs to only be available at specific points in the match, and for limited periods of time. It would make it more interesting if there was a periodic scramble for the hammer, rather than someone just getting it and holding it> knocking people off for the rest of the match.
They should probably change the animation so the wasp strike the tree for the duration of animation, as you would strike with an axe. It seems awkward because they chop it down so early in the animation, while you stand with your hand out in the air.
How do you check rank (I’m assuming of the other players) in Spectator mode?
You look in the bottom left corner while spectating a particular player to check their rank.
The reason I’m positive this is a rank problem over just spectator is that we had the same issues when the score board also showed the ranks of the players. People would look at that then blame rank for win/loss, as well as then use the rank display to team up with more experienced players in the next match. Currently spectator is fine, people join, and they’ll join the winning team if they can, that’s logical.
People not joining the losing team often comes down to just the quality of those players. In the case of a complete steam-roll, people won’t join because you can only carry so much in gw2. There are also plenty of cases were players will dodge low ranked players simply because they don’t want to deal with having the rookie on their team. There is also the flip case, were an experienced player is the first to join, and then the newer players flock to that team to ride on their coat-tails, while the other team tends to fill out with moderate/experienced players. I find people are far more willing to join the losing team when the possibility of win can still be scraped out the match. This tends to happen when inexperienced players quit out of a match early, and leave someone who is at least moderately experienced, people become far more willing to join.
I spectate matches all the time and see these trends on a regular basis. People wanting competent teammates is fine, as its frustrating when you’re playing well while people are just apparently at a complete loss as to what they should be doing. As weird as it sounds, I feel hot-join needs a set of 30 and under rooms were newer players are placed. They can spectate any match but only play in these rooms (likewise players above the threshold can spectate the low rank rooms but cannot join). It would certainly help raise the overall quality of the player base. Otherwise you have to accept the fact hot-join rooms will always have a full spectrum of players from first day to 1000+hours played and will never be totally balanced all the time. Overall matches tend to be moderately balanced, when the teams are of the same of same level of experience. Shut-outs happen when one team is far more experienced than the other.
However removal of spectator would cause far more harm than good. You would still get your imbalanced matches (people who are going to leave will leave spectator or not), and fewer people will will develop a thirst for pvp. Spectator modes help keep pvp games alive by helping build hype; not sure if you want to dive in? Watch some matches and become excited. See a new build, then try it for yourself. These things all draw and help keep players interested in pvp. Removing this would cause a substantial drop in the pvp player-base and send us back months ago when barely anyone was playing. No one wants that. Just because some rooms tend to suffer from serious stacking issues is not a good reason to remove a feature we desperately asked for and needed.
On that note, you can always find another room. This problem doesn’t happen in all of them, all of the time.
Spectator mode is not why this happens, its the fact you can check rank while in spectator.
Also its hot-join, if you don’t wanna deal with people dropping in/out and spectating, go play ranked.
he said leaderboard not rank, you can easily change your leaderboard rank in days to top 100 if youre that good
He mentioned both personal rank and the leaderboard.
I think this idea is unneeded and biased. How is the current system not fair? You can choose what dungeons you run, you don’t get to choose your rank, you gotta earn it (that is unless you farmed rank prior to the boost, in which case, free rank 80).
Spvp is all based around a level playing field, we all get the same rewards and have access to the same stuff. If we need better rewards we should have better avenues to earn them, like when we had paid tournaments that gave you gems for winning.
The score board isn’t the problem, the problem is the fact that teams aren’t random every time. Also, penalizing players for spectating just seems stupid and unneeded. There are many perfectly valid reason to spectate: like a new player trying to learn the ropes, or you’re trying to see how to play with/against a build, or even just personal enjoyment of watching matches. Why should we be punishing players for spectating?
People don’t even use the scoreboard to pick teams anyway, they check rank via spectator mode to dodge new players. The scoreboard was used back when it also showed your rank on it. Which is exactly why rank was removed from the score board.
Autobalancing the top player is going to push people away. If you’re actually competent and people rage quit, you’re going to be constantly put into a position to carry. Not just the team you started on, but the team you get switched to.
None of your solution actually addresses the problem: inexperienced players are routinely avoided by experienced ones. Simply because they actually want a team that knows how to function as one.
the current situation of hotjoin does not encourage team play at all, and it is already very unbearable.
Team play is encouraged, because players who realize the value of working together are quickly rewarded with more wins than those who try to solo everything. That’s the whole reason people try to stack. It’s difficult to communicate to players and the less inexperienced ones seem to learn the hard way that you can’t just roll into 3 people by yourself and just save the day. Knowing when and how to group up and team-fight is the most difficult aspect of pvp for players to grasp.
Hotjoin serves its purpose just fine; its quick action and a place to test builds and chil/see cool stuff. We got ranked if we need higher quality games.
KarasiB
Can you try and come up with the mechanics and secondary objectives behind this MOBA like game mode in our game?
I think if you wanted to try a MOBA style game mode, you guys should look at revamping Jade Quarry from GW1. You’ve already got lanes, and various roles are encouraged and supported that would translate well in GW2. Have it be golems you protect and escort in 3 lanes that collect ore, with turrets/npc camps that you can capture/destroy to help you and hinder the other team.
One of the things I miss was that the old Mind Stab was a low cool down, high damage skill. Without the hay-maker damage it used to have the greatsword lacks damage over all, since the bulk of its power is now in bouncing Mirror Blades and its phantasm.
Combat is more decisive and intense now. Power builds gained many options in rune sets, making possible to make more bruiser builds as well as full on glass cannons. I see far more diversity in the builds people use compared to pre-patch where I could accurately guess what people were using and never be surprised.
Overall I think things are in a good spot, its not like release where burst damage was absurd, or how its been since power/burst builds were nerfed and everything was conditions/bunkers for like the past 6+ months.
Boon corruption is far stronger mechanic wise than boon removal. If you steal someones boons it may be a net 2 for you (1 for you, -1 for them), but they only have to deal with rebuilding their boons, and you only have those boons you stole for so long (you can’t maintain them or you may not even have them for long). Boon corruption is at least a net +2, and often a net +3 (they lose boons, gain conditions -2, often take further damage/deal reduced damage as a consequence -1).
Stealing is the same thing, but through a different mechanic. You steal might, you now do more damage and they do less (just like if it was weakness applied). You steal stability, they now are vulnerable to CC and you aren’t. It is directly comparable, there are some situations where it will benefit you more to steal and others where corruption is better, but overall they are very similar.
You still have to make use of the boons you steal. An example, you steal might and fury, and then get stunned by someone and those boons expire. Obviously you’re not gonna get boon-blocked all the time but stuff like that does happen, where you may have gained boons but can’t leverage that advantage for whatever reason. If you corrupt boons that isn’t an issue, not only does the target lose their boons, they are going to have to deal with conditions right away and you still are free to pound on them.
But yes they are very similar. I just see corruption as being more powerful overall and see why it would be on a longer cool down most the time.
Final thrust main issue for me is that its not worth using for most of the fight. It’s slow, and it’s sub-par damage till your target is in the red. I would rather it have normalized damage (so in the middle between where it is now at greater than 50% and less than 50) and just auto crit if a target is at less than 50% hp.
I find the Zephyr rucksack will bug over the kit backpacks most of the time, negating the usefulness of the “tell” anyway. It seems like something they just don’t want to address, despite having so many backpacks available in the game.
A patch awhile back caused a “bug” where after using a skill any back piece shows through. This causes some pretty interesting looks when used with some back pieces. Personally as an engineer, I see it as something as a compromise since you can still see your back piece though the kit, and people can still see what kit your using.
Overall, I don’t really care about my kits being viable, its a part of the theme and flavor of the profession, and I’m too busy killing things and toggling my kit when needed, plus I like em. On a balance side, yah it makes a difference, I know what to expect from opposing engineers when I see them take out kits. Maybe that’s a side effect of being an engineer main though.
Boon corruption is far stronger mechanic wise than boon removal. If you steal someones boons it may be a net 2 for you (1 for you, -1 for them), but they only have to deal with rebuilding their boons, and you only have those boons you stole for so long (you can’t maintain them or you may not even have them for long). Boon corruption is at least a net +2, and often a net +3 (they lose boons, gain conditions -2, often take further damage/deal reduced damage as a consequence -1).
Power shoes has no downtime, is always active, and cannot be stripped/corrupted. It opens up for some different styles of play rather than the age old kit swapping.
Engineers are versatile, rewarding, and fun to play. They differ from the other professions because they require creativity, and due to their wide range of abilities they tend to be unique from person to person. While builds may be similar, its not often I encounter two engineers that play the same, nor have encountered any that mirrored my own.
It results in players being a bit more interested in what crazy things someone else thought of that you missed, rather than looking for the gimmick build.
Engis have more condi removal than warriors, we have like, none. Stop QQing
You are trolling, right?
Because Warriors have some very awesome condition removal. Cleansing Ire and Signet of Stamina alone are already all the condition removal you’ll ever need. And those aren’t the only options. Not to mention, they also do really nice things in addition to providing solid condition removal.
Engineer removal is either better traited (409), or more plentiful+ attached to heals to offset damage (heal turret+ elixir gun). What’s awkward for Engineers is that if you go gadgets you have situational removal, rather than a general cleanse. Engineers already have plenty of condition removal in general and one could make a case that A.E.D. is the gadget’s answer to damaging conditions.
So no, engineers don’t need any more removal, people just need to better utilize skills.
I’ve absolutely melted Healing Signet Warriors before. It’s kind of funny watching them have no way to burst heal themselves after high amounts of pressure.
It’s a good heal in the right conditions. Does that mean it’s broken? Should we nerf every heal that has both strengths and weaknesses?
It’s not broken, it’s just stupid, as it’s leave and forget.
I think most people might be ok with the signet changed in order to require some actions from the player without being weaker.
The actions from the player are avoiding burst and creating opening to let the signet’s regen actually matter. Healing signet even when combined with Adrenal Health doesn’t make warriors invincible, or even close to broken. What it does is give them fantastic sustain at the cost of no burst heal. This means that if they fall behind in a damage race due to burst they can’t heal up to offset it. The only choices a warrior is presented with at that point is to back off and recover, or put as much damage as possible out to kill foes before they succumb to their own wounds.
I don’t spvp when it becomes filled with low-risk high-reward builds that reward effortless play.
You have to keep in mind that players in competitive formats will generally gravitate to what they feel is the strongest overall build, hence defining the meta. This means even if the game is “balanced” to provide a good spread of build archetypes you’ll still only see a few of them present.
Personally I feel the meta isn’t as bad as people make it out to be, but if you aren’t willing to adapt to it (ie, removal heavy team for condition heavy meta), you’re gonna have a bad time.
That isn’t to say that there isn’t room for the improvement of build diversity.
Sorry Warriors are more a problem them spirit rangers were, when it takes 3 players to drop a bunker warrior below 90% health there is a problem.
It’s crazy hyperbole like this that makes A.net’s job more difficult. 3 players will absolutely wreck a warrior. Even two DPS classes can reliably overcome a warrior’s ~500-600HP/s regen if they coordinate their spikes.
Except for the fact that they can make themselves immune to 50% of most classes damage output have a lot of stability and super good condition removal. Oh and on top of that they do really good damage themselves. That is the same issue everyone had with Bunker ele’s and both ranger bunker types right?
50% of whose damage? Endure pain negates standard damage, berserker’s stance is condition hate, but neither of these have high up time, and if baited, lead for an easy kill. Warriors are only hard to kill if you’re wasting damage trying to burst them while they have blocks up or something.
If people want to change the meta, they should run anti-meta builds and teams and enjoy the easy wins till people copy off them, thus establishing a new meta. The only reason the meta is so slow to change in Gw2 is because people are lazy and don’t feel the need to innovate, or don’t want to run builds that require some more effort.
There are builds people are just now figuring out that are old as dirt and still effective, yet weren’t run at all prior because it wasn’t as face roll as something else. Engineer is a profession that was always viable, but it wasn’t until you could spam nades with hgh that people even bothered, even when nade spam builds have existed and worked from early in the game’s life. It just wasn’t easy enough.
Homing torpedo seems to be bugged currently and hitting for half the damage that the tool-tip states.
In addition to a bug fix, it should probably get; a 3/4ths attack speed, or deal more damage + have a larger explosion to make up for the slowness.
They aren’t a soldier class because it originally caused too much overlap with warriors, who really are soldiers through and through.
They are tinkerers, inventive, creative, and supportive. As technicians they don’t sit on the front line alongside warriors and gaurdians, instead they stand further back were their arsenal of turrets, devices and kits allow them to support their comrades.
I think the big issue with Orr is that you can’t do a lot of it with small groups. It just requires some serious backing. Other areas you get get a snowball effect from events, you start one on your lonesome, soon more people come a long wanting a piece of the pie till you have group, which is one the things I enjoy about other areas.
I think having events scale down to needing as many to 5 people and then scaling up as more join would be more appealing, as it stands the area only works when lots of people are in it (and its fun when people are doing events and clearing statues).
Also, the enemies are annoying, I don’t know anyone who enjoys the risen, lol.
Lets take a trip down memory lane here. Ages ago the balance was that direct damage, was always the highest, quickest way to get rid of someone’s hp. The cost was that this damage could be avoided and had to go against toughness. The alternative was to run a condition damage build. Your damage was fixed but largely unavoidable, but didn’t burst as hard. Condition builds put people on clocks, and heavy removal was the meta answer here. You could run ‘free’ damage, but someone could run a lot of removal, rendering you useless. The thing was, since it was slower, so most people ran plain damage builds, and little removal (because who wants to spend 15s to score a kill when you can get it done in 5?).
Getting around removal involved frequent application, additional pressure, and heavy application. If you came across someone who could keep clean you had to learn their method, and time your skills. Timing poison to kitten heals was actually something you needed to learn. That’s where the skill in playing condition builds came in. If for damage builds it was baiting dodges and landing that combo, conditions it was all about baiting the cleanse then going full tilt.
I feel the biggest mistake going forward was the removal of many counters to conditions, but the biggest offender has to be nerfing runes of melandru. Those runes were essentially only worthwhile against condition builds, making them a meta choice. While they were strong, that was fine cause people could always change their build and make them worthless. Rather than the current situation where a profession can’t always change their build and accommodate removal.
If they were still around everyone would just slap them on, and keep them on till people chilled out about condition damage, then they would see less use, as less things would be countered. Then things would even out a bit as people varied their builds.
The whole point of conditions isn’t to match burst damage, its just to score “free damage”. Its safer cause most of your damage comes from auto attack bleeds, and your additional pressure skills are on short cool downs. You don’t really care about blocks and you bypass protection. That’s why condition builds are strong. The only thing you really need to pay attention to is the target’s ability to keep clean and application is more plentiful than removal.
The strongest condition builds don’t aim to just stack on something as high as 15 stacks of bleed. You just stack as many damaging conditions at a time for max effect.
As for a 35% damage reduction rune for direct damage, the closest we have is the now nerfed runes of earth via granting protection. Those were used in 100% protection uptime builds. Why are you so defensive about condition builds? This thread isn’t going on about them being too strong, it’s just pointing out its alot of damage.
Should also add Mesmer/Necromancer ones as well.
Mesmer gets one right into there autoattack!
Mesmer gets, boon removal on auto for them, sword clones, null field, arcane thievery (which doubles as condition removal), null field, and boon removal on shatter.
Necros just punish you for having them via corruption or bonus damage.
In pvp we pay the iron price. We dont care about looking pretty, we care about the competition. I like thakittens hard to get, that means people that have the higher rank skins have either a) been winning alot of tourneys b) been grinding hotjoins, and if you got your armor through option b) then youre just making a rank 20 happy because he beat a rank 50. If youre playing this game to look pretty, go to pve and grind for months to get a unicorn shooting bow.
Wow who woulda guessed that your opinion is literally every pvper’s opinion also. There’s nothing wrong with making your character suited to your tastes and there isn’t anything wrong with a little sense of progression along the side.
The point is why do you need a sense of progression to begin with. Rank is basically play time in pvp so why should anyone care? Your progression is your skill, isn’t that satisfying? Really this ties into a larger of issue of why people play things (i.e. someone farms CoF cause they want loot, not cause they like CoF) and is something pvp players want to avoid.
Its nice to have people to play with because they want to compete and have fun. I personally don’t like it when I get a room full of people who are in a spvp match just for the daily.
Take dodging out of autoattacks, put a much higher cooldown on skills that have a dodge component in them or provide invulnerability
Bam dodging now working as it’s intended
As it is now some builds just have ridiculous uptimes on invulnerability.
Putting an evade on a skill with no cooldown will cause issues like that.
No, this is the sPvP discussion forum.
We don’t need WvW mechanics clouding the issues here.WvW is unbalanced by design.
Melandru runes are in PvP too.
So, where is the 35% less burst damage rune?
Melandru runes were heavily nerfed going into open release. They used to grant a significant reduction of 50% condition duration, which made them a meta balancing choice against condition heavy builds. Making things like 5s bleeds only last 2.5 is far better than the now worthless reduction that only shaves off 1.5 of the same duration today. The only way those runes become viable is if you have another condition duration reduction effect on you.
On my Ranger I can autoattack to get 11 stacks in 3 seconds. Force that high cooldown cleanse and 3 seconds later they have 11 stacks again.
This is a flat out lie.
Let’s say we don’t want to consider the aftercast delay.
Crossfire has 1/2 casting time, so you can hit your target only 6 times in 3 seconds.So, assuming you succed to trigger the Sigil of Earth two times in 3 seconds and you manage to hit your target all the times on the side or on the back, you still can’t stack 11 bleeds only with autoattack, but only 8, plus you can’t stack more due to the bleed duration.
Also if you have quickness on (25% less casting time), you still can’t stack more than 10 bleeds in 3 seconds.
You forgot the bleed on critical trait that would be present in the same build.
Condition damage is really good due to how safe it is. With the exception of a handful of builds that are build to keep themselves clean all the time you overwhelm people. The drawback is obviously you have no actual damage compression to ‘race’ with in a fight and you don’t score bonus damage against squishy targets. But your damage is consistent, generally unavoidable, and constant. This means you can focus more on avoiding attacks rather than landing them.
Warriors have a hard time largely due to condition spam that’s common now. They simply do not have the removal, or the raw healing to mitigate being bogged down with conditions.