Showing Posts For Phil.6123:
Hello, so I have been trying to find this answer on the internet with no luck unfortunately. I understand that Unholy Martyr draws 1 condition from an ally every 3 seconds if they are in range, and for each condition drawn, you gain 5% life force. What I am wondering is if you have Plague Signet with Unholy Martyr, would you gain life force from each condition drawn with Plague Signet? The reason why I am wondering this is because the trait does not say that you only get life force from each condition transferred by this trait.
Here is the exact quote for you guys in the patch note for Death Shroud.
“Leaving Death Shroud by running out of life force now engages the same cooldown as manually ending Death Shroud by using the End Death Shroud skill.”
Nowhere does it say it was a bug. So for the people who still think it was a bug, this is proof it is a nerf and Death Shroud was working as intended before this patch.
It is very funny how ANet wants “DIVERSITY” with classes, but when a glass cannon complains how they cannot kill a bunker, ANet automatically responds to nerf that bunker. This has been happening since the beginning of the game. Now that more people figured out how necromancers were tanky. ANet once again makes another nerf, forcing people to make glass cannon builds. Instead of improving other specs to add diversity, ANet’s logic is to nerf something to the ground to force people to pick builds they do not want. Now all necromancers have to suffer this. Seriously, over 2 years if you count alpha, they did not change it since trolls and noobs didn’t complain about it yet. This is the exact reason why people keep builds a secret. If ANet was more professional about their balance changes, a majority of people would not be so secretive about their builds. When that one build is found out and too many people complain ANet automatically makes the game easier for those person, instead of them finding another build that can counter it.
I do not understand how people are saying the mechanics did not make sense before. It was already balanced. Here is how the 2 breakdowns went with the necromancer. You had non death shroud builds and you had death shroud builds. Non death shroud builds use death shroud defensively and used it in short bursts like if they are about to die or if there are multiple people killing them. After they manually got out of death shroud, they had a penalty of 10 seconds. The advantage of this was to save their life force bar. Non death shroud necromancer skills are either minions, conditions, or sometimes wells if they are not speced the right way. Now death shroud builds all of their skills revolve around getting death shroud up, but use all of their death shroud up so they do not get penalized. This was an original ANet mechanic for the necromancer. Now lets look at the new mechanic of death shroud ANet made. If you manually get out of death shroud you have the penalty still and if you let death shroud run all the way out, you still have the same penalty. This not only kills builds, but it creates a backwards mechanic for the necromancer. You are rewarded now for getting out of death shroud early so you have the same penalty for time, but you have more life force to use it again. This is exactly what happened with the engineer’s healing turret. The mechanics on it reversed, so now the engineer blows up their healing turret more since they nerfed the heal, which was exactly what they did not want to happen.
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I still do not see how people still believe the mechanics were a bug. I also do not see how people still do not see this as a big deal. For people with spectral builds (like myself) if you have spectral armor on and pop death shroud and if you are fighting someone, IF THEY ARE SMART they would stop attacking when you see the buff on, but clearly people love to troll and complain about how op it is when they should learn how to play better. There has been plenty of times I have faced smart players and when they see me have spectral armor on, they immobilize me, knock me down, and do every which way they can stall me until the buff ran out. But once again ANet sees it as “Unbalanced” since too many people “including them” do not know how to play their own game.
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Lopez, it was not a bug though. Death Shroud is considered a transformation skill. All transformation skills work the same. And if it was a “bug” then what you are saying is for over 2 years, even more because of the alpha, then instead of fixing it, ANet was fixing tooltips since it was a higher priority. That is highly unlikely. It is a huge nerf for the class, not bug fix. I can see them increasing the death shroud time, but changing the entire mechanics is a horrible nerf.
This has to be one of the stupidest nerfs I have ever seen ANet do. For the people who are saying that it was a bug, there is no way ANet did not know this for over 2 years. If this has been a bug for over 2 years, ANet should have fixed this first, instead of fixing their tooltips for 2 years. They are penalizing necromancers who stay in death shroud. It does not matter if you are a death shroud build or not, they still penalize you for staying in it longer. One of the biggest benefits of death shroud was the cooldown mechanics. If you were a good player and stayed in it, then you can reuse it without a cooldown if you can get it back up. People who complained about this, obviously were either trolls, or people who need to get better at the game. Now mesmers can instantly recover their clones by replacing the oldest ones, so now they can always have clones with full health. I honestly do not understand ANet’s logic with this game, but I do not see how that is fair, but “Fixing” a feature on the necromancer that has been in play for over 2 years is.
In sPvP I use bombs so they are still hit while they are stealthed. AoE skills are your friend
Well when I try out a new character, I always go to the mists as soon as I can so I can find a build I like. Try out builds there and I wish you luck
Well if you think about it we have an even playing field now, they nerfed elixir s, mist form, and distortion. All invincibility skills that people used a lot in sPvP. You can still cap with mist form and elixir s, but you cannot use any skills while using it. Distortion made the mesmer immune to all hits, but they were still able to cap. Now if they use it they are invincible, they can still do damage, but they cannot cap while doing it. I completely understand and respect how players feel about elixir s’ nerf, but you have to realize it is basically another mist form. Elementalists cannot use any skills while using their mist form, so it balances both skills making them equal.
You forgot the heartseeker, they immobilize you and heartseeker you to death LOL
So we all agree that the healing turret needs a buff so that it’s survivability is higher and that the amount of heal that the regen gives be buffed and not the length of time the regen lasts. If these things are addressed the healing turret will be able to be left out, instead of picked up or detonated and will be more useful for group play.
Nilix I completely agree with you and I thank you for looking at my proof. And the people go through the only two conditions removal bug is because they destroy their healing turret before the cleansing burst animation is done. I also agree how the healing turret should heal for short bursts, but I disagree how the regen was lowered heavily. If the regen would be in quick bursts, it should be higher. This would promote people to stay in the healing turret’s range, and not picking it up after cleansing burst.
Well I guess we would have to agree to disagree about the wiki informing people with the game. Including the updates, the patches, and the skills on the wiki being updated. If me including these links with before the patch and after was not enough proof for you, I do not know what to tell you, I am not trying to prove something to you, I am proving an argument about the healing turret.
Adamantium and Nilix, the wiki shows every skill update in the game. When a skill is buffed, nerfed, or changed, it is updated at the wiki. I am very experienced with this class, I have proof and evidence to support me. And Nilix to answer your question, Karl the developer said that he wanted the turret to be a team support and to avoid people abusing dropping it, cleansing burst, and picking it up. The turret was also used for team regen support.
So what you are trying to say is everyone who reads the wiki is misinformed. The wiki shows a history of the recorded skills on Guild Wars 2. It also shows the patch notes and updates. So if you are trying to say that all of these updates, patches, and skills are false, you are the one misinformed.
Adamantium it is on the wiki itself read the before and after. The proof is all there.
Nilix, it is in the wiki itself and I know this from experience. If you do not want to accept it being on the wiki or from experience I do not know what to tell you. You can view the history of the wiki on cleansing burst, it has cured conditions ever since.
For everyone that wants to see the proof. The before and after patch
Before: http://wiki.guildwars2.com/index.php?title=Healing_Turret&oldid=537306
After: http://wiki.guildwars2.com/wiki/Healing_Turret
The regen is lowered BAD
Also here is proof for how the nerfed cleansing burst, not by the CD, but the condition removal
http://wiki.guildwars2.com/index.php?title=Cleansing_Burst&oldid=537307
Here is my proof on the wiki itself
http://wiki.guildwars2.com/index.php?title=Healing_Turret&oldid=537306
The regen is nerfed and the healing is nerfed bad.
Okay, I admit, cleansing burst once every 15 seconds is great, but the regular regen for the turret was lowered bad. Before the patch, my regen for the turret was a lot higher. I am actually getting less hp a second with this new patch with the turret, even without the cleansing burst. I have the same gear and everything. Because the regen is lowered by about 50% you are losing 50% more regen per second.
Adamantium, the regen of the turret is less. Look at the numbers for yourself. I am just talking about the regen. They lowered the regen.
Adamantium, instead of looking at the hard numbers, you are just favoring the people who detonate their turrets. You are actually proving what the developer was trying to avoid. If you actually read what I wrote above and watched the actual proof. You wouldn’t be going on these topics and discriminate the people who has the hard facts. Yes your equation is correct, but what you are not adding is the regen was a constant heal, the heal you are talking about is only a one time heal. So your equation would be amazing if it would do more healing then a 20 second regen with the old equation.
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So the people who think this is a buff do not realize that they got nerfed even worse. The people who do drop their turret and pick it up after cleansing burst do not realize the turret is giving them 50% less healing and are only getting 2 conditions removed instead of all conditions removed. The people who have their turret out for their teammates, those teammates will also have 50% less healing on everything and will only have 2 of their conditions removed instead of all of them.
Cleansing burst always removed conditions, it just did not say it in the text. Actually it use to remove all conditions, now it only removes two conditions. Also if you want to remove conditions use Elixir C. People who are liking the healing turret for the condition removal did not know that cleansing burst use to remove all conditions.
Yeah Adamantium, they lowered the regen and the healing for everything. Every healing aspect the turret had was lowered, they just lowered the time for cleansing burst. By lowering the regen, it promotes players picking up their turret after they use cleansing burst. That’s why they should make the regen back to the way it was or close to it.
I agree how the base heal is, and how the cleansing burst is, but it would be more balanced if they had the regen how it was before the update, or close to it. This update made the engineer’s healing turret’s regen a lot lower. I understand the direction the developers are going with it, but it is still not fixing the problem. If they fixed the regen on the healing turret, more people would keep their healing turret out. I understand some engineers do not use their healing turret’s regen for team support, but the ones that do, this cripples them. And Karl even says that he would want the turret as a team support, and to have it out for the team.
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People know a problem is exists, but do not bother looking at the evidence provided. They say that nothing changed, or it is not bad without looking at the proof. The Developer Karl Mclain said himself that the true problem with the healing turret is that people just drop it, use cleansing burst, then pick it up. By lowering the turret’s regen, this problem is only promoted.
I agree that the CD is lower, but they lowered the heal it gives you by a lot, by doing this, the developers contradicted what their goal was. They wanted people to stop dropping their healing turret, using the Cleansing Burst, then removing their turret. Instead they wanted the engineers keeping their healing turret out for the regen it gives. The proof is in the video. If they want people to have their turrets out, they need to buff the regen.
yeah it is very bad, I put an argument stating the issue
https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-s-Healing-Turret-Needs-To-Be-Fixed/first#post1932843
No, they reduced the healing turret’s heal by 50% and reduced the passive heal, it was a major nerf
Hello, I have a concern about the new patch release, reducing the engineer’s healing turret’s healing ability. In the GW2Guru State of the Game developer video.
“http://www.youtube.com/watch?v=9pn_t43Xd18”
Karl Mclain pointed out a very serious issue that engineers were abusing the healing turret by dropping it, and picking it up for the heal. He also stated that the healing turret’s passive heal was going to get buffed. But, instead both the passive and regular heal from the turret were reduced heavily. I have a solution to this problem while still balancing the game. You can balance out the time it takes to deploy the turret and the healing. For example, instead of 20 seconds for the recharge for the turret, you can make it 25 seconds, and buffing the heal back to normal, or close to it. This would promote people using the turret’s passive heal, instead of picking the turret up, and setting it down.