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Definitely agree on the issue of the new Barrier mechanic fitting the whole “Guardian” theme and I’m saying this for the base Guardian. I would say that it would work really well on some of the Consecration Utilities (Hallow Ground or Sanctuary being almost tailor made to have it added to them) or other utilities also. This situation reminds me of when they introduced the new boon Resistance with HoT in that it was accessible by other classes but it wasn’t applied to the Guardian Shout “Save Yourself” until May of this year which was silly. Aegis I always felt should have had a trait option that would give 1 to on the outside 2 seconds of Protection when drops. Considering we are constantly forced to stay in melee range but unless we use the Staff which is really pretty useless outside of a zerg or slot the Shout Retreat or slot in a Rune or Sigil to give us movement increase we often find ourselves sitting duck. I’m hoping that they rethink some of the directions they are going with the guardian because be honest they feel like they are contradictory to each other, I mean understand you want us to view and use the Staff as a support weapon, but cutting the range on the auto attack and not changing it in any other way isn’t a way to make it a support weapon it would to be reworked somewhat, options lower the AA damage have it apply a small heal or cleansing(possibly as part of a chain attack so as to not be over powered on that) , maybe give second skill a wider blast radius(from 240 radius to 300)and maybe change it from a light field to a blast finisher, third skill make so the guardian gets the Full duration of the Swiftness on themselves irrespective of if they are standing in the symbol or not(seriously counter productive for the boon usage, why it was done like this and left that way I’ll never understand), four skill someone mentioned an idea that Altruistic Healing be modified that along with healing yourself you also would heal those around you for a portion(1/2 or less), the fifth skill not sure what it needs or if it needs anything. And still nothing on the Spirit Weapons from the last patch Aug 18 where they fixed something with them and then broken them again later that day with another patch.
(edited by RUNICBLACK.7630)
The damage on all of the Spirit Weapons was nerfed approx 9 to 10 days ago give or take then the put a patch out that fixed that and a few other things but a couple hours later they put out another patch and it appears to have broken or reverted everything on them back to where they were, nobody knows why or if it’s the new normal or what because even with multiple people putting in posts here and in the Bug report part of the forum there hasn’t been any comment, granted they are in Crunch Mode with the Expansion coming out in less than a months time but I would be happy with a “Hey we know about the issue and we are looking into it” response the concern for me is that it’s going to go back to worthless just as it was made at least some what useful( Yes I think they still needs work but at least they got dusted off a little bit)
Has there been any comment from the Dev’s on Spirit Weapons since the patch that was supposed to fix it so the weapons scaled with your Stats, increase the damage by 80% and allow them to work properly with the different traits that weren’t working properly which after that patch they put out another patch that appears to caused all of these fixes to be reverted back to where they were broken before. I’ve looked around on the forum but I haven’t seen anything.
This has still not been addressed by fixing the issue . They changed how the SW’s work with the balance patch then about 7 or mores days ago they put out an update it SW’s get broken then a few days later they fix them specifically stating in the notes that they will now scale with the Stats and everything looks good but then hours afterward another update comes out and they go back to being broken again please can something be discussed on this .
The issue appeared to be fixed with the 9:30 pm EST but was then broken again with the patch that came out approx 1 hour afterwards. The burning isn’t triggering as often as it should by all appearances either with Eternal Armory or Permeating Wrath and along with that the damaged has been dropped back to where it was before the 9:30 pm EST patch. I haven’t done complete testing but that is what have seen so far.
Not claiming credit for this just posting the link from the GW2 reddit and come to your own opinions. I’m hoping it’s an error and that it will be fixed.
https://www.reddit.com/r/Guildwars2/comments/6u6vzo/todays_hotfix_had_an_undocumented_change_that_cut/
With all due respect to those individuals that are complaining about how punishing people with a perm dishonor is killing the PvP play I have to ask you wasn’t their constant cheating killing PvP more so. Here are people willing to throw out any idea of fair play
fully knowing that they were doing so, it’s a form of fraud pure and simple and if you were a direct the victim of fraud you would something done about it but because they just wasted ANET’s time, money, and resources your defending a thief’s actions … sorry I don’t have any compassion for those individuals that were penalized. Hopefully they will learn from their mistake but I doubt it.
I was running a Necro in pvp and player on the other team accuses me of cheating by using Sigil of Leeching.
After some confusion followed by some discussion, I come to find that he saw my character causing the effect in his combat log and after checking my own combat log I see the same thing. I double check my Sigils and my Traits but I can’t find anything that would cause the effect I’m just bringing attention to this so hopefully it can either be explained or corrected so it doesn’t lead to amy other problems .
If I could make a suggestion you may want to test , try using Communal Defenses instead of Stalwart Defender granted you would lose the 240 to toughness when you have the shield but giving your team 5 seconds of Aegis when you succesfully block an attack (15 CD) then add to that they all could be triggering Shattered Aegis for the damage and getting Retaliation after the Aegis ends so your issue with the range attacks (Rangers and Mesmers for example) is resolved because they could quite easily kill themselves if they aren’t careful. Just a thought.
I get where your coming from but if you look closely at each of the classes they are all lacking in one area or another, as an example the Guardian which has alot of blocks and also the Aegis boon doesn’t have a single evade built into any of their weapon skills or utilities this even when you look at the Great Sword skill Leap of Faith which sure looks like it should operate as an evade. Now bear in mind I’m not defending Anet’s position on their design just pointing out that it is pervasive to a degree on all of the classes.
I personal really like these ideas skill 1 brings it more in line as a light support weapon which it always seemed to be what they intended but kind missed the mark, skill 2 if they would go with it I would love to see your anvil of light suggestion not only does it fit thematically but it accomplishes what I feel that skill should have done from the onset, skill 3 needs to be done but that being said I think they are going to be resistant to give the guardian resistance wish it wasn’t the case but I feel the guardian should have had from when they first brought in with HoT but we didn’t get it. I hope they could come to accept that it works without pushing the power creep to much and the swiftness change between skill 3 to skill 4 along dropping the rooting issue works nicely , I have also seen an interesting suggestion on Empower with Altruistic Healing trait that along with the Guardian getting healed for every boon he gives that it also heals his allies for half of that amount. Now all of this being said I do think some of these changes would be best implemented by tying them to traits so that you keep the power creep in line but there would also be a trade off. Overall these some really interesting ideas.
Not to be to blunt here but honestly yes there are issues with the game, pvp, wvw, pve , raid etc… but the majority of the comments I’ve heard and read can boiled down the game doesn’t cater to my personal play style so it must be terrible and everybody that disagrees with me are idiots. I really would like these individuals to show us all this mythical unicorn of the prefect game that they have played. Sorry for the rant but it is tiresome to see that wall of text again and again from somebody with little or no point other than I don’t like it change it, if your unhappy with the state of play move on to something else for yourself maybe you’ll find something you are happy with.
I wouldn’t nerf altruistic healing though. 40-80 makes it mediocre for the guard and useless for allies especially when tempest Auras heal for what 700 ish and are spam able. 100-60 might bring it back into play.
If I read what he is suggesting correctly he isn’t Nerfing Altruistic Healing he’s suggesting it be buffed so that along with healing the Guardian(Example 80 per buff) it would also heal allies for half of the amount(Example 40 per buff), at least that is how I read the suggestion .
That’s funny coming from a Necro, I main a Guardian but I got tired of get wiped once you got passed the players that knew how to counter either of our two main build options (burn or traps or variations of) so I swapped to using either a Necro or a Warrior depending what pvp lobby was like at that time and both gave me ALOT! more options so I have to ask how have spec’d out your character for clearing conditions. Must Necro’s just give right back and then some. I’m really not trying to snipe at you just wondering if you really don’t get it or if your trolling.
With the ongoing discussion on ways to help the guardian I’m posting the links
Note these are not my posts nor did I contribute to them I just thought that were food for thought as it were.
https://www.reddit.com/r/Guildwars2/comments/5ny2g2/concept_an_overhaul_to_guardian/
https://www.reddit.com/r/Guildwars2/comments/5o6dd5/guardian_staff_rework/
The guardian doesn’t really need a redesign what needs more than anything is rework to some degree to it’s trait line to give greater synergy on the various trait lines as has been done on the ranger and some of the other classes with a little work on the staff to improve it’s utility . Personally I would like the Symbol of Swiftness to just give the speed buff straight to the guardian in full and Symbol placed on the ground would be there to help his team mates those removing the guardian dance while trying to run and place it then making sure to run through and possibly something additional for the Line of Warding (buff, condition I’m not sure just something to give more utility being as you can just roll dodge thru it). Other than that I would like us to have access to another condition or a water field and one more blast finisher somewhere .
The arguement depends on if you are complaining about the initial attack not being able to be evaded or the secondary effect which is the pull. Well speaking from personal experience I have had the first part dodged or evaded before and I have done it myself not all the time but it is something that can be done, now the pull can’t be evaded or dodged because it isn’t actually a second attack there isn’t a second to hit roll so to speak its a carry over effect from the first that’s why while you are in the guardians range of this virtues attack that you continue to take intermittent burn damage. It states right in the description that if you get beyond the range both the burns will stop and the pull option will be broken of course stability will also work great causing the guardian to be pulled to you.
Hammer of Wisdom with the above trait only gets 1 second of burn except on the Command attack when it gets the proper effect of 3 seconds, where as Sword of Justice gets the full 3 seconds on its regular attacks and the Command attack.
Please look into this being as the Spirit Weapons have such a broken utility for so long.
Please note on the included files the shown character has some equipment with Viper stats increasing the Condition Duration a small amount.
I reported this to support and gone thru multiple follow ups without any success,basically that they are aware of the issue but they have no idea when or if the issue will be resolved. and per support suggestion that I post this on the forum itself in the hopes that a developer will get involved directly.
The long and short of it is that approximately over a month ago I reported an issue that where I finished all of the achievements for Act 1 of the Heart of Thorn story line but I was not awarded either Amulet or the Mastery point, advised them of this and mentioned that I was more concerned with the Mastery point than the Amulet but either way I was asking if they could do anything. The next day they sent me the Amulet but advised me that any fix on the Mastery point would probably have wait until a major patch. Well I waited thru multiple patch including the Spring Balance Patch and I have contacted them multiple times with the response that we are aware of it and working on it. This issue started with me have 5 of the needed 12 Mastery points but now I’m at 11 of the needed 12 and this is for the last Mastery line in HoT, actually the last Mastery line point baring the Raid line. The only points that I have not acquired are a few of the Adventure Silver and GoldĀ Achievements and I am having a particularly difficult time.
with them.Correction there is still the Lore related one in Tangled Depths which I can still get without dealing with carpal tunnel on the adventures but to be honest if I could a response on this other than we are aware of it and working on it I would greatly appreciate it.
Please note I am fully aware that the programming code issues are more similar to shooting at a moving target in that you modify one things and it changes 20 others, I’m just looking for something other than the standard canned response.
Update: Along with sending a ticket to Support I also put a bug ticket on it in game when the issue happened.
Thank you for your time.
I reported this to support and gone thru multiple follow ups without any success,basically that they are aware of the issue but they have no idea when or if the issue will be resolved. and per support suggestion that I post this on the forum itself in the hopes that a developer will get involved directly.
The long and short of it is that approximately over a month ago I reported an issue that where I finished all of the achievements for Act 1 of the Heart of Thorn story line but I was not awarded either Amulet or the Mastery point, advised them of this and mentioned that I was more concerned with the Mastery point than the Amulet but either way I was asking if they could do anything. The next day they sent me the Amulet but advised me that any fix on the Mastery point would probably have wait until a major patch. Well I waited thru multiple patch including the Spring Balance Patch and I have contacted them multiple times with the response that we are aware of it and working on it. This issue started with me have 5 of the needed 12 Mastery points but now I’m at 11 of the needed 12 and this is for the last Mastery line in HoT, actually the last Mastery line point baring the Raid line. The only points that I have not acquired are a few of the Adventure Silver and GoldĀ Achievements and I am having a particularly difficult time.
with them.
Correction there is still the Lore related one in Tangled Depths which I can still get without dealing with carpal tunnel on the adventures but to be honest if I could a response on this other than we are aware of it and working on it I would greatly appreciate it.
Please note I am fully aware that the programming code issues are more similar to shooting at a moving target in that you modify one things and it changes 20 others, I’m just looking for something other than the standard canned response.
Thank you for your time.
Just to be clear on how the restrictions work with regard to the Elite trait lines giving you access to the new weapons and new utilities and that as it stands it is required for you to have as one of your three active trait lines the Elite trait line. Yes I am well aware of this the only thing I am bring up for discussion is that in comparison to the existing trait lines there isn’t any example of this. After all this is a beta testing and it is in everybody’s best interest to look how the game can be made better.
And as I said earlier I’m not arguing that the Elite trait not be required as one of the three all I bring up is question be asked should it be, and that both the fans and Dev’s consider the Pro’s and the Con’s .
The reason I’m bring this up is if you don’t pick the trait line of the Elite nothing of the Elite is available, there are Pro’s and Con’s to going either way with this.
It could argued that it shows as a class choice or some other lore style interpretation, but I’d point out that there many trait lines that strongly support or influence a particular weapon or utility line in no way do you lose or are blocked from using them if you don’t take the trait line.
Now obviously you would not receive the perks that change a mechanic that are literally built into the trait line as shown in the Dragonhunter or the Chronomancer but this option would allow for greater flexibility in build styles.
One draw back to going this route is that at some point assuming that there more specializations it would be possible that you would have build that is just using the Elite trait lines and none of the original professions unless the game places some sort of restriction on multiple Elites at the same time.
Just throwing this out there for discussion and comment, I’m not certain if this is a good option myself, but I’m interested in what other people think on it as an idea.