Showing Posts For Saern.5619:

Hypothetically Speaking... New Worlds?

in WvW

Posted by: Saern.5619

Saern.5619

Since it’s seeming increasingly likely that World Linking is going to win the community vote and become a permanent Gw2 feature, the team has been discussing ways to improve the system, especially around further improving population balance, while still allowing players to reliably play with their friends and guildmates.

If the current goal for WvW is achieving population balance, have you considered compressing it into one tier of three worlds? Hear me out for a moment.

The issue of nightcapping and server-stacking becomes much less of an issue when each population is of a certain size. If this critical mass of players is reached, no one is at a disadvantage because each world has so many players that off-hours would not necessarily exist.

This, of course, creates a relatively extreme issue with queue times.
But, if it were possible to have both the Alpine and Desert borderlands running in tandem (meaning players choose from 7 maps: 3 from Alpine, 3 from Desert, and EB) the queue issues would be less intense, though that may still not be enough, in which case duplicating EB and adding Edge Of The Mists (or an additional map similar to EB) might make enough space for everyone.

I don’t know whether having both Alpine and Desert borderlands running at the same time is currently possible, but if it were, it might be something worth consideration.

The complete loss of server identity could be remedied by (based on an idea I saw posted here earlier) having players pick which server (simply named Red, Green, and Blue) they would like to play for during the next week, up until the current weeks match has ended. Players who did not choose a world ingame during the preceding week would be spread between the two worlds with less players, in an effort to keep player totals even. This way, players who want to play with their friends can do so, and players who bear no particular attachment to a world are sent where they are needed most. And, of course, player totals on each world would not be a metric visible to players.

I’m sure this idea has issues I’m overlooking (maybe two ‘tiers’ instead of one?), but it seems to be a potential solution.

Dredge Fractal Bug: Condi Dmg

in Bugs: Game, Forum, Website

Posted by: Saern.5619

Saern.5619

As stated in the title. Upon release of HoT, the change to allow condition damage to scale when the boss was Superheated was working fine. In a recent patch, however, this seems to have bugged. Conditions currently do normal damage to both bosses, at all scales, while the boss is inflicted with Superheated.

Collaborative Development: Ranger Profession

in CDI

Posted by: Saern.5619

Saern.5619

[Wilderness Survival] New traits underlined. Improved/changed traits in italics. Imported traits bolded.

Notes:
*Expertise Training merged with Malicious Training and moved to Beastmastery. Openings: Marksmanship Adept, Wilderness Survival Adept.
*Healer’s Celerity removed.
*Off-hand training moved to Skirmishing.
*Martial Mastery merged with Two-Handed Mastery and moved to Skirmishing.
*Hide In Plain Sight renamed to Fall Back and grants an additional skill usable only while cc’d.
*Traps ground targeted by default, with 600 range. Functionality of Trap Expertise changed.
*Bark Skin moved to Nature Magic.
*Openings: 2 Adept, 2 Master.

<Adept>

I. Soften The Fall – No change.

II. Leaf Storm – When stunned, knocked back, etc., create a Leaf Storm that blinds enemies where you were stunned. 3 pulses, once per second, that Blind (1s) in a 180 radius. 90 second recharge. Reasoning: Attempts to prevent chain-cc. Replaces: Healer’s Celerity

III. Shared Anguish – No change.

IV. Vigorous Renewal – No change.

V. Vibrant Skin – Absorbs one incoming condition application per stack (If an attack inflicts 5 bleeds in one hit, it will only consume one stack of Vibrant Skin). Max 5 stacks. Stacks are unaffected by attacks that do not inflict conditions. Builds up over time (every 15s) while out of combat or fully replenished upon killing a foe. Reasoning: Some sort of condition resilience on engage that is reliably removable by the enemy. Automated Reponse and Diamond Skin could follow suit, with different methods for removing the stacks. Replaces: Expertise Training.

VI. Wilderness Knowledge – No change.

<Master>

VII. Pack Leader – Incoming damage reduced by 2% (constant) per nearby ally, up to 10%. Effect is no longer produced when under 66% Hp. Does not count downed allies. Reasoning: Provides a bit of resilience when in a group setting (sustain to last long enough for sustained damage), and offers support to allies. Ideal for WvW, perhaps lowered to 5% total in PvP.
VIII. Trap Expertise – Trap radius increased (same as before). Traps remove specific boons from up to 3 enemies in the trigger area.
Flame Trap -> Removes Retaliation and Regeneration.
Frost Trap -> Removes Stability. Cooldown raised to 40s, up from 30s.
Spike Trap -> Removes Swiftness and Fury.
Viper’s Nest -> Removes Might and Vigor. Cooldown raised to 30s, up from 20s.

IX. Fall Back(Replaces Hide In Plain Sight) – Grants stealth (3s) when cc’d and changes your heal skill into Fall Back for 1 second.
Fall Back – Stunbreak. Aim and dodge along selected path (400 range) then lie on the ground, gaining more stealth (10s). Moving, attacking, or using instant skills will reveal you (10s). While in this unique stealth: Endurance will not regenerate, skills recharge at half speed, and incoming damage is increased by 50%. 90 second cooldown.
Reasoning: Hide In Plain Sight is pointless against a player that understands how it functions.

X. Shedding – Remove one condition when you dodge. The condition will be left on the ground (3s, 120 radius) and will apply itself to the first enemy that walks on it. 5s cooldown.
Note: Damage is based off of the condition damage of the initial applicant. Ex: You are bled by a warrior, you shed the condition, enemy walks into it and takes damage based off of the warriors condition damage stat.

<Grand Master>

XI. Empathic Bond – No change.

XII. Trap Potency – No change.

Currently my final proposal post. There are a slew of difficulties with my proposed changes to Nature Magic and Beastmastery to the extent that presenting them here would be pointless.

Risks
Some of these traits are very, very powerful in combination with each other and carry the potential of making Ranger far too good at too many things, of this I am aware. What I’d like anyone who reads this to pay attention to isn’t the numbers, but the concepts (especially Keep Away and Quick Draw in my revised Marksmanship, as well as Vibrant Skin and Shedding in Wilderness Survival).

(edited by Saern.5619)

Collaborative Development: Ranger Profession

in CDI

Posted by: Saern.5619

Saern.5619

[Skirmishing] New traits underlined. Improved/changed traits italic. Imported traits bolded.

Notes:
*Trapper’s Defense (Removed)
*Trapper’s Expertise (Moved to Wilderness Survival, switches places with Off-hand Training)
*Trap Potency (Moved to Wilderness Survival);
*Quick Draw (Moved to Marksmanship)
*Pet’s Prowess merged with Carnivorous Appetite, now named Bloodthirsty Pets and moved to Beastmastery.
*Off-hand Training imported from Wilderness Survival.
*Two-Handed Training imported from Nature Magic.
*Openings: 2 Adept, 3 Master, 1 Grand Master.

<Adept>

I. Climate Tolerance – Reduces duration on incoming Cripple, Chill, and Immobilize by 25% while under the effect of Swiftness.
Reasoning: Emphasizes the trait line’s stated focus on mobility. Synergy with this lines minor trait: Tail Wind (swiftness on weapon swap)
.
II. Sharpened Edges – Bleed duration increased to 3 seconds. Deal 5% more critical damage to bleeding foes.

III. Off-Hand Training – Increases utility and/or effectiveness of offhand weapon skills.
Axe4→ Projectile speed increased.
Axe5→ Usable while moving (crippled speed). Reflected attacks do 10% more damage.
Dagger4 → Evade duration increased by 0.5 seconds. Inflicts one Torment (6s)
Dagger5→ Unblockable. Usable on targets behind you.
Torch4→ Larger impact radius (180). Burst on impact hits up to 5 foes and burns (2s).
Torch5→ Radius 120 → 180.Grants immunity to Chill and Blind (1.5s per pulse). Field duration reduced to 5 seconds, down from 8.
Warhorn4→ Every 4th hit causes Blind (1s).
Warhorn5→ Grants stealth (2s).
Reasoning: Synergy with Remorseless.

IV. Primal Reflexes – Added bonus: Refill your endurance when rallied or an allies endurance after successfully reviving a downed ally.

V. Companion’s Might – No change.

VI. Agility Training – Added bonus: Pets cannot be Crippled or Chilled. Pets take 20% more damage while Stunned, Dazed, Knocked Back, etc.Reasoning: Impervious to soft control effects, but more vulnerable to hard control effects. Immobilize is not resisted. This was added under the assumption that pet survivability under AoE pressure will be addressed, so the 20% isn’t as drastic.

<Master>

VII. Dexterity – Weapon swap recharge reduced to 5 seconds.Reasoning: Increases combat fluidity.

VIII. Skirmisher’s Momentum – Gain one stack of Skirmisher’s Momentum (+2% crit chance, max 5, stack lasts 5s) for each successfully evaded attack while wielding a Sword or Greatsword. No cooldown. Reasoning: Rewards dodges that are timed to avoid multiple attacks.

IX. Honed Axes – No change.

X. Two-Handed Training – No change.

<Grand Master>

XI. Moment Of Clarity – No change.

XII. Serrated Axeblades – Ricochet has one additional bounce (4 total). Ricochet copies one condition from the first enemy hit to all enemies it bounces to (5s recharge). Path of Scars removes a boon. Reasoning: Improves Axe viability as a hybrid weapon.

Collaborative Development: Ranger Profession

in CDI

Posted by: Saern.5619

Saern.5619

[Marksmanship] New traits underlined. Improved/changed traits in italics. Imported traits bolded.

Notes:
*No change to minor traits.
*Piercing Arrows and Eagle Eye were made innate features. Shortbow does not get Eagle Eye’s range increase.
*Beastmaster’s Might functionality is ported into Signet Mastery. Might stacks and duration adjusted accordingly.
*Signets affect both the ranger and pet by default.

<Adept>

I. Steady Focus – Same 10% damage boost. Your first attack is now unblockable. Restored 20 seconds after leaving combat.

II. Fight And Flight – A new skill, “Fight And Flight”, replaces Skill #1 on Longbow and Shortbow when the ranger is below 25% Hp and under a control effect.
“Fight And Flight” – Attack the attackers eyes by stabbing with an arrow. Inflicts Blind (4s) and is a 600 range 1 second evade. Stunbreak. 90s recharge.

III. Keen Edge – No change (Sharpening Stone buff).

IV. Signet Mastery – Reduces recharge on signets. Now grants Might (2 stacks, 7 seconds) on signet use.

V. Predator’s Instinct – Deal 5% more damage to poisoned foes. Critical chance increased by 5% on poisoned foes.

VI. Hunter’s Instinct – Gain Fury (10s) and Super Speed (10s) when your targets health reaches 20%. 90 second recharge.

<Master>

VII. Spotter – Precision bonus unchanged. Deal 5% more damage to enemies beyond 900 range. Reasoning: Attempts to increase Longbow viability in PvE. Benefits off-point play in PvP.

VIII. Quick Draw – Damage of shortbow and longbow increased by 5%. Gain Quickness (2s, 9s cooldown) when weapon swapping to a bow.Reasoning: Allows the ranger to react more quickly to a foe after a weapon swap. Added damage improves longbow and encourages hybrid play with shortbow.

IX. Keep Away – While wielding a bow, distance covered when dodging increased by 66% (no extra evade frames, just a distance increase). Endurance cost +5% (Prevents double dodging without vigor). Reasoning: Allows better mobility and positioning with bows.

X. Tracker – Calling a target inflicts 5 Vulnerability and applies 2 seconds of Revealed. Pets do 5% more damage to called targets. 30 second recharge. Only works on a newly called target.
Reasoning: Rewards players for calling targets properly in all game modes. Note: Will not produce an effect on enemies already called as a target by allies.

<Grand Master>

XI. Remorseless – In addition to original functionality: Opening Strike removes a boon. Stealth duration increased by 1 second. Allies you revive gain Opening Strike.Note: Opening Strike given to allies and pets will function with all relevant traits, including this one.Reasoning: Adds an effect beneficial to team play in all game modes.

XII. Resilient Signets – Casting a signet reduces incoming duration on Bleeding, Burning, Poison, Torment, and Confusion by 33% for 10 seconds.Reasoning: Provides a means of condition mitigation outside of the Wilderness Survival line.

Collaborative Development: Ranger Profession

in CDI

Posted by: Saern.5619

Saern.5619

Specific Game Mode
PvX

Proposal Overview & Goal
To present more potent trait options that will encourage build diversity without sacrificing effectiveness or requiring 30pt trait investments that limit variety. Some Master traits may be a bit powerful, but numbers can change.

Proposal Functionality

This will span multiple posts (foreseeable risks in the final post), one for weapons, another for slot skills, and for every trait line except Beastmastery (Nature Magic is still in the works. Issues there too). I have many ideas for this line but they’re either far too powerful or too nuanced to be effective for any practical application anywhere in the game. Hopefully readers can see what I’m trying to do with these changes. Some are a bit powerful, but I feel it may have been necessary, considering the position Ranger is currently in. I tried to put traits in lines that matched their themes as stated on the wiki, and attempted to separate some of the Ranger’s reliance on the pet.


[Weapon Changes]—- Unless specified, all of these are additions/tweaks to current functionality.

Shortbow: (Original: http://wiki.guildwars2.com/wiki/Short_bow#Ranger)
Proposal…
1 – Bounces once. Bounce does not inflict bleeding, but can trigger combo fields (50% projectile finisher).
2 – Now applies Bleeding in addition to poison. (5 stacks, 5s)
3 – Removes Cripple, Chill, and Immobilize. Blinds (5s). Evade covers twice the distance (no additional evade frames, just a distance increase).
4 – Pet no longer applies bleed. Your next 3 attacks inflict Torment. Arrow bounces 3 times to cripple multiple enemies.
5 – Always a stun. Inflicts Confusion (5 stacks, 5s) on interrupt.
.
.

Longbow: (Original: http://wiki.guildwars2.com/wiki/Longbow#Ranger)
Proposal…
1 – Always deals ~90% of current maximum damage.
2 – Each shot is 1% more powerful than the last. Vulnerability removed.
3 – Grants Super Speed (3s) on hit.
Reasoning: Aids in re-positioning.
4 – Now also immobilizes for 3s.
Reasoning: Same as above.
5 – Cast time changed to 2 seconds, down from 2 3/4s. Damage increased by 10%. Strips swiftness from enemies hit.
.
.

Warhorn: No changes. See the improved Skirmishing III – Offhand Training in a later post.
.
.

Greatsword: (Original: http://wiki.guildwars2.com/wiki/Greatsword#Ranger)
Proposal…
1 – Attack speed increased by 30%.
2 – No change.
3 – Increased speed. Target is dazed if struck from behind or the side.
4 – Kick from successful counter inflicts Weakness (4s). Crippling Throw – Can be thrown without facing target. Destroys projectiles along its path.
5 – No change. Phase 2 added:
Disarm – (Available for 1s on successful interrupt): a fierce swing that temporarily disarms your foe. Enemy is unable to attack with weapon skills for 1s.
.
.

Sword: (Original: http://wiki.guildwars2.com/wiki/Sword#Ranger)
Dodge responsiveness during auto attack was already discussed at length by others, and is already being looked into.
Proposal…
1 – Last hit restores 10 endurance.
2 – Reverse order.
3 – No change.
.
.

Axe: (Original: http://wiki.guildwars2.com/wiki/Axe#Ranger)
Proposal…
1 – Slight base damage increase (5%?)
2 – Cast changed to 1/2s, down from 3/4s.
3 – No change.
4 – Slight base damage increase (7%?). Projectile speed increase.
5 – Slow movement possible during channel. Phase 2 added: Brandish.
Brandish: Quickly and powerfully reverse your rotation, causing Blowout in the area around you (180 radius) and gaining brief Stability (2s). Increases cooldown by 20 seconds.
.
.

Dagger: (Original: http://wiki.guildwars2.com/wiki/Dagger#Ranger)
Proposal…
4 – Very slight distance increase. (<= 100 range)
5 – No change.
.
.

Torch: (Original: http://wiki.guildwars2.com/wiki/Torch#Ranger)
Proposal…
4 – Increased projectile speed.
5 – Base radius increased to 180. Duration decreased to 6 seconds. Burning per pulse increased to 2s, up from 1s.

Uncontested Temple of Balthazar

in Dynamic Events

Posted by: Saern.5619

Saern.5619

In the process of completing Balthazar Pre-Events in Jade Quarry!
Could really use some help. Meet at Thunderhead Waypoint!

A New Ranger Mechanic - Dynamic Entry.

in Ranger

Posted by: Saern.5619

Saern.5619

Its a cool concept, I wouldnt hold your breath for changes however.

Oh, I know.
I’m not new ’round these parts. :c

A New Ranger Mechanic - Dynamic Entry.

in Ranger

Posted by: Saern.5619

Saern.5619

Canine
Pros: Sense and attack stealthed targets (does not lose target via clones or stealth) and removes one condition from owner every 3 seconds when owner is below 50% HP)
Cons: Ignores all commands when Owner is below 20% HP, draws all conditions from the owner to itself and takes all incoming damage until it dies. (Mans best friend!).
Dynamic Entry: (Ground-Targeted) Howl to grant nearby allies (360 radius) 5 stacks of might (5s) and Weaken foes (5s).

Feline
Pros: Immune to Cripple, Chill, Weakness and Immobilize. 10% increased critical damage.
Cons: Takes double damage from Crowd Control skills and remains CC’d twice as long.
Dynamic Entry: (Appears at target location) You and your pet gain 4s of Quickness. (Stacks with Zephyr’s Speed). Stunbreak.

Porcine
Pros: All Porcine attacks have a 20% chance to occur as a Blast Finisher. Headbutt attack is a Leap finisher.
Cons: Becomes Confused (2s) when hit with Crowd Control or when Blinded.
Dynamic Entry: (Ground-Targeted) Falls down on target area, knocking down enemies in a 360 radius while granting Fury and Regeneration (5s) to nearby allies.

Moa
Pros: 33% Chance for Moa attacks to Steal one boon from the enemy and grant it to nearby allies.
Cons: Succumbs to Fear (5s) when below 20% HP.
Dynamic Entry: (Ground-Targeted) An explosion of feathers (1s Daze on Explosion, leaves behind 360 Radius Smoke Field that lingers for 4 seconds, Blinding on a 1 second Pulse)

Bird
Pros: Takes 50% less damage from ground-targeted aoes. Immune to blindness.
Cons: Takes 50% more damage from projectiles. 5% chance of being knocked down (2s) by all projectile attacks, internal cooldown of 5 seconds.
Dynamic Entry: (Appears at enemy location) Swoops down with a small flock, dealing damage and crippling for 1 second each hit (350 total base damage at level 80, 10 hits).

Spider
Pros: Spawns Spider Hatchlings that fire weaker projectiles that randomly inflict Cripple, Weakness, or Poison.. Spider attacks do 33% more damage to enemies with the above conditions.
Cons: Takes double damage from Burning and is struck with Fear (3s, 30s internal cooldown) upon Burn application. Is Stunned (3s, 30s Internal Cooldown) when inflicted with Chill.
Dynamic Entry: Pulls 5 enemies within a 600 radius toward itself. Applies 1 second of Immobilize.

Devourer
Pros: Takes 33% less damage from projectiles. Takes 20% less damage from critical hits.
Cons: Becomes Vulnerable (1 Stack for 10 seconds every .5 seconds) while inflicted with more than two conditions (Conditions weaken the exoskeleton).
Dynamic Entry: (Ground-Targeting) Digs out of the ground at the target area, causing a 360 distance Blowout and inflicting Weakness (5 seconds).

Ursine
Pros: Has Unshakable (Only gains 3 Stacks of Defiant on CC). Gains 15 stacks of Might for 5 seconds when blocked. 5 second internal cooldown.
Cons: (Laziness) Does 2% less damage for each boon it has. Suffers Confusion (2 Stacks, 5 seconds) when it misses or is interrupted.
Dynamic Entry: (Line-Targeting) Rushes in a line doing heavy damage (1550 Base).

Drake
Pros: Removes a random condition every 3 seconds. Takes half damage from conditions (excluding Agony).
Cons: Takes rapid damage and cannot attack or move while chilled. Cannot remove Chill from itself.
Dynamic Entry: (Ground-Targeting) Creates a water-field at target location (6 seconds), screeches (Blast Finisher) to inflict Vulnerability (5 Stacks, 10 seconds) to nearby foes and grant Retaliation (5 seconds) to nearby allies.

(Will add underwater pets if this generates a positive response)

Pick it all apart. Do your worst.
Some of the positive bonuses are a bit OP, yeah. But it’s easier to start op and nerf it into shape afterward. With that in mind I tried to make the cons painful but not so much that it completely ruins the pet (though some may be a bit too heavy handed).

I want to see more emphasis on Pets, and I think Dynamic Entry does a pretty good job of that, but I want your opinions. All criticisms (though don’t be rude, spare my tender heart) are welcome.

(edited by Saern.5619)

A New Ranger Mechanic - Dynamic Entry.

in Ranger

Posted by: Saern.5619

Saern.5619

Hello. I’ve gathered the grievances of many Rangers and thought up what might be a welcome change.

I call it Dynamic Entry.
What is it? Well, when you swap in a pet of a certain type (Canine, Spider, Feline, etc.) they cause an effect or use a special skill. Pets of each type will also have positive and negative aspects, which will be explained below.

Things to note:
- Pet damage decreased by 10% across the board (Dynamic Entry will make up for it, trust me.)
- All pets except Spiders and Devourers will be able to attack while moving, but both will attempt to keep a certain distance from a target, if possible.
- The base cooldown for pet swapping would be increased from 20 seconds to 30, to match the base cooldown for Dynamic Entry.
- The “Loud Whistle” trait (20% reduced swap cooldown) would be buffed to a 30% decrease, to match the cooldown of Dynamic Entry when fully invested into Beastmastery line, which will grant Healing and Dynamic Entry Recharge Rate (Up to 30%, 1% per point invested) instead of “Pet Attribute Bonus”.
- Most Pet-Swaps will require a type of targeting (all will have a range of 600) to dictate where the pet will appear and perform its Dynamic Entry.
- From this point onward I will abbreviate Dynamic Entry as “DE” because by now you get the point.

[WvWvW] Terrain Exploit.

in Bugs: Game, Forum, Website

Posted by: Saern.5619

Saern.5619

It is as the title says. By using skills like Blink or Infiltrators Arrow, perhaps even Lightning Flash, you can get inside the support pillar of this bridge. It may or may not be possible in other places, I haven’t yet checked. Numerous players can hide inside and this can also be used to abuse Mesmer portals. Please remedy this as soon as possible. Screenshots of the glitch are below.

Aiming at the small lip on the corner of the structure..
http://i.imgur.com/ftTZkhx.jpg

Inside of the structure.
http://i.imgur.com/u8ABAVB.jpg