hay they didnt move the other guy’s poll which had a link, in fact they responded to it. his used google docs too. this is bias, and whoever moved this one needs to move it back and let it get the attention that the other poll got.
Also an OP i made:
"
Your post in GUISE we have to be WAWWY CAFUW was infracted by a moderator:
if we buff Wawwiaw even just a WITTO, he couwd get TOO POWEFUW.
we have to take babby steps…
shhhhh!
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I cant show displeasure that the warrior is full kitten
(edited by Sand Beagle.9867)
Please do not make comments on what is viable/not viable, what is OP/UP, and whether rally should be in the game or not.
More people hotjoin than play tournaments. Tournys are in the minority.
Face it, GW2 “structured” pvp is meant to be hotjoin. This game cant support competitive play.
WvW on the other hand is quite well done. It has its problems, but at least each class is moderately playable, and the glaring problems with game mechanics and poor design choices arent as significant.
Just because more people play hotjoins does not mean it’s where the PvP is headed or where balance is supposed to be based around. The devs have repeatedly said that tPvP is where they want this game heading. They have made the wrong choices when it comes to features/core systems and this has led to a decline in the tPvP population.
If I can guess right, you probably under the illusion that mesmers and thieves are ‘RIDICULOUSLY" op and need a hard nerf. This is the point I was originally getting at.
If all you play is hotjoin, you do not understand the mechanics/gameplay enough to make a suitable and valuable judgement on what is OP or UP. You are entitled to your opinion, and it’s there, that’s fine. But don’t expect the devs to take your opinion into account when they are balancing.
Well, the general consensus ‘round here is that the devs dont take anyone’s opinion into account when they are balancing, and that is why the pvp in this game is so broken. Lets face it, conquest is kitten, tournaments are kitten, hotjoins are kitten. With only one terribad scrub-friendly game mode (conquest) you cant really have a competitive scene. The only thing left that is moderately fun is WvW.
Also, downed state in its current form is full kitten and rewards bad players while punishing good players.
Maybe the current “good players” shouldnt even be making these decisions, since GW2 probably has one of the lowest competitive populations in a pvp game. I think the skill pond has become irreparably small, and it’s going to take a very long time to bring back skilled players who have left or avoided this game.
GW2 is definitely suffering from a brain drain. There is no incentive to be good or get better.
If it doesn’t happen in beta, expect it to be fixed 12 months down the road.
So what?
Let me list you some other highly successful games that made similar design choices and had a similar work ethic towards patching and balance:
Darkfall
Mortal Online
Earthrise
APB
So as you can see, GW2 is doing just fine.
Please do not make comments on what is viable/not viable, what is OP/UP, and whether rally should be in the game or not.
More people hotjoin than play tournaments. Tournys are in the minority.
Face it, GW2 “structured” pvp is meant to be hotjoin. This game cant support competitive play.
WvW on the other hand is quite well done. It has its problems, but at least each class is moderately playable, and the glaring problems with game mechanics and poor design choices arent as significant.
Conquest has been and will always be DOG kitten. It promotes bad pvp and rewards bad pvpers.
Do people even still care about spvp? I mean really, its just blind hope at this point.
I’ll get clean this time, i swear.
I’ll lose the weight, i promise.
It’ll be different next time, honest.
My god, 0 hope for the warrior.
At least they are fun and the game is playable in WvW.
Hammer is the complete opposite. To be useful to your team not only do you have to be aware of Stability but you also don’t want to be using your stuns on CD. It takes a consistent eye on your enemy to know when Stability is down or whose lost their stun break. Once coordinated with your team i’ve found it to be better than Hammer.
Factor in sheath fakeouts and wiping chill for your teammates. Basically every other build is autopilot compared to Hammer.
Hey man, interesting build, i’ll have to give it a whirl some time. I sometimes run GS Hammer for giggles but i like your unique take on the role of the hammer. I didnt know about sheathing a weapon either; that’s really cool and adds another level to warrior play, so thanks for that. I’ve been trying to do that by switching weapons to cancel, which definitely isnt as good lol.
One thing though, I agree about needing an increased level of awareness with the hammer, but i also have a problem with why that is required, at least partially. I think boons should be color coded, especially icons like stability. In a pvp oriented game like this, little things like color coding icons make a world of difference. Trying to differentiate a bunch of tiny symbols that are all similarly shaped and colored in the middle of a big fight is more than a nuisance, especially when you are switching between targets and the aforementioned icons are be in different positions on your screen based on who you are targeting.
Anyways, cool build, i like that innovation factor too, and thanks for sharing
.
Also, have you considered trying out Arms IV and using the accuracy sigil? You might be able to get a really high crit chance with those, though it relies on stuns, and without the shield i guess it wouldnt be as effective due to the adrenaline loss and all.
Erm i’m actually unsure though i think it’s when you take bleeding damage now that i have looked proper into it. A mistake by me but tbh the tooltips are so bad it’s easy to get mistake sometimes. Sorry about that.
+10000000000000000000000000000000
trying too hard ^
Son, when you get to be as old as i am, things just come naturally.
Slow down fellows. I fixed the death breakdown in sPvP, which is somewhat different from the combat log. Please throw your suggestions and desires in this thread:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Any-plan-to-improve-the-combat-log/first#post1492066
Hi, i’m just curious, are you guys aware of the pathfinding issues with movement skills like bull’s charge and greatsword rush?
This is usually where:
1) your character will hit an invisible object/wall along the path to the target and the skill will cancel.
2) you will hit an invisible object/wall and keep moving in place until the animation finishes.
3) you move to the target fine but then the skill cancels seemingly randomly once you reach them, or you run into them for a bit before it cancels; ie your character never swings the sword or does the “knockdown check” to the target.
4) you overshoot the target completely (usually run through them) and miss.
Just curious of those issues are being addressed, because it really hampers the warrior’s ability.
Thanks for posting the patch notes Sand Beagle, they look promising and very legit
I’m looking forward to seeing the awesome effects for the ranger beam!
Yeh, np, i do what i can. Apparently the devs were toying with the idea of the Protect Me beam also applying blind for 5 seconds to the surrounding area, but they thought it might be too OP.
Engineer
Elixir S: This skill is now correctly makes the caster smaller and applies blind for 1.5s, as originally intended. There is now a random chance for the elixir to backfire and make the engineer twice as large and confuse him for 9 seconds.
Grenade Barrage: This skill’s damage has been increased by 37%, and the number of grenades has been reduced to 3. Grenades now apply poison for 4 seconds.
Warrior
Bull’s Charge: This skill is now a projectile combo finisher.
Eviscerate: This skill’s damage has been reduced by 30%, and now applies a random condition for 3 seconds.
Kill Shot: This skill has been removed, and replaced with a new skill, Head Shot.
Head Shot: This skill fires a powerful shot to the opponent’s head, causing them to run with fright. Applies fear for 1s, which increases by 1s for each level of Adrenaline. The activation time has now been correctly increased to 8 seconds, as was originally intended.
Necro
Ghastly Claws: This skill’s damage has been increased by 13% and updated to indicate the correct life force gained.
Mesmer
Portal: This skill’s tooltip has been corrected to show the true recharge rate of 92 seconds.
Ranger
Protect Me: Pets will now correctly absorb all damage against the Ranger and store it inside their bodies as potential energy. Once a total damage equal to 40% of the Ranger’s hit points has been absorbed, the pet will open its mouth and mightily roar at the enemy target, releasing the stored energy as a blinding blue beam which hits all enemies near the beam and the target for 200% of the absorbed damage, plus a bonus damage equal to 50% of the Ranger’s combined power, precision, and toughness if the target is suffering from a condition, as originally intended.
Guardian
Empower: This skill no longer stacks might, but instead applies quickness for 10 seconds for each pulse. There is now a 5% chance for the Guardian to be teleported to a random capture point for each pulse.
Thief
Thieves no longer passively gain initiative. Initiative can now only be gained while stealthed. Stealth can now correctly be toggled on or off using F2.
Elementalist
Elementalist’s have been changed to a heavy class and can now use greatswords and wear heavy armor, as originally intended. In addition, Elementalists now have the “Gold’s Gym” attunement which grants them access to all Warrior skills and utilities.
(edited by Sand Beagle.9867)
The game wasnt made with esports in mind, so its not fair to berate them for not pushing for esports now.
If the game was made for esports the following would not exist:
animation/size discrepancies between races (asura)
one single boring to watch (and to play) game type
hotjoins
qualifying points
class identity crisis (ele’s doing the job of warriors)
homogenized class roles
etc
Over time you develop a spidey sense for invisible thieves, and i just instinctively start 100b whirlwinding around when i get the feeling, and i usually drop/deter most thieves.
(hotjoins only, since thieves, like warriors (though less so) are mostly banned from tpvp unless you are descended from the first class elite upper class that sailed on the titanic)
Because downstate is a carebear casual-friendly kittenstorm that solely exists to give you a second chance, and a feeling of usefulness/accomplishment when you finally end the circus act and catch your target long enough to shove a pole through their chest.
That weapon is 1800 gold right, and worth over 1000 dollars? They should do something about that.
errmahgerd, so much jelly in this room
http://wiki.guildwars2.com/wiki/PvP_Rank
Rank 1 Rabbit 0 0
Ranks 2-5 Rabbit 500
Ranks 6-8 Rabbit 1500
Rank 9 Rabbit 4000
Ranks 10-18 Deer 4000
Rank 19 Deer 7500
Ranks 20-28 Dolyak 7500
Rank 29 Dolyak 15000
Ranks 30-38 Wolf 15000
Rank 39 Wolf 45000
Ranks 40-48 Tiger 45000
Rank 49 Tiger 75000
Ranks 50-58 Bear 75000
Rank 59 Bear 150000
Ranks 60-68 Shark 150000
….when trying to compete against every other class in the game.
Why Balanced Stance is baseline on ANY good Warrior build and why ANY player starting a Warrior should have it:
1.) What team isn’t going to use Crowd Control?
-Understand that getting CC’d is the easiest time to get slowed and burst down.
-Balanced Stance is the BEST survivability a Warrior could have because cleansing, dodging conditions and burst becomes possible within those 8 seconds of stability.
2.) It secures burst such as Frenzy Chop/HB and kills for when you do down people.TL;DR If your guides aren’t going to have Balanced Stance as a “necessity” don’t even bother noob trapping new players or convincing good players that your guide is going to work.
P.S There is no “Tank” Warrior build that’s going to work without both Balanced Stance and Signet of Stamina as utilities.
These arent guides, i am just posting my builds. I understand what balanced stance is and what it is useful for, in fact i’d say anyone who has played the game for more than 10 minutes is capable of understanding why balance stance is good. Anyways, if you had even read my OP i included it in both builds, so i dont understand your raging hard on to educate me on something i already know.
You talk like i am forcing people at gun point to do exactly what i say. All of this is just a suggestion, to maybe get people trying different types of builds.
Anyways, i just wanted to try something new. I think having 2800-3200 armor is viable if you play it right. Obviously you can only compensate so much for bad game mechanics, and obviously it will be harder, but if you are able to shield bash 100b you will do almost the same damage as a glass build. It all comes down to how you play it.
I love your constant absolutism and subjectivity though, it does so much for the benefit of the community. Also, i am not trying to convince anyone of anything, again, i’m just posting a build i made.
I dont really care whether or not you try it, i’m just putting it out there so someone might get something useful from it.
PS who TL;DR’s 5 lines of text?
(edited by Sand Beagle.9867)
The main complaint with the 100b build besides the pathing issues with movement skills and its predictability, is the fact that is extremely fragile due to the low toughness (and its low condition removal). So i figured i’d try and make a 100b build with high toughness and minimal loss in damage.
I came up with two builds, one offensive and one more defensive, but both use the valkyrie amulet. The main trick to both of these is that they are more situational, and thus require a higher skill level to be effective on. Since this build uses the valkyrie amulet, it will have a much lower critical chance. To supplement this both builds will use eagle runes as well as rely heavily on fury and Discipline V. Another thing to note is the valkyrie amulet gives you a healing bonus as well, so your Healing Surge will be for about 9k at full adrenaline.
To make the most of this build, your main combo will come from shield bash, due to the stun. Both builds will use the arms trait IV, which is Unsuspecting Foe, which gives you extra critical hit chance vs stunned targets.
Your main combo will therefore be frenzy -> shield bash -> 100B since when the target is stunned, you will have around a 75% chance to crit which is on par with glass cannon 100b builds. One thing to note is that the stun on the shield with sigil of paralyzation lasts 2 seconds, and a frenzy 100b is around 1.75 or so, so you have to be relatively quick if you want to get the full combo off without them evading at the end
Your secondary combo, the regular bulls charge -> 100b will still be decent, its just your crit chance will be sitting at around 50%, so it wont do as much damage. I use it mostly to bait out stun breaks, since most people will usually hit their stun breaker when they get bulls charged and will almost always hit it when they get the 100b; you dont have to frenzy, and its best not to since you need it for the shield bash. One thing to note is that without fury your critical chance will be very low, so you have to be smart with your sig of rage.
So anyways, here are the builds, and below i have some graphs showing you how much damage you will lose, and how much damage you will mitigate, compared to a standard high damage glass cannon 100b build. With both of these builds, your armor will be around 3000, for reference a normal 100b build is around 2100 armor or so.
Offensive Build This build is closer to a standard 100b build, but with the valkyrie amulet instead of the berserker’s.
Valkyrie Amulet
Runes: 5 eagle, 1 divinity
Sigils: Greatsword rage. Axe+Shield int, paralyzation
Strength 20 (V, IX)
Arms 20 (IV, VI/X)
Discipline 30 (V, VII/VI/VIII, X)
Utility: BC, Frenzy, FGJ/Balance Stance/Endure Pain depending on the situation; FGJ is nice for fury upkeep, since fury is vital for this build.
Sig of rage
Healing Surge
Defensive Build
Valkyrie Amulet
Runes: 5 eagle, 1 divinity
Sigils: Greatsword rage. Axe+Shield int, paralyzation
Utility: BC, Frenzy, FGJ/Balance Stance/Endure Pain depending on the situation; endure pain and balance stance are better for this defensive build due to the Sure Footed trait.
Sig of rage
Healing Surge
Strength 10 (V)
Arms 10 (IV)
Defense 30 (III, VIII, XI)
Discipline 20 (V, VII/VI/VIII)
As you can see this defensive build does take a bit of a hit in damage, but the gain of endure pain and balance stance, and Sure Footed, as well as the 300 toughness helps mitigate that loss.
IMO, my favorite is the defensive build, due to the built in endure pain and balance stance, higher toughness, and stance duration. The damage loss isnt that bad.
Here are some graphs depicting the differences between the builds. Green is the standard high damage glass cannon 100b build, blue is my offensive build, and orange is my defensive build. Note that the 100b damage only includes the first 8 hits, and not the final strike. For the shield bash test (middle graph) take note of the ESD column, which shows your expected damage over multiple hits.
http://postimage.org/image/yh3kpxcp7/
Edit: Also, you dont necessarily even need bulls charge anymore, but i still find it useful, since it gives you another way to use your 100b combo.
Also the axe can be supplemented with the mace and its skull crack, so if you wanted to try that, you might be able to be less predictable, since you’d have shield bash, skull crack, and bulls charge, all to use your 100b with. Also they probably wouldnt know you need the stun to be most effective, so you could pretty easily bait out their stun breakers.
The main complaint with the 100b build besides the pathing issues with movement skills and its predictability, is the fact that is extremely fragile due to the low toughness (and its low condition removal). So i figured i’d try and make a 100b build with high toughness and minimal loss in damage.
I came up with two builds, one offensive and one more defensive, but both use the valkyrie amulet. The main trick to both of these is that they are more situational, and thus require a higher skill level to be effective on. Since this build uses the valkyrie amulet, it will have a much lower critical chance. To supplement this both builds will use eagle runes as well as rely heavily on fury and Discipline V. Another thing to note is the valkyrie amulet gives you a healing bonus as well, so your Healing Surge will be for about 9k at full adrenaline.
To make the most of this build, your main combo will come from shield bash, due to the stun. Both builds will use the arms trait IV, which is Unsuspecting Foe, which gives you extra critical hit chance vs stunned targets.
Your main combo will therefore be frenzy -> shield bash -> 100B since when the target is stunned, you will have around a 75% chance to crit which is on par with glass cannon 100b builds. One thing to note is that the stun on the shield with sigil of paralyzation lasts 2 seconds, and a frenzy 100b is around 1.75 or so, so you have to be relatively quick if you want to get the full combo off without them evading at the end
Your secondary combo, the regular bulls charge -> 100b will still be decent, its just your crit chance will be sitting at around 50%, so it wont do as much damage. I use it mostly to bait out stun breaks, since most people will usually hit their stun breaker when they get bulls charged and will almost always hit it when they get the 100b; you dont have to frenzy, and its best not to since you need it for the shield bash. One thing to note is that without fury your critical chance will be very low, so you have to be smart with your sig of rage.
So anyways, here are the builds, and below i have some graphs showing you how much damage you will lose, and how much damage you will mitigate, compared to a standard high damage glass cannon 100b build. With both of these builds, your armor will be around 3000, for reference a normal 100b build is around 2100 armor or so.
Offensive Build This build is closer to a standard 100b build, but with the valkyrie amulet instead of the berserker’s.
Valkyrie Amulet
Runes: 5 eagle, 1 divinity
Sigils: Greatsword rage. Axe+Shield int, paralyzation
Strength 20 (V, IX)
Arms 20 (IV, VI/X)
Discipline 30 (V, VII/VI/VIII, X)
Utility: BC, Frenzy, FGJ/Balance Stance/Endure Pain depending on the situation; FGJ is nice for fury upkeep, since fury is vital for this build.
Sig of rage
Healing Surge
Defensive Build
Valkyrie Amulet
Runes: 5 eagle, 1 divinity
Sigils: Greatsword rage. Axe+Shield int, paralyzation
Utility: BC, Frenzy, FGJ/Balance Stance/Endure Pain depending on the situation; endure pain and balance stance are better for this defensive build due to the Sure Footed trait.
Sig of rage
Healing Surge
Strength 10 (V)
Arms 10 (IV)
Defense 30 (III, VIII, XI)
Discipline 20 (V, VII/VI/VIII)
As you can see this defensive build does take a bit of a hit in damage, but the gain of endure pain and balance stance, and Sure Footed, as well as the 300 toughness helps mitigate that loss.
IMO, my favorite is the defensive build, due to the built in endure pain and balance stance, higher toughness, and stance duration. The damage loss isnt that bad.
Here are some graphs depicting the differences between the builds. Green is the standard high damage glass cannon 100b build, blue is my offensive build, and orange is my defensive build. Note that the 100b damage only includes the first 8 hits, and not the final strike. For the shield bash test (middle graph) take note of the ESD column, which shows your expected damage over multiple hits.
http://postimage.org/image/yh3kpxcp7/
Edit: Also, you dont necessarily even need bulls charge anymore, but i still find it useful, since it gives you another way to use your 100b combo.
Also the axe can be supplemented with the mace and its skull crack, so if you wanted to try that, you might be able to be less predictable, since you’d have shield bash, skull crack, and bulls charge, all to use your 100b with. Also they probably wouldnt know you need the stun to be most effective, so you could pretty easily bait out their stun breakers.
(edited by Sand Beagle.9867)
Well done Beagle!
Lets fine it a bit and make it a little spiffy on the looks. If that goes well you may be able to partner with an established GW2 website and provide the statistics and calculations needed so they can build a page on it.
This would help a lot of people with theory crafting!
Yeah thanks
Im sure someone with a bit of programming knowledge could package it up nicely. I;ll take a look at trying to get it on google docs though, but it doesnt seem to convert it very well.
I can write an application (software development / project management is my profession) if you’d like. We develop desktop applications (mostly b2b) but I may be able to whip up either a small exe or web plugin that websites could use.
If that’s something your interested in I would recommend asking a gw2 website if they’d use it. If you get a confirmation I’d be happy to help.
Cool, thanks
. It’d have to get some real testing though to iron out any bugs or errors, because so far its just been me using it and i dont use it often. Plus i’m sure its missing a lot of features. I just made it originally to test warrior builds.
Well done Beagle!
Lets fine it a bit and make it a little spiffy on the looks. If that goes well you may be able to partner with an established GW2 website and provide the statistics and calculations needed so they can build a page on it.
This would help a lot of people with theory crafting!
Yeah thanks
Im sure someone with a bit of programming knowledge could package it up nicely. I;ll take a look at trying to get it on google docs though, but it doesnt seem to convert it very well.
Oh sorry i forgot to mention this calculator currently only works for lvl 80’s. All calculations are based on lvl 80.
Ill DL and take a look at it when i get time. You are welcome to download my spreadsheet and use the skill modifiers for the attacks that i have gathered, missing only the engi and half the mesmer ones.
BTW if you use the cast speed on the weapon attacks themselves your calculator will be waaaay off.
There is also a built in damage rotation in my sheet which is basically a dps calculator.
https://docs.google.com/file/d/0B3A3Op-Hj3dOUkJRU0xvcng5ZWc/edit
Wow, amazing depth and customization, great work
. Mine is definetly less encompassing, and i forgot to mention the calculations are based on the assumption that you are level 80.
(edited by Sand Beagle.9867)
Yeah the sigil stacking rules are a bit complicated, check here
and scroll down to the “notes” section for more info. wiki.guildwars2.com/wiki/Sigil
Also, condition durations only go in whole numbers and round down, so 3.1 seconds = 3 seconds, and 3.99999 seconds = 3 seconds.
Hi i made this for pvp, and i also posted it in the dungeons forums, and this looks like a useful spot too, so im posting it here as well.
This is a damage calculator i made months ago when i was more into build crafting. I updated it today and included more accurate calculations, especially for estimating your damage over multiple attacks. The calculation formulas i used are basically the ones on the gw2 wiki.
Screenshot: http://postimage.org/image/8nalgnzob/
I dont have any skill coefficients besides 100b listed on there already, but with my updated skill coefficient formula they are easy to obtain. It may look intimidating at first, but its really simple and easy to use. Just follow the instructions.
If you are interested in this, let me know if you find any calculation errors or if something doesnt make sense.
The file is a protected excel sheet, which is much safer to use, and you wont inadvertently mess something up which will throw off the calculations.
I couldnt make an attachment with the excel format on the forums, so i uploaded it to depositfiles. Also google docs couldnt properly convert the file and kittened it all up.
http://depositfiles.com/files/e5434f530
Warning, 60 second wait.
Edit: For those who dont have excel, OpenOffice by Apache (free) works with excel sheets. I tested it with this file and it appears to work, though the formatting is a bit different.
http://www.openoffice.org/
Edit 2: I think i forgot to define ESD. ESD is your estimated sustained damage, the damage you are expected to do over multiple hits given your crit chance. The higher your crit chance is, the closer your ESD damage will be to critical damage.
Hi i made this for pvp, but it might be useful for pve as well, so im posting it here.
copypaste:
This is a damage calculator i made months ago when i was more into build crafting. I updated it today and included more accurate calculations, especially for estimating your damage over multiple attacks. The calculation formulas i used are basically the ones on the gw2 wiki.
Screenshot: http://postimage.org/image/8nalgnzob/
I dont have any skill coefficients besides 100b listed on there already, but with my updated skill coefficient formula they are easy to obtain. It may look intimidating at first, but its really simple and easy to use. Just follow the instructions.
If you are interested in this, let me know if you find any calculation errors or if something doesnt make sense.
The file is a protected excel sheet, which is much safer to use, and you wont inadvertently mess something up which will throw off the calculations.
I couldnt make an attachment with the excel format on the forums, so i uploaded it to depositfiles. Also google docs couldnt properly convert the file and kittened it all up.
http://depositfiles.com/files/e5434f530
Warning, 60 second wait.
Edit: For those who dont have excel, OpenOffice by Apache (free) works with excel sheets. I tested it with this file and it appears to work, though the formatting is a bit different.
http://www.openoffice.org/
Edit 2: I think i forgot to define ESD. ESD is your estimated sustained damage, the damage you are expected to do over multiple hits given your crit chance. The higher your crit chance is, the closer your ESD damage will be to critical damage.
Can you sample targets to see if +10% flame legion sigils stack with +10% dmg vs. flame legion pot. Then test if +10% flame legion dmg sigils stack and if +10% flame legion dmg sigil and +5% flame legion dmg sigil stacks or not.
Sorry, I dont think so. The calculator can only do hypothetical tests, not experimental, so the only way to see if the sigils stack properly is to test it in game. This can be used to see if say 5% crit chance was better than 10% damage increase, or if +10% crit chance gave you more damage than +5% crit damage, and stuff like that.
It is mainly used for accurately and reliably crafting different builds and testing them against each other to see which is better for the situations.
What you can do though is use those sigils with a pvp steady weapon. Since the steady weapons always do the same amount of damage (no random number generator), it will be clear if the sigils dont stack because the damage wont change.
My break is starting its 3rd month now. I’ll probably be back in 12 months or so when some basic pvp features are implemented.
I was on twitch the other night, GW2 wasn’t in the top 30 games being streamed, less then 100 viewers.
Doesn’t bode well IMO.
- scrap tournaments
- implement a Solo/Duo que and Team que options with their own separate respective ladders with visible matchmaking and ladders
- Update the UI to be able to party or solo que into either mode from anywhere within the game
-scrap hot-join and the paid scene. Implement unranked/ranked versions of the solo/team que
-add some more game modes even if they are only unranked and conquest stays the ranked gamemode (2v2, 3v3 TDM, CTF like the snowball mayhem etc)
-find something that isn’t economy breaking to make money from glory or a token of some description that you only get from winning matches in either solo or team que. Ranked gives more tokens of course.
- in general, just make the game a bit more about competition and fun. It just isn’t sustainable in its current form. More players leave then come in.
- Dueling system, whatever it may be.Lots of changes to be done, balance aside which I think needs some love class mechanic wise, not so much how much damage is done but how easy/hard some classes have it.
More weapons per class, more trait trees with more emphasis on trade off and more accessory options for greater stat variables.
Just my 2 cents, what do I know, I’m just another player that jumped ship after waiting forever and playing in every BWE and playing my kitten off for the first 20 ranks or so before I realised it was no longer about fun, it was about logging in.
I feel the same way, unfortunately.
This is a damage calculator i made months ago when i was more into build crafting. I updated it today and included more accurate calculations, especially for estimating your damage over multiple attacks. The calculation formulas i used are basically the ones on the gw2 wiki.
Screenshot: http://postimage.org/image/8nalgnzob/
I dont have any skill coefficients besides 100b listed on there already, but with my updated skill coefficient formula they are easy to obtain. It may look intimidating at first, but its really simple and easy to use. Just follow the instructions.
If you are interested in this, let me know if you find any calculation errors or if something doesnt make sense.
The file is a protected excel sheet, which is much safer to use, and you wont inadvertently mess something up which will throw off the calculations.
I couldnt make an attachment with the excel format on the forums, so i uploaded it to depositfiles. Also google docs couldnt properly convert the file and kittened it all up.
http://depositfiles.com/files/e5434f530
Warning, 60 second wait
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Edit: For those who dont have excel, OpenOffice by Apache (free) works with excel sheets. I tested it with this file and it appears to work, though the formatting is a bit different.
http://www.openoffice.org/
Edit 2: I think i forgot to define ESD. ESD is your estimated sustained damage, the damage you are expected to do over multiple hits given your crit chance. The higher your crit chance is, the closer your ESD damage will be to critical damage.
(edited by Sand Beagle.9867)
ahem, ay am a top level pro tpvper, rank 50+ with over 9000 kittenes, and ay say you are wrong. ay have no prablem killing asura in fact ay kill them all day because at top level pvp the onlay class played is asura so ay say you are wrong because ay have no problem killing asura because ay am good and you are bad because you are nat a top player like ay am and ay can read asuran animations just as wall as normal animations and ay have the eyes of an eagle and play fully zoomed out but have no prablem killing asura so this is clarly a l2p issue ay can also anticipate asura players moves because like ay said ay am a top level pvper and ay know every action they will possibly make so when they do skills with actions that are not readable or visible ay still anticipate them because as a top level pvper ay have more than 9000 kittenes.
(edited by Sand Beagle.9867)
This thread just shows the rather stark contrast between a casual mindset, a hardcore mindset, and a tryhard mindset.
Casuals dont care, tryhards want to keep the advantage, and hardcores want the game to progress competitively, by making it as balanced as possible.
provemewrong
hue also, answer me this, if this game were to become “esport” and there was a massive influx of new competitive players, do you think this kitten will really fly? do you think something like this (something that takes away from your skill as a player) would fly in a competitive game like league of legends or sc2?
any answer other than “no, it wouldnt be ok” is wrong. why? because any answer other than that is a subjective answer. there is a clear and significant difference in animations and player size, and that alone vindicates their advantage in pvp. as ive said before, elitists and “pro-pvpers” almost always supplement logic and objectivity with subjective answers based on their “personal experience.”
(edited by Sand Beagle.9867)
I was thinking something more basic like “Warm armored pants stance:” prevent being chilled, crippled, or immobilized for 8 seconds.
b..b..b..it’s unfair that I have to play at this disadvantage of playing a Norn…
Your response, it’s your CHOICE to play as a Norn…
Thats right, norns have larger animations etc, that’s your choice if you want to play one competitively (i do). The difference is playing a norn puts everyone but yourself at a advantage, where as playing an asura puts everyone but yourself at a guaranteed disadvantage. Being in a position to put yourself at a disadvantage by choice is not a problem, as it only affects your ability to perform, but the opposite is obviously not fair.
Also, asura, being one of the extremes, should not be the standard for character model size and balance.
All that image proves is that they can also be hit from the same visual distance.
Physical distance, visual distance is perceptive and subjective, but i get what you are trying to say. The point was the distance is deceptive, with the asura hitting the target many lengths away from the blade, possibly causing situations where you are getting hit and you arent sure where from, or you dont think you can be hit from that far away.
There are always a lot of problems when the hitbox doesnt match the character model and this is a very extreme case.
This isnt even mentioning how hard it is to tell when an asura is reviving someone or is down in the midst of the chaos, or the fact that they can easily hide inside bodies.
Saying something is unfair is a far cry from saying something is OP. Telling everyone who plays an Asura that they need to be the same size as a human is no different than someone playing an Asura telling everyone to be as small as them. Or a Norn telling everyone smaller than them that they need to be as large as them.
OP = over powered
over powered = above the expected norm
Norn is not a problem, it is a norn’s choice to play with his disadvantage. He chooses to make himself easier to read and react to, thats his choice. And there is a difference, as i said in my previous post, asura infringe on the limitations of our visual acuity. They are harder to perceive, and therefore give the person playing one a competitive advantage over those who are not.
Example: There is a difference between visual acuity when watching different sized TV’s at the same distance, so people gaming on different tvs will have an advantage/disadvantage corresponding to the size of their TV vs the distance they sit from it.
My solution: Adjust the distance based on the screen size, so larger screens are further away, and smaller screens are closer.
Your solution: Make everyone get the same sized screen and sit at the same distance.
Some people like the appearance of running faster (even though movement speed is the same between all races) and the totally awesome backflip dodge, should I be penalized for my aesthetic taste by playing a race I don’t like the look of? Somehow the game has managed to be just fine for all these months without this distinct advantage we’ve had. Someone said the hitboxes are the same, so if that’s true, sorry, not that big a deal. I swear, people will find the stupidest things to complain about. Make the only playable race human, the only playable profession Elementalists, the only usable weapons D/D and no choices for builds, just static skills, utilities, traits. Every problem in the forums solved!
Its funny because the only reason the other characters run so slow is because of the asura. If you sped up the character run speeds from their slow motion jog to a realistic pace, the asura would turn into roadrunners/sonic the hedgehog. The hitboxes are indeed the same, but this leads to another problem, as ive noted before. The asura can strike from a deceptively far distance. Here is a screenshot i took a while ago: http://postimage.org/image/j933przf5/
You dont seem to understand the concept of balance, so i wont talk any further about it, but it is suffice to say that variety and viability are not mutually exclusive, due in large to proper balancing.
(edited by Sand Beagle.9867)
Even better example. GW2 signs a promotional contract with my little pony, and as a result you can have a pony as a playable race. The thing is all of the ponies actions are accompanied by a big explosion of hearts, sparkles, and rainbows, which inadvertently hide the pony in the lag-cloud and as a result, you cant tell what the ponies animations are, and you cant react to its attacks.
How is it unfair when you have the option of selecting a pony too?
That’s not unfair, because I could just select the pony…you answered your own question in the question.
You are missing the point. It may be technically “fair” for players who all have access to the asura, but it is not fair for the races, and inevitably leads to less variety and pigeonholing.
If you give one race a clear and significant advantage over the others, you are essentially forcing everyone (who wants to be competitive) into that race.
Its not like “character size vs perceived advantage” is inversely proportional, once you reach a certain size that advantage goes away. The main problem is the asura animations are different and the character models smaller by a significant magnitude, and when you combine that with the spastic and sporadic explosions of colors and effects that accompany almost every action, the persons visual system (ability to interpret visual information) becomes the limiting factor.
This is heightened by the fact that most players play zoomed out away from their character to get a better view of the battlefield. Sure you may be able to tell which direction the asura is facing, or what animation he is doing if you are playing zoomed in, but that is not an effective way to play.
In the end it comes down to the fact that the race is overpowered, and for the same reason that “if the ele is so OP, why not just play one? everyone can play one so its not OP or unfair” doesnt fly.
No gvg, no ctf, no tdm, no 2v2, no 3v3, just 5v5 conquest.
What?
Well… we just got CtF.
So what do we do now?
I dont really see that new map as constituting a new game mode, and i dont really see that new game mode or “objective” being capture the flag.
I do definetly like the look of that color palette though. This game is borderline dark fall as far as pvp maps go. So kitten dark and dreary and depressing. The gloom on mist and everymapexceptcapricorn is just omega-level. I have no idea why they took this art direction. It doesnt make pvp any more cool, if anything it just reinforces the idea that pvpers are all hardcore elitist kittens who arent allowed to have fun and take everything super serial.
Going from lions arch and everyotherpvemap to mist and the pvp maps is just like falling down a never ending kittenabyss.
(edited by Sand Beagle.9867)
Even better example. GW2 signs a promotional contract with my little pony, and as a result you can have a pony as a playable race. The thing is all of the ponies actions are accompanied by a big explosion of hearts, sparkles, and rainbows, which inadvertently hide the pony in the lag-cloud and as a result, you cant tell what the ponies animations are, and you cant react to its attacks.
How is it unfair when you have the option of selecting a pony too?
Most people pick Asura because the animations are smaller, and is it no a coincidence that a lot of people do say the Asura has a slight advantage in this department. Also the smallest size? Why would you make it the smallest size possible if you aren’t trying to gain an unfair advantage. Oh right because if there isn’t an advantage gained(there is), people will still cut corners especially for their E.
peen.How is it “unfair” when you have the option of selecting the same race?
Because not everyone wants to play an asura and they shouldnt be penalized for their preference.
Example: A new ability, lets say giant kitten form complete with svanir claws and 100b, is granted to players who “like” the game on facebook. Not everyone uses facebook (which is a free service) and dont want to go through the hassle of signing up just to be on the same level as other players.
How is it unfair when you have the option of signing up on facebook and receiving this new super cool ability?
Because people shouldnt be penalized for not using facebook.
People dont want to look like a little dumpy kitten gremlin that looks like it was designed by an overactive 6 year old.
Well anyone with an ounce of sense can immediately understand why asura give an advantage, but it seems like this is just the course of the game, and the boat sailed a long time ago on the issue.
The only fix is making asura larger in pvp, which is aesthetically unpleasing to most, as asura, especially giant asura, are ugly as kitten.
And since aesthetics > pvp mechanics, asura will never be big.
How does condition immunity = immortality? Also, that was just an arbitrary number, 5 seconds might be more in line with other “immunity” type skills. Another thing to consider is possibly just immunity to slows.
If you’re able to kill the ranger first, kill the ranger first
This is for all the people out there who somehow fail at that task.
Bursting down the pet is viable, esp if you can kill the second pet just as fast.
You will remove a large source of damage, and really the only condition removal he has.
Well then you have to consider the balance consequences of almost always having to kill the pet first to take down the ranger.
Consider the engineer on TF2. Generally the engineer is always near his turret, and to kill the engineer you have to destroy the turret. How would it affect gameplay if the engineer was given a rocket launcher or sticky grenades to shoot the openings or doorways where he knows you have to stand behind to take pot shots and his turrets?
Same with the ranger. Is the ranger too strong, given the fact that his pet also contributes significantly to his damage and survivability?
This sounds more like the symptoms of having a low pvp population.