Showing Posts For Seezungenschleuder.8319:
I agree, this update is boring and disappointing.
- Will-o’-the-wisp: Haunt your foe and inflict 4 seconds of burning and chilled.
- Soul candle / Soul fire (sequence skill): Summon a dark light at the target location. Foes entering that zone are Revealed (stealth immunity debuff) and gain you life force. / Detonate your Soul candle and fear enemies in the area.
At the moment, intensity-stacking durations (like bleed) tick more often as they get more stacks. I suggest to let them tick only once or twice a second, while additional stacks increase the damage instead of the amount of ticks.
Try WvW. Conditions are effective there.
Just tooltip clarifications? Are you kidding me? Where are the improvements to Blood Magic and Death Magic? Where is the Dhuumfire replacement? What a boring patch.
As I said in another thread, I totally agree. Remove dailies and make them weeklies.
I totally agree with the thread starter. At least morph them to weeklies, so we are not forced to log in EVERY day.
oh, and another one:
this game is played by kids too, because, well, kids play games, at least some of them, right?
Even if we adults (the great great adults) would never have a bad connection or misclick, there still would be kids, and have you ever seen a kid in front of a slow PC or a bad internet connection?
Many of them just clickclickclickclickclickclickclickclickclickclickclick until it continues
That’s not a problem. They will learn patience and management of money from that.
They don’t impress me at all. Nothing that people do in video games impresses me. Doctors Without Borders are impressive. Or people which show courage and stand up for others, even it that means they’re risking their own life.
How can you trust someone who scams people? People like him are outright EVIL and full of criminal energy.
No, Just no. They shouldn’t have the normal health bar healed when in Death shroud.
Maybe make it so it gives Regen on exit but NOT heal every second while in DS
Fair enough. Since I can’t edit my post (don’t know why), I’d add that Bone Armor could also grant retaliation instead of life force. And 6 seconds of protection may be a little bit over the top, so… decrease that duration.
If Dhuumfire gets removed, you would still be dependent of 30 Spite, because there are no other valid options.
As someone said in the necro forum, Death Magic is only interesting if you go for minions, while Blood Magic is only interesting if you go for wells or minions also. So let’s fix this:
Spite
- Dhuumfire got replaced with Chilled to the bone.
- Chilled to the bone (new Grandmaster trait): Deal damage when chilling a foe. Chilling a foe also applies vulnerability (4 seconds) to them. The amount of vulnerability stacks depends on the chilled duration.
Blood Magic
- Transfusion and Deathly Invigoration swapped places.
- Transfusion: Instead of the previous effect, you are now healed every second you spend in Death Shroud.
- Dagger Mastery merged into Quickening Thirst.
- Vampiric Rituals merged into Ritual Mastery. It now scales with healing power, but the base life stealing got reduced a bit.
- Empowered Blood (new Grandmaster trait): Heal skills grant 5 seconds of fury and might (5 stacks). When using Well of Blood, you and your allies get 3 seconds of fury and might (5 stacks).
- Soul Leech (new Adept trait): Gaining life force also heals you for a small amount, depending on the life force gained.
Death Magic
- Necromantic Corruption got replaced with Bone Armor.
- Bone Armor (new Grandmaster trait): Gain life force and protection (6 seconds) when you take damage greater than 10% of your maximum health in a single strike. This effect can only trigger once every 20 seconds.
Well, heres a tip. Nobody wanted it. Most necros want it gone because it doesn’t fit the theme of the class. We think its a terrible trait that has screwed up our class and gotten several non-op traits nerfed just to placate its existence. We don’t understand why it was even given to us.
I know that well. I’m playing a necro as main, too. Let’s gather ideas for a replacement trait. I’m in a rush so I can’t post any good ideas right now.
No, it doesn’t. Terror does the exact same amount of damage if you have two conditions vs 6 conditions. You guys need to actually read what the trait does. If the target has NO conditions, terror does 50% less damage. If the target has 1 or more conditions, terror will do 50% more damage. Its not increased damage per condition. Its a flat 50% increase in damage, regardless of how many conditions the target has. Just as long as there is at least 1 condition.
Dhuumfire is still not a cool thing.
Because the fear trait scales with conditions on the opponent, it synergizes well with Dhuumfire and the new torment condition. So I suggest to remove that condition-scaling component from the trait.
Dhuumfire itself is also not that “cool” (you know, because it’s fire), so you should remove that too. And replace it with something that’s round about 20% cooler.
In PvE, they are useless because of that nasty “look at me, I’m immune to nearly everything except damage, trolol” buff.
If you really are necromancers, show some dignity. Some minor nerf here and there, but buffs also. Could have been worse.
There are two problems with the Warrior right now:
a) He has problems against bunker builds which heal themselves very often.
b) He lacks diversity in conditions, making condition damage builds less interesting.
c) The sword is not very popular.
So let’s try to fix all those 3 problems at once, by replacing Hamstring (sword auto-attack, chain-skill #3) with Infected Wounds.
“Infected Wounds
Lacerate your foe and poison him for [2 or 3] seconds.”
At the same time, the Leg Specialist trait in the Tactics line could finally be useful, since it has no longer to be balanced around Hamstring.
Remove the internal cooldown and increase the immobilize duration to 2 seconds. If needed, switch places with Lung Capacity.
“You have a 33% chance to gain 1% life force on critical hits.”
At the moment, this trait is pretty useless. Assuming you have a 50% critical hit chance, only every sixth hit triggers this trait.
I suggest to increase the chance to 100% and giving the effect a 1 second internal cooldown to prevent abuse from abilities like Life Transfer.
Oh, that thing. I only know one place where it occurs, so I didn’t thought about it.
Although oddly enough, Fear is a condition that is breakable by stun breakers but Frozen, which isn’t a condition and works exactly like a stun, isn’t affected by stun breakers.
It does NOT work like a stun. Being frozen, you still remain in control of your charakter. Being stunned, you can’t use any ability.
I swear it used to, but lately my stunbreakers haven’t been breaking immobilize. I feel like this is a very recent change . . . Why? It makes no sense. Of all the things a stunbreaker should break.
It never broke immobilize.
If 90 percent of players do not want mounts then why are there so many threads about mounts day after day?
Because those who cry the loudest are also the ones who are representative? Strange logic.
If I want to ride mounts, I’ll go back to WoW. So, I don’t want them.
I support that. Maybe on top of the endurance bar.
Despite cheaper storage and processing have you noticed a decline of housing in MMO’s? There is a reason for that.
Yeah, I’ve noticed that the whole gaming industry changed into a bunch of greedy Scrooge Mc Ducks, which kill all the fun in games to gain more profit by addictive measures.
All in all, the only people in the gaming industry that are really PLAYING, are the developers. Toying around with basic instincts and such.
Nobody wants them, nobody needs them. They are lackluster. Instead, falling damage is reduced by 30% by default. The traits could be replaced with something like these:
[Guardian] End of the Line
Wards (Line of Warding, Ring of Warding, Sanctuary) are instant and deal damage to foes when touched.
[Warrior] Brutality
Disabling a foe (by stun, daze, knockback, knockdown, sink, float, fear, or launch) also removes a boon on hit.
[Engineer] Medical Supply
Drop bandages when you take more than 10% damage in a single strike. This effect can only trigger once every 15 seconds.
[Ranger] Thorns
20% chance to cause 3 stacks of bleeding for 5 seconds when struck with a melee attack. This effect cannot trigger more than once every 10 seconds.
[Thief] Escape Artist
Shadowsteps free you from immobilized.
[Elementalist] Hard as Ice, Elusive as Steam
When you are frozen, you get protection. When you are burning, you get swiftness.
[Mesmer] Glimpse of Madness
Gain a random boon when you summon a clone.
[Necromancer] Acidity
When you poison a target, you also apply vulnerability.
No, I won’t. Because it’s too limiting in terms of skill choice. Depending on the profession, up to 50% of my utility skills won’t work. They seriously need to look into that before considering an underwater map.
Ah, I remember. Once I created an Asura just because the ‘player house’ was announced to be a personal lab. I’ve got heavily disappointed when I discovered that it inhabitates only some people to which I can’t even speak.
Nothing personal, nothing indidividual. After that disappointing experience, I deleted the Asura.
Another attempt:
- turrets’ armor and health is doubled
- they scale with the engineer’s power/precision/critical damage/condition damage
- out of combat, they follow you (like little tanks)
- ‘Deployable Turrets’ trait disables that, in addition to making them ground-targeted
It is something I look forward to. There are many good ideas (some of them my own) going around.
However, I think it depends on what you like the most:
Mobility? Thief.
AoE? Elementalist.
Something in-between? Engineer.
The thief needs some skill, in my opinion. At least it’s the class which is most dependent on well-timed dodge rolls.
Also, it has some nice AoEs (shortbow; Death Blossom; traps) and is the most mobile profession ingame.
You have several shadowsteps, a designated traitline for dodging, and stealing is very interesting. (skill changes from mob to mob)
I think the whole condition damage system is flawed, as its potential decreases with more people playing. It’s some sort of teamplay-punishment.
I’d like to see some major changes so even 5 condition damage builds can play together without hindering each other. Direct damage builds don’t hinder each other, too.
Yes , i need to fix the word ‘goal’. i am sorry for that. I was ment to say raid/gear/mount/pvp etc progression.
For progression, there’s WoW. GW2 is for adventure®s.
Whilst I agree that the GS burst needs to be made into something people actually want to use, last thing we need is giving yet another reason to pick GS over other weapons.
True. Unprominent weapon combinations are the ones which should get some love. Not the already prominent ones.
I hate Krait in general. They are simply annoying, coming always in packs. Even if I manage to take three of them down at once, I survive with a few HP and then the next is coming. They stand too close to each other.
Yes, fantastic idea. Let’s add condition damage to our burst weapon.
It’s not a burst weapon. It’s a mobile weapon. Look at those two gapclosers. To build on that, you have to remove the standing-still component, which can’t be done without reducing the direct damage.
I came to GW2 because I got sick of item progression. Really, if I wanted to continue running in the hamster wheel I’d go back to WoW, Rift, Aion or any other mediocre game. Stop invading my game!
I’d like to see a change to Hundred Blades to move it from burst to sustain, while encouraging condition builds:
The direct damage of Hundred Blades is reduced by 50%. Each strike adds one stack of bleeding, 9 stacks in total. In addition, the ability can now be used while on the move.
Meanwhile, other classes can be perma fury or perma swiftness, or perma regeneration, or perma protection.
You would think the most “mobile.” class would atleast have perma swiftness.
The thief is not the problem here. Other classes are the problem. Their boons last for too long. That’s why bunker builds are so strong. I expect Anet to shorten the boon duration of other classes to match the thief, not the opposite way.
What are you expecting? All boons in one trait line? You have to choose, of course.
Fury on an enemy reaching 50% health? all this does is help burst builds even more, the Fury lasts next to nothing.
It lasts 10 seconds. That is certainly NOT next to nothing. Also, Swiftness on kill is not worthless. It’s a wonderful outdoor PvE trait.
Another silly question… why do we have 30% boon duration when we have little to no boons?
Swiftness on kill, Swiftness on dodge, Might on dodge, Might on stealth, Regeneration on Stealth, Fury/Might/Swiftness on steal, Vigor on steal, Regeneration on reaching 75% health, Regeneration on bleeding 5 times, Might on venom, Regeneration on heal (HiS), Might on signet, Fury on enemy reaching 50% health
In addition, some runes/sigils give boons, too.
The Deadly Arts traits are not very interesting, in my opinion. Only if you’re running a Venom build. For example, Improvisation is lackluster, while Dagger Training and Combined Training are boring number increases.
The offhand-dagger skill ‘Dancing Dagger’ is only useful if you’re using a pistol in the main-hand.
The mainhand-pistol skill ‘Body Shot’ loses its value when you go for dual pistols. Since ‘Unload’ is far better. Change Unload to an evasion skill and let Body Shot strip a boon.
I don’t like the idea of a passive damage bonus. Instead, some unpopular weapons/weapon skills could strip boons.
Some thoughts:
- Unload (P/P) now shoots on the ground to knockback the thief out of the way. A little bit like the engineer rifle skill.
- Pistol Whip (S/P) is now usable while moving.
- Withdraw and Roll for Initiative are no longer evading the thief backwards. Instead, they let you evade in the direction you run. If standing still, you evade backwards like before.