Showing Posts For Silvanus.5821:
Hello,
I was using the trebuchet with my mesmer in battle of khylo. I was using a hybrid build (Condition damage + Burst using shatters + survivability with 2.6k armor). A thief came to destroy my treb but all he would do is teleport next to me (From below), attack a few times, dodge and teleport back down. He kept doing this thing over and over again. At some point he waited for a few seconds (I guess for initiative/cooldowns) but that wasn’t enough for me to regen my health.
I couldn’t attack him. I used my block skills (He would evade the counter), I tried to use blurred frenzy after the first attack (I would dodge his attacks but he would also dodge mine) and I tried to attack him from above with a scepter but he would either be obstructed or stealthed. Nothing worked! He wouldn’t deal extreme amounts of damage to me but after a while he destroyed my trebuchet and finished me off.
Can anyone give me some tips on how to deal with this?
Thank you
the dmg was 8 k i checked had 17k if fully hp but still i can’t outheal that dmg, maybe 2 or 3 times most
So you expect to outheal any damage you take? What, you wanna be on god-mode or something?
Hmm for some reason I thought this thread was made to complain about all the AI builds. I apologize for the misunderstanding.
I am oldschool PD mesmer whats the chance of getting hall of heroes in gw2 has anyone heard anything? is it a possibility.. kind of love and miss that place.
Getting a hall of heroes in GW2 with the same meaning as in gw1? Very unlikely. GW2 doesn’t want to get ideas from GW1.
I used to play PD mesmer in GW1 as well, and would also love the appearance of the hall of heroes in GW2.
You are complaining about AI in PvP, and all three of your screenshots contain “clone” mesmers. It’s pretty logical for someone to assume that you don’t like the mesmer’s clones.
I took part in the identification of the AI bug, it has been fixed 3 days ago, no need to reference old threads. Also, the whole thing about the AI bug was not about clones, it was about phantasms (Which is also why I find it unlikely that you play mesmer half of the time).
I’m asking a legitimate question. You are suggesting that there is a problem with all the AI going on, yet you don’t provide any possible solution. What exactly do you suggest? I understand that perhaps you want to nerf the necro MM build so that necros use different builds. However, EVERY mesmer build has clones. (Which is maybe the reason why you think a relatively high number of players are using AI builds). I don’t really like the whole clone mechanism of the mesmer either, but the only solution is for a complete re-design of the mesmer, which is (probably) never going to happen.
Well what do you want mesmers to do, stop summoning clones and illusions?
Where did you get that?
You don’t like clones => You come to the forums and complain => You also indirectly say that mesmers are OP => What do you want? Nerf mesmers, or re-design them from scratch?
Also, you shouldn’t say “clone mes” because all Mesmer builds have clones.
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impale didn’t get buffed. you now have to face the enemy to land it. used to be able to cast it in any direction for example while running away which made it much hard to evade. now it’s easy to see it coming.
It seemed to be more of a bug fix than a nerf (Who throws his sword backwards?).
All the other changes on the skill are buffs.
Arcing Shot: Damage got reduced by 15%.
Impale (Sword) got buffed.
Merciless Hammer: reduced damage by 5%
Healing Signet: reduced passive heal by 8%
Pin Down: increased cast time to 0.75.
If i face a ranger he just evades all my moves+ stealth.
If i face a thief still evades + poison.
I wonder in what way you thought the warrior was nerfed to make enemies evade, stealth and poison.
GW1 dishonourable wasn’t half this bad because a) GW1 had better servers and a more stable client b) the timer was a lot shorter
Actually it bad because the timer was so short. You could leave games in Random Arenas quite a bit and not get punished for it. If you think leavers are bad here, you clearly did not play random arena in Guild Wars 1
When they implemented the dishonorable effect, leavers were very rare. AFKers were more likely, but still not as many as before because people reported them and they would get the dishonorable effect from reports.
1. Add fractals path containing all the rewards from the PvE fractals
2. Make it available to only high-ranked players (50/60+)
3. Problem solved
PvP in GW2 is 90% team interactions and 10% being able to perform your build at a sufficient level to carry out team strategy. This is why you generally see very low risk builds in tournaments, because it allows players to reroll quickly to adapt to the best possible build for the team, instead of playing the build you are mechanically best at.
The teams who win tournaments though are not necessarily the ones with the best players. They are the ones with the best rotations, the best team comp, and the best team play.
To directly answer your question: the game just isn’t really suited for having a lot of high skillcap builds, since the skillcap is almost entirely focused into team-based things. Thieves aren’t even that hard compared to actually difficult games, its something you can pick up fairly well pretty quickly if you just devote a lot of game time to it. Certainly builds have varying amount of skill differences, but even the hardest build to play in the game isn’t that hard to play.
I see. Very informative answer. I guess I’m gonna have to join a PvP guild for hardcore tPvP if I want a bigger challenge. Thank you for your reply.
Gw2 has a high skill cap. Despite what the average player thinks. People always reference games like wow ect (which I was a 3 time gladiator mind you), due to ability bloat, and number of skills, when in reality you only used a handful of them, and most rotations were 4 or so skills.
Defense in gw2 is very much “active” if you are “on the ball” and know what to avoid and when, you come across as godmode.
If you think pvp in gw2. Has a low skill cap, or is cheezy. You’re doing hot join or scrub soloq. Try playing against skilled players.p
I wasn’t really comparing wow’s skillcap with Gw2’s skillcap (I think wow’s skillcap is lower than GW2’s). I was mainly comparing it with GW1’s skillcap. I used to play PD mesmer in GW1 (HA, RA and TA when it was around). I had to look through all the players and interrupt the most devastating skills (e.g. Warrior’s knockdown, Monk’s elite skill etc). That took a lot of skill and I knew that there was enough room for improvement, which is why I’m finding Gw2’s skill cap relatively low.
I mean, yeah I can save my dodges for devastating skills, know when to use my distortion, blink away when an enemy’s leaping on me, even interrupt (Although interrupting in GW2 is much less reliable than in GW1). I feel like I’m doing all these things almost perfectly. This must make me seem arrogant but if you played GW1 I think you’ll understand what I mean. In the recent tournament I noticed a necro that spammed his skills on-cooldown for a little while, and I find myself doing the same thing sometimes simply because in some occasions that’s the best thing you can do. I mean, if I have a skill that simply deals X amount of damage, why wouldn’t I want to use it on-cooldown? Don’t get me wrong, I’m not saying that’s the case in every occasion and with every build. I’m just giving an example on how the skillcap could be improved (e.g. More skills whose effect is greatly affected by external factors).
Of course, I know that good team coordination, various combinations with allies and strategic decisions are a very hard thing to achieve, but I’m talking about profession skill-cap.
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Does anyone else feel that the skill-cap of this game is too low? I believe that thieves have a relatively high skill cap, which is why you see so many bad thieves and many thieves that seem to be “OP”. However, on my mesmer I don’t really feel like there’s much more to learn. Keep in mind that I’m not talking about strategies (Capping points etc etc). I’m mainly concerned about profession skill-caps. For example, I feel like that most of the times when I’m against another mesmer, the build we are using is what mostly determines who is going to win the fight.
Does anyone else feel the same way about any profession?
They have several times. If you wish to play with your friends, get a better computer or do hotjoins.
If instead you wish to have fun with your friends, play another game.
Like GW1.
Guild Wars 1 had dishonored as well, and it functioned exactly the same if you left a match.
The dishonorable effect in GW1 lasts for a few minutes though.
Well what do you want mesmers to do, stop summoning clones and illusions?
cmon guys 9k dmg from AI is normal!! or “how much conditions did you have on you”? “it scales off of conditions”…LOL! Yeah AI needs to be hotfixed for sure..
The problem was that we didn’t multiply the coefficients correctly. Good thing those nice mesmers indicated the arithmetical issue and that everything was working as intended.
“Working as intended, do calculations properly before you cry blah blah.”
j/k bug
I said that the result from the wiki’s damage formula is 1k less than the damage the phantasms deal. I noticed this before the patch (Could mean that it was bugged before patch?) Some threads however are very misleading in saying that the phantasms use their own weapons with their own weapon strength. It was impossible to know if this was bugged or not and the same damage was being dealt pre-patch.
What does this tell you?
Damage on light armor golem after hotfix is approximately 1k less. Even though not as many people as before complain, I’m still getting QQs about the damage being too high. What does this tell you?
The funny thing about this whole thing (I’ve said this when it all begun in another thread) is that the phantasm build (even when bugged) deals LESS damage than a shatter build. But the shatter build doesn’t deal 10k damage with 1 hit, it deals 3k damage per hit (x4), so people don’t notice it.
I’ve tried using a shatter build (glass cannon) with power spike for spiking the enemy. Almost anyone would die after a single spike. Kinda hard to pull off though.
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I’ve also randomized the map order.
wow thats nice
but Justin can you help soloQ too and make this Skyhammer thing somehow a chance like 0,000000001% or even delete it?
please help us you dont need to say it to the other arenanet guyz (they hate soloQers)
thx
I love skyhammer, it’s an amazing map, why would you want to remove it?
Because people with knock-backs push you off the platforms and you get killed instantly. Stun breakers don’t help because knock-backs happen very fast and some classes don’t have great access to stability (e.g. Mesmer has a mantra that gives 2 seconds of stability, but you can’t really know when he’s going to use his knock-back). Of course we can avoid standing on edges and stuff (Although it’s kinda hard when you are in the cannon area) but that makes it less fun.
distortion is Berserker Stance, Endure Pain, and Balanced Stance in one package
Berserker Stance + Endure Pain + Balanced Stance = Stun breaker, 8 seconds of adrenaline gain, immunity to conditions, stability and swiftness and 4 seconds of damage immunity,
Distortion = 1 second of stability and immunity to conditions and damage per clone
Hmm, nope. Not the same.
Mesmers can attack while spamming endurance dodge
Hmm, nope. They can’t.
people literally think they’re good when they play this brainless class just because “I have to time my evades on a Mesmer”
Hmm, nope. People don’t think they’re good just because they play mesmer. And you have to time your evades using any class.
Even worse now that they enabled Knights amulet in sPVP
What?
It’s so easy to count dodges while spamming dodges on this brain-dead excuse of a class
What?
Don’t even bring Thief into the discussion
Thief.
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@Xaylin
I’ve already gotten a complain today by a ranger for hitting too much with my phantasms. Apparently he didn’t check to see that the “bug” was fixed. This just proves how one person makes a claim and then everyone go along with it without any evaluation.
The downed necro was terrifying as their channeled attack did serious damage.
How was the necro’s channeled skill affected by this fix? This just proved my previous point.
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Still dealing the same amount of damage, regardless of the fix. Oh well, at least there will be no complains any more, even though nothing changed for the mesmer.
Can we please get the weapon strength of the phantasms? The damage formula on the wiki shows less damage than the current damage when using the sword’s weapon strength.
Edit: Apparently when hitting light armor golems the damage has been reduced by approximately 1k. Damage on heavy golems looks like the same as before, perhaps the difference is unnoticeable.
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And neither did I. I hopped ingame and tested out the iWarlock thoroughly. It has precisely the same damage coefficient and scaling as pre-patch. People are just having fits because of the strength runes and battle sigil combo boosting damage.
I have tested this on my mesmer in actual matches and the damage from phantasms is clearly bugged in some way as it is 20-30% higher than pre-patch with no rune or sigil changes. I don’t know why you would want to keep the game unbalanced.
9/10 mesmers who tested the damage of phantasms pre-patch and post-patch say it hasn’t changed a thing. You are the tenth.
I don’t really mind if they nurf it, just don’t say there is a hidden “bug” somewhere that causes it to deal more damage without any evidence whatsoever. Damage coefficient stayed the same. I run a few tests using the damage formula on wiki after I dealt 9k damage to a thief using phantasmal swordsman. The maximum crit damage of the phantasm appeared to be 7k (We weren’t sure if any might/vulnerability stacks were applied). However, some threads indicate that the phantasms use their own weapons with their own weapon strength and the strength of their weapon could potentially be higher than a one-handed sword. If that’s the case, then it means there are no “hidden” bugs. If you want this to be nurfed, then simply request that the coefficient of the phantasmal swordsman’s damage is reduced. Don’t say that the damage got increased after the patch because all the evidence so far indicate otherwise.
In GW1 not only was it way harder to achieve max rank, but there also was a chance to get the ghostly hero minipet or the crystalline sword from the hall of heroes chest. Even when you get to max rank (Only a few people ever did) you could still try to get those two items.
This is a known bug with illusionary leap. Any slope in the ground and it bugs out and messes up. It will never get fixed. Anet has admitted it will never get fixed.
I find it hard to believe that a company admited they will never fix a certain bug. Why not?
It happened twice today. When using Illusionary Leap, sometimes the clone goes inside walls and when you activate Swap, you get stuck since you teleport to the clone’s location. This happened near the gate to the turret machine and near the stairs near point C (I was inside the stairs). If you’re lucky, you die from AOE and you can respawn or if you have Blink equipped it appears to teleport you to a walk-able area (Wherever you cast it).
I would also like to take this opportunity to say, I hate this map!
this is normal nowadays – look at this img …. crazy, this happend in 1sec
Hey that’s me We talked in-game about this (I’m Hypnossa).
@Narsil
I completely agree with you. When I play PU mesmer everyone complains that it’s OP and all I do is stay stealthed all the time, when I go berserker shatter build everyone complains about me being too bursty, now everyone complains about phantasmal builds. I don’t know what build to use on my mesmer!
I told Ivis in-game that according to the wiki damage formula the phantasmal swordsman’s max crit damage should be 7k if I had 6 stacks of might and he had 6 stacks of vulnerability. This alone would suggest that there’s something buggy going on with the phantasmal’s damage. However, some other threads that I went through said that phantasmals use their own weapon with its own strength. If that weapon’s strength is higher than a one-handed sword, then this could be as intended, and not be a bug. At the moment, we can’t know for sure as I searched everywhere and couldn’t find any more info on the subject. I also need to note that the damage I deal on heavy golems post-patch is the same as the damage I used to deal on them pre-patch.
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Summon 3 warlocks on high ground, bring someone to bomb with extra conditions,
and boom you have 30k+ dmg pumping out passively every 6 seconds + your own weapon damage. But alas it’s not broken ! 4-6k backstab every ~6 second is, cuz teef so opee.
You can’t summon 3 warlocks immediately. There’s a cool-down you know. You make it sound as if it’s so easy to deal 10k damage with each warlock. And it doesn’t even crit all the time, if it doesn’t you’ll have to wait another 6 seconds for it to attack again. And if you would have 2 players attacking a glass cannon, 30k damage in 6 seconds (Without dodging anything) is actually pretty low.
I don’t really care if they nerf this or not. I’m a mesmer and I don’t use this build because it can be countered too easily, and doesn’t deal that much damage as everyone think it does (Overall, not on a single-hit). It reminds me of the R/N toucher build in GW1. Everyone thought it was OP when in fact, it’s one of the stupidest builds in GW1. I just hope they don’t nerf it in such a way so that other builds get affected.
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will this take another 8 month to fix?
Probably longer, seeing as it isn’t broken, there’s just a high quantity of fools that think it is.
Yknow what I did when pets started dealing twice as much damage as normal? I reported it. I didn’t come on the forums claiming it had always been like that. Grow up.
I knew the amount of damage of the warlock and pretty much of most phantasms of the mesmer before the patch. I tested it after the claims that it deals extraordinary damage, and guess what, it’s the same thing.
Now you have a phantasm that attacks every 6 seconds and deals around 8k crit damage on glass cannons.
But it’s not happening only to glass cannons. I’m currently routinely getting hit with 8k phantasm damage on my Necro with Rabid amulet.
You probably had conditions on you. On the heavy golem (2597 armor I think) it deals 5.5k crit damage at most without conditions. Keep in mind that this is the main source of damage of the mesmer since he has to sacrifice a lot of power (Otherwise the phantasms won’t deal that much crit damage since the mesmer won’t have a lot of ferocity) and he can’t use his shatter skills. Considering the unreliability of this build and how easily it can be countered once you learn the rotation (Not to mention how easily the phantasms are killed when there’s AOE attacks going on), I personally rate this build average. Shatter builds with interrupts and utility outperform this build in every possible way (Although they are harder to play).
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Down state is great, it makes the game more diverse. You can interrupt enemies trying to finish allies, you can look for ways to counter the downed enemy’s escape or interrupt skill, you can look for ways to resurrect your downed allies more safely (e.g. stealth them right before they go down) and so on.
This is normal. There were many threads like this one and various tests determined that the damage did not change whatsoever. It has always been there. Oh so you got hit with a 13k critical strike by a super slow-moving projectile which was thrown by a phantasm who can be killed with two hits and who attacks once every red moon and deals that much damage when you are a glass cannon filled with conditions? Stop the QQing really. This is a l2p issue.
Nothing in this game – let alone a random clone casting – should hit this hard in one hit. With everything that goes on versus staff mesmers you think it’s that easy to avoid it?
Let me explain to you how flawed your logic really is. You have a thief or a warrior, he can deal 7k crit damage on glass cannons once every 3 seconds (It’s much more than that but let’s go with it). Now you have a phantasm that attacks every 6 seconds and deals around 8k crit damage on glass cannons. If you are suffering from many types of different conditions (probably around 6-7) which is impossible with this build (So another player has to apply them) it deals 13k crit damage.
Now, as you can see, they both deal the same amount of damage overall, even though the phantasm’s damage is very unreliable. But there’s more to prove how stupid and easy to counter this mesmer build really is. The phantasm attack is a projectile (Which means it will hit any pets/other players/walls along the way. This makes it very unreliable. On top of this, the phantasm can be killed really easily. After you dodge the first hit of the phantasm, you simply attack a few times and it goes away. When the phantasm is dead, the mesmer is utterly useless.
As you can see, this is clearly a l2p issue.
This is normal. There were many threads like this one and various tests determined that the damage did not change whatsoever. It has always been there. Oh so you got hit with a 13k critical strike by a super slow-moving projectile which was thrown by a phantasm who can be killed with two hits and who attacks once every red moon and deals that much damage when you are a glass cannon filled with conditions? Stop the QQing really. This is a l2p issue.
I suspect that it would require the game to check a boolean 30+ times per second.
Wait what? Ever heard of events? All they need to do is have the channel skill subscribe to a stealth event of the target. When the target goes to stealth, stop the channel skill.
Hello everyone,
I’ve noticed a few necromancers that are able to constantly apply fear on me. I don’t know what skills/runes they are using (Never played a necro) but do you think this is kinda OP?
I had 3 stun breakers (Blink, decoy and mirror images on my mesmer) and they weren’t enough. As soon as I used 1 stun breaker, another fear was applied on me. After using all 3 stun breakers, another fear was applied. I don’t know what to do against these necros. Has anyone else come across such a necro?
Kick-timer is not the solution. The solution is actually present in GW1. Give the ability to report AFK players. After a certain number of reports from a single game (So that it doesn’t get abused by haters) you get a dishonorable effect the blocks you from joining PvP matches for a period of time.
No account name / nameing anybody on forum.
so please edit out the accname of the person. It’s rude and it will get deleted this way by Moderators.Can you please specifically link to the rule stating that no account naming on the forum is allowed?
As far as I’ve seen, there is no rule in the code of conduct that states no account can be named.
“Do not engage in personal attacks against forum members or in character assassination. Posts that attack another member, that single out a player for ridicule, or that accuse someone of inappropriate in-game actions will be removed without notice. In-game violations should be reported directly to our Support Team. If you believe that using the support system did not result in a sufficient or timely response, you may post your concern in the Support section of the forums.”
I’m hitting 2.4k crit without conditions and 5.2k crit with 3 conditions on heavy golem. On light golem I’m hitting for 6.5k crit, so it doesn’t ignore armor. All the traits for illusion damage were traited. I think it was around these numbers before the patch. Besides, all other illusions seem to be hitting around the same, so I don’t think there’s something wrong with the warlock. Maybe you had a lot of vulnerability stacks or the mesmer had a lot of might stacks.
How much total armor do you have? Heavy golem has 2.6k armor.
Edited: Was running tests using wrong golem, fixed values.
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That’s how chance works. If you plot a random sequence of numbers between 1 to 10 on a graph, you shouldn’t expect all numbers to be included in the sequence the same amount of times. Some numbers will occur more often than others (e.g. number 7 may appear 20 times while number 3 may not appear at all).
Of course, I don’t like RNG in games. I think they should implement a system that affects the RNG in such a way so that people who have not gotten a legendary over a pre-defined period of time they would have their chances of getting one increased.
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Supply stays the same. Demand may slightly reduce since there’s no real point in having two legendaries of the same type now. Price may slightly decrease. Nothing huge really.
Completely agree. I have a feeling that most people in ANet that work on GW2 have never played GW1.
We are providing feedback. What are you doing?
I’ve already finished updating my GW1 client. One of the main reasons I used to log in was for sPvP. Since they ruined it with this patch, I’m going back to GW1 until they fix this mess.
Came up in an interview; they said ‘definitely maybe someday’.
definitely maybe?
Doesn’t matter what they say, they’ll change whatever they like and say whatever’ll make you buy their game.
They ‘said’ that they would keep boon duration the way it was. Guess what?
I agree. They also said that all players in PvP will have access to all traits. Guess what?
GW1 rank 15 emote is much better that GW2 max rank. Actually, GW1 is better than GW2 in every possible way. Too bad that GW2 was the GW1 killer. I have a feeling that most GW2 designers never even played GW1. Perhaps another patch like this one, and most players from GW1 will go back to GW1? crosses fingers
Came up in an interview; they said ‘definitely maybe someday’.
definitely maybe?
I don’t know what they were thinking when they were updating Structure PvP.
PvP is too related to PvE now. If I don’t have a specific type of weapon in PvE, I can’t use that type of weapon in PvP. I’ll have to buy a very cheap one, and keep it in my inventory forever, even if I don’t use it in PvE. Customization in PvP has been reduced even more, since you can’t use different types of runes in different pieces of your armor. You have to pay gold and skill points to unlock traits, in PvP! (Imagine the chaos this statement would cause in GW1) You have to pay charges to use the skins you earned by playing PvP since the beginning of the game. You can’t create a level 1 character just for playing PvP (Similar to PvP only characters in GW1) because you won’t be able to apply skins to your armor since you won’t be wearing any (And again, you’ll have to give him weapons, PvE weapons). You have to complete dungeons in PvE if you want more rewards from PvP. Your traits are shared between PvP and PvE, meaning you have to change your traits whenever you go to and leave from PvP since you won’t be using the same traits in both of these locations.
How is THAT an improvement of the PvP aspect of the game? PvP is slowly drifting away from the awesome PvP GW1 had, instead of heading towards that direction.
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I agree with A R W E N. Who are we fooling, GW1 will always be better than GW2. We didn’t really want a WoW killer, we didn’t really want the “best” MMO, we wanted a new game like GW1, which GW2 clearly isn’t.
In GW1 it took 3 years for starcraft to get to max rank. In GW2 it takes just over a year?
i’d give anything to be able to do it again, the laurel catch up for us who haven’t played since beta is astronomically brutal.
There weren’t any laurels during beta. Laurels were introduced quite some time after the release.
I almost forgot, your traits are shared between PvP and PvE, meaning you have to change your traits whenever you go to and leave from PvP since you won’t be using the same traits in both of these.