Showing Posts For Socks.9421:
@JonathanSharp
Thanks for the reply about the adrenaline changes. I just wanted to say a few things about the impact of those changes that I’ve noticed playing since the patch. I really do agree that losing adrenaline when missing a burst skill was a needed and sensible change, it ensures that warriors now need to use their burst skills smartly, counting dodge rolls or throwing a cc beforehand. This is good and introduces a similar level of risk vs reward that a lot of other skills have.
A large problem is the impact on cleansing ire I think, especially in PvP. With so many meta builds right now being based on conditions, e.g. engi, necro, the new condi mesmer, other warriors, even a lot of eles now seem to play condition builds, it really feels difficult to shake those conditions. The problem isn’t because you end up missing and therefore losing your adrenaline, it’s because the adrenaline builds so slowly and drains so quickly. Necro is a good comparisson, because like warrior, it starts a round without access to its F1 abilities (no life force), and can be vulnerable to being focused. The difference is that when a necro has built their life force, it stays with them and gives them a huge defensive and offensive buff, whereas the warrior’s adrenaline now drains immediately after combat, leaving them very vulnerable to conditions at the start of every single combat. It now feels like berserker stance is the ONLY defense that warrior has vs. conditions, because it’s both the short immunity and the main source of adrenaline. It feels a bit wrong that the main defense the class has against conditions, which are so prominent right now in the meta game, is one long cooldown which you need every fight. PvP is full of short little combat-breaks running between nodes, to lose all of your class ability every time instantly makes it near impossible to compete in the next fight if zerker stance is on cooldown. It would be really nice just to have an extension on the drain time, so that it’s possible to move to another fight without being completely vulnerable to condition pressure every single time. My death log is almost entirely 20k burning, 10k bleeding, 5k poison, because you’re just not able to get the conditions off you any more, and they are re-applied immediately.
I think this was also a very hard hit to warriors in PvE, largely because of how it affected Berserker’s Power (GM strength trait). The instant drain on combat exit means that warrior now starts -every- fight missing 15% damage, and if you do a lot of dungeons you’ll know that a lot of encounters don’t last long enough to even get full adrenaline if you stack properly. I understand that the nerf was primarily to address problems in PvP, but in dungeons it really does hurt the class. 15% is huge, but again it could be fixed fairly easily be increasing the drain time to allow movement to the next fight.
tl;dr I think some aspects of the adrenaline changes were positive, it makes the playstyle more skill-oriented. However I think the nerf was too big in sPvP and the impact on PvE, while possibly unintended, was very damaging. Would like to see a bit of re-adjustment to how the mechanic works, especially with regard to the instant decay. Thanks!
I couldn’t possibly agree more with this post. Of all the MMOs I’ve played, GW2 is by far the most uncomfortable and punishing on the hand to play for long periods of time, just because of all the silly and excessive clicking that needs to be done, and the insane amount of button mashing certain classes need. I’ve been thinking that the game needs a ‘consume all’ button for karma/magic find consumables and lootbags since forever, and the proposed changes to ground target skills (-especially- for engineers when it comes to bomb/grenade kits) really needs to happen, and should have been in the game from the get-go to be honest. It’s just plain uncomfortable to manually mash 1-5 constantly every half second that you’re attacking. Could really be easily addressed by simply allowing the button to be held down and repeatedly perform the skill.
There are games with 10x more skills on your action bars that don’t strain your hand anywhere near as much as these things to. I don’t even have carpal tunnel or a similar condition, but I feel like I probably will develop it if I play too much GW2, necessitating far more frequent breaks than I would normally feel necessary from other computer games. Can already feel the hand muscles aching a bit after a salvage spree or attempting to play my engi (which I don’t do very often, for exactly this reason) Really needs a change, it’s not just an in-game quality of life issue, it could be a genuine real life health risk for people that enjoy this game. Sincerely hope Anet are paying attention to important feedback like this thread.
Just a little extra since I couldn’t get it into the edit:
Won’t make a lengthy section regarding all necro utility in various situations, but suffice to say it’s a very versatile class that can be used to make many things easier. Well of Darkness as lots of people have already mentioned is brilliant, it offers near-immunity to all damage from all mobs standing inside it, and while it doesn’t have the uptime of thief blinds, the radius is far larger. Plague also is of course a great source of blind/survivability that you can use if your group struggles for some reason. As already stated, lots of weakness is awesome and you’ll spread it around a lot. Fears can be used situationally for interrupts/to get mobs away so you can revive someone. You also get a pull which can be useful in some situations (getting Mai Trin into circles when defiant has been stripped, preventing oozes healing on Subject 6 in Thaumanova etc) as well as some other useful bits and pieces. I don’t use staff much but it can be used to give some aoe regen if you need a bit of support, fear, but more importantly staff 4 will cleanse your whole group of conditions and send them to enemies, which can make a huge difference in condition-heavy situations.
tl;dr necro is awesome if you know how to use it properly, just don’t play one with multiple condition classes in the same group or you’ll be wasting lots of damage.
If you ask me, every group should have 1 necro in it. The AoE damage and potential utility of the class can trivialize many otherwise challenging or lengthy encounters in dungeons/fractals. In terms of damage, if you have a some might stacking in your party and food/corruption stacks, your bleeds will do around 3900 damage per tick, burns will do over 1000 per tick and poison/torment over 300 per tick each. Not to mention support conditions like weakness from dagger 5, then epidemic on a 12 second cooldown when traited to spread all of it to every single mob. There is no way that cannot be considered good dps. The best part is that you don’t even need to take Dhuumfire to do burning damage in an AoE situation. I play with a pretty set group with at least 1 guardian, the burning applied from their virtue of justice will take your condition damage/duration when you use epidemic, so every mob other than the primary target will take burn damage as if you personally had applied the burning. Same goes for other conditions of course, a mesmer or warrior may apply some weak passive bleeds but when you epidemic them, they become your bleeds with optimal condition damage/duration, allowing you to get a big epidemic off earlier in a fight. Single target dps could be better, don’t get me wrong, but coming from someone who plays with a regular group of people that like to swap characters frequently, I can guarantee that nothing melts dungeon trash faster than a condition necro with epidemic.
Also as others have already mentioned, necro is incredibly tough without sacrificing any real offensive ability. Rabid gear is a great choice and will give you about 2.5k armour without much damage sacrifice since majority damage for a condition necro is from, well, condition damage. I like to play 30 points in blood too for the life siphon on hit/crit traits which not only boost your dps but rack up a decent amount of self heal, helping keep your 22k ish healthpool full thanks to necro’s already massive base hp. It also lets you take Transfusion which causes your death shroud 4 ability to heal all nearby allies for around 3.2k, which is pretty impressive group support for a skill that you’re going to be using offensively anyway. Death shroud of course is a great defense too, while other classes can block, you can toggle DS for what is effectively your second health bar and just absorb most hits like they’re nothing. People saying necros have poor defensive potential clearly haven’t played them properly. In fact, people saying necro is weak in PvE in any way must not be doing it right.
Won’t make a lengthy section regarding all necro utility in various situations, but suffice to say it’s a very versatile class that can be used to make many things easier. Well of Darkness as lots of people have already mentioned is brilliant, it offers near-immunity to all damage from all mobs standing inside it, and while it doesn’t have the uptime of thief blinds, the radius is far larger. Plague also is of course a great source of blind/survivability that you can use if your group struggles for some reason. As already stated, lots of weakness is awesome and you’ll spread it around a lot. Fears can be used situationally for interrupts/to get mobs away so you can revive someone. You also get a pull which can be useful in some situations (getting Mai Trin into circles when defiant has been stripped, preventing oozes healing on Subject 6 in Thaumanova etc) as well as some other useful bits and pieces. I don’t use staff much but it can be used to give some aoe regen if you need a bit of support, fear, but more importantly staff 4 will cleanse your whole group of conditions and send them to enemies, which can make a huge difference in condition-heavy situations.
tl;dr necro is awesome if you know how to use it properly, just don’t play one with multiple condition classes in the same group or you’ll be wasting lots of damage.
(edited by Socks.9421)
1) I completely agree with the general feeling that a PvE skins locker and a wider variety of PvE skins would be a great feature to the game. GW2’s endgame philosophy has often been cited as a cosmetic progression rather than a gear grind, but as it stands the cosmetic nature is hindered by the fact that you need to store all your cosmetic gear in the bank, which fills up way too fast. When space is at a premium, it completely restricts the enjoyment or desire to collect nice cosmetic skins.
2) I think the game could really use some casual and fun time-sinks, things to do when you’re not engaging in the main PvE or PvP activities. For this I would highly recommend secondary tradeskills like fishing, and possibly some kind of archaeology/exploration-style activity that would take players around awesome parts of the map that they may not have been able to appreciate before. Fishing in my opinion is a great addition to any game, you could tie it into cooking, allow various chests/bits of unique loot etc. to be fished up, a new set of achievements with a title or two etc. It may not be everybody’s idea of fun, but if you ask me it would sure beat just standing around in Lion’s Arch twiddling our thumbs until the opportunity for a world boss/dungeon group/wvw action presented itself.
3) Player housing, I cannot stress enough how happy this would make me. Again, I understand it’s not for everyone, but for a lot of people having a sandbox area to build up and decorate and make into a player home would be the epitome of character progression. I think it needs to be done right, however, so actually allow design tools like rotation and resizing, and a nice pool of items that you can place that can be gained through vendors/drops/achievements/gemstore (This is a BIG deal, people would spend tons on housing items in the gemstore) and tradeskills (like a new fishing/archaeology tradeskill, for example!). And the housing could have a functional element, upgradable with gold/karma/gems to include vendors/banks/trading post etc. with a means of accessing the player house through a teleport like the HoM stone. I feel it would be good for the community, improving the social element of the game where players could get together and view each other’s creations, give feedback etc. It also allows for some great Anet-led competitions to get the community interested and having fun/being creative.
I would -love- player housing, I sure hope it’s true that they have it in the works. It really does provide near-endless replayability to any game, working on your house is so relaxing and good for the community as it brings people together to share and enjoy each other’s creativity. It’s working so well right now for games like Rift, the things that the community produces with a sandbox toolkit are fantastic and they become great meeting places for members of the server community to socialize and have fun without the lag of the major cities.
Would also be a great addition to the game in terms of economy if it were integrated into crafting and other activities like dungeons, wvw, pvp etc in terms of special and specific housing item drops. Not to mention how gem sales would benefit if there was a range of nice and reasonably priced items in the store (something like 10-20 gems for a nice piece of furniture or something) would allow a constant stream of gem spending, as opposed to the current market where people often buy one big-ticket item every couple of months or so if they’re interested.
It theoretically could be quite easy to implement, too presumably some kind of toolkit was used to create the existing game scenery, as well as all the models for items that exist in the world already. With some tweaking and additions it just seems like a perfect way to create permanent content that is relaxing, could be enjoyed by anybody regardless of skill level or experience (or be left alone without incurring any penalties) with fairly low maintenance. Bring on the player housing I say!