Showing Posts For Solzero.5380:
Warrior would need Burn as well because otherwise the whole theme behind Berserker is worthless…that being said I agree with the concept. Right now many classes have access to tons of different conditions. They may not all be able to stack them in high numbers, but the extra conditions make cleansing them much more difficult. I think we’ve all had a situation where we have 14 torment and 4 other conditions but the game cleanses the blind, cripple, and a stack of 2 poison.
I would suggest breaking conditions down into Damage and Inhibitor categories. Damage would be your burning, bleed, poison, torment and everything else would be Inhibitors. You could do a lot of fun things with cleansing that way by having some cleanses only work on one category.
This would also allow them to go back on the old design principal that some classes are inherently weak to certain things. You can have Warrior frequently cleanse inhibitors while having relatively few damage cleanses while Ele can cleanse damage for days but be very weak to inhibitors for example. It would be a way more interesting system and allows for the devs to reign in condis in PvP/WvW while still keeping them effective in PvE.
They also need to look at the damage vs duration aspect of damaging condis. I understand Burn being high in damage but it still lasts ages when it has no reason to. It should be for a burst of damage and then quickly fade. Meanwhile, poison and bleed should do much lower damage but linger. Again, you can balance this by having cleanse skills prioritize certain damage condis.
About the berserker situation I already wrote a workaround for the situation.
IMO condition lost their identity; burn, poison, confusion, torment and bleed are basically the same thing but with different names. It doesn’t matter what you have on you, if it ticks once or twice, you are a dead men. Additionally professions need to have a clear theme around them like war being able to bleed you to death and gaining a lot of might or guardians burning and having aegis and Mesmer and granting quickness. Professions should have a limited set of boons and condition at their disposal, it makes a class unique. As it stands today every profession has access to almost everything.
(edited by Solzero.5380)
Sure, but then you’d need to remove condition cleansing. There’d be 0 point to condition builds. (aka useless.)
Sounds like a classic l2p case.
(and please understand that I play nothing but power builds.)
I main warrior, I have no trouble with condition but that doesn’t mean that’s it’s ok to have this condi spam in game. Notice how I said damaging conditions meaning that professions will still have access to cover up conditions. And it’s a given that if you lower the amount of condition you would have to lower the amount of cleanse.
A relief for condition could be to limit professions to have access to only one damaging condition. Ele burn, Thief poison, Mesmer confusion, Warrior bleed, Necro poison, Ranger bleed, Revenant torment, Engineer burn, Guardian burn.
Also in occasions where an elite specs changes the mechanics of the class such as berserker being a burning spec, Berserker could have the first minor trait say (combusted wound?) any bleed that you apply becomes a burn. That way when you take the berserker line war becomes a burn dealer instead of a bleed dealer.
(edited by Solzero.5380)
Pretty much what Shala said. Enough with the condi! It’s seriously getting out of hand. It’s not fun. condi should not be able to burst someone in a sec, if anything conditions should only serve as supplemental damage and not this craziness that it has become. Torment, burn, poison, confusion, bleed it’s all the same thing but with different names.
(edited by Solzero.5380)
Same error. I can’t log in either.
Strangely enough I only seem to get severe skill lag when i’m playing with my warrior in sirens landing. All my other character seem to do fine.
Isn’t anets job to balance this sort of thing?
Yes. And the way they have chosen to balance it is by keeping the new weapons and elite specs tied together.
And the game is really fun right now, right? So exciting!
It is! Think about it….. at the rate they have to nerf things, do you really want them to have even more reasons to nerf one thing that indirectly breaks 12 other things?
How many core specs are viable and is there variety? You know people tend to get so caught up on balance that they forget what a game is really about. Fun; a game needs to be fun above all things in order to enjoy it.
Isn’t anets job to balance this sort of thing?
Yes. And the way they have chosen to balance it is by keeping the new weapons and elite specs tied together.
And the game is really fun right now, right? So exciting!
I like that concept but you might run into issue’s like if a thief had sniper riffle and spec’d daredevil with dash and three dodges. It could make kiting and issue even if they were slowed due to being in combat.
Isn’t anets job to balance this sort of thing? But then again anet is very bad at balancing things. What can be done is just restrict this feature to core specs alone. So as time goes by and more elite specs are droped, the higher your options are as a core spec.
They won’t. It has to stay as it is to sell the expansions. Each expacs elite will be slightly more powerful to sell it.
Aside from that, the expacs will each have a single unique feature (non-overlapping) so that future sales of them can happen.
HoT – gliding
PoF – mounts
3rd expansion – likely customizable home instance (that’s my guess).Purchasing an expansion gives access to masteries, so really, any expac should give the ability to earn autoloot.
According to anet it isn’t their intention to make elite specs more powerful than the previous one. Also older expansions would still sell because if you wanted a greatsword necro you would have to buy hot in order to unlock the elite spec.
Just give professions the ability to use the elite spec weapons once an elite spec is mastered. This simple change can open so many options and at the same time make core specs more desirable. Core necro with a gs, core guardian with longbow, etc. It would still require a player to buy the expansions because in order to use the weapon you need to max the elite spec but at the same time it doesn’t invalidate the core professions while adding to old content.
It is mind blowing how the vast majority prefer anything else aside from conquest but anet refuses to listen to they costumers. It’s like going to subways and asking for a teriyaki chicken hero but they refuse to sell it to you and instead they give you a ham and cheese sandwich. That’s not how you keep a player base. Obviously the customer is going to find another store that sells them a teriyaki chicken hero.
Thx for the input. I really enjoyed the videos, specially the first one. That first video goes too well with the warrior nerfs.
I have tried everything to make this heal work but god it’s worthless. I wish the devs would do something to bring this skill on par with healing signet. I’m I doing something wrong?
Well, if you’re going to bother to design new weapon skins, why not make them appealing? Maybe it’s just me, maybe I don’t get the design themes going on in this game and so it’s the wrong game for me, but IMO, there’s a lot of unappealing design work going on in this game.
This is exactly my point.
Wow talk about ugly. These have to be the worst weapon design so far. I wouldn’t mind so much if these cost karma, but 50-150g for exotic butt ugly weapons is simply not worth it. If anet is going to create a sink at least make it worth while… the tittle is meh and so is the AP. Personally its not worth the 1000g. Its like they don’t even care.
The devs are building off of a bigger theme here and I won’t go into my speculations.
It’s funny you call them “ugly” and “worst design”, but would buy them with karma… If you don’t like the style then don’t buy them, but being rude because of the gold cost makes you look silly.
What I am saying is that for example if it would cost 50k-150k karma ea weapon instead of gold I would of bought them JUST for the tittle and AP I am willing to spend karma on a tittle and AP but not 1000g. The skins it self are not very appealing nor do I have any interest in neither of them. All these weapons are a very lame gold sink.
Wow talk about ugly. These have to be the worst weapon design so far. I wouldn’t mind so much if these cost karma, but 50-150g for exotic butt ugly weapons is simply not worth it. If anet is going to create a sink at least make it worth while… the tittle is meh and so is the AP. Personally its not worth the 1000g. Its like they don’t even care.
It baffles me that still at this point in time if I decide to wear a hat it shaves my head…
I spent money mostly for armor skins, gliders. Never bought keys. But with this attitude toward your players Anet, you lost another customer. No more euros from me.
Would buy phoenix glider, but not now. Not one thing from store anymore.
This is exactly my position now.
We can all just play 1 profession with 1 skill c: there balance
lol that sound funner than pvp atm.
In my opinion pvp would be much better off if Anet went for the gladiator arena aproach instead of this conquest/esport nonsense. I would be happier knowing that I lost a match because I was outplayed rather than because of another persons situation.
Yep me and my wife are having the same issues. The game has become unplayable.
This is my take on runes and how to make them more interesting to play with. (wrote this a while ago.)
https://forum-en.gw2archive.eu/forum/game/pvp/Let-s-talk-Runes/first#post5866998
I would enjoy pvp alot more if it were always like this.
https://youtu.be/sU-yytgZAfg
It would be awesome if they made skills like phase traversal, frigid blitz and unrelenting assault, ground targeted. This would also tone down unrelenting assault (Ground targeted AoE) a bit, making it more skill based and counterable. If you don’t want to get hit multiple times just get out of the AoE.
Imo Runes are not hard to balance at all. Just get rid of any passive activation or over-tuned effect and bam. Anet seems to have a hard time balancing the game simply because they don’t listen to feedback or just seem oblivious to the game.
I had this idea to make more runes viable and fun to play with. The idea is to eliminate stacking the same rune in order to get the full effects. This would require a complete overhaul of the rune system but hear me out. For example instead of using 6 runes of the same type we could use 6 different types of runes to create that notion of creating a unique build. My goal is to eliminate passive activation of runes and make the game more skill based. Lets take a underused rune like Lyssa Rune; Normally it gives (1)+25 Precision (2) +5% Condition duration (3) +50 Precision (4) When you use a heal skill gain a random boon for 10 seconds (cd 10sec) (5) + 100 Precision (6) When using an elite skill convert up to 5 conditions into boons (cd 45sec). With the new rune system Lyssa Runes would look something like this. Lyssa rune – When using a heal skill gain a random boon for 10 sec (cd 10sec). When using an elite skill convert up to 3 conditions into boons (cd 40sec). Now this rune can be applied to any of your 6 armor slot available. It would look something like this
-Head
Rune of Soldier – Shouts remove a condition to you and your allies
-Shoulder
Rune of The Reaper – Shouts chill nearby enemies for 1sec 360 radius
-Chest
Rune of Durability – 3 sec of regeneration, resistance and protection when using an elite (cd 20sec)
-Gloves
Rune of Strength – 10% might duration +5% damage under the effect of might
-Legs
Rune of Ice – 10% chill duration +5% damage against chilled foes
-Boots
Rune of Speed – +15% swiftness duration +25% movement speed
Of course if anything seems over-tuned it can always be balanced.
The issue here is that e-sports it’s kinda forced; developers don’t make e-sports, the community does.
Yeah its raiderz. It looks like aion and archeage because all 3 games are korean, but the combat is totally different.
I can’t seem to enjoy the pvp in this game anymore. There’s just too much condi spam, aoe spam, passive play and build carry. I remember playing this game https://youtu.be/PE6pGPUlMCc?t=3m25s even tho it was far from perfect, the pvp and combat just felt so right. The animation were nice but not to flashy, you could tell what your opponent was doing. You could block, dodge and had to actually aim your skills.
I just wish arenanet would do some research on other games and see what was done right and what was done wrong and learn from their mistakes.
The hate is real even if i win a match I still get trash talked. If I win a 2v1 “hahah nub run more” If I lose in a 3v1 “delete the game” Even in my last game I owned this druid like 3 times in a row and he kept trash talking. O and god forbid if my team losses the game even if I’m in top place, they blame the lost on the easy target aka warrior. The game is just not fun anymore. You want to pvp on hard mode? just roll warrior.
•Skills need to be aimed or ground targeted
This forces the player to be focused when fighting•Promote active gameplay
passive gameplay is just brain dead and unskillfullBut…the reasoning behind these two comments contradict each other O_o
I believe I worded that wrong. When I say that you need to be focused, I meant that you need to concentrate on what you are doing. Most of our skills already require to be aimed if using action camera. A good example of making a skill more skill based is elementalists dragon’s tooth it went from on target to ground target.
(edited by Solzero.5380)
And these are just stuff from the top of my head. So many issues and bugs that since launch are still present. I guess that I’ve stayed this long simply because there isn’t anything better out there atm. Don’t get me wrong gw2 is a great game but I feel that it just keeps going on the wrong direction.
The game has become very frustrating and not fun lately there are simply to many things that I want to get changed that I would be better off playing a new game.
•Make everything viable
every skill, status, rune, sigil, trait, etc should be viable
•Elimination of passive trait/rune/sigil activation
Stuff that just randomly activates promotes unskillful play
•Elimination of conditions on auto attack
This game has way too many conditions flying around. Never in my gaming life have I seen so many conditions being applied to me over and over and over
•Condition rework
Conditions should be just that, a condition… not something that melts your hp bar but rather a form of controlling your opponent
•Traits rework
Trait lines should be eliminated and traits need to be individualized for better balance and create more build diversities
•Animation rework
Most of gw2 animations are awkward, recycled, outdated feel lackluster
•Dual wielding rework
Dual wielding is almost non existent in gw2. Sure I can use 2 weapons but that doesn’t mean im dual wielding. Closest profession that comes to dual wielding is thief
•Rune/Sigil rework
RNG procs and threshold procs need to go. Also runes and sigil need to have more flavor and unique animations sigil of geomancy and hydromancy come to mind
•Build Templates
Long overdue…
•Skills need to be aimed or ground targeted
This forces the player to be focused when fighting
•Elimination of instant cast skills on target
I just hate when out of nowhere I instant get deleted without having a slight chance of reacting
•Skills need to be telegraphed
If skills are animated properly players can know how to react to certain skill
•Skills need to have counter play
No skill should be absolute and should have some way of counter play
•Promote active gameplay
passive gameplay is just brain dead and unskillfull
•Combo field rework
Combo fields are lacking and some do the same things leaping a smoke field gives stealth so does blasting it.
•AI rework
There is simply too much stuff going on on my screen clones, phantasms, minions, spirits, spirit weapons, turrets, gyros, pets… ps you should be able to hide your pet permanently with ranger
•Melee and range combat rework
As it stands range combat is simply more rewarding and less dangerous than melee specially in the new maps
•Meaningful rewards
Ioot in gw2 is certainly the worst loot I’ve ever seen in any mmo killing stuff simply doesn’t feel rewarding. I remember back in some other mmo killing the same mob over and over just to get a certain armor upgrade that only that creature dropped and when that armor upgrade dropped I felt that sense of accomplishment. Loot in gw2 is simply all over the place and has no real meaning its just bag inside bags inside bags and trash inside more bags.
Everything from the Berserker is kitten even the image is recycled from something else.
Action Camera - Set Cursor to Center Screen
in Guild Wars 2: Heart of Thorns
Posted by: Solzero.5380
This! I made a post about this not to long ago.
In my opinion the only thing that action camera is missing is the option to make the mouse cursor auto center when toggling off and on. I use double monitor and my mouse keeps running away from the game screen or sometimes it sits on the map and toggles the map progress UI.
As a warrior main I see no reason for using this elite the berserker is so bad it makes me sad, imo it needs a complete overhaul but if some of these changes are implemented I could see it working out somehow.
My proposal would be
1.Just give the Berserker a rage bar that fills up when you hit/get hit and or use rage skills.
2.Eliminate CD on Berserk Mode and lower the duration to 10s
3.Make both normal burst and primal burst available at all times and at the same time. Normal burst f1 and primal burst f2.
4.Primal burst rework. They don’t necessary need to be more powerful but they should offer a different play-style arc divider is a good example. If you want the fury use Arcing slice but if you want the range use arc divider.
5.Maybe make BM a f3? and when you go BM create a mini explosion of energy that does a small knock-back. (could be also a grandmaster that replaces bloody roar like when you transform in the game bloody roar)
Traits need rework
Always Angry – Start with full rage bar
Fatal Frenzy – 3s 3 might stacks, 3s fury, 3s quickness and 3s Swiftness when entering
BM
Smash Brawler – When at melee range you take less damage
Last Blaze – Its fine I guess Make it so rage skill give extra rage.
Savage Instincts – No change
Blood Reaction – 5% all Status increase while in BM
Heat the Soul – No change but instead of 150+ condi damage make it 10% Burning duration
Dead or Alive – No change but eliminate the 30s CD
Bloody Roar – When activating BM create a small area KB and give 5 stacks of might to allies.
King of Fires – No change but add Burning duration -20% and Lower the Burning duration to enemies to a 15% and add an FX to the trait -_- something along chilling nova
Eternal Champion – Leave the trait the same but add the taunt here.
PS: MAKE FAST HAND BASELINE! it would open build diversity. The new skill animations need some work they look underwhelming the flames look bad. I also dislike how my weapon disappears when I use my rage skills.
I noticed that the rage skills sundering leap and headbutt do not remove immob when traited with warrior sprint.
First two are an example of how swords should be held and the last two just seem silly.
So I recently started using swords and notice that only a few of them feel good due to the fact of how the character holds it. Usually the hand is placed closer to the guard but in gw2 most of the time we are holding sword at the end of the hilt… this seems really weird to me, and makes the sword look unappealing to use. I’ts almost as I’m swinging a fancy stick. Balthazar, Crimson lion, Phoenix, Fractal, Aetherrized, Wintersday and Jade sword are a few of the sword that look and feel good in terms of aesthetics. I really hope arenanet moves the position of the the sword so the hand is closer to the guard.
(edited by Solzero.5380)
I’m not saying it it would be implemented right away, but at least to be taken into future consideration.
Thing is… it really scares me in the direction they are going with the combat in this game.
Almost everything in this game is superb but the combat, it just keeps getting worse more passive more RNGier, cancerous and more and more repetitive.
A start for build diversity and balance.
I would individualize traits and skills in order to create more build diversity, also it makes it easier to balance skills and traits individually instead of ruining a whole trait-line because of lack of synergy or and kitteneless trait. For build diversity I would divide each traits and skills in categories and each would require points in which every player is given 24 points in total to use. The following being; Core Traits which is divided into Offensive, Defensive, Utility, Support and Passive. HUE Mastery (Heal, Utility and Elite Mastery) and Weapon Mastery which deals with your weapon skills. I’m going to be using warrior as reference and not all traits skills etc are going to be listed. These are examples of some traits that are too passive and left out. (Defy pain, shrug it off).
Core Traits
(12 points to use every trait costs a point) If you dicide to go elite specialization (8 points for Core Traits and 4 for Elite Traits) When you Equip Elite Specialization the first minor trait becomes baseline and you unlock the ability to use the Weapon and HUE Mastery corresponding to that elite. For example Shroud Knight Reaper’s first minor trait would be base line and when you elite specialize you can now put points on your new Weapon Mastery (Greatswords for Reapers) and HUE Mastery (shouts for reapers).
-Offensive traits
Reckless dodge, precise strikes, body blow, rendering strikes, distracting strikes, furious.
-Defensive traits
Restorative strength, dogged march, cleansing ire, rousing resilience, brawlers recovery.
-Utility traits
Building momentum, death from above, warrior’s sprint, versatile rage, fast hand.
-Support traits
Reviver’s might, empower allies, phalanx strength
-Passive
Great fortitude, armored attack, adrenal health, versatile power, stick and move, blood lust, unsuspecting foe, cull the weak, destruction of the empowered berserker’s power, burst precision.
Weapon Mastery
(1h weapon mainhand and 2h weapon costs 2 points and off hand weapon costs 1 point. You are given 8 Weapon Mastery points to use)
-Sword
20% recharge (2pts) 10% critical change (2pts) Final Thrust unblockable (2pts) Riposte last 5 sec (2pts)
-Greatsword
20% recharge (2pts) 10% damage increase (2pts) 100 blade reflects projectiles (2pts) Rush stuns for 1 sec (2pts)
-Shield
20% recharge (1pt) +500 armor when using shield (1pt) reflect projectile on block (1pt) gain might on block (1pt)
HUE Mastery
(you are given 4 points to use every HUE costs a point)
-Signets
20% recharge (1pt) 5% precision for each signet equipped (1pt) maintain passive on signet after they are used (1pt) 5 stacks of might when using a signet (1pt)
-Banners
20% recharge (1pt) Deals damage when dropped (1pt) Gives Regen to allies (1pt) Gives Vigor to Allies (1pt)
So in conclusion you get 12 points for Core Traits, 8 points for Weapon Mastery and 4 points for HUEs for a total of 24 points to allocate. And If you decide to go for Elite Specialization you would get 8 points for Core Traits, 4 points for Elite Traits, 8 points for Weapon Mastery and 4 points for HUEs. This is by far perfect but I strongly believe that It would be a step in the right direction. Individualizing traits an skills make it easier to add or take away in order to balance the game more effectively. Well I can go all day with all the profession and so forth but this is just an example of how I would try to balance the game in order to make it more skill based and diverse. I would love to hear your opinions.
Thx guys, will report.
So like a week ago I was around SB and suddenly I died. I didn’t pay much attention to it but today my wife got killed 2 times unexpectedly in Diessa Plateau. Anyone know whats going on?
Nop, conditions would stack in duration. It would work something like this. Imagine that you summoned a fire ball (being burn condition) and this fire ball is hitting your target for 1000 every second until it’s time is over. Now your fire ball hits 1000 because you have condition damage but let say your friends summons his fire ball but he has no condition damage which in that case his fire ball only hits for 100 damage each second. So in order to keep your fire ball out doing damage (burn on your target) you need to keep applying it. I don’t know if I made sense to make my self clear there is no fire ball it’s just something I used to make an image of how condition would work.
I am sorry, I thought that you wanted to balance things around 1v1’s, yet, you wish to make condition damage oriented toward team play.
I never said that. I said what I said in order to give an example of how conditions would work in a group situation. I was looking at it from a pve point of view. What I’m really trying to say is that lets say you burned a foe for 10 seconds and your burn is doing 1k damage every second here comes your friend and burns the same foe for 5 more seconds for 1k. So now your target is receiving 2k damage for 5 seconds from you and your friend. But as soon as your friends burn wares out, he will keep receiving 1k for your 10 remaining seconds. Well these numbers are just reference numbers.
Burns do more damage but tick for less time (3 second burn 3 ticks for 2k every second)
Bleeds do moderate damage with moderate duration. (5 seconds, ticks of 500 when you move and 1500 when you attack)
Poison does less damage with long duration (7 seconds ticks for 250 every second)
Picture this scenario
2 elementalists 1 is power and the other is condition
Both eles used burning speed and hit each other. The power ele hit the condi ele for an instant 3k critical and the condi ele hit the power ele for a normal attack of 1k but also for a 2 second burn of 2k if calculated each got hit for the same amount of damage even tho they were running different damage types taking in account that the power ele cleared the remaining 1 second tick before it burned him again, which in that case he would’ve received a total of 5k damage. This is the type of balance I want to see in the game.
Nop, conditions would stack in duration. It would work something like this. Imagine that you summoned a fire ball (being burn condition) and this fire ball is hitting your target for 1000 every second until it’s time is over. Now your fire ball hits 1000 because you have condition damage but let say your friends summons his fire ball but he has no condition damage which in that case his fire ball only hits for 100 damage each second. So in order to keep your fire ball out doing damage (burn on your target) you need to keep applying it. I don’t know if I made sense to make my self clear there is no fire ball it’s just something I used to make an image of how condition would work.
If i were arenanet I would balance professions on a 1v1 basis instead of pushing this e-sport bs. As I see it right now it’s like I’m playing rock paper scissor.