Honestly, asking for all these changes is WAY overboard. Last year is no different from this year, and last year I’ve managed to survive very long as a villager, usually with 1-2 minutes left on the clock. This year is different: people give up and the game ends with 6 minutes left.
Part of the issue is villagers don’t believe they can win, so they just flat-out give up. Maybe if we nerf the emotes so they don’t get spammed constantly, it’ll give villagers some kind of hope that they can win.
They have no hope partially because…
- The odds are completely stacked against you as a Villager
- Waiting out the timer is a slow/passive way to play
- Villager quests are unnecessarily difficult to complete
- If you do manage to win, you just spent ~15m to get 10 ToT bags
let’s not forget that if you find a hiding spot, you have to jump or move every 30 seconds or you’ll be kicked for inactivity
Probably because you as villagers are not supposed to hide, also you get credit for that activityonly if you interact with the opposed party. So villagers have not to just hid but they have to do the gathering events on the corners if they want to survive the night.
The gathering events are designed to be as inconvenient as possible though.
1.) Torches:
- Event is in the northeast corner
- Torches spawn most in the southwest corner
2.) Bones:
- Event is in the northwest corner
- Bones spawn most in the southeast corner
3.) Spider Webs:
- Event is in the southeast corner
- Webs spawn most in the west/northwest area
4.) Black Goo:
- Event is in the southwest corner
- Goo spawns most in the east/northeast area
You’re expected to trek all over the map as multiple Courtiers (who can make you drop your items from 1200 range) chase you, all so you can give away the only tools keeping you alive. Not only that, but there’s three freaking tiers to the events! Usually, 3+ Courtiers are swarming the area by the time the first stage is ~80% complete.
If by some act of god you’re able to complete all 3 tiers you just get:
Tier 1 – Feast that can be used a limited number of times by allies, healing and granting swiftness.
Tier 2 – Group of normal rank allied NPCs to patrol the area.
Tier 3 – One veteran rank allied NPC to patrol the area.
This might have been useful if killing Courtiers actually had any effect, but they respawn almost instantly at the very spot they died…
Keep this thread alive, I want to know if Anet actually cares about activities at all. :/
I usually give them the benefit of the doubt, but it really just seems like they ignored all of the feedback from last year.
let’s not forget that if you find a hiding spot, you have to jump or move every 30 seconds or you’ll be kicked for inactivity
Yeah, that is quite counter intuitive.
Lunatic Inquisition is a completely unbalanced mess, largely because the 5 “Mad King Says” skills are guaranteed kills for ghosts. Sure, it’s an activity and not meant to be the paragon of balance, but it favors ghosts over villagers to the point that it’s nearly unplayable. It’s extremely difficult and time consuming for villagers to win the game. Most villagers would rather just suicide into ghosts because it puts them on the winning team without making the match last 15 minutes.
Even though many people complained about how unbalanced it was last year, it was brought back with no changes. PLEASE consider rebalancing this skill(s) Anet, I want to look forward to holiday activities not dread them. I’m really disappointed too because Lunatic Inquisition has the potential to be really fun.
Current version:
- Mad King Says Shrug – 1.2k range, 1.5s cast time, 50s cooldown
- Mad King Says Cower – 1.2k range, 1.5s cast time, 30s cooldown
- Mad King Says Salute – 1.2k range, 1.5s cast time, 40s cooldown
- Mad King Says Ponder – 1.2k range, 1.5s cast time, 60s cooldown
- Mad King Says Dance – 1.2k range, 1.5s cast time, 70s cooldown
- Commands target villager to perform one of the following emotes: shrug, cower, salute, ponder, or dance. The emote chosen is based on which skill was used.
- Target villager drops all held items.
- Inflicts the “Mad King Says (Emote)” effect on the target for 10 seconds, changing their skills into various emote skills.
- If the correct emote skill is used within 10 seconds: the effect is removed and the villager is forced to channel in place as they perform the emote, disabling them (length varies). The villager also scores 15 points on the scoreboard and gains swiftness for 10 seconds.
- If an incorrect emote skill is used, or if none are used, within 10 seconds: the effect ends, damaging and stunning the target for ~1 second. The ghost also scores 15 points on the scoreboard.
- While the Mad King Says effect (10s duration) is on a villager, the ghost that applied it has their other Mad King Says skills disabled.
My reworked version:
- Mad King Says – 1.2k range, 1s cast time, kitten cooldown
- Commands target villager to perform one of the following emotes: salute, cower, dance, bow, or ponder. Emote is chosen randomly.
- Target villager drops all held items.
- Inflicts the “Mad King Says (Emote)” effect on the target for 10 seconds, changing each of their first 5 skills into a random emote skill. Targets will only be given one of each emote skill at a time.
- If the correct emote skill is used within 10 seconds: the effect is removed and the villager is forced to channel in place as they perform the emote, disabling them for 3 seconds. The villager also scores 15 points on the scoreboard and gains swiftness for 13 seconds.
- If an incorrect emote skill is used, or if none are used, within 10 seconds: the effect ends, damaging and stunning the target for 1.5 seconds. The ghost also scores 15 points on the scoreboard.
- This skill cannot be used again until the ghost scores a kill or assist on a villager.
Somoe, I was not in any way, shape, or form defending the Silver SOM. I assure you I can perform basic math. I was simply pointing out that due to lack of immediate access to MF stones (either from achievements or because they don’t want to get them from the gem store) that this would be a more attractive alternative to new players (hence my argument that it and the sale in general is geared more towards them)
Sorry, I’m not trying to imply you’re stupid or anything.
Mystic Stones and Mystic Salvage Kits are irrelevant, even MASTER Salvage Kits purchased from general merchants are more efficient than the Silver-Fed Salvage-o-Matic. Unlimited items are supposed to be MORE, not less, efficient than their limited-use counterparts. The Silver-Fed Salvage-o-Matic could only ever be an attractive option on the surface, when you compare the higher salvage rates and lower gem cost to the Copper-Fed Salvage-o-Matic.
This item isn’t designed to be a useful alternative for new players, it’s been designed (intentionally or unintentionally) to trick/scam them. It’s basically the definition of a “noob trap”.
I did some serious thinking about this item in particular, and about the 10 day sale in general, and I’ve come to the conclusion that the whole sale, in particular the silver SOM, is NOT in fact geared towards veteran players. Stop and think about this for a moment. As far as the weapon and armor skins currently on sale, as well the permanent harvesting tools, have already been purchased by veteran players who wanted them when they were previously available. I say “most” because obviously there have been people who missed them or were unable to purchase them when they were available (such as Rox’s Quiver).
Now, particularly in regards to the Silver SOM, the argument has been that a mystic salvage kit accomplishes the job nicely, and at little to no cost to the players making them. This is true, IF the player is a veteran. Most veteran players who’ve been at this for a year or more probably have a stack or three of mystic forge stones sitting in their banks just from achievement rewards and daily/monthly awards. However, people who have only been playing for, oh say, the last six months, will have few MF stones if any, and many of those that might have them won’t have a clue as to what to do with them. The Silver SOM would then seem like a good idea to them, since they wouldn’t have to take up valuable storage space for a bunch of 25 count master salvage kits.
It all comes down to demographics. This sale, by-in-large, is mostly not meant for veteran players, but the new and relatively new ones. Not that veteran players shouldn’t take advantage of it should they have missed something.
The Silver-Fed Salvage-o-Matic is a COMPLETE and utter ripoff for ANYONE who buys it, regardless of if they’re new or a veteran. You’re paying significantly more per salvage for the convenience of an endless kit, but the other endless kit (Copper-Fed) gives you even more convenience (no worthless green sigils/runes cluttering up your bags) and you’re actually paying LESS per salvage compared to other kits of the same quality.
There is no decent argument in favor for the current iteration of the Silver-Fed Salvage-o-Matic.
Also, I decided to slightly change idea “A” from my original post.
What I think should be done to the Silver-Fed Salvage-o-Matic:
A.)
- Increase the chance to salvage rare materials from 25% -> 50%.
- Increase the chance to salvage upgrades from 80% -> 100%.
- Increase the Gem Store price from 500 Gems -> 1200-1500 Gems.
- Increase the price per salvage from 1 Silver -> 20-50+ SilverB.)
- Increase the chance to salvage rare materials from 25% -> 35%.
- Increase the chance to salvage upgrades from 80% -> 90%.
- Increase the Gem Store price from 500 Gems -> 800 Gems.Not only would it be more expensive (which is more money for Anet per sale), but more than a handful of people would actually buy it too.
Now some people might think “Woah, 20-50+ Silver per salvage? That’s so expensive!”, but it’s actually an extremely low cost when compared to a Black Lion Salvage Kit (which it would be equivalent to).
Black Lion Salvage Kit = 12 gems per use (~2.6g)
(edited by Somoe.3621)
Everyone who stops to think for a moment can see how terrible the current iteration of the Silver-Fed Salvage-o-Matic is. Even Anet knows how bad it is; why else would it be 300 gems cheaper than the Copper-Fed Salvage-o-Matic?
I give Anet a lot of slack, but this honestly looks like an underhanded way to rip off naive players. If you compare it to the Copper-Fed kit, it has a higher salvage rate AND costs fewer Gems so it must be the best option, right?
From the wiki:
Even ignoring its costs of acquisition, this item’s per use costs are higher than the equally effective Mystic or Master’s Salvage Kits.
25% chance to salavage rare materials + 80% chance to salvage upgrades
1. Master’s Salvage Kit = 25 uses, 61.44 copper per use
2. Mystic Salvage Kit = 250 uses, 10.496 copper per use
3. Silver-Fed Salvage-o-Matic = unlimited uses, 1 silver per use
You can’t just say “Oh, well it has unlimited uses so it’s supposed to cost more per use” either because…
10% chance to salvage rare materials + 20% chance to salvage upgrades
1. Basic Salvage Kit = 25 uses, 3.52 copper per use
2. Copper-Fed Salvage-o-Matic = unlimited uses, 3 copper per use
What I think should be done to the Silver-Fed Salvage-o-Matic:
A.)
- Increase the chance to salvage rare materials from 25% -> 50%.
- Increase the chance to salvage upgrades from 80% -> 100%.
- Increase the Gem Store price from 500 Gems -> 1200-1500 Gems.
- EDIT: Increase the price per salvage from 1 Silver -> 20-50+ Silver
B.)
- Increase the chance to salvage rare materials from 25% -> 35%.
- Increase the chance to salvage upgrades from 80% -> 90%.
- Increase the Gem Store price from 500 Gems -> 800 Gems.
Not only would it be more expensive (which is more money for Anet per sale), but more than a handful of people would actually buy it too.
(edited by Somoe.3621)
Does the Tri-key Chest in Kessex Hills still have a chance to contain the Mini Toxic Hybrid and Toxic Spore Skin? I’ve opened the chest once or twice every day since it was moved from the Tower of Nightmares, which is at least 25 times total, and haven’t seen either. I’m starting to think they’re no longer obtainable, although, I could just be unlucky.
Has anyone else been able to find one?
I love how people are so quick to jump on the “ANET SUX! THEY HATE RANGERS!” bandwagon.
Pro tip: Do some research before you start raging.
Now that the Tower of Nightmares is gone, are there any other NPCs that drop Mysterious Blue/Green/Pink Keys? Are they only obtainable from Marjory’s Helper Dee now? :/
Taking anything but Consume Conditions in PvP is bad.
lol
Consume Conditions is superior to Blood Fiend and Well of Blood in sPvP, this is a known fact.
A dev stated it currently isn’t possible to gain more than 1 reward for tourneys. I’ll try find the post
https://forum-en.gw2archive.eu/forum/pvp/pvp/PVP-rewards-bug/page/2#post3070784
Anet struggles with rewarding players. The dungeon path rewards make no sense. How does se path 2 only give 1 gold when it takes much more time to complete than the other 2 paths? Mindless champion train zergs reward players way too much gold compared to other aspects of the game
Oh, I’m sorry! I’m basically repeating that thread. :/
Thank you for the information.
For those of you that don’t know, normally when you win a Solo Arena game in sPvP you’re awarded with Glory/Rank and a Match Win Reward Chest. These chests contain 3-4 PvP skins, including a rare chance at PvP versions of named weapons (Wings of Dwayna, Voltaic Spear, Final Rest, etc).
However, the chests were replaced with 5 Trick-or-Treat Bags for Halloween (losing a solo arena game awards 1). My question is: why?
Why not just add the treat bags to the existing reward? Match Win Reward Chest + 1-5 Trick-or-Treat Bags isn’t a ridiculous award by any stretch of the imagination. People wouldn’t even be able to abuse it and easily farm treat bags because you’d have to actually win to get 5.
Actually, why even give out a PvE reward in PvP? Candy Corn has no use in PvP and neither do the things it’s used to purchase, Food has no use in PvP, and Trick-or-Treat Bags CANT EVEN BE OPENED IN PVP. This is like giving out Glory Boosters for killing the Shadow Behemoth.
It’s just kinda a bummer how it feels like there’s no actual reward for winning a solo arena game atm. :/
PS: It’s not even that I’m biased and don’t care about PvE or the people who play it, because I actually play much more PvE than PvP.
(edited by Somoe.3621)
1. What if Paragon/Hunter/Magus/etc were repeatable achievements, similar to Agent of Entropy (the achievement for salvaging)?
2. What if Champion Paragon/Hunter/Magus/etc were part of a list of cumulative achievements, similar those for the Hall of Monuments?
I love playing my Guardian but since I’m a complete Achievement Point nerd and already have Champion Paragon it kinda feels like a waste. It could be really cool if each class had a new title for every 150 arena games you’ve won with that class. I know plenty of people would love to be able to show off how much experience they have playing their favorite class(es).
Here’s just a rough idea, using Guardian as an example:
- Champion Paragon = 150 wins
- Champion Templar = 300 wins
- Champion Exemplar = 450 wins
Lately, they just feel so incredibly strong in sPvP and I’m not sure how to handle them anymore. I have an 80 of each class so I understand how Warriors work on a basic level, but it’s still one of my least played classes. On top of that, the experience I do have with Warriors is all from before the meta-changing buffs they got a while back with Necros and Engis.
I haven’t really had problems with Warriors on my Bunker Guardian (for obvious reasons), but with other classes it always seems to be a massacre. Recently I’ve been playing my Necromancer a lot more and I feel completely helpless against Warriors.
- Want to use Condition builds? Warriors are essentially immune to conditions. (Zerker + traited Warhorn)
- Want to use Power builds? Have fun getting crushed by their high CC and mobility when you lack escape mechanisms.
- Want to use Minion builds? Go go cleaves and AoE damage.
I’ve also been having trouble while using my Mesmer, but at least it feels like she has a chance against Warriors.
I’m not trying to make it sound like Necro/Mesmer/etc are UP or anything, it’s just really frustrating when it feels like you can’t fight back. Anyway, I thought maybe yall could give me some advice, since you definitely have more experience with the class than I do.
Thanks. :3
What if you could just click on an item listed in a recipe and get sent to the recipe for that item (if it’s crafted)?
Say you’re making Deldrimor Steel Ingots; the recipe lists Iron Ingots, Steel Ingots, Darksteel Ingots, and Lump of Mithrilium. Since you’re at least 450+ Artificer/Weaponsmith/Huntsman, the list of all recipe you know in the crafting window is massive and you’ve likely filtered out lower tiered ones to streamline the process. Now though, since Deldrimor Steel Ingots use lower tier metals you’ll have to go back through and fiddle with your filter settings to get to the refinement recipes. Alternatively, you could just not filter out those tiers, but then you’d have to scroll through all the related components/insignias/weapons/potions/etc. There’s no quick way to get to get to recipes that make crafting components.
If it was changed though, you could just:
1. Filter out everything lower than ascended quality
2. Click on the recipe for Deldrimor Steel Ingots
3. Click on Iron Ingot in the recipe
4. Make the Iron Ingots
5. Repeat 2-4 for Steel and Darksteel Ingots
I think this would make crafting much more intuitive and user-friendly, what are your thoughts?
^Do you know how easy it is too keep aegis up 0.0
Do you know how much easier it is to have Aegis broken? :P
The Guardian practically has permanent aegis with Virtue of Courage, so when Chocolate Omnomberry Cream says “40% magic find while under the effect of a boon,” does it apply to the Guardian’s aegis that stacks and applies every 40 seconds?
Yes. VoC technically doesn’t “stack” Aegis though, it just refreshes the duration every 40 seconds. If you want to use that food on a Guardian I’d bring more ways of giving yourself Boons like…
1. Empowering Might
- T2 trait in Honor
- Might for 5s whenever you crit
2. “Retreat!”
- Long duration Swiftness/Aegis
3. Greatsword
- Might for 5s on every third attack with #1
4. Hammer
- Protection for 3s on every third attack with #1
- Frequent Retaliation from combining #2’s blast finisher with #1’s light field
5. “Stand Your Ground!”
- Decent duration Stability/Retaliation on a short cooldown
6. “Hold the Line!”
- Decent duration Protection/Regeneration on a short cooldown
7. Pure of Voice
- T3 trait in Honor
- Converts 1 Condition to a Boon whenever you use a shout
8. Superior Rune of the Soldier 6/6 bonus
- Converts 1 Condition to a Boon whenever you use a shout (stacks with Pure of Voice)
Sorry for the random question, but does anyone know what chest armor Korukhan the Blacksmith (the Whispers representative during the Charr personal story) is wearing? I’ve tried every resource I can think of and can’t find it anywhere, it’s driving me crazy. I’m pretty sure I’ve seen it before somewhere, but it might just be a unique NPC skin.
Thanks. <3
(edited by Somoe.3621)
People basically adapt to the rhythm of the aoe after fighting her for so long. And as long that the rhythm doesn’t get screwed – like, being pulled from an orb you maybe weren’t even able to see due to the camera – you can reliably go on.
But the fight should be about adapt and react, not acting like a bot.Uh?
Guess i should have written “memorize” up there, cause that’s actually the correct term. Still, why nitpick on a single word with all the rest of the post involved?
Because it’s not me nitpicking, it’s a contradiction in your argument.
People have had to learn how to handle her AoE, which is the same thing as “people have had to adapt to her AoE”. You’ve just admitted that it’s not poorly designed.
People basically adapt to the rhythm of the aoe after fighting her for so long. And as long that the rhythm doesn’t get screwed – like, being pulled from an orb you maybe weren’t even able to see due to the camera – you can reliably go on.
But the fight should be about adapt and react, not acting like a bot.
Uh?
Man, people sure will defend everything.
So now a floor that makes it difficult to even see the aoe rings has become “an intentional part of making the fight even more challenging”.
So i’ll assume that even the camera problems are part of the challenge. Especially if you’re a norn, that’s like hard mode.Or maybe they’re just things they haven’t considered and that should just be fixed.
This.
That’s great, especially hard is great. That doesn’t change the fact that ambiguous one shot mechanics are terrible by design.
To each his own. I love challenges, therefore the one shot is a great design.
One shots are fine, unclear ones aren’t.
Telegraphs are already clear. This sound like a personal problem, not a design problem.
Except they aren’t clear, thanks for posting though.
If telegraphs aren’t clear, please explain to me how people are able to consistently predict them.
Go ahead, I’m listening.
I already said that even I beat her in my OP. I never said they were invisible I said they were clear. Apparently what I’m saying isn’t clear because you people aren’t getting it.
If what you’re saying is that they’re not clear enough that would be your opinion. Hence why I said this is a personal problem, not a design problem.
Man, people sure will defend everything.
So now a floor that makes it difficult to even see the aoe rings has become “an intentional part of making the fight even more challenging”.
So i’ll assume that even the camera problems are part of the challenge. Especially if you’re a norn, that’s like hard mode.Or maybe they’re just things they haven’t considered and that should just be fixed.
This.
That’s great, especially hard is great. That doesn’t change the fact that ambiguous one shot mechanics are terrible by design.
To each his own. I love challenges, therefore the one shot is a great design.
One shots are fine, unclear ones aren’t.
Telegraphs are already clear. This sound like a personal problem, not a design problem.
Except they aren’t clear, thanks for posting though.
If telegraphs aren’t clear, please explain to me how people are able to consistently predict them.
Go ahead, I’m listening.
Unclear one shot mechanic telegraphing, that’s the one thing that drives me absolutely crazy in this game, mostly in PVE but telegraphs are a huge problem in pvp as well.
Just to make this clear, I already beat the fight, and yes the main one shot mechanic (Shadow Fall) is telegraphed, BUT it’s not a very clear telegraph, the multitude of little red lines overlapping each other on the metal terrain of the arena is VERY ambiguous, and the ENTIRE learning curve of the whole fight was squinting and paying as much attention as I could trying to make out the kitten aoe telegraphs to avoid being one shot.
That is just frustrating gameplay. This spills over to other one shot mechanics in the game that has been talked about to death I’m sure already, bosses with subtle animations completely covered up by particle spam that one shots people over and over again (which in the end doesn’t matter because of LOLDOWNEDSTATE), so you spend literally half the fight fighting in downed state (which is really boring).
Anyway, please try to avoid these ambiguous telegraphs if you can Anet, as a good example Deadeye Dunwell even has his Killshot put a laser pointer telegraph, that’s good progress right there.
edit : Let me make this clear. I LOVED the idea of these boss fights, and I think it was awesome, so please don’t stop trying to make boss fights Arena Net, I actually liked the design of the Liadri fight. What I’m saying is that the TELEGRAPHS especially for ONE SHOTS need to be made crystal clear, otherwise they should NOT be one shots.
Telegraphs are already clear. This sound like a personal problem, not a design problem.
No.
Guardians don’t have access to Bleeding for a reason.
I think this has been posted before and the general consensus was Warrior and/or Engineer.
Think about it.
Warriors are forced into their offensive trait trees (Strength, Arms, Discipline) because if they build for tankyness (Defense) or utility (Defense, Tactics) they’re unable to follow it up with anything.
Ex: I can use a build that lets me chain CC you but then what do I do? I wont actually have the damage output to take advantage of the situation. If Warriors were able to cover their weaknesses using defensive/utility traits without losing their burst damage they’d be nigh unstoppable juggernauts.
Engineer’s are pretty much the opposite, all of their trait trees are strong individually. Kits alone make Engineers one of the, if not the, strongest classes with access to all of their traits at once.
HgH Engi’s are terrifying. Bunker Engi’s are ridiculously difficult to kill. Add them together and it’s GG.
Congrats, Anet! :D
PS: inb4 doom-and-gloom QQers.
Isn’t it funny how people write AH off as selfish but won’t write off any other trait that only affects themselves?
It rewards you for helping others with boons, you get healed for your ‘altruism’, hardly selfish. If it healed allies for every boon it would just get nerfed.
It’s absolutely a selfish trait.
1. It’s not like Two-Handed Mastery or Honorable Shield, which seem to only benefit the Guardian but actually improve their ability to help allies.
2. It’s a Grandmaster trait so you’re spending a lot of points to only help yourself. Many other “selfish” traits in Valor/Honor/Virtues don’t require a large investment; Valorous Defense (5), Purity (10), Retributive Armor (10), Vigorous Precision (5), etc.
3. Compare Altruistic Healing to Pure of Voice and then try to say “it’s not selfish” with a straight face.
Don’t get me wrong, it’s fine that Altruistic Healing is a selfish trait because it’s in Valor, our self-survivability tree. It can still be a completely valid reason to “write the trait off” though because it doesn’t improve your ability to help allies, which is what we specialize in.
Put Altruistic Healing in the Virtues Tree and you will see a lot more build variety.
Better, re-introduce free allocation of traits. Then you will see max amount of builds variety.
Retraining your traits costs a bit over 3 silver at level 80.
Do you really think that is prohibitive to build variety, or did I just misunderstand you?
(edited by Somoe.3621)
AH:
- 0/0/30/30/10 (PoV too)- 0/10/30/10/20
- 10/0/30/25/5
- 0/15/30/10/15
PoV:
- 0/0/10/30/30
- 0/0/20/30/20
- 10/0/10/30/20
- 0/10/10/30/20
- 0/5/5/30/30
Farming:
- 25/0/0/30/15
If you only use the cookie cutter AH build (0/0/30/30/10) you’re not playing Guardian correctly.
idk who you think you are to say how a class can be played correctly, many people use what you call cookie cutter and not for that reason they play it incorrectly pls make statements as what you like or dislike, agree or disagree, but saying something is correct or incorrect makes you look foolish because there are people here who know more about guardians than you will ever do and yet they don´t go out there telling other what is the “correct” way of playing them.
Looks like I hit a nerve, lol.
It’s not up for discussion, if you only play one build and nothing else you’re doing it wrong.
lol common sense is beating you here, as stated you are not good enough to decide how to play something “right”, anyways it seems like you got some issues with cookie cutter builds, maybe they beat you up in the past and now you hate them or something?
As i said you are noone so it is just your opinion on saying people who play that way is wrong but thinking that way is actually wrong.
It’s pretty hilarious how you know nothing of my experience and yet you assume I’m bad, inexperienced, and beaten by cookie cutter builds.
You have no argument.
AH:
- 0/0/30/30/10 (PoV too)- 0/10/30/10/20
- 10/0/30/25/5
- 0/15/30/10/15
PoV:
- 0/0/10/30/30
- 0/0/20/30/20
- 10/0/10/30/20
- 0/10/10/30/20
- 0/5/5/30/30
Farming:
- 25/0/0/30/15
If you only use the cookie cutter AH build (0/0/30/30/10) you’re not playing Guardian correctly.
idk who you think you are to say how a class can be played correctly, many people use what you call cookie cutter and not for that reason they play it incorrectly pls make statements as what you like or dislike, agree or disagree, but saying something is correct or incorrect makes you look foolish because there are people here who know more about guardians than you will ever do and yet they don´t go out there telling other what is the “correct” way of playing them.
Looks like I hit a nerve, lol.
It’s not up for discussion, if you only play one build and nothing else you’re doing it wrong.
AH:
- 0/0/30/30/10 (PoV too)
- 0/10/30/10/20
- 10/0/30/25/5
- 0/15/30/10/15
PoV:
- 0/0/10/30/30
- 0/0/20/30/20
- 10/0/10/30/20
- 0/10/10/30/20
- 0/5/5/30/30
Farming:
- 25/0/0/30/15
If you only use the cookie cutter AH build (0/0/30/30/10) you’re not playing Guardian correctly.
Sorry, but the idea of “I should be able to get something if I throw enough of my time at it” doesn’t apply here. Anet intentionally designed the Queen’s Gauntlet as a measure of player skill, not time or effort.
It’s just a couple achievement points and a mini pet, so what if you’re not skilled enough to get it? You have just as much of a chance to get the mini as all of the other people that have earned it, it’s a level playing field. It’s actually quite silly that you made this post because there need to be more skill-gated items like this. VERY few rewards in the game currently require a noticeable amount of skill or finesse to obtain.
I’m not trying to be a jerk or anything, but your post honestly just made you come across as really selfish. :/
Is your character running when you’re attempting to pick up an item? I remember a while ago picking up bundles would bug out and “fail” if you tried to do it while running. Maybe it’s a similar issue? Have you tried coming to a complete stop before hitting your interact key? :o
Just an idea to help you possibly manage.
The worst part is being constantly 1-shotted from full health.
How about giving us some decent combat instead, instead of whomever hits their keyboard fastest?
If you’re getting 1-shot that’s ENTIRELY your own fault.
Head Shot (the attack that 1-shots from full health) takes 2.75 seconds to cast, can’t be used while moving, and is interrupted upon taking damage.
- Kill the other person attacking you before they can cast it
- Deal damage to the person attacking you to interrupt it
- Hide behind a wall/object to block it
- Dodge it
Just because you don’t know how to play that doesn’t mean the combat is bad.
EA is not just used for the water heal. People also use it as a blast finisher for earth and also aoe fire puts out nice direct damage. The only weak one is the air where you have to dodge into the target to blind.
EA heal is huge to survivability. People either need it OR the 15 water trait for extra heals. If they nerf EA heal to a chill effect (it would be a complete nerf) then everyone would just spec 15 water as the new mandatory trait. That would make already crappy build diversity worse.
They need to buff our terrible traits, not nerf our only useful ones.
If Elementalists need Healing Ripple and/or Evasive Arcana to be viable it’s unhealthy for the class as a whole and needs to be fixed. Obviously this would include reworking or buffing other traits to more evenly distribute power across the class’ trait trees.
The reason water and arcana feel mandatory are because of the important stats on top of nice traits.
Lowest hp bracket=need more vitality and heals= water
All builds need swapping=intelligence=arcana (except for fresh air and burst builds)The line would still feel as mandetory tbh, this is just nerfing EA, which I feel competes with elemental surge fairly well as it is.
Who in their right mind would take Elemental Surge over Evasive Arcana…?
Fire = AoE Burn
Air = AoE Blind
Earth = AoE Bleed
Water = AoE… heal? Why?
1. AoE Chill when you dodge in Water Attunement fits with what the other 3 Attunements do.
2. It would make the trait less of a must-have for every situation/build.
3. It would allow other traits in Water/Arcane to be buffed or reworked to make them more interesting.
I’m not trying to hate on Warriors here, but I don’t think it would be fair to give the class Fast Hands as a class defining mechanic.
Class Defining Mechanics
Elementalist:
- Attunements (primary)Necromancer:
- Death Shroud (primary)
- Life ForceMesmer:
- Shatters (primary)
- IllusionsThief:
- Stealing (primary)
- Dual Wield
- Stealth AttacksEngineer:
- Tool Belt (primary)Ranger:
- Pets (primary)Guardian:
- Virtues (primary)Warrior:
- Burst Skills (primary)
- Adrenaline*You can argue that Thieves have 2 secondary defining mechanics but neither is as powerful as Fast Hands (and no, Thief is not my main).
I think the Trait should either be…
1. Nerfed and moved to an Adept minor trait. That way you don’t have to waste so many points to get such a “warrior” feeling trait without making it OP, because it’s too strong for a 5 point trait.
-or-
2. Given an additional effect (without changing the 5s CD reduction) and moved to a Grandmaster minor trait. That way it would encourage a more utility/fast paced build.How exactly are you calling our special class mechanic Adrenaline AND Burst skills like they are separate when Adrenaline = Burst skills. Looks like one mechanic to me.
You did the same exact thing to Necros.
Life force and Deathshroud are somehow two separate mechanics? No they aren’t, Life force = Deathshroud. There is no DS without Life force.
If anything the Necros secondary mechanic should be listed as Fear since they are the only profession able to perform multiple fears and spec into it.
However, I will take issue with Initiative being left out of the laundry list of thief mechanics. That is, arguably, the strongest mechanic in the game.
But yes, I’d like to see 1 of 3 things happen, Fast Hands become standard, Fast Hands be Discipline minor, or Adrenaline provide some benefit outside of being used as a resource for burst. It is far and away the least flexible and among one of the least useful mechanics in the game without putting 30 points in Strength, at least 15 points in Defense, or 30 points in Discipline. Warriors need something more than the ability to perform 1 attack, best case scenario, every ~7 seconds.
My bad, I completely forgot to mention Initiative.
I agree that Warriors should get more than just one attack every few seconds for the bulk of their class defining mechanics. In my opinion, Fast Hands would be too strong if it was baseline but moving it around and/or making Adrenaline more useful would make Warriors feel much better.
I’m not trying to hate on Warriors here, but I don’t think it would be fair to give the class Fast Hands as a class defining mechanic.
Class Defining Mechanics
Elementalist:
- Attunements (primary)
Necromancer:
- Death Shroud (primary)
- Life Force
Mesmer:
- Shatters (primary)
- Illusions
Thief:
- Stealing (primary)
- Dual Wield
- Stealth Attacks
Edit: – Initiative
Engineer:
- Tool Belt (primary)
Ranger:
- Pets (primary)
Guardian:
- Virtues (primary)
Warrior:
- Burst Skills (primary)
- Adrenaline
*You can argue that Thieves have 2 secondary defining mechanics but neither is as powerful as Fast Hands (and no, Thief is not my main).
I think the Trait should either be…
1. Nerfed and moved to an Adept minor trait. That way you don’t have to waste so many points to get such a “warrior” feeling trait without making it OP, because it’s too strong for a 5 point trait.
-or-
2. Given an additional effect (without changing the 5s CD reduction) and moved to a Grandmaster minor trait. That way it would encourage a more utility/fast paced build.
(edited by Somoe.3621)
Jesus Christ look at what you’re saying Somoe
>Just because one class gets a mechanic that doesn’t mean all classes need it.Then Drarnor says
>Just one class? Try every class. And they all get at least 3 such skills. Necros get none.we’re the only one with a CC that does damage, no one else should have it PURELY because we do. No one is arguing that.
what we’re saying is that all 7 other class have methods to negate ALL damage for short periods of time, necromancers do not. This in no way contradicts what you say, seriously, what are you arguing about.
Most people have no problem with saying we do massive amount of damage (mainly because of the current codi meta, where we can throw back conditions, aoe our own, then epidemic everywhere), but the people here are arguing that our defences have serious flaws in certain PvE content, and under focused fire in PvP.
Edit: Also in a semi related note, anti condi meta warrior builds are hilarious against necromancers, I’ll be sad if I don’t see a few in the tourny.
Completely. Missed. The. Point.
I don’t know why I bother, everyone is just repeating the same thing over and over.
Because Engi and Necro are the exact same class… right?
Not at all. They get medium armor, we have light.
Because Engi and Necro are the exact same class… right?
Not at all. They have ways to avoid getting assist trained to death.
I feel sorry for you people that can only see a class’ weaknesses and conveniently never pay attention to their strengths. :(
Way to completely miss the point…
It was to show you how that argument works both ways. You think Necros should get a block/evade/invuln like other classes so by your own logic every other class should have Condi Duration effect Stuns/Knockbacks/etc, CC that deals damage on its own, and a second health bar.
That is a dumb argument. Did you really not understand what he just said? He’s saying that all defensive abilities for the necromancers have conditional requirements to them, while every single other class has better alternatives.
He’s blatantly pointing out a very obvious imbalance that is not in favor of the necromancer on several levels.
I’m sick and tired of everyone on these forums acting like Necromancers are or have been sub-par, the class is extremely powerful and was even before the buffs.
Redirecting you to this thread sir:
https://forum-en.gw2archive.eu/forum/game/dungeons/Fractal-attitude/first
This is how people feel about our class. They think our DPS sucks, and our survivability is laughable. Even if we spec completely in DPS, we still don’t have Cleave, and are thus out DPS’d vastly by warriors and guardians, plus we don’t have the survivability to stay alive in close combat. If we spec completely in toughness, we are some what durable, but our damage sucks even more, and we’ll still die from spike damage. Every class has a defense against spike damage. But after the recent change, the necro no longer has an alternative to fall back on.
Kraag is completely right, and he knows what he’s talking about. Listen to him.
Let’s point out all of the Necromancer’s weaknesses and then conveniently ignore its strengths, that’s not a dumb argument at all.
The thread you linked does nothing to help prove your point, popular opinion never has been and never will be an accurate representation of balance.
I’d have to disagree with your last sentence.
Because Engi and Necro are the exact same class… right?
“Different classes are different, just because someone else has it that doesn’t mean you deserve it too. "
You couldn’t be more right; you just made my argument for me. In whatever way you wish to apply your statement to necros, it applies equally to all other professions.
The other classes don’t get the extra health bar because they have access to block, evade, invulnerability, leap, and/or stealth.
The other classes don’t get their main form of CC to benefit from Condition Duration because their main form of CC can’t be cleansed (knockdown, launch, etc.).
The other classes don’t have their main form of CC deal damage on its own because their overall DPS is superior to a necro’s (barring the possible exception of the flavor-of-the-month Dhuumfire build; a trait which very few necromancers are in support of, by the way).
Way to completely miss the point…
It was to show you how that argument works both ways. You think Necros should get a block/evade/invuln like other classes so by your own logic every other class should have Condi Duration effect Stuns/Knockbacks/etc, CC that deals damage on its own, and a second health bar.
Yes, classes are different. Different does not mean “not on par with one another”. If the other 7 classes in the game have access to skills, traits, or mechanics that permit them to absorb an infinite amount of damage from a single hit and the necro has none, that is not on par. Having extra HP is in no way a substitute for a lack of damage mitigation in this game. They’re apples and oranges.
Why do you think it is OK that every class other than necro can absorb an infinite amount of damage from a single attack? Maybe you’re the one who needs to get over it.
I’m sick and tired of everyone on these forums acting like Necromancers are or have been sub-par, the class is extremely powerful and was even before the buffs.
Lol, what is there for me to get over? You’re one of the people here complaining about the nerfs , not me.
Warrior that never played a necro but whines because he fails horridly at hot joins. That is all I read here.
Ignorant Necro player that doesn’t know what he’s talking about.
That is all I read here.
1. I don’t play a Warrior in sPvP.
2. I play a Necro frequently in sPvP and did so well before the major buffs.
3. I use mostly Hybrid and Condi builds on my Necro in sPvP.
Please don’t make things up in an attempt to make your point look semi-valid, it’s pathetic.
(edited by Somoe.3621)
You ARE asking for Death Shroud to be a block/evade/invuln and that’s something the class is not meant to have. Just because one class gets a mechanic that doesn’t mean all classes need it.
Just one class? Try every class. And they all get at least 3 such skills. Necros get none.
And no, even when death shroud could absorb an infinite amount of damage in a single hit, it was still not as good as a block or evade. Anything other than direct damage was still applied (conditions, CC, any on-hit effect for the attacker, etc.), so even though we absorbed the damage, we were still stuck with anything else the attack may have done.
What other class gets an extra health bar?
What other class has their main form of CC benefit from Condition Duration?
What other class has their main form of CC deal damage on its own?
Different classes are different, just because someone else has it that doesn’t mean you deserve it too.
Also, Death Shroud absorbing overflow damage was an unintended mechanic.
- Technically not being a block/evade/invuln doesn’t change this.
- Being a helpful tool doesn’t change this.
- Having Death Shroud get nerfed doesn’t change this.
Why do people think it was OK that Death Shroud could absorb an infinite amount of damage from a single attack? What you’re asking for it a block, and Necros are not supposed to have one . Get over it.
I’m not asking for blocks, evades, or invulnerability. With the pre-patch DS, I didn’t need them; it functionally served the same purpose as those skills. With this patch, though, that’s gone. Replacing it with some extra effective health in DS is not going to save you. This patch took a defensive mechanic that existed for the necromancer, removed it, and failed to replace it with something of equivalent value.
……
I’ll reiterate; I’m not asking for blocks, evades, or invulnerability. I really and truly do not want them. Simply revert DS such that damage received does not overflow into the regular health pool. That’s all. Doing so reinstates our only de facto block/evade/invulnerability skill; even if it’s one that is dependent on the life force resource.I agree.
Imagine if they patched block/evade/invulnerability skills to only absorb X amount of damage and that any extra damage above X overflowed into the health pool. Lion’s Arch would be set ablaze in a furious firestorm.
You ARE asking for Death Shroud to be a block/evade/invuln and that’s something the class is not meant to have. Just because one class gets a mechanic that doesn’t mean all classes need it.
The change only mitigate consistent non-hammering damage. Any burst damage or control plus damage build will destroy you just the same.
^ Exactly this.
[snip]
Oh look, another person trying to devalue what someone that disagrees with them said by acting like the other person is clueless. Just because someone disagrees with you that means they’re a new or inexperienced Necro?
Lol…
You do realise most of this thread was from before people discovered that our LF went from 60% to 100/120% right?
Shenanigans. This buff was right in the patch notes as soon as they were released. Everyone just QQed about it before seeing what it meant.
I do feel bad for the PVE Necros who were relying on a sketchy mechanic, but my build got substantially buffed with this patch. I can finally sustain in a fight instead of hoping I kill someone before my life force is gone.
We were well aware of the buff ahead of time. The buff only affects consistent damage applications without burst. With a lack of stability/invuln/block/vigor, or any other way to eat burst it was an effective nerf every time your DS went below 40 percent.
The issue is that players, who call everyone else QQers, are comparing full DS with Spectral armor on against a bunch of Hot join heros who don’t simply knock you down until Spectral armor is gone and then just free kill you. Sure if two guys train on you while you have a full DS with Spectral armor you will laugh at them, but when DS is down, you die against one semi decent player who knows you have limited access. Plus you just stupidly blew your only stun break to simply absorb damage.
So any smart player would simply let you pop it to absorb and then stun you and dance on your humorously badly played grave. Heck, if I was playing a necro against you, I would laugh as you popped Spectral armor than fear you away while it was on and corrupt boon it and kill you.
The change only mitigate consistent non-hammering damage. Any burst damage or control plus damage build will destroy you just the same. The players who don’t realize this haven’t played against anyone with a semblance of skill yet.
You say people that don’t agree with you just resort to calling others QQers but then turn around and basically tell them to L2P?
Nice.
I love how Necro’s get MASSIVE buffs and people on the forums act like they’re no big deal or like they still “get no love”. Then the class is given minor nerfs (terror damage, spectral internal CD, DS fall damage, greater marks move) that were completely warranted paired with solid buffs (base mark size, major DS bug fixed, LF for Axe/SFiend) and they act like it’s the end of the world.
I also love how everyone’s saying “Guardians get nothing but buffs, time to just reroll” when the Guard buffs weren’t major…
1. Symbols sizes got buffed (JUST LIKE MARKS) because they weren’t big enough to even be noticeable before.
2. Merciful Intervention got a buff to cooldown, base healing, and scaling with Healing Power but it’s still never used because of how unreliable it is.
3. Monk’s Focus got a 30% buff to its scaling with Healing Power; all this does is make a build using Meditations + Monk’s Focus more on-par with a build using Shouts + Altruistic Healing.
4. Writ of the Merciful got a bug fix; the healing area it provided was not scaling with Writ of Exaltation (larger Symbols).
Yeah…
(edited by Somoe.3621)
I love how every time this question is asked people say the same ridiculous things.
#1. Lol @ the idea that “Guardians are OP”
#2. Lol @ the idea that Guardians are significantly easier than other classes (as if Mes, Ele, Necro, Ranger, or Warr are more difficult)
#5. Lol @ the idea that Guardians are the only well rounded class. Mes? Ele? Engi? Necro?
#6. Lol @ the idea that Guardians are just innately tanky and “near invincible”.
#7. Lol @ the idea that Guardians have no weaknesses or hard-counters in any part of the game.
#8. Lol @ the idea that Guardians can replace any class in any role (Ex: Why bring X when I can just bring a Guardian?).
/rant