Showing Posts For Trigr.6481:

Bring balance to condition and power builds?

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Posted by: Trigr.6481

Trigr.6481

It wouldn’t matter if conditions dealt less damage over longer periods of time. So long as people die to condition damage, they will come here and complain about it, usually with 0 understanding of what they are even talking about.

These people don’t want condition damage to be balanced, they want to be able to ignore conditions altogether as some secondary damage source that merely “supplements” power damage.

This is the best thing I’ve read all day lol

Should there be a counter to Invuln skills?

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Posted by: Trigr.6481

Trigr.6481

They apply revealed because its supposed to be a counterplay, and then deadeye is allowed to just remove revealed at will, on a skill with the ammo system no less.

As already said – you can still counter invisible thieves (or mesmers, or rangers, or engis,… stealth isnt thief-exclusive!) by cleaving and random AoE. Have you ever tried to backstab anyone these days? Chances are, you’ll die of non-targetted AoE, before you even get the opportunity.

1) That’s the point of invuln, perhaps you misunderstand the meaning of it.
2) They’re supposed to.
3)
- Mist Form – can’t fight back or heal
- Elixir S – can’t fight back or heal
- Renewed Focus – can’t fight back or heal

That’s 3 out of 6, which isn’t most, it’s half. Distortion and obsidian flesh both have long cd’s. Vapor form doesn’t really count since it’s a downstate ability.

4) Again it’s called invuln for a reason, not damage reduction. Don’t know why this is so hard for you to grasp.

So in short, no, there shouldn’t be a counter. You make a mechanic to counter invuln then it will open the flood gates to make counters to counters and the cycle will never stop, removing the significance of it all together.

Countless

Its not “hard to grasp” for me. I understand what invuln does and I dont want to change the way it works. I only want counterplay, because it feels just so cheesy that multiple classes have a “oh-kitten” button or passive trait, that counters a whole playstyle.
Plus, I am no friend of a defensive meta where nobody dies and its completely normal to hold back various enemy burst classes by just being immune to everything they do or having a ridiculous amount of heal and invuln (looking at guards & druids) and STILL do enough damage to kill folks.

Obviously, it should be gated. If every class gets counters to this, it’s stupid. But I see an opportunity here to get some classes back into the meta. Most people think, thieves are redundant and prefer other classes in their teams. Im not sure about revs, but I think I remembered, that ppl prefered other classes over them too.
Give a counter to ONLY THESE CLASSES and you’ll have new meta builds and a new role for them to fill.

Still glad to see that some people like my idea

Out of every invuln listed only elixir S can proc passively when traited, that’s an argument claiming that the user should have to actively cast the skill, same with desperate decoy for mesmer, it’s a passive stealth threshold proc that I wish wasn’t in the game, and I play mesmer main. But the rest of the stuff you’re spouting, isn’t. And when it comes to counterplay, of course it’s supposed to counter, it’s the top defensive mechanic in the game, I’m going to quote Allarius because what he said is pretty on point concerning the topic.

There is already a counter to invulnerability: conditions. It isn’t a reactive counter, but it is a build counter. Invulnerability does not grant immunity to the damage of conditions already placed on you, only the application of additional conditions while the invuln is active.

4 out of the 8 classes have invuln abilities, which isn’t “every class”, sorry but exaggerating the facts isn’t helping your case. It just seems like a very biased argument by you because whatever build you’re running “I’m assuming power” is being countered by invuln. Just because you encounter a slight bump in the road doesn’t justify an easy counter. Sorry not sorry

Countless

Should there be a counter to Invuln skills?

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Posted by: Trigr.6481

Trigr.6481

Why is this problematic?
1- first, it can be used to halt a burst, reposition, take a break from an ambush or similar
2- all cooldowns keep recharging during this time
3- with most skills, you can regularly fight back, retreat, heal yourself or whatever
4- there is no limit for the reduction. You can take the full combo of all 5 enemies and not get a single scratch

1) That’s the point of invuln, perhaps you misunderstand the meaning of it.
2) They’re supposed to.
3)
- Mist Form – can’t fight back or heal
- Elixir S – can’t fight back or heal
- Renewed Focus – can’t fight back or heal

That’s 3 out of 6, which isn’t most, it’s half. Distortion and obsidian flesh both have long cd’s. Vapor form doesn’t really count since it’s a downstate ability.

4) Again it’s called invuln for a reason, not damage reduction. Don’t know why this is so hard for you to grasp.

So in short, no, there shouldn’t be a counter. You make a mechanic to counter invuln then it will open the flood gates to make counters to counters and the cycle will never stop, removing the significance of it all together.

Countless

Conditions supposed to be damage over TIME

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Posted by: Trigr.6481

Trigr.6481

Conditions are fine, the problem is being allowed to spread them while being untargetable yourself (evade frames for thieves and distortion for condi mesmers). Likewise, playing a condi build against a class with heavy condi cleanses feels hopeless on all imaginable fronts. I play as and against these builds on a regular basis, so this isn’t just another rage induced post.

ANet needs to hire a (or several) competent developer(s) to fix this whole mess, sometimes I wonder why such a beautiful and fluid game is so unpopular (600 regular viewers on twitch), then I play some pvp matches and realize why.

Protip: hit tab enough and you’ll eventually target the “untargetable” person. Hope this helps.

I appreciate the tip, but reading comprehension is not your strength.

Your lack of detecting sarcasm astounds me. But if you’re looking for a legit argument, just go to page 1 and read what I’ve put there.

Right, when I contribute nothing of value to a discussion I also like to say I’m being sarcastic (I don’t actually do that, see? that’s sarcasm).

Your argument is comparing power to condition damage, which I agree with but has nothing to do with the post you quoted initially, so I’ll have to reiterate my previous comment.

I get what you’re trying to say, but in order for your logic to be “fair” you’d have to get rid of any trait that does damage while you are evading or dodging such as Unrelenting Assault, blurred frenzy, Stalker’s Strike, Death Blossom, etc, which would be terrible imo. You might as well be unbiased and just go with traits that deal damage period, instead of going after abilities that are condition specific because “reasons”. But if you go down this road then it becomes a fair argument to get rid of any trait that gives you anything while in the safety of evade frames rather than just dealing damage. So I wouldn’t really advise it.

Conditions supposed to be damage over TIME

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Posted by: Trigr.6481

Trigr.6481

Conditions are fine, the problem is being allowed to spread them while being untargetable yourself (evade frames for thieves and distortion for condi mesmers). Likewise, playing a condi build against a class with heavy condi cleanses feels hopeless on all imaginable fronts. I play as and against these builds on a regular basis, so this isn’t just another rage induced post.

ANet needs to hire a (or several) competent developer(s) to fix this whole mess, sometimes I wonder why such a beautiful and fluid game is so unpopular (600 regular viewers on twitch), then I play some pvp matches and realize why.

Protip: hit tab enough and you’ll eventually target the “untargetable” person. Hope this helps.

I appreciate the tip, but reading comprehension is not your strength.

Your lack of detecting sarcasm astounds me. But if you’re looking for a legit argument, just go to page 1 and read what I’ve put there.

Conditions supposed to be damage over TIME

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Posted by: Trigr.6481

Trigr.6481

Conditions are fine, the problem is being allowed to spread them while being untargetable yourself (evade frames for thieves and distortion for condi mesmers). Likewise, playing a condi build against a class with heavy condi cleanses feels hopeless on all imaginable fronts. I play as and against these builds on a regular basis, so this isn’t just another rage induced post.

ANet needs to hire a (or several) competent developer(s) to fix this whole mess, sometimes I wonder why such a beautiful and fluid game is so unpopular (600 regular viewers on twitch), then I play some pvp matches and realize why.

Protip: hit tab enough and you’ll eventually target the “untargetable” person. Hope this helps.

Bring balance to condition and power builds?

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Posted by: Trigr.6481

Trigr.6481

Hi im getting really sick of all these condition builds. its getting old.

Quite the argument, keep it coming.

Conditions supposed to be damage over TIME

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Posted by: Trigr.6481

Trigr.6481

Dot’s should never be bursty. The damage should be spread overtime, 2 ticks shouldn’t kill you, and if it does, it needs to be fixed.

Burn damage scaling needs to be reduced by 20-30%

Poison traits need to be switched to bleed traits, as poison already has an effect of reduced healing. It does not make sense for poison to be able to tick for 3k + an additional effect.

Well technically it is performing exactly as stated, however you’ve made this thread because you believe the time it takes for the condition damage to be applied is too short, sorry not sorry.

If you’re out of dodges, aegis, invuln, blocks, etc, you’re screwed from taking direct damage. If you’re out of dodges, aegis, blocks, condition clear, etc then yeah you’re pretty screwed when it comes to condition damage. The only difference between the two is when you’re out of defensive’s and you take a huge hit from direct damage, you’re already dead. When it comes to taking damage from conditions and you out of defensive’s, you can see your death coming ahead of time, and you’re powerless to stop it.

Here’s my advice to you or anyone who wants to suggest changing condition damage or power for that matter. Record yourself play and upload it next time you make a thread complaining, because I can say with pretty high certainty that the majority of people asking for blanket changes with nothing to back it up are usually the ones that either aren’t very good mechanically, or are just don’t have good reaction time when it comes to dealing with said problem, or both.

And don’t think I’m singling you out, but in order for people to understand where you’re coming from you’re going to need to provide more than "I don’t agree, nerf by “X” amount", that’s not going to get you anywhere.

Countless

Elite Specs Required for Weapon Usage?

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Posted by: Trigr.6481

Trigr.6481

The main question here is should the elite specializations be required to equip the weapon that comes with it?

Personally, I don’t think so. I would agree that the elite specializations are there to provide another play style to each class, and another avenue to improve a specific weapon but no further. Forcing the player to take a certain trait line to access a certain weapon undermines build diversity. Using mesmer as a example, I don’t really see a legit argument on why I shouldn’t be able to equip a shield If I so choose to not spec into chrono. The talent tree’s themselves should be the core of your build, and gives you the option to improve that specific weapon further, if that’s the route you choose to take.

It should be the same way with heal, utility, and elite skills that are locked into elite specs. If this were done you would see alout of builds come out of the woodwork that are very badly needed. I’m sure people would disagree with me on this for the following reasons.

1) Money from selling expansions – Which is a decent argument, however I’d argue that based off the link below it wouldn’t hurt to give more variety to their declining game.

http://imgur.com/Wt81wen

2) Resources – If they had the resources to a dead game mode that the majority didn’t want, I’m sure they could figure something out. Not to mention that this change isn’t too resource heavy, essentially just breaking some limitations and writing some new code.

3) Time – Probably the most legit argument here. A-net is notoriously slow when it comes to anything, so asking them to change something small seems like a almost impossible task when it comes to not waiting till you’re in a retirement home.

Let me know your thoughts, thanks.

Countless

(edited by Trigr.6481)

Countless Mirage Podcast Feat Zeromis

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Posted by: Trigr.6481

Trigr.6481

As you have it, Crystal Sands seems extremely strong. It’s basically a 3 evade on demand refresh every 35s with added bonuses. I’d be more inclined to say 20s and 1 charge regardless of how many illusions you have. I also think having the ability to stack up 5s of continuous evades that you can attack through it a little over the top. Make it 2 charges.

With Elusive Mind I’d like to see it trigger on any application of cloak for consistency, but with a 1s ICD on cleanse and ~5-8s ICD on Stun Break.

Leap Ambush for both Sword and Greatsword seems a little dull…

The rest I’d lap up with a Fractal Spoon!

It is strong for what it gives, but you have to give up 1 to 3 illusions to get back that many charges. Not to mention you’re giving up a utility slot for it. I’d say that’s worth it.

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Posted by: Trigr.6481

Trigr.6481

Edit for updating the list, and I got rid of the name changes to skills as they might be too confusing.

Mirage Mirror Redesign & More

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Posted by: Trigr.6481

Trigr.6481

My suggestions:

1. change deception training to instead reduce deception recharge by 1 second when you shatter a mirror. this rewards generating mirrors as opposed to simply spamming the dodge button.

2. make decepting clone generate a clone when you shatter a mirror and meanwhile you have shards of glass generating mirror charges when you shatter illusions (maybe consider changing it to phantasms so you don’t shatter clones to get more clones but rather shatter phantasms instead to generate the clones via mirror shatters). the reason for the change is that you want clones for the ambushes but if you generate clones on ambush you just create this incentive to spam dodges to get mirrage cloak to spam ambush to generate more clones to spam more ambushes which i think is not healthy gameplay. meanwhile by making the change i suggested you create fluid synergy between minor adept 1 and major master 1.

I think suggestion 2 is a good idea because it creates a process specific to mirage by which to convert phantasms to clones which keeps the identity of the elite spec in tact: mirage uses clones and chrono uses phantasms.

1) However it’s not simply spamming the dodge button. Dodging is part of it, then you have to use your ambush skill, and then most importantly you have to successfully land a hit with it. It’s promoting and rewarding active play, It’s not deceptive evasion where you simply dodge while in combat and you’re rewarded for it.

2) When it comes to shards of glass the only way I can see that happening “with your idea in mind” is when you shatter one phantasm you gain a mirror, but I kinda think that’s too strong, and asking to shatter two phantasms is too steep, there’s really no middle ground on that one. Personally I think trading off two illusions for one mirror seems alright to me.

Countless

I also edited the main post to take out all the name changes as it might get a little confusing.

(edited by Trigr.6481)

Mirage Mirror Redesign & More

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Posted by: Trigr.6481

Trigr.6481

Anet should hire you.

That would be interesting to say the least, haha.

Countless Mirage Podcast Feat Zeromis

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Posted by: Trigr.6481

Trigr.6481

https://forum-en.gw2archive.eu/forum/game/pvp/Mirage-Mirror-Redesign-More/first#post6722546

I also posted this on the pvp forums, but esssentially with a included video explaining a complete redesign with mirage mirror that I think works very well. Please go check it out.

Countless

Mirage Mirror Redesign & More

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Posted by: Trigr.6481

Trigr.6481

Been working on this for a while along with the help of a few notable mesmers in the community. Let me know your thoughts.

First I’ll talk about the mirage mirror redesign which all the info is in the links I provided below.

http://imgur.com/a/PbKOl

So essentially I made a specific shatter ability only for shattering mirage mirrors, that gives you an effect. And I tweaked the radius to be on point with the rest of the shatter abilities, along with tweaking the damage of mirage mirror shatter. It also should be noted that whenever you get a mirage mirror, it’s instant. No more running over them to pick them up.

Traitlines


Mirage—-

Minor Adept 1 – “Self-Deception” – Generate a clone whenever YOU successfully hit with a ambush ability.

Minor Adept 3 – “Riddle of Sand” – Your deception skills are reduced by 1 second every time you use mirage cloak.

Major Master 1 – “Shards of Glass” – When you shatter with 2 or more illusions, you gain a mirage charge.

Major Grandmaster 1 – “Infinite horizon” This ability now effects phantasms, phantasms now fire a portion of their attack when mirage cloak is activated.

—Ambush Abilities—

Staff – Cast time reduced by half, speed up projectile pathing

Scepter – You can now cast the ambush attack while moving, speed up projectile pathing.

Greatsword – Leap at your foe, granting might for each target struck
Damage: 400
Number of Targets: 5
Combo Finisher: Leap
Range: 450
Might duration 10 seconds


Heal Skill—-

False Oasis: You gain a mirage charge at the final pulse.
Conditions cleared per pulse: 1


Utility—-

Sand Through Glass: Evade backward and gain a mirage charge.

Crystal Sands : Destroy your illusions, granting 1 mirage charge for each illusion destroyed.

- Activation time 1/4 second.
- Cooldown 35 seconds.


Elite—-

Jaunt: Now has 600 range.


Domination —-

Imagined Burden – Your Greatsword skills are improved
-Spacial Surge – Number of targets increased from 3 to 4
-Mirror Blade – Gives 4 stacks of might instead of 3 –
-Mind Stab – Now removes 2 boons from foes instead of 1, and transfers one random condition from you to your foe.
-Phantasmal Beserker – Number of impacts increased from 4 to 5
-illusionary wave – knockback increased from 450 to 600

Power Block : Interrupts deal damage and inflict weakness, Enemy skills
that you interrupt have an increased cooldown. (If you interrupt a skill
that has no recharge, inflict slow for 3 seconds.)
Damage 399


Inspiration—-

Wardens Feedback: is now in the place of Temporal Enchanter

Wardens Feedback: Your focus skills have been improved. Gain access to the following

-Focus recharge reduced by 20%

- Temporal Curtain: Now also grants super speed to yourself and allies for 3 seconds upon first entering. Reflects projectiles

- Into The Void: Now cripples foes upon activation. Damages all foes based off how many are enemies pulled.

Max number of of foes crippled: 5
Cripple duration: 3 seconds
Void Damage 1 Enemy : 210
Void Damage 2 Enemies : 231
Void Damage 3 Enemies: 252
Void Damage 4 Enemies: 273
Void Damage 5 Enemies: 294


Chaos—-

Mirror Of Anguish: The duration of chaos armor is now 6 seconds instead of five. Chaos armor now converts 1 random condition into a boon every three seconds.

Weapon Changes

Off hand Sword:

illusionary reposte – Block incoming attacks for a short duration, if you successfully block an attack gain an illusion & access to counter blade

Block Duration 1.5 seconds

Counter Blade: Swap places with the illusion created by illusionary riposte and stab your sword in the ground, knocking enemies down within the radius. "the animation will be similar to greatsword 3. You will only have a 5 second window to swap with your illusion after a successful block

Damage : 710
Radius: 240
Max targets knocked down: 3
Knockdown time: 1.5 seconds
Range: 600
Cast time : ¾ second. You can cast this while moving

Off Hand Focus:

Phantasmal Warden – Phantasmal Warden now chases its target while attacking until destroyed or shattered.

Thank you for reading/watching

Countless

(edited by Trigr.6481)

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Posted by: Trigr.6481

Trigr.6481

@StickerHappy.8052 You have to remember that I’ve been out of the game for a while, and sure I have seem him stream a few times for a collective amount of 20 seconds, but I don’t really see the correlation of what he has to do with this thread. But you’re probably right about the location, ill have to post this in the pvp forum.

@Allarius.5670 I actually spoke to a dev about elusive mind and mirage mirrors, and you were right, so I’m sorry. That being said something needs to change with the mechanic of mirrors before the expansion hits that gives some type of synergy with the rest of the mirage tree. I’ll try to come up with some ideas and edit my post when I do, and see what everyone thinks.

@Curunen.8729 It’s not that I don’t want to change anything with pistol, It’s one of my favorite off hands, it’s just a matter of what I would change. I just haven’t come up with anything good enough that’s balanced worth posting.

Countless

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Posted by: Trigr.6481

Trigr.6481

Whether or not you agree with the implementation, I do think it was intended this way and it is how I read it. The Mirage Cloak trait causes your dodge key to lose its normal function, it now grants the Mirage Cloak status effect. Mirage Mirrors also grant the Mirage Cloak status effect. Elusive Mind insinuates activation of the trait based on the dodge key, not based on gaining the Mirage Cloak status nor evading attacks.

I disagree, I still feel it’s a bug. If it’s mirage cloak it’s linked to dodge rolling, period. Therefore regardless of where it came from it should proc elusive mind.

No, they very clearly state on dodge, not on ambush attack, not on mirage cloak, not on evade but on dodge. That means on press of the dodge key.

If you look at the wording on the minor adept it states you gain mirage cloak instead of dodge rolling so any on dodge skills (present or future) don’t necessarily translate over to when you gain mirage cloak. It’s already a strong trait that quite frankly shouldn’t be in the game at all like stab on dodge was for revs. It doesn’t need to also be triggered by getting mirage cloak.

There’s no point in arguing with you any further. We’re just going to have to agree to disagree. Time will tell on whether it’s a bug or not.

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Posted by: Trigr.6481

Trigr.6481

Whether or not you agree with the implementation, I do think it was intended this way and it is how I read it. The Mirage Cloak trait causes your dodge key to lose its normal function, it now grants the Mirage Cloak status effect. Mirage Mirrors also grant the Mirage Cloak status effect. Elusive Mind insinuates activation of the trait based on the dodge key, not based on gaining the Mirage Cloak status nor evading attacks.

I disagree, I still feel it’s a bug. If it’s mirage cloak it’s linked to dodge rolling, period. Therefore regardless of where it came from it should proc elusive mind.

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Trigr.6481

Having every ambush attack generate a clone might be too strong for an adept. I suggested having it replacing riddle of sand. Your ambush attack generate a clone but only refreshes after you shatter.

Your suggestion on deception trait is what devs tried to move away from i.e. conditional CD reduction. They just changed back staff and torch CD reduction trait. So my suggestion would be having your next ambush attack apply 2 stacks of confusion after using deception skill.

I like suggestions on improving other mesmer off-hand weapons.

I also like having mirage mirror spawning at more accessible locations.

I think elusive mind is strong enough and doesn not need to be buffed.

Adept to grandmaster, it doesn’t really matter tier they’re in. The only thing that matters is two things

- What the trait is competing with in the same tier
- And whether or not the other choices has synergy in the same tree with the one you picked.

The change myself and zeromis suggested isn’t even as strong as deceptive evasion, because you need to dodge to trigger mirage cloak, ambush, and connect with it as compared to simply dodging, So I don’t really see a problem.

When it comes to elusive mind that’s not really your call, it honestly could be a design flaw or a bug, so we won’t know that till we get confirmation. And riddle of sand would be a great trait to compete with deceptive ambush, you have to choose between clone production or reduced cooldown on deception skills.

Countless

Not your call either but anyone with an ounce of sense knows stunbreak on dodge is insanely strong.

Anyone with a ounce of sense knows that the mirrors are mirage cloak, and since elusive mind doesn’t clear the condi or break stun that means it’s a bug. But if you want to make an argument against the idea of them not fixing bugs in the game then feel free to make a fool of yourself.

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Posted by: Trigr.6481

Trigr.6481

Having every ambush attack generate a clone might be too strong for an adept. I suggested having it replacing riddle of sand. Your ambush attack generate a clone but only refreshes after you shatter.

Your suggestion on deception trait is what devs tried to move away from i.e. conditional CD reduction. They just changed back staff and torch CD reduction trait. So my suggestion would be having your next ambush attack apply 2 stacks of confusion after using deception skill.

I like suggestions on improving other mesmer off-hand weapons.

I also like having mirage mirror spawning at more accessible locations.

I think elusive mind is strong enough and doesn not need to be buffed.

Adept to grandmaster, it doesn’t really matter tier they’re in. The only thing that matters is two things

- What the trait is competing with in the same tier
- And whether or not the other choices has synergy in the same tree with the one you picked.

The change myself and zeromis suggested isn’t even as strong as deceptive evasion, because you need to dodge to trigger mirage cloak, ambush, and connect with it as compared to simply dodging, So I don’t really see a problem.

When it comes to elusive mind that’s not really your call, it honestly could be a design flaw or a bug, so we won’t know that till we get confirmation. And riddle of sand would be a great trait to compete with deceptive ambush, you have to choose between clone production or reduced cooldown on deception skills.

Countless

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Posted by: Trigr.6481

Trigr.6481

Been working on this for a while along with the help of a few notable mesmers in the community. Let me know your thoughts.
First I’ll talk about the mirage mirror redesign which all the info is in the links I provided below.

http://imgur.com/a/PbKOl

So essentially I made a specific shatter ability only for shattering mirage mirrors, that gives you an effect. And I tweaked the radius to be on point with the rest of the shatter abilities, along with tweaking the damage of mirage mirror shatter. It also should be noted that whenever you get a mirage mirror, it’s instant. No more running over them to pick them up.

Traitlines


Mirage—-

Minor Adept 1 – “Self-Deception” – Generate a clone whenever YOU successfully hit with a ambush ability.

Minor Adept 3 – “Riddle of Sand” – Your deception skills are reduced by 1 second every time you use mirage cloak.

Major Master 1 – “Shards of Glass” – When you shatter with 2 or more illusions, you gain a mirage charge.

Major Grandmaster 1 – “Infinite horizon” This ability now effects phantasms, phantasms now fire a portion of their attack when mirage cloak is activated.

—Ambush Abilities—

Staff – Cast time reduced by half, speed up projectile pathing

Scepter – You can now cast the ambush attack while moving, speed up projectile pathing.

Greatsword – Leap at your foe, granting might for each target struck
Damage: 400
Number of Targets: 5
Combo Finisher: Leap
Range: 450
Might duration 10 seconds


Heal Skill—-

False Oasis: You gain a mirage charge at the final pulse.
Conditions cleared per pulse: 1


Utility—-

Sand Through Glass: Evade backward and gain a mirage charge.

Crystal Sands : Destroy your illusions, granting 1 mirage charge for each illusion destroyed.
- Activation time 1/4 second.
- Cooldown 35 seconds.


Elite—-

Jaunt: Now has 600 range.


Domination —-

Imagined Burden – Your Greatsword skills are improved
-Spacial Surge – Number of targets increased from 3 to 4
-Mirror Blade – Gives 4 stacks of might instead of 3 –
-Mind Stab – Now removes 2 boons from foes instead of 1, and transfers one random condition from you to your foe.
-Phantasmal Beserker – Number of impacts increased from 4 to 5
-illusionary wave – knockback increased from 450 to 600

Power Block : Interrupts deal damage and inflict weakness, Enemy skills
that you interrupt have an increased cooldown. (If you interrupt a skill
that has no recharge, inflict slow for 3 seconds.)
Damage 399


Inspiration—-

Wardens Feedback: is now in the place of Temporal Enchanter

Wardens Feedback: Your focus skills have been improved. Gain access to the following
-Focus recharge reduced by 20%
- Temporal Curtain: Now also grants super speed to yourself and allies for 3 seconds upon first entering. Reflects projectiles
- Into The Void: Now cripples foes upon activation. Damages all foes based off how many are enemies pulled.

Max number of of foes crippled: 5
Cripple duration: 3 seconds
Void Damage 1 Enemy : 210
Void Damage 2 Enemies : 231
Void Damage 3 Enemies: 252
Void Damage 4 Enemies: 273
Void Damage 5 Enemies: 294


Chaos—-

Mirror Of Anguish: The duration of chaos armor is now 6 seconds instead of five. Chaos armor now converts 1 random condition into a boon every three seconds.

—-Weapon Changes—-

Off hand Sword:

illusionary reposte – Block incoming attacks for a short duration, if you successfully block an attack gain an illusion & access to counter blade
Block Duration 1.5 seconds

Counter Blade: Swap places with the illusion created by illusionary riposte and stab your sword in the ground, knocking enemies down within the radius. "the animation will be similar to greatsword 3. You will only have a 5 second window to swap with your illusion after a successful block
Damage : 710
Radius: 240
Max targets knocked down: 3
Knockdown time: 1.5 seconds
Range: 600
Cast time : ¾ second. You can cast this while moving


Off Hand Focus—-

Phantasmal Warden – Phantasmal Warden now chases its target while attacking until destroyed or shattered.

Thank you for reading/watching
Countless

(edited by Trigr.6481)

[Feedback] Mirage Traits

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Posted by: Trigr.6481

Trigr.6481

Infinite horizon shouldn’t be baseline. It would be counter productive for skills like confounding suggestions.

But anyways here’s my list of changes that I thought would be good for mirage.

There’s a imgur link in the description in case you don’t wanna watch the video of me explaining why.

Countless

Countless Mirage Review and Suggestions

in Mesmer

Posted by: Trigr.6481

Trigr.6481

I also included a still image of everything I covered in the video’s description in case you’re curious. Let me know what you guys think, thanks again.

Countless

Countless Path Of Condie "Poc Build"

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Posted by: Trigr.6481

Trigr.6481

Let me know what you guys think, if you don’t wanna watch the entire video explaining how it works the spec is in the videos description. Enjoy

Countless

Guild Wars 2 PvP AUGUST POWER RANKINGS

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Posted by: Trigr.6481

Trigr.6481

Gw2 PvP Player Association.

Attachments:

Open World PvP

in PvP

Posted by: Trigr.6481

Trigr.6481

We’ve seen with the pvp badges, ( and other items,) that newish players often miss mechanics like a “flag” completely. ANET finally put in dodge tutorials when it became clear that newer players often didn’t realize they could/should dodge.

Such a system would be a setup for very unpleasant confrontations and having players leave the game.

Good idea & Implementation > Crappy tutorials

I’d rather have a fleshed out idea brought to light and them being completely lazy about how it works then a well thought out tutorial about how to use the “V” key. I’d be willing to lose a few players with a low patience span than the opposite.

Countless

Open World PvP

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Posted by: Trigr.6481

Trigr.6481

Not only no, but kitten no. The exploiting of new players would be rampant. The unpleasantness around the “Queensdale Train” would look like a party in comparison.

Use your head, it’s not like the majority of mmo’s with open world pvp has a level limit in which you need to be before said pvp happens.

Countless

(edited by Trigr.6481)

Open World PvP

in PvP

Posted by: Trigr.6481

Trigr.6481

The reason why it wont work in this game imo is because gw2 was designed to be as non conflicting as possible. There’s no opposing factions between the players, or conflict between the players either. When you have everyone playing for the same team you tend to get a really boring, casual experience. I just don’t see it happening.

Countless

All Mirage Skills and Traits

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Posted by: Trigr.6481

Trigr.6481

Axe is terrible damage and its ambush attack looks worse then its auto attack, so Axe clones are going to be useless. If we have Axe in our main hand and aren’t using axe clones then we are back to spending minutes setting up our phantasms again which 6 years of the game has showed us just doesn’t work.

The amount of panic about your displeasure without even playing the new spec is baffling to me. Calm down, play it in a week. That being said not every new tree is going to make everyone happy. Get over it.

We know the mechanics, we have had 6 years of experience in the game to know these mechanics don’t work, we know the damage numbers and condi durations, we don’t need to play them to compare them to what is in this game.

Not every spec is going to please everybody but being usable should be a bare minimum of what to expect out of an elite spec.

Granted you haven’t tested every single amulet, tree, weapon, and sigil combination with the new tree. You’re just looking for a reason to be angry because the new trait line doesn’t appear to specifically suit your needs, go cry somewhere else until you have a real argument to go off of.

(edited by Trigr.6481)

All Mirage Skills and Traits

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Posted by: Trigr.6481

Trigr.6481

Axe is terrible damage and its ambush attack looks worse then its auto attack, so Axe clones are going to be useless. If we have Axe in our main hand and aren’t using axe clones then we are back to spending minutes setting up our phantasms again which 6 years of the game has showed us just doesn’t work.

The amount of panic about your displeasure without even playing the new spec is baffling to me. Calm down, play it in a week. That being said not every new tree is going to make everyone happy. Get over it.

Dear Mesmers and future Mirage'

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Posted by: Trigr.6481

Trigr.6481

This elite is beyond OP.

This is the PU phantasm mesmer elevated to God Status and is exactly what I feared we’d be getting.

This needs to be nerfed well before release.

Never change Azukas, I don’t know where we’d be without you.

Back in the beginning of HoT where Chrono was broken and required no skill?

Today condi chrono is a nice build that requires skill to play. It’s strong as kitten too.

I’m ok with that though b/c of the skill required to maximize it’s potential.

Clones that stack 30 bleeds, 10 torment, 10 confusion, etc. by you just dodging…..that kitten is broken. Even Wooden Potatoes said it felt EXTREMELY over tuned. He’s a PvE freak….

I love me some target golem DPS arguments. Yes indeedy. Wooden potatoes is an excellent source for lore in GW2. He should stick to that.

Indeed, does alout of damage to a target dummy? Lets nerf it to the ground.

NA July Monthly Tournament Investigation

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Posted by: Trigr.6481

Trigr.6481

To be completely honest I don’t blame them for trying. The PvP scene is in major decline, bug reporting for cheating goes largely unnoticed, they probably assumed they could make a quick buck off of A-nets incompetence. That being said they’re not stupid in regards to knowing that there might have been retaliation if things didn’t go smoothly. Out of the people punished one of them is a friend of mine, but they kinda had it coming.

I don’t really blame A-net for being heavy handed because they want to make an example out of “popular names” who in which I’m sure a few of them felt untouchable based off their status in the game to remind them that you have to follow the rules. However if you are hellbent on misbehaving, follow this one step.

https://youtu.be/K8tuTxwswew?t=5m52s

Countless

Sooooo That Expansion Riiiight?

in PvP

Posted by: Trigr.6481

Trigr.6481

I’ve read a few articles where players were excited about the expansion. There’s a lot of people who quit out of boredom and would definitely come back for new content.

I’ve been on and off since launch, been in top 250 since S2, and am practically addicted to the best PvP in this game’s genre. When the expansion hits I’ll be buying it.

So you’re going to buy it despite being blind about what it contains? Smart.

UGO NA - AT player incident Stance.

in PvP

Posted by: Trigr.6481

Trigr.6481

I don’t agree. You are enacting punishment on behalf of Anet. Let them fail on their own.

Also what happened did not happen during your tournament and you have no business punishing ppl.

The best part about it is that you don’t have to be in agreement, deal with it. As long as he isn’t blatantly biased on how he runs his own tournament and keeping it fair for all players involved then frankly nobody cares if you agree or not. If it comes to a point where he ends up being a scummy chum then his little tournament will dissolve and someone else I’m sure will try and pick it up where he left off with something new.

Countless

Please Anet commit to 2v2 (or 3v3)

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Posted by: Trigr.6481

Trigr.6481

I mentioned this in the AMA, may as well repeat it here. For a multitude of reasons, balance being just one, we don’t have any plans on doing a 2v2 (or 3v3) queue.

We’ve been talking about doing special tournaments on occasion. 2v2 would be one option for a special tournament.

The “balance” didn’t stop you guys from attempting to do stronghold. I mean it’s not like you have much of a pvp community left to lose. Just try it.

Matchmaking will get exposed

in PvP

Posted by: Trigr.6481

Trigr.6481

Not saying OP is correct, but Arenanet’s been ‘tweaking’ the matchmaking for 6 seasons now, so shoving a gw2w page in our faces doesn’t mean much.

Nah man they’ve just been testing the algorithm for 6 seasons, haven’t you gotten the memo?

Issues with Automated Tournaments

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Posted by: Trigr.6481

Trigr.6481

min 15 characters

Hows 2v2?

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Posted by: Trigr.6481

Trigr.6481

Tournament Daily

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Posted by: Trigr.6481

Trigr.6481

Why not just make it the way it was when the game first launched? If it’s not broke don’t fix it.

NEW mode incoming 2v2!

in PvP

Posted by: Trigr.6481

Trigr.6481

You can’t say Anet is adding a map designed for 2v2 without adding a 2v2 game mode in some shape or form. Even a Hotjoin 2v2 game mode is fine, for now. A lot of players will be disappointed if it’s just a plain custom arena map.

Sure you can, Courtyard was released on April 15 of 2014, where’s the game mode for that? You know what Courtyards lack of a game mode and A-nets standards have in common?


They don’t exist.

Courtyard had it’s own queue in Unranked play. It was pretty much the same way Stronghold is now. It didn’t work out though, so now it is no longer in the queues. So there is no reason to assume that a 2v2 mode won’t have it’s own queue in Unranked at least.

Of course it didn’t work out, because it was half done, and lazily implemented, and no specific ruleset to cater to the game mode. Go play baseball in a skating rink without skates, I’d imagine it won’t work out very well.

NEW mode incoming 2v2!

in PvP

Posted by: Trigr.6481

Trigr.6481

You can’t say Anet is adding a map designed for 2v2 without adding a 2v2 game mode in some shape or form. Even a Hotjoin 2v2 game mode is fine, for now. A lot of players will be disappointed if it’s just a plain custom arena map.

Sure you can, Courtyard was released on April 15 of 2014, where’s the game mode for that? You know what Courtyards lack of a game mode and A-nets standards have in common?


They don’t exist.

(edited by Trigr.6481)

NEW mode incoming 2v2!

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Posted by: Trigr.6481

Trigr.6481

custom arena map

This is a repeat of courtyard in a sense. Until this map is supported by its own que that’s specifically balanced with its own rule set then I could honestly care less. I don’t praise work that’s half finished.

Countless

I wouldn’t really consider this a new game mode. As you said, there is no queue and complete rules.

Anet doesn’t seem to have enough development power to support a new game mode. Just look at stronghold. They spent so little time advertising and supporting that game mode.

But it is still a good QoL update for PvPers who want to try out something different. 2v2 is meaningful even in a 5v5 conquest match mode. It also makes it easier for players who want to focus on practicing some mechanical skills to find a good place to do so.

It’s lazy implementation. Either push it out when its ready or not at all. Because while I want 2v2 and 3v3 deathmatch, but pushing out a single map with conquest rules is only going to have the same result as courtyard, with the same type of negative stigma from it as well, which is probably going to discourage them from finishing the job.

If courtyard isn’t a supported gametype, do you honestly believe that they are going to follow through? I’ll believe it when I see it. But based off them putting out only a map as a stand alone deal with no indication that there’s nothing else on the way, I highly doubt it.

Countless

NEW mode incoming 2v2!

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Posted by: Trigr.6481

Trigr.6481

custom arena map

This is a repeat of courtyard in a sense. Until this map is supported by its own que that’s specifically balanced with its own rule set then I could honestly care less. I don’t praise work that’s half finished.

Countless

A better game mode would be good for pvp

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Posted by: Trigr.6481

Trigr.6481

A better game mode would be good for pvp

You’re like 2+ years late to the party.

Why is it called PvP?

in PvP

Posted by: Trigr.6481

Trigr.6481

It’s probably called PvP for simplicity & familiarity; the name is easier to market, and let everyone know of what that game-mode is supposed to be.

Remember, any sort of player against another players (or group) constitutes as PvP. A more specific term to single player vs. single player would be Dueling, and more appropriate for fights that aren’t team fighting.

And, as for why we don’t have dueling, the game deve probably didn’t want to create a new game mode of which they have to balance for. Imagine if every class must be balanced for sPvP AND dueling?

Edit: Gramar corrections.

Attachments:

Dragonhunters NEED to be toned down ASAP

in PvP

Posted by: Trigr.6481

Trigr.6481

For those of you unfamiliar with these clowns:

  • idk.7156 is Nos’s alt account
  • Beast.6745 is Toker’s alt account

Both Legend players, though, admittedly, we all play like bronzes, sometimes.

Clearly a troll post.

Wait… you’re actually making an attempt to deescalate the trolling? Are you alright?

Countless

Let's talk about the new patch, here.

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Posted by: Trigr.6481

Trigr.6481

Okay. I’m going to try to be pretty analytic in my post. I’ve been playing GW2 competitively for about four years. I was here through Season 1. I was here for after the specialization patch, when Shadow Arts Thief became a thing, and Thief was so unkillable that Bloodlust sigil was meta.

So, I am being very literal when I say: This is actually probably one of the worst balance patches I’ve ever seen.

Anet probably tried to normalize for power creep over the years, but only with certain classes, because (I guess) they have some sort of handy-dandy statistic spreadsheet that showed that Dragonhunter had a higher winrate than most classes? I don’t know. They seem to have nerfed some classes to a vague pre-HoT state, but left others exactly the same.

Inherently, I don’t think that nerfing a class that had a high winrate in pugs is a bad idea. At the same time, however, I think that you should really consider what you’re nerfing. Dragonhunter is obviously a pugstomping class; nobody will contest that. However, anyone that actually knew how the class worked realized that it’s honestly not that hard to play around. And even if it was overpowered…did it really deserve that violent of a gutting? I don’t know. Dragonhunter players are basically stuck to lower tiers, now. I don’t think it’s a viable class anywhere above mid-Gold, now.

At the same time, I think that the Thief changes are inherently awful and frustrating to play around. A short daze at over 5 stacks of poison, for Shortbow 4. That sounds fine. But now, consider the implications; Dragonhunter traps dazing were so annoying that it was changed to a slow, and they were on a 20s CD. SB4 is spammable, and, honestly, 5 stacks of poison isn’t hard to get. Especially on downed bodies or on points, and super especially if a Reaper exists in even a vague area around where you are, and super super super especially if you just use it two or three times. Thief can now counter-cleave a warrior cleaving on a down just by using Shortbow 4 a couple of times, if they’ve wasted Steal. Why.

Revenant is pretty absurd, now, because it hasn’t been actually nerfed that badly, this patch. It’s pretty god-tier, honestly, now. On the other hand, the changes to condition Revenant, simultaneously feel really good, but really bad. If only there was a second option for a weapon. Maybe a ranged condition weapon. That would be pretty good, I think.

The new sigils…I don’t know. They just feel kinda awful to use. In general, the top few classes feel more balanced, but, the game doesn’t feel fun, anymore. Your guys’ thoughts?

Your best course of action is to presume that they’re not even listening to your feedback. Trust me, it will make you feel better.

Countless

Why 1v1 and 2v2 deathmatch is bad

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Posted by: Trigr.6481

Trigr.6481

The only way to make 1v1 work is to ban thieves or at least limit their trait and weapon choices. Otherwise a thief could infinitely drag out (and invariably win) any match not against other thieves.

Or you could…. I don’t know, use your brain and design it with stealth in mind, and not around it.

^ SOOOOOOOO much this. People forget to adapt to things and dont want to change, thus having them complain just like this. People really should learn to change/adapt their builds based on what they are up against or what they may be up against. Thats how to spot the difference between a player and a good player.

It isn’t really stealth. It is more that someone could put together a build that could kite the whole match.

If it’s designed correctly, the map would be small and designed in such a way that kiting would be difficult, use your imagination. It’s hard, I know.

Why 1v1 and 2v2 deathmatch is bad

in PvP

Posted by: Trigr.6481

Trigr.6481

The only way to make 1v1 work is to ban thieves or at least limit their trait and weapon choices. Otherwise a thief could infinitely drag out (and invariably win) any match not against other thieves.

Or you could…. I don’t know, use your brain and design it with stealth in mind, and not around it.

Condition Redesign

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Posted by: Trigr.6481

Trigr.6481

Feeling like Conditions have truly lost their identity.

Cripple - Added: Increases energy use on evades.

Because feelings are what balance a game…

Also you need to be more specific or else nobody is going to take you seriously.