Showing Posts For Valdur.2679:
OMG!!!
I can’t belive this HORRIBLE change! ANET switch it back please!
Guild Wars 2 is known, loved and played for two main reasons: graphics and gameplay. I play this game for two main reasons: graphical “noise” and gameplay. If graphical “noise” is slowly dissapearing so will you’re player base ANET! I will be amongst them! I don’t want to see this beautiful game with awesome graphics turn into WOW! No way!
I can’t belive how stupid the autoattack on my ele looks now! I wanna cry and puke in the same time! ANET switch it back please because I for one build my gaming PC for one reason only: the graphics of Guild Wars 2! That’s the main reason I play Guild Wars 2 and ONLY Guild Wars 2! Otherwise WOW is waiting for me! Your Gem Store will miss me too!
Guild Wars 2 is lacking a good storyline and content is at a bare minimum! (I have played this game from the start and after 3 years I need more dungeons and fractals!) You want this game to live? Make more dungeons, more fractals, more maps like silverwastes! (the best open world instance in Guild Wars 2 BY FAR!) Don’t destroy the graphical “noise” that made this game to be loved and played by so many!
LISTEN to you’re players ANET! We are the bread on you’re table! We want the fireball back! If you want my money ANET I want my fireball! I won’t make any purchases from Gem Store from now on until I get my fireball back!
(edited by Valdur.2679)
Hello,
I need clarification from Gaile about the Home Instance LFG.
IF you allow for dungeons to be sold then you must allow for the Home Instance to be sold as well in LFG as well as other mesmer portals (jumping puzzles most likely)
WHY? Because I for example put a lot of money and effort to build up my home instance and now trying to sell it on map chat alone is nearly imposible.
This game has an economy system and I invested money to get money back (like other people do on the TP). WHY shouldn’t I be allowed to use LFG (cause i’m looking for people) to sell (not items) but rewards exactly like people that do dungeons sell dungeon party spots for gold? They invested time, I invested time, I want to be able to use the LFG to look for groups of people that will gain rewards by doing a content map (home instance in this case).
WHY dungeon selling is ok for LFG and WHY Home instance selling is not allowed? It’s a nonsense. If you don’t want to clutter the LFG just make a category for this (home, mesmer portals, guild recruitment and so on). Is it that hard to add a few more choices to LFG tool??? I belive it could be done under 1 hour of work from the developers side.
I want to be able to use LFG tool to sell my Home Instance Nodes in a legit way like dungeons sellers do. Do I ask for the imposible here? I’m NOT circumventing the TP (I can’t sell home instance nodes on the TP or else I would) and I’d be happy to pay a 15% tax to sell the nodes on my home instance if the devs ask for this as well.
Please respond to this Gaile cause you know, making a full home instance is very expensive in game and I’ve invested a lot of time and gold and gems to do so, just for you guys to do a ruling that I can’t use the LFG tool legit anymore. This makes me very very sad.
Thanks.
hello,
i would like to join. you’re my kind of guild. please send me an invite. Valdur.2679
thank you.
ok, but what did you think of my sugestions? did you find them exciting or not?
well if I posted in the wrong place the redirect me to the right one.
thanks.
Hello guys,
I have an awesome ideea that will blow you’re mind away!
I had this vision for living world: what you guys have started with Lion’s Arch MUST continue on the living world but with a few major tweaks:
1. The player should be allowed to choose the SIDE that he or she is figthing for and if he or she chooses evil and evil wins then the face of the living world is changed for the evil side. This way all the players in the game would want to participate and be engaged in the battle because the OUTCOME WILL DETERMINE the face of Tyria. Here I might add that ENTIRE GUILDS should be able to enroll in different factions and carry their bidding.
2. The player or the guild should be allowed to enroll in different factions of the game (evil or good) and participate in that faction missions. Example: enroll in the Flame Legion and carry missions against the charr.
3. Missions on the map from different factions in the game that will be playable on both sides! Enough with the boring missions where everyone kills one boss! NO! How about 500 good players vs 500 bad players engaged in a mortal combat for the outcome of that mission? Does that sounds booring? I think not.
4. The cities of Tyria SHOULD be conquerable by factions or by guilds. Example: my guild or myself are enrolled in the Flame Legion and carry an assault on the charr citadel. If we win then my faction and my guild (if enrolled in the Flame Legion) will rule the city until it is taken by another faction.
5. If the player or the guild is enrolled in a faction then the players from the different factions should be able to attack each other freely on the face of Tyria. If you’re thinking that Tyria would be a very difficult and dangerous place for new players there is a workaround I thought about (new and old players alike can benefit from this one). If you are in a guild you have two options: represent and stand down. If a player is or his/her guild is enrolled in a faction and he doesn’t want to fight then all he/she needs to do is stand down and not represent the guild and they are safe from other faction players attacks.
THIS WAY the living world would be SO ENGAGING that every time a player would logon they will wonder what the face of Tyria would look like. After all, the game is called GUILD WARS no? The GUILD WARS should not be only on the WwW and PvP but on TYRIA also!
I promise you that if you implement this mind blowing changes Tyria would be full of players.
People are quiting GW2 because they are bored but with this changes I’m proposing? No player would afford NOT to logon and play this already AWESOME game!
Thank you all for reading and I hope the developers are taking notes. They should!
Hello,
I’m playing a necro and I’ve noticed that the skill Last Gasp is not firing at 50% health but at 25% health and the description of the skill states that is should fire at 50% health.
Please correct this situation.
Thank you.
hello,
i am speaking from a condition builder side of view. the condition cap is hindering our damage especially our bleads. bleads stack way to fast and the 25 cap limit can be reached by only one player thus 2-3 condition builds in one party just cancel each other out. what are you going to do about the 25 condition cap and the bleeding problem?
also i think poison is such a weak condition that should be buffed either by increasing the damage or making it stack.
a sugestion about the bleeding problem is to make it unstackable like poison is right now (but stackable in length) and raise the damage output of both bleeds and poison alike.
i like to play with conditions a lot but i don’t want to be pointed fingers at because of the zerkers being so overpowered compared to the condition builds. i hope you do something is that regard to balance damage and condition damage. right now things are way to unbalanced against condition builders.
thank you.
ok i understand now. you’re opinion is that classes are unbalanced and W and G are overpowered. i won’t go there but W and G are usually the favorites in any team i won’t argue with that. mesmers come second, thiefs, rangers and necros are last on PUG preferences.
but so you know, necros have very good skill rotations if you play with hybrids. also necros are masters of aoe damage and especially condition damage. granted they don’t do nearly as much as zerkers in their hybrid builds but i won’t exclude any necros from a team except if they is more then one condition dealer.
now i try to make my build hybrid and AVOID bleeds as much as possible not to reach that stupid cap and loose damage. i concentrate on having fire and fear damage. bleeding is a given with necro if you play with staff and put 5 points into curses. also poison is present but it doesn’t stack and does minor damage. so i thrive to have fire and fear damage on addition to bleeds and poison and then concentrate all my efforts on pure damage. now i neglect bleeding damage all together and the bleeding duration not to hit that 25 cap in parties and concentrate on the other conditions (to have them all to inflict damage on my build) and on pure damage as much as possible. i don’t go with crit gear cause it hurts my conditions and i don’t want that, especially when i can inflict those aoe.
condition builds should avoid concentrating on bleeds alone cause it will hurt their team.
4W1G is the best PUG party…
Its not an issue if few people can go in dungeons with 5 necros and without equipment…
If you have to evade, use your utilities reactively and adapt to what is happening on the screen, then you are playing the game, and its not a problem whatever equip you are using.
If all your party is spamming skill rotations, that playstyle should be heavily discouraged.
But nerfing zerker will only destroy pve balance even more….its not that mesmer will build on conditions……
Ironically the 2 profession that will lose less are the same who are creating the issue…
The one that can still provide huge damage whatever equipment they use…without needing gimmick traitlines and situational skills.
Nerf crit damage and keep this:
http://wiki.guildwars2.com/wiki/Banner_of_Strengthnice way to break things more…
have you played necro that you can throw you’re opinions so casual about this class, about avoiding damage and inflicting condition damage?
if not please shut up. i bet you’re a hardcore zerker.
necros fwi have NO active evading skills except for the dodge of course. they can only face tank cause they have a skill that will give them protection for a few seconds. THAT’S IT! no invulnerability, no stealth, no aegis NOTHING to evade damage but dodge.
you go ahead and play a condition necro for a few months and THEN tell me what you think.
limiting the build variety to just DAMAGE it’s just plain stupid. necros aren’t a class designed to inflict massive amounts of damage. all their traits minor and major are build around CONDITION damage so playing a zerk necro is like playing a condition warrior! try to do that for a change and THEN tell me how you feel ok?
thanks.
i am talking about re-balancing the monsters as they are today. not increase their armor by 90% and decrease their life by 90%. i’m talking about 50-50 so zerkers will kill in the same amount of time as today and condition builds will be twice as fast as today (cause they are pretty slow today compared to zerkers by a factor of more the 2. this change will only balance things more between damage and condition damage making hybrids and condition builds more effective then they are today.
it takes 40 seconds for a pure rabid spec to kill a veteran risen giant. it takes 10 seconds for a zerker to do it. yes, increase the monster toughness, decrease their health so the condition builds to have a fair fighting chance.
also another major issue with the condition builds is the 25 cap limitation. this problem is 99% for bleeds mostly cause you can stack bleeds so fast and they do so little damage (1500 condition damage is only 118 damage per second from one bleed) then when you reach the cap you basically screwed.
to avoid reaching the 25 cap limitation so fast it will require for the a rework on the bleeding system. decrease the bleeding duration cause it’s insanely high (i can inflict bleeds up to a full minute and even go beyond that) and i can stack them so very fast that i can reach the 25 cap limit by myself.
there is something seriously wrong with how the bleeds stack today. they must reword this system all together. make the bleeds not to stack at all but only in length and make them much stronger then today. this will remove the problem. you can apply bleeds with all you’re team and the will stack in length. also poison needs more damage output.
raise the bleeds and the poison damage, make bleeds stack way less then today or make them stackable only in length.
another very cool thing they can do is make monster vulnerable to some conditions (so condition can “crit” as well)
condition system today is totally broke. it works fine when you’re on you’re own or on a small party and you’re the only one doing condition damage but the things change fast for the worse when 2-3 conditioners are on the same party. don’t even start me on world events.
another suggestion is to make specific conditions for the classes so they can’t override themselves so easily as today.
ok, the necro does fear and poison. that will be his specialty. warriors will be bleeders cause they use sharp weapons. elementalists will do elemental damage. mesmers will do illusion damage, guardians will do holy damage, like in guild wars etc
separating the conditions for each class will make the condition system much better and will allow for build and party diversity. today everyone inflicts bleeds so the cap for bleeds is reached very fast and the zerker builds bleed damage is just wasted.
(edited by Valdur.2679)
lol. the math is very simple. YES indeed, the zerkers will only do HALF the damage they do today on pve BUT the monsters will have HALF life = SAME amount of time to kill them.
the beauty of this change is that it will ONLY affect pve and the condition builds will be able to kill monsters in HALF the time as they do today and the zerkers will kill them in the SAME amount of time as now. on pvp and www ppl will do the same amount of damage as they do TODAY. (zerkers and condition builds will remain unchanged for pvp and www)
(edited by Valdur.2679)
people think that doubling the armor of the monsters and cutting their health in half would nerf the zerkers. WRONG! the zerkers will kill the monsters in the EXACT amount of time because toughness x health = THE SAME as before
the only HUGE difference about this is that condition builds will kill TWICE as fast as they do today and PVP and WWW won’t be affected AT ALL by this change.
i think this would be the most simple, beneficial and balanced change that they could make. if you want to stay a zerker fine, you kill just as quick. if you want to go hybrid that’s fine you kill just as quick as a zerker. if you want to go condition fine, you kill 66% of the speed of the rampager and 66% of the speed of the zerker in a rabid gear.
i’m talking about zerker vs rampager vs rabid. rabid should be 66% zerker killing speed and rampager 100% zerker killing speed.
is that fair now? can we all rally on this ideea and convince anet to make the change?
remember! no zerker nerf, no pvp or www change only more killing speed for rampagers and conditions builds.
i think this this is the best solution possible for now. do you all agree?
(edited by Valdur.2679)
better to cap health and toughness gained from weapons/armor/trinkets to 50% of base value.
zerk meta can be nerfed very easily by putting a cap of 50% to critical damage. conditions are caped at 25 per condition, why shouldn’t zerkers be caped at 50% crit damage? (you can only be allowed to do double damage – 200% – not 270% like now. :P
interesting idea, no? it will force the zerkers to look into conditions builds and make a more balanced build if they want to go full offensive. they will have to use damage AND condition damage to be able to achieve similar results. (now zerkers will chop my head with their buffed 270% damage increase. i already wrote my testament, lived a full and rewarding life so go ahead: kill me!)
PS: also cap the crit chance at 50% so going full precision won’t help you. that way ppl will have more balanced builds.
(edited by Valdur.2679)
there are several good cases like champion giants, underwater fractal bosses that spawn multiple minions and on them epidemic is king. also on elites single target ppl concentrate on one elite and then bam – epidemic and all elites have those conditions. epidemic is a very good skill for spreading conditions around and it’s useful in dungeons, high level fractals, champions and bosses that spawn minions etc.
the current meta isn’t bad just unbalanced from the condition point of view. instead of some many stacks of bleeds that can’t tick (that’s the main issue here with bleeds not other conditions that don’t stack) just increase the length and the damage so they are able to tick. increase the damage of the bleeds substantially, make them stackable on length only and also increase the damage of the poison to compensate.
so: bleads, poison and fire unstackable (stackable on a team of people but not on you’re own – on you’re own only stackable in length) and balance their damage output so with the damage done by the weapons and the conditions to be able to reach at least 66% of zerker dps on the armor sets that give power and condition damage and 100% zerker dps on rampager armor (that must be redesigned a little to give power or condition damage as primary atribute and / or make two new sets of armor with condition/power/precision and power/precision/condition)
(edited by Valdur.2679)
To make one thing clear: they cannot simply remove the condition cap.
It’s reason for being there has less to do with balance, and is much more of a technological limitation. This has been pointed out repeatedly by the devs in the past.
Conditions and boons are much more complicated code than they appear, and running too many stacks at one time across a map would bog the servers down and make the game nigh unplayable.
Removing the condition cap altogether just isn’t feasible. What they might be able to do is scale the cap according to unit.
Trash mobs can make do with a very low cap, since they don’t survive long enough to accrue many conditions in the first place. Replace their per-condition caps entirely with a single cap such as “25 stacks total, between all conditions,” and players shouldn’t even notice the change. Veterans would have a bit more, and upward from there. On higher tier foes, the per-condition cap can remain in place to encourage a balanced spread of multiple conditions.
This shift would leave room for plenty of stacks on champions and world bosses.
I didn’t knew that they had server issues and therefore put that cap to manage those issues. Then if this is the case fine, leave the cap but improve the condition damage greatly and reduce their duration (especially the bleads are the problem here cause they stack so fast and their are the primary damage for condition necros) so the condition builds WHEN OPTIMIZED for condition damage to be able to do as much damage as zerkers. I think that’s only fair. Make the conditions last 1-2 second so when buffed 100% for length they shouldn’t reach more then 4-5 seconds total. If I optimize for condition damage I want to be able to inflict it on enemies like zerkers do!
Another mechanic they could employ to resolve this issue is to override the weaker conditions (bleeds etc) inflicted by some players who play zerk for example with the ones ones inflicted from other sources like condition builds when the cap is reached or make them stack in length after the cap is reached so 100 bleeds from 100 players of 1 second per bleed each to stack 25 times over 4 seconds total.
Minimizing condition time, maximizing condition damage, overriding the condition damage or stacking them on length could solve this problem.
I just want my bleeds to tic so I could inflict the damage I have prepared my build for.
Ok people let’s get something straight: DPS means damage per second. I play with conditions so I try as much as possible to make a build with the highest condition DPS as possible. YES, conditions DO DAMAGE PER SECOND! (aka DPS) wow! what an incredible discovery for zerkers! I bet you didn’t know that, right? It’s incredible right? I can go as high as 5000 DAMAGE PER SECOND with my conditions! Wow! Incredible huh? And then I can spread these conditions with a skill called epidemic to 5 other targets, making my 5000 DPS to 6×5000=30000 DAMAGE PER SECOND! (and they say conditions aren’t good – yea right)
BUT if the 25 cap is reached and I’m NOT ALLOWED to stack 25 bleads, fire, poison, fear and torment I can’t do that damage! I only want to BE LET BY ANET TO REACH IT! Is that such an unreasonable request? Zerkers have no such impairment! Zerker have no damage limitations! You all keep saying that zerkers are full ofensive! Well SO AM I! But instead of damage i go condition damage! If I go full offensive build with my necro and the cap is reached WTF can I do? just sit there and watch other people do damage as I sit quietly in a corner waiting for those stacks of bleed to go down so I can inflict my real condition damage? All those zerkers if they are building their zerk setup they should be stripped of condition damage cause they inflict NONE anyway and let condition builds do their jobs!
That’s why I want the condition cap removed! So in a team, if there are 2-3 condition builds THEY CAN INFLICT DAMAGE AS THEY ARE BUILD TO DO!!!!!!!! (like zerkers)
Is that clear?
(edited by Valdur.2679)
Pure Condition should NEVER do the same dmg as Berserker. Because they always have at least 1 defensive stat (thoughness for example means permaprot all the time).
conditions should do as much dmg as a zerker in soldier’s gear. what is the MAIN PROBLEM with conditions in this meta is that they have the 25 cap limitation and this hinders the ability to do condition damage. if the cap were to be removed then condition builds will be FAR MORE EFFECTIVE in a group then they are today.
Because of the impact on pvp given the shared pve/WvW model. The condi meta is already stong in pvp, removing the cap would make it insane.
i don’t agree. so it’s ok for you (probably you run zerk) to have no limitation on damage but have limitations on condition damage. i mean it’s like warriors are ok to fight with 2 hands but condition ppl should have to fight with one hand tied behind their backs.
nice.
We are trying to take steps to address some of the dominance of Berserker/DPS players. More info next week, I think.
Jon
hi jon,
why is there a condition cap limit? why have you limited condition builds so severely? this has made the game so UNBALANCED between pure damage and condition damage.
if you guys would remove this stupid limitation i think the game would be so much more balanced and people would consider conditions as a viable and reliable source of damage as well. just remove the 25 stack limit and the other conditions limits (some only stack 5 times in length) and let condition builds have their say in this game.
poison should be stackable too because it’s such a weak damage dealer unstacked.
make those changes and i’ll guarantee you a much more balanced meta then this currently is. do not nerf zerks just let the condition builds have a fair fighting chance!
just a few clicks and voila! people would have a real and viable alternative source of damage and build variety for groups. zerkers would look with much more interest into conditions then they currently are. zerker population will decrease naturally and not forced by any meta. some of the zerkers will transition into a more balanced build naturally. you’ll see.
thank you.
well i have nothing against zerkers as i previously stated. about adapting to the zerk meta and running in full zerk armor in my opinion is just plain stupid for some classes like necro for example. i refuse to play zerk with my necro! why? cause i like to play with the staff and inflict aoe condition damage. if i want to play zerk it would be on a warrior or some other class, but not necro that’s for sure. some classes are better suited for direct damage others are more suited for condition damage. both should have a FAIR chance to inflict the same amount of damage on enemies. this game shouldn’t favor zerkers. i say DO NOT nerf zerkers, remove the cap on condition damage and let me see how far i can go with my condition dps. just remove the stupid cap and see what happens. cause when i’m running dungeons or fractals and i see 25 stacks of bleed (cause poison and fire don’t stack AND THEY SHOULD!) i grind at the screen knowing i can’t help my team as much as i could cause in my builds i maximize condition damage and if i can’t inflict it i’m useless and i don’t like that. is it that hard for anet do remove the condition cap? i think not. maybe 10 clicks and give condition builds a fair fighting chance in larger groups?
also i good choice would be to reduce the length of the conditions and improve their damage dramatically.
another thing they might do is make 25 cap INDIVIDUAL not collective as it is right now. let me stack my bleeds and poison cause poison is so weak unstacked. fire should also be stackable.
there is no actual need to change the meta and to destroy zerk. they only need to make conditions better by removing the cap first and inflicting more damage with them. that’s all.
Hello,
First of all I want to say that I have no problem with the zerker builds. The problem in this game is that zerkers can do massive DPS and condition builds can’t. Here are a few simple things that you can do to balance this game very quickly.
1st suggestion: remove the cap on the conditions and make fire and poison to be stackable. this way condition oriented people won’t be frustrated anymore. Now there can be only a condition dealer in the team cause 2 or 3 will just cancel each other out and even so the condition dealer is hindered by the other players who play zerk but on their builds they have some conditions that are being applied from minor traits or skills. Right now, for world events, condition oriented people are just plain useless because of the condition cap. If a zerker can be able to burst tons of damage with skills, conditions should be able to do as much dps as regular damage.
2nd suggestion for game balancing: increase the toughness of the monsters. This way condition builds will be far more effective then they are today in comparison with the zerker builds.
3rd fine tuning you can do for balancing is to decrease the condition duration and increase their damage to the point that the best condition build can kill as quick as the best zerk build.
those three suggestions (especially the first one) can be implemented very quickly (in a week or so – first will only take a few clicks :P) and the game will be far more balanced between the zerkers and the condition builds.
Improving AI and redesigning monsters is far more challenging and time consuming then my simple suggestions for game balancing between the zerkers and the conditions builds, but it should be in the works nonetheless.
Why was the condition cap placed in the first place? is there a cap for damage as well? Fire 25 damage skills at a monster and then stop and wait for the stacks to wear off? Why hinder conditions builds so much? Do you fear conditions? Cause personally I love to inflict them.
(edited by Valdur.2679)