Showing Posts For Viaryllis.1573:

[Suggestion] Might Stacking Change

in Profession Balance

Posted by: Viaryllis.1573

Viaryllis.1573

Some possibilities/examples to show the impact this change would have on a variety of common builds.

By using the arbitrary formula:
1 Might stack = Power/75, and hence 25 Might stacks = Power/3, here are some outcomes

Standard D/D cele ele build:

  • 1540 power base
  • Power increase with one/twenty five stacks: 21/513

Engi cele rifle build

  • 1840 power base
  • Power increase with one/twenty five stacks: 25/613

DPS guard 21614

  • 2133 power base
  • Power increase with one/twenty five stacks: 28/711

Ele S/F Fresh Air

  • 2033 power base
  • Power increase with one/twenty five stacks: 27/678

Necro PoC

  • 926 power base
  • Power increase with one/twenty five stacks: 13/308
Luneoth
Guardian
Devona’s Rest

[Suggestion] Might Stacking Change

in Profession Balance

Posted by: Viaryllis.1573

Viaryllis.1573

There’s a whole bunch of complaints about celestial might stacking, this is because celestial is meant to be the jack-of-all, master of none amulet.

A power or condition damage main stat amulet provides over twice as much of the primary stat as celestial offers (932/438). When this is added to base stats, 926, the ratio between a main stat amulet and celestial becomes 1.36 (1858/1365), so 36% extra main stat damage.

The problem is when might comes into play, as might gives a flat rate of 35 power and condition damage, the loss of damage for celestial is mitigated. At level 80, 25 stacks of might gives 875 power and condition damage. Adding this to the previous values gives 2733 stat points for a main stat amulet, and 2240 for a celestial amulet in both power and condition damage. This ratio is now 1.22, so 22% extra damage in just one stat from a main stat amulet.

It’s also important to note that power/condi builds still benefit damage from the opposite damage stat from might, e.g. adding 875 power to a rabid build is not a negligible increase. My proposed change would affect this as well, lowering the gain of a stat not invested in.

Ok, so facts out of the way! I propose making the effects of might scale with base power or condition damage, for each increase.

Because there is no boon equivalent stat to condition damage, most boons are unaffected by stats (regeneration and retaliation being the exceptions). If might was made to apply stacks as a function of power/condition damage, e.g. base power + amulet + traits + (anything that isn’t might), this might make the damage sacrifice that celestial amulet is supposed to have more accurate.

I feel like if this happened, zerk builds shouldn’t benefit more from might than they do now. but rather should be capped similarly to the current 875 stats at present.

Condition damage seemed more difficult for me to make a formula for since each condition has separate scaling so I haven’t done anything regarding that yet. Anyway, hope you enjoy and critique away!

Luneoth
Guardian
Devona’s Rest

Glow from capture point

in PvP

Posted by: Viaryllis.1573

Viaryllis.1573

It should be reduced if you turn off post processing in the graphics options, it keeps the white circle for me but it interferes with animations a lot less.

Luneoth
Guardian
Devona’s Rest

[PvP][WvW] Guardian - Torch

in Profession Balance

Posted by: Viaryllis.1573

Viaryllis.1573

Hi! In my opinion, torch skills need work! #4 is good except for ‘Out of Range’ and ‘Obstructed’ bugs that plague so many projectile skills, #5 – Cleansing Flame – however is in need of a buff, currently that skill is sub par.

Torch is the only inherent condition damage weapon guardian has, yet it doesn’t have synergy with possible condition builds. After trying out a few condition builds for guardian, I feel that more self sustain is needed to make the build less of a joke and perhaps move it to the brink of being taken seriously.
By taking 6 in Zeal (Amplified Wrath), guardian sustain drops dramatically due to the lack of condition removal, the simple fix is to have Cleansing Fire become a self cleansing skill which is an idea that has been tossed around for over a year

Notes regarding this suggestion:

  • Torch already functions well as a power weapon and additional self cleanse may advantage guardians too heavily in some scenarios when playing any build
  • If the self-cleansing worked in the same way as the ally cleansing it would be way too powerful, since you don’t need to aim or position yourself and you gain the full effect
  • There is a risk it could change the intent of torch playstyle by turning it into a kiting mechanic similar to an ele’s Ether Renewal instead of offence/support
  • Cleansing Fire is one of the few skills in the game that has a support for allies only, which while can promote great support, is not enough for the ability
  • As the damage of Cleansing Fire is power based, there is absolutely no benefit to use this skill in small scale situations for condition guardians, making 50% of the condition weapon’s skills effectively obsolete

Possible Solutions:

  • Self cleanses happen at a fraction of the rate that team cleanses do
  • An initial self cleanse similar to the initial heal of Healing Breeze
  • Self-cleanse only occurs when striking an enemy/cleansing an ally
  • Cleanse comes from a torch attributed trait from either Zeal or Radiance

My other thoughts on Condi Guardian:

  • Possible niche use in the future through the ability to shut down certain classes
  • Disadvantaged in that virtue of justice (f1) is one of the best burning applications but also allows allies to land burning first which is dependent on their condition damage, thus delaying pressure that the guard can apply (Perhaps burning could be made to tick for the highest damage through to the lowest over the duration)
  • Lack of cover condis is crippling against certain classes/builds
  • Increasing available damaging conditions to guardian seems like a horrible idea to me
  • The whole build is pigeonholed too heavily into Zeal and/or Radiance, turning a condition build into a glass cannon (or just a glass because it’s pretty useless)

My Questions:

  • Do you feel that burning is so powerful that it shouldn’t be an asset on a tanky build or trait spread?
  • Are there other ways to get valuable sustain in equal numbered or outnumbered fights without investing 6 into Valor/Honor/Virtues?
  • Is the amount of necessary traits for a condi build is on par with other builds and other classes?

I hope this is all clear! Thanks for reading and discussing, this is all my opinion and I appreciate constructive disagreement.

Luneoth
Guardian
Devona’s Rest

Elementalist Spellbook: Zoose S/F Fresh Air

in PvP

Posted by: Viaryllis.1573

Viaryllis.1573

This looks really good Zoose! The commentary is really insightful, hope you go to Gamescom!

Luneoth
Guardian
Devona’s Rest

Level Up Knockback in PvP

in Bugs: Game, Forum, Website

Posted by: Viaryllis.1573

Viaryllis.1573

So I just got my Daily Kills achievement in a Team Arena match. It was my 5th achievement for the daily and as such I got a pretty big experience boost so I leveled up. What I wasn’t expecting was to get the launch effect that is present in WvW and PvE, however, I did, and knocked 3 enemies to the ground for a few seconds. Is this a known issue? The knockback coincided perfectly with the level up and I don’t believe there was a possible alternative cause at the time. This shouldn’t be able to happen in PvP matches, especially ranked arenas.

Luneoth
Guardian
Devona’s Rest

GW2 Tickets for Review (7 days & older)

in Account & Technical Support

Posted by: Viaryllis.1573

Viaryllis.1573

Number: #543736 No contact in the last 6 days regarding a refund for town clothes.
Thanks in advance.

Edit: To display ticket number correctly hopefully.

Luneoth
Guardian
Devona’s Rest

To end finisher gimmicks

in Guild Wars 2 Discussion

Posted by: Viaryllis.1573

Viaryllis.1573

Most of the time if you time it well enough, you can interrupt a shadowstep finish, also, any class porting away needs to use powerful abilities which can be used offensively or defensively and have significant cooldowns. Mesmers and guardians need to use two abilities to teleport finish, as mentioned by others these classes are more susceptible than others when simply face tanking, so in my opinion it’s not out of balance, it’s a large sacrifice to ensure you guarantee a finisher. In smaller fights countering a blind field is a lot harder than a port stomp.

Luneoth
Guardian
Devona’s Rest