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I spoke to one of the balance team at Pax West. He believed that Mirage was “in a good spot.”
After some questioning, he hinted that ANET’s idea is that the Mirage play around the mirrors, ( which make aoe weakness. )
My brain hurts.
According to that dev, Mirage is basically fine. I don’t see us getting help any time soon. He also talked about nerfing chronomancer and seemed to feel it was OP.
In my eyes, that’s out-of-touch. We’ll see.
My brain died.
I suggest this dev to play the game and give a read to reddit from time to time.
Speaking about pve raid in pof we will have guard stacking permaquickness with 1 key or, if they fix it, we will have guardiano stacking perma quickess using heal on cd, elite on cd and casting 1 aegist every 12 sec (100 boon duration) – not that hard rotation no? –
In the meanwhile guard is goin to make people around him to stack burning on a really low cd.
With all its buring its hard to believe firebrand to make lower dmg than an actual chrono.
BUT WE HAVE ALACRITY \0/
Let’s give a look to renegade.
People already made math that show up that playing renegate as we play c rev now, just cause new buff of renegade it will do around 40k dmg – easy math -
With traited f4 it will also stack around 50% alacrity uptime
Considering that if we’d go with a guard and an alacrity chrono the alacrity chrono is goin to do 25k dmg we have 15k difference.
15k difference is more than the dps bringed from the 40-50% additional alacrity a chrono can bring in a team.
So even without a nerf there’s already a really good change to see chrono get replaced from renegade+guard on the majority of fights.
This dev should be removed from balance duty
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(edited by aelfwe.4239)
I would love all shatters to be reworked into contextual ambush style attacks so none of them destroyed illusions but instead triggered them to cast something that dealt similar effects to normal shatters.
This is exactly what im suggesting, with mirage mirror working as fodder rather than spawning and ambush attack extended to phantasm
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Honestly I feel as if at this point, only the most trivial of changes would make it through. It’s 1 month to release.
I said in another thread that I could imagine two changes to together alleviate the very worst of the issues, and those would be:
- Make mirrors last ~8-12 seconds.
- (slightly more complex) Make all Deception skills spawn a Mirror, including Jaunt which leaves it where you began the teleport.
There are ofc a ton more things to change to make the spec good, sure. But this would at least make it maybe somewhat competitive with core mesmer, or even something which isn’t a burden upon any party you join.
I get your point and i agree, we cant expect too much in a couple of weeks.
My issue is that i find mirage so bad designed and clumpy that, even if anet get to make it competive i would not enjoy to play it at all, and there’s no mirage mirror duration or utility buff that can change that.
Mirage really need a rework on mid term that give some use to phantasms and shatter skill according to mirage mechanics, otw what we have is, and will be, a fake elite.
Do you want to play mirage in pve? bring it over chaos and play it as old condie mesmer for 50 more condie dmg and 4% more condie duration.
Do you want to play mirage in pvp? bring it over inspiration and play it as old shatter mesmer with more burst and some condie removal.
Im not really interested in short term change due to this so sad development, so i’ll unlock mirage, then i’ll keep play chronomancer – if viable -.
If not, i’ll play some alt (even if givin up on mesmer after 6,5k hours played on it dont make me really happy ) hoping anet to complete the elite development meannwhile (maybe with karl or another dev that actually know core mesmer trait and synergy ofc xD)
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(edited by aelfwe.4239)
1) Mirage mirror dont spawn randomly around, when you dodge or use any skill that grant mirage mirror you gain a Mirage mirror charges.
2) Mirage mirror charge works similar to andrenaline from warrior, with 1 charge you can use f1, with 2 charges you can use f2, with 3 charges you can use f3 and with 4 charges you can use f4.
3) All shatter (f1,f2,f3,f4) are reworked into Mirages and grant a specific ambush attack that apply to yourself and your illusions (clones and phantasm). The effect is similar to related shatter but dont destroy the illusions (here’s the difference between core shatter). So we have f1 making you and illusion to do direct dmg, f2 stacking some condie, f3 ccing, f4 giving yourself evasion. f1,f2,f3,f4 cd and effect dmg or duration are tuned to not being op.
4) Ambush attack apply to all illusions and not just clones, so it apply also to phantasm.
Imao this should fix the biggest issue of mirage, the lack of synergy between mirage gameplay and shatter and phantasm gameplay that represent 60%+ of core mesmer traits.
This should also fix the mirage mirror mechanics.
Reworking the mirage mechanics should be the starting point of fixing mirage otw if anet would just work on numbers we could have a strong but still clumpy elite to play where 60% of trait are unusefull and where 50% of elite machanics are a kitten even when you play the elite traitline.
My 2 cents
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Kappa.
While i regret to have posted in this forum in summer school vacation time, i still would be happy for having an official statement of anet about istanced content in PoF.
Without them im not gonna buy pof, so considering it’s my money, as a costumer i would like to know what im going to buy with a a clear official statement about it and not with just some Vincechild opinions, thx
Regard
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Several reddit answers of devs and here in the forum. Look for yourself, I’m not your mommy.
Lol, no xD
You aint linking them because anet has never done any single statement about new wings being devoloped since they released w4. As well Anet never said anything about releasing raid after next xpac release.
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Kappa,
Now that i had some child statement about forum i dont care i’d like some dev statement about raid, thx
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We know for sure that there will be raids in the future but not with this expansion.
Official Source pls.
They will add them when they are ready that’s what they’ve said in the past.
In that case they’ll should say “we plan to keep releasing raid but after pof release without a specific eta”, it would be enough for me
And in the end you know why I posted that link: There already is a thread asking about that.
Not really, that thread is asking people about raid, im asking for an official DEV statment as a costumer.
Next time look around and bump the ones you think they have need for.
You aint a forum mod, if you dont like multiple thread you dont read them. Easy.
Forum mod will just merge them when they’ll think its the case,
so pls if you would be so gentle to avoid to reply in dev place or act as a forum mod it would be appreciated,
or am i wrong and you are a dev or a mod?<3
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No offence, but that’s useless.
There’s not a single official statement there, just bunch of people assuming they will keep release raid outside xpac because in hot they did that way. That’s not enough for me, ive seen hype train crash toward a wall too much times to consider reliable people assumption
As a costumer i’d like some Dev official statement about raid and fotm in pof (or after its release)
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I dont think mirage will be meta in pve\raid, crap conditions (confusion\torment) aside bleed and situational mechanics as cloack make it looks like an op pvp build but a niche (mathias\cairn) build for raid\pve.
Considering that guard is goin to stack permaquick (heal\aegis\stab gives 2 sec of quickness – 4 with boon duration) as well as sharing burning to other people every time he put quickness with 10sec icd + personal burning, we can expect him to do more dmg than chrono.
So our last anchor to meta is alacrity.
New rev spec is goin to take alacrity aside burning \0/
As a mesmer im a bit worried
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As costumer my (personal) selling point of PoF is keeping having new raid wings released, as well as new fotm.
Yesterday during the xpac announcement we had no statement about this, just some “its a content based xpac”.
Considering that in a them park “content” can litterally mean anything, can we have an official statement about the future of raid\fotm? will we see, even after pof release, new raids or dont?
As a costumer it would help me a lot toward choice of buying pof or not, otw without any official statement i have to assume we wont get any raid because no company would release a specific content without promoting it to increase their sells.
Thx
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druid can bring gs xD
OT:
JumpJumpJump!!!
Then dat feeling when you realize your spacebar got broken and you can see #bestderp2017 incoming
Happened to me yesterday, yoloo 0/
:)
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Anet did this change to improve build diversity in deimos cm (2 guard vs precog).
Still, this is an example of fail design.
The difference between deimos normal mode and cm are that you lose d’alessio dmg buff (aka you do 1/2 dmg), boss has more hp and no bubble in the mid.
That’s all.
As someone who did this cm several times on a chrono i can say that the only interesting part of the cm itself was timing distorsion over precog pulse.
So anet trade the only reliable mechanical of the cm for more build\class viability (aka 2 guard vs precog).
But it will be a fail, cause thief, gambler and drunk will keep stripping aegis anyway so it will be end up for average and pug teams to still bring chrono+precog and distorsion for the aegis duty.
Yeah, best team who instantly burst thief, gambler and drunk or have enough dmg to send only 1 person on demon world and phase the boss fast enough to go there before tha person dies, will get some improved raid setup viabily to eventual improve a bit their world record on it.. But still…
The huge majoirity of people will keep playing as before, so fail.
Anet nerfed the only intersted part of the CM mechanics and people will keep playing as before, so regardless anet intention this will be just a nerf\making CM easyer change
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@whetpheet.5921
if you want to make a comparison with standar zerk chrono build just make a vid at golem with no less than 2 avenger up pls
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This raid has been the biggest game design mistake anet has done in the last year.
And, since raid has been the only reason holding me in this game since hot release, for my perspective it has been a great mistake.
Let’s be clear, the raid and bosses look amazing, but the raid its so easy that, at the end of the day, it add nothing more than a boss (deimos) with some mobs before (the first 3 bosses) put there just to drop free LI for those who complained about raid till now.
Now from my perspective (static raid around 430LI so far) i’ve nothing against giving free LI to complainers.
I’ve always thought that bound legendary armor behind raid would have been dangerous for raid health.
In fact here we are, raid guilds waited 6 months to have 1 single boss and now we will have to wait till next xpac before seeing anything else AKA plenty of raiders will quit for lack of content.
While i get why anet made this (accomplish complainers) i don’t understand why anet has done it in this way.
Is it so hard to copy other games?
- Add some difficulty to the challenge modes (still too easy if compared to other wings) and made them repetable with a chance of getting some additional UNIQUE rewards with weekly reset and that’s all. The unique reward should be something not so big as legendary armor (otw complainers will start complain about challenge modes too) but it should be something enough satisfating to prize people for doing it (what about an infusion drop you can sell tp as ghostly?)
I’d like anet would remember than raids has been introduced in this game as a “challenge content”, lower the challenge of a raid under fotm (that is not exactly something hard or challenging xD) its really disappointing
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(edited by aelfwe.4239)
Hi all,
We’re wrapping up work on Episode 4 of Living World Season 3 and expect to launch it in February, hitting our normal cadence of a new episode every 2~3 months. I want to give a quick heads-up here on a few topics that I know the community is anticipating, things that will and won’t be bundled with this episode.
This release will include the promised fix to AB multi-looting. The fix is simple: you can loot each of the great and grand chests once each time you complete the meta, once per map cycle.
This release will also include a new, challenging group-farming spot for leather.
This release won’t include legendary armor. We’re getting close to completion, though, and may be able to ship legendary armor with the Ep5 release.
This release won’t include a skill balance update. As we did last time, we’ll ship the next skill balance update off-cycle from Living World releases.
Mo
If the leg armor isnt rdy but the next raid is rdy can we at least have it released?
So we can play, there’s no reason to delay raid for an armor that you are developing since 2 years
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(edited by aelfwe.4239)
Recruitment temporarily closed to sort out with new recruit.
Thx for apply.
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I don’t know if the leak it’s true…
But if the leak it’s true it share a lot of stuff already shared from lady sorsha 1 month ago on reddit.
He\She deleted her account, luckly on
someone posted the image of what he\she said.
So axe\mirage —> heavy condie melee spec with no dodge. You get blur for that.
Sound interesting for me, if true
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If you still say I’m wrong I want you to show me your math. So far you only said I am wrong and thrown a number at me, while I’ve shown you how and why my numbers are calculated in a certain way. From now on I also want your numbers explained and calculated step by step, this includes all and every assumptions you use to calculate.
You are wrong and NO, i already told you 20x times you are missing assumption. You’re math would be right if the assumption would be right. They aren’t. Why? I already told you.
You always use assumption like:
Now this situation will only happen in a raid, in 5 man groups you wont have 25might, gotl and alacricity and still have 3 open slots.
wut?
why no gotl? why 3 open place? who told that? yourself
On the other hand, if we leave the raid setup all numbers (21k, 196k, 13.25s,14.8k) are wrong because those were also calculated with that setup.
and if you already stated you have no gotl so no druid why you take 21k? and if you don’t have condie ps why you take 14,8k (epi including 20 burning stack)?
You are mixing up everything, if you want to have a result you have to start from a specific point (example: 1 druid 3 necro) and change 1 necro (1 druid 2 necro 1 ps) and accordling add the epidemic value from the thread.
The only reason you see a 7% difference in the result is that you bring the value of epidemic (14,8k) that include burning from ps and you include it in the setup that include a necro in place of the ps.
If you would do the same taking off the burning part from the epidemic value you will see that difference dropping to the point to be unreliable.
I could even take it time to make a more specific reply but till you aren’t specific about what are you comparing (ps war vs necro) in which composition (druid? no druid?) why should i do that?
Just to see you here claiming it change of another 1% because you have taken some other assumptions?
May you pls list me the exact assumption you are taking? and the exact compositions you want to compare?
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(woah, a difference of 7.4k, where did that go?)
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Nowhere, it doesnt exist if you ain’t taking a condie ps war to stack burning in place of the 3rd necros. That indeed makes useless your average (situtation 2.2) because it’s wrong in a 2 necroes enviroment.
This is the reason you have to split between the 1st 2 necroes and the 3rd one rather than /3
You are doing a comparison between dmg of different setup, not calculating the absulute dmg.
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(edited by aelfwe.4239)
Compared to them i’ve only done a single step on, i’ve traslate on a % the dps increase of the necro due to epidemic bounce.
% aka factor of x 1,33 (in raid) —> then i called multiplicative.
The idea behind that was to make it easyer to undestand why bringing more than 2 necroes is clueless (the dmg improvement do not change) compared to taking a condie ps war.
And that is where you do a mistake (not saying the result would not stay the same, just that the argument is flawed). Adding a 3rd necro adds a full epidemic (because his can also send back 25stack/kind from the add to the boss at the same time as the 2nd necros did) so it adds a total of 14.8k epi dps (not 7.4k as this is only half, see above). As most people are only interested in the average dps, and the 3rd (and 2nd) necro can only use epi on an add because the first one uses his on the boss (giving him no added damage on the boss), it is “fair” to split up that damage so every necro deals the same amount, thus increasing the dps of every necro by 9.86k. as opposed to 7.4k with only 2 necros. Now I wrote “opposed to” because if you want to compare the situation with 2 necros with the situation with 3, you should not add the 9.86 ontop of the 7.4 but instead of it. That is where my 30.86k comes from.
This means that adding a 3rd necro results in a “multiplicator” (shudder) of 30.86/28.4 ~= 1.087 so it’s a 8.7 % dps increase to all necros.
(And I’m still running my ele in fractals, thank you).
I don’t want to become a broken disc that repeat the same things over and over…
but you keep to not understanding the interactions between:
-personal dmg over a target (1 necro)
-additional dmg due to epidemic bounce between the target and add (at least 2 necro required)
-the number of source of epidemic you have in a fixed amount of time – the cooldown- (aka the number n of necro you have)
-the condition stack cap within epidemic.
You start from a wrong assumption and you end up on a the same sloppy idea:
This means that adding a 3rd necro results in a “multiplicator” (shudder) of 30.86/28.4 ~= 1.087 so it’s a 8.7 % dps increase to all necros.
(And I’m still running my ele in fractals, thank you).
*the 3rd necroes and the 2nd necroes do NOT share epidemic cooldown that’s why you have not /3. The personal dmg value do not change, you have 1 more epidemic from the add to the boss with the same value of the second necro epidemic.
Anyway since my english isnt good enough to make you understand and my patience isnt great enough to pass 2 days trying to explain the same (easy) thing to you i suggest to read the link about epidemic i linked you twice.
It’s well explained, on a good english, and you can track the result step by step.
Otw keep your idea and go on, i can live with it
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the second post (ordering best) has your sc statement, you have to be xxx to not take a condie ps and a chrono in team on high level fotm ;-)
That’s what I’m saying, np. We already had a statement in this thread too:
2 Necro is meta, even for record times you’ll want 2 necros in most fractals.
What isn’t meta is more than 2 necros because it’s a complete waste.
3rd can be either ele or druid,
4th and 5th class are mesmer and warr.
Also you can epi bounce in almost every fractal.Problem is most people read the opening post and then put an answer to the thread. It’s a shame.
And I agree with perry, pugs are some kind of stupid. I saw it in raids, pugged several crazy groups running the 7-2-1 and struggled hard although they were some kind of experienced. They insisted so hard on 7-2-1 instead of the easier 4-4-2 or didn’t know about it, I was speechless. It’s more than understandable that players without infos from outside the game and newer players have problems with some content, it’s really no wonder…
yep, when pugs state something better there’s no way to make them change idea.
you can explain willing to help and yadayada and it doesnt mind you have 230li or 6k hours played and you low man etc.
they won’t change idea and the only result you can achieve is being blamed.
that’s why i rarely pug and if i do i usually start my party taking the composition i want.
imao it’s the best way
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Your mistake is that you divide epidemic bounce effect for the numbers of necroes you have in team.
You are mixing up the epidemic bounce dmg (condie on target with a cap of 25 stack/kind) with the factors that applies it (numbers of epidemic skill you can cast over a fixed amount of time, the cooldown, aka the number of necro you have in team) so you end up /n rather than 2 while the n part if just additive.
Anyway other than that i don’t get if you are arguing me about the multiplicative part or about something else, but honestly it look like a lost of time for me.
There’s nothing new under the sun here
Plenty of people already asked themselves, fixed an amount of condie over a target, how much dmg/seconds bring to a single necro the epidemic bounce.
They already gave themself a reply and i give you a link with the base math you can use to determine by yourself the same value.
Compared to them i’ve only done a single step on, i’ve traslate on a % the dps increase of the necro due to epidemic bounce.
% aka factor of x 1,33 (in raid) —> then i called multiplicative.
The idea behind that was to make it easyer to undestand why bringing more than 2 necroes is clueless (the dmg improvement do not change) compared to taking a condie ps war.
In before if you really think you are on the right side, stack as much necroes than possible and go, you won’t have best setup but you will land on feet :-)
If there are people from the SC guilds telling me zerker is better I would trust them but until there is no proof…no thank you.
Well zerker isn’t better, but the funny party is that yesterday people opened a thread about the same stuff (4 necro+1 druid high fotm) on reddit and here we go:
https://www.reddit.com/r/Guildwars2/comments/4z5iei/high_tier_fractals_situation_are_crazy/
the second post (ordering best) has your sc statement, you have to be xxx to not take a condie ps and a chrono in team on high level fotm ;-)
Not that any player with a bit of clue about game mechanics would do differently ofc xD
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(edited by aelfwe.4239)
Now about your 3 cases: It looks like you are giving numbers for global dps (or at least multiple targets) or you are distributing the epidemic dps gain on a single target to all reapers. (I can not explain the dps gain of Necro A otherwise).
Most situations only the dps on a single target is important so it should look like:Case1:
Necro A: normal dpsCase 2:
Necro A: normal dps (bounces away from the boss to an unimportant add)
Necro B: normal dps + epi dps (bounces to the boss)Case 3:
Necro A: normal dps
Necro B: normal dps + epi dps
Necro C: normal dps + epi dps (also bounces to the boss)
Necro A = 21k
Necro B = 21k
Source:
https://www.reddit.com/r/Guildwars2/comments/4v76gq/qt_updated_guides_and_dps_benchmarks_for_all/
Epidemic Bounce (in raid) effect 14k
Average necro dps gain dut to Epidemic Bounce 14k/2=7k
Source
https://www.reddit.com/r/Guildwars2/comments/4vivo3/calculating_the_value_of_epidemic/
Result:
Necro dmg = 21k+7k = 28k
28k/21k = 1.33
You can rougly translate the dps gain from the epidemic bounce on 1,3 coefficent within 2 necroes
This coefficent do not improve if you put a 3rd necro
It improve if you put a condie ps war
I cant’ explain it better but if you ain’t getting this you are missing the reason that makes necro viable in raid and fotm right now
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The issue here is that epidemic is capped to 25 stack/kind of condition so the multiplicative effect do not grow putting a 3rd necro in the team (cause 2 necro are enought to cap the epidemic bounce of bleed).
The first part is correct, a single use of epidemic is capped at 25/kind, but you can have 1 necro epidemic the boss (25 stack on add) and both/all other necros epidemic the add resulting in each epidemic sending back 25 stack/kind.
This might not be multiplicative but you make it sound like a 3rd necro should not use epi because it would not help. It would need to be calculated how much burning is necessary to make up for a 25 stack of bleed (due to a swap from 1 necro to a condition ps). I believe there was a number somewhere but I just cant find it.
In fact i told the 3rd necroes it’s not moltiplicative
It’s just additive.
And i’ve never told the 3rd necroes should not cast epidemic.
I told the 3rd necro bounce do not add dmg to the other 2 necroes due to epidemic stack cap.
I’d make it easyer: i taking qt benchmark real enviroment (no alacrity) to have some numbers.
On a party (5 men) enviroment these numbers are lower due to the absence of rev and chrono quick etc but it will work the same to make you undestand.
Case 1:
- 5 men party with 1 single necro named A (no option to bounce epidemic):
Necro A dmg: 24k
Case 2:
- 5 men party with 2 necro named A and B (epidemic bounce)
Necro A dmg: 28k
Necro B dmg: 28k
Case 3:
-5 men party with 3 necros named A, B, C (epidemic bounce)
Necro A dmg: 28k
Necro B dmg: 28k
Necro C dmg: 28k
As you can see in the case 1 the necro A dmg is 24k.
As soon as you put in party the second necro (Case 2) you will obtain these two result:
You will multiplicate the dmg of the necro A for a factor due to epidemic (from 24k to 28k) and you add the dmg of the 2nd necro multiplicated from the same factor (28k)
Adding the 3rd necro (Case 3) simply add the necro C dmg but do not change the Necro A & B dmg as the Addition of Necro B has done over Necro A dmg.
So it’s just additive and no more multiplicative.
To increase Necro A\B dmg you have to put some class that stack different kind of condition, for example burning —> condie war (it also give you banner of strenght aka more condition dmg --> around 5% dmg addition to necroes in team).
Anyway about
I believe there was a number somewhere but I just cant find it.
Here’s the number you’re looking for:
https://www.reddit.com/r/Guildwars2/comments/4vivo3/calculating_the_value_of_epidemic/
And this is wrong:
It would need to be calculated how much burning is necessary to make up for a 25 stack of bleed (due to a swap from 1 necro to a condition ps)
You have NOT to exchange 25 stack of bleed with 20 stack of burning.
You have to take base buffed necro dmg (24k for example), and you add into it epidemic result with just bleed. Finally you moltiplicate the result x3.
Then you have to take base buffed necro dmg (again 24k), you add into it epidemic result with bleed AND burning and you multipliclate it x2. Finally you add into result condie ps war buffed personal dmg.
You should also add to overall dmg the effect of the additional war banners and buff (might) to the druid and to the 5th member
Then Compare.
After that if you aint have an headache you can even compare the chrono alacrity effect +2 necro\1 condie ps\1 druid vs 3 necro\1 condie ps\1 druid without alacrity xD
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(edited by aelfwe.4239)
My static group does MT 100 4 necros 1 druid healer in 8 minutes. Find something that can beat that. You know why people kick chrono in t4?
Realistically chrono does only like 10k DPS and all the boons you give gets stolen. Then there’s that thing called armor scaling where power DPS drops by about 30% ?tested by a dnt friend). So you in total you do about 6-7k DPS and all your boons are stolen. It’s basically asking 4 people to carry you for a free ride.
-In a 5 men enviroment, like fotm, chrono can hold alacrity up to nearly 100% uptime.
-Alacrity isnt a boon, it’s a buff and it CANNOT be stolen.
-A necromancer with alacrity do around 18% more dmg compared to a necromancer without alacrity (viper necro ofc). Druid, depending on build up to 21%. condie ps up to 26%.
-Alacrity allow druid to easily hold up more gotl stack aka more dmg.
Result:
even without any personal dmg at all, and without even taking into consideration quickness, a chrono just properly stacking alacrity is a dps upgrade compared to take the 4th necro in a team where you have already 3 necro 1 druid.
Same it goes for condie ps vs the 3rd necro. Without epidemic bounce on a standard tough target viper necro do between 20%-30% less dmg if compared to top power dmg build (thief ele etc).
But power based build lose around 30% vs higher fotm.
So adding in the equation epidemic bounce, 2 necros outdps every power build.
The issue here is that epidemic is capped to 25 stack/kind of condition so the multiplicative effect do not grow putting a 3rd necro in the team (cause 2 necro are enought to cap the epidemic bounce of bleed).
Ps war bring burning instead, that end up to grow even more the epidemic bounce effect of the 2 necros. Add onto this banner\buff and go.
This bring up where the optimal composition dps wise if you would go for some record in high level fotm should be: 1 condie ps 1 condie druid 2 viper necro 1 chrono.
So why pugs go for 4 necroes and 1 druid?
Because pugs do not care about record or optimal composition.
Pugs care about do their daily as fast as possible where fast means to wipe less as possibile xD
So since finding good chrono throug lfg is hard and bad mesmer are bringing a lot less of bad necros, and same it goes for condie ps, then people just go for the faster AND safer option: 4 necro 1 druid.
That is not an absurd or bad choice, as your time show off.
But it’s not even the “best” setup to go if you are interested on min maxing xD
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2) Minions, pets, illusions now get hitted from red orbs and make them to spaw gravity wells. This bring the ground to be covered of gravity wells even with people dodging all red orbs and\or kiting the boss. The pressure it’s the double of before. This is in my opinion the worst bug you added on last patch, boss is still doable but kinda rng.
Again, are you really sure that minions, pets, and illusions cause gravity wells to spawn? I still think it’s just players not dodging them appropriately. I did the fight a couple days ago with 3 necromancers, all spawning minions, and if gravity wells were really being spawned as orbs pass through minions it wouldn’t just be double the pressure, it would be impossible for anyone to survive longer than a few seconds. Every single red orb would be spawning 10+ gravity wells, and it would be extremely obvious based on the number of red circles on the ground. I’m not saying it’s definitely not bugged, but the way people have been describing it in this thread seems impossible.
Yeah, i’m kinda sure, i did it 2 times on prev week (before and after the patch), and the difference was really noticiable.
Moreover if you check the reddit link i posted you can see many other people, including dnt, reporting the same thing.
Anyway i’ve not said 1 single orb to spawn multiple time gravity, i’ve said 1 orb to spawn a well even when hitting a pet\illusion\minion.
Dunno if this happens everytime or under particular circunstances but happens (that’s why i’ve spoken of RNG)
This bring me to wonder about:
- Does flesh wurm bug work again? (not tested)
- Has one of the 3 necroes with you used flesh wurm?
In that case this could explain why you didnt experienced it.
Or dunno, i’m just wondering.
Anyway tomorrow evening i try to make a video
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1. Matthias still randomly goes invul for 30 seconds~ (player specific, not party wide)
2. Matthias stacks are still harder to remove due to pets, clones, and minions blocking
3. Xera is so kittened it’s just funny.1. Probably not due the desync issue but we’re investigating. No ETA on a fix.
2. A fix is in progress for this, but can’t deploy until the next full build.
3. We really need more specifics.
Xera,
- 26th July introduced bugs:
1) Tank lose aggro, xera randomly turn and follow someone else, not related to tough or trait. An easy way to replicate it is when you land on xera platform at the beginning of last phase or moving from a side to the mid.
2) Minions, pets, illusions now get hitted from red orbs and make them to spaw gravity wells. This bring the ground to be covered of gravity wells even with people dodging all red orbs and\or kiting the boss. The pressure it’s the double of before. This is in my opinion the worst bug you added on last patch, boss is still doable but kinda rng.
3) Xera go immune to some players for a bit of time.
Here’s the reddit thread where another dev replyed some days ago:
- Xera bug since wing 3 release:
1) Sometimes you can res people fighting her, sometimes you cannot res people. Not sure which one is intended from you guys but the other one is a bug ;-)
2) Sometimes glider don’t open on leyline to 5 or 6 people at same time.
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Here our “Outrun a Warg” achie vid: https://goo.gl/quYv7a
Still lf1m
Contact Selenya, i’m supposed to be at work xD
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Update:
We have one spot for:
- Druid (magi or zealot + zerk or condie gear) with an available alt
Or
- Elementalist with necro alt.
The terms stay the same as specified above.
Fell free to send an in-game mail to Selenya.6410 or me
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(edited by aelfwe.4239)
MESMER:
Illusionary Reversion: Add 10s cooldown.
Mistrust: Reduce Confusion duration to 5s.
Winds of Chaos: Removeburnvulnerability application. Reduce bleed duration to 3s.
How to kill chrono 2016 #charlie.com
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150 LI are fine, 4 months for 6 armor piece are kinda balanced, it means from now on an hypotetical new raider can achieve a legendary armor piece in 3 weeks, not an huge deal compared to how loot works on standard dkp system in other mmo.
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First, let’s leave the personal attacks and insults out of this discussion. Forums are the place for people to express opinion and civilly discuss things like this. Calling people cryers, belittling people for enjoying aspects of the game and other such comments drive the discussion off track and are counterproductive to the process.
Sometimes people forget that forum is the internet traslation of a public square.
Now if you go in irl public square and you start to speak to people walking around, you can sort out different result, depending of what you are saying.
For example, if you stop people to speak about helping poor childs you sort out a different reaction compared to what is gonna happen if you stop people yelling that some ant alien are goin to invade the planet earth.
If till now, i wouldn’t have read what i read in this and other threads, i would agree with you.
But that’s not the case.
I’m not calling people “cryers” because they “enjoy different aspect of the game”.
I’m calling them cryers because crying is what they do.
It doesnt mind what people said to them, they always say “NO”.
Example?
Them: Raid stole resource to ls
Dev: That’s not true, raid and ls are different team that do not interfer each other
Them: Yeah but raid got story too and it’s not good to prevent people to enhoy it
Other people: You can do raid to, they’re not so hard, you just need practice
Them: I don’t want to be forced on a content i don’t want to play
Other people: Ok then you can enter a cleared raid and read 99,9% of the story
Them: That’s not the same because we’re going to lose dialogue in fights
Other people: ok then you can go and watch them on youtube
Them: No i don’t want do watch them on youtube i want to watch them it into game
Other people: then go to raid
Them: Nope
Dev: raid story are sideline and everything said in raid related to ls will be told on ls3
Them: i don’t trust you
Rinse and repeat.
Now if this for you isn’t crying but it’s a constructive discussion about raid and related story i think we have a different idea about what a discussion is.
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Still, I compared % of active accounts with % of active accounts.
Not at all.
You compered an estimation of the whole active wow accounts vs an estimation of gw2 hot daily login.
I will make it simple:
Wow —> sub based --> the single active sub last from 1 day to N months.
The less amount of time a wow account is active when you renew the sub is for 30 days, that’s why when blizzard was still giving info about sub they were always refering to a monthly base.
So basically you had the wonderfull idea to compare the (estimated) amount of wow player that raid on an average of 30 days vs the (estimated) amount of gw2 player that raid on a daily base.
As i told the moist weird math on human history.
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I read here on the Forum that a 3% of the WoW players do raids. I don’t know the exact number of the WoW accounts, but I suppose 5 millions can be an OK estimation. So, 3% from 5 kk means around 150 k raiders in WoW.
Let’s see an Anet statement (around 2 months ago) – they stated that in a month they had around 3 millions logins from GW2 accounts. That means around 100 000 per day. We can safely suppose that this is the hard core of the player base – the players logging daily into the game.
Again Anet – they stated (2 months ago) that the number of HoT licenses sold up to that date was between 300 – 400 k.
And now:
1. Considering that all the daily logins were from HoT owners, that means Anet lost already around 75% from the HoT buyers. But that 100 k per day does not means only HoT owners – that means HoT owners + F2P + nonHoT payed accounts. That means the HoT owners logging in the game is less than 100k. So Anet lost even more than 75% from the HoT buyers. This is the first conclusion.
2. Anet states that the percentage of raiders in GW2 is better than in other games. Using WoW as a reference (3%) we can say that more than 3% of players raids in GW2. How much more?? Unknown. Let’s suppose 5%. This 5% from 100 k players, translated in numbers, means around 5k raiders. Compare with 150k in WoW.
You are comparing the 3% of the total number of wow active account (5M) vs the 5% of the daily logs of gw2 (100k).
That’s the moist fail attempt to math and deal with statistics of the human history.
Anyway holding your start numbers, even if they’re wrong (wow it’s under 5M account since a lot) we have:
Wow: 3% of 5M —> 150k
Gw2: 5% of gw2 of 400k —> 20k
Now let’s do that 5M/400k = Wow active account are 12.5x more times than gw2 hot buyer.
150k/20k= Wow raider are 7,5x times more than gw2 raiders
So using your numbers, compared to the active population who bought hot or pay a sub in wow, the raider ratio/population in gw2 in 2x better than the raider ration/population in wow
That means 3 things:
1- gw2 raid are a success
2- your assumption gw2 population is casual and don’t want raid is wrong. gw2 population is not as casual as you say, since every 10 hot buyer there are 2x more people interested in raiding compered to every 10 wow subscriver (that is raid based game)
3- you don’t know how to do math.
Sup
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99% of the contents offered from gw2 are 111111fwin!!11! casual friendly.
Raid represent less than 1% of the contents offered from gw2 and they bring fun to that 15% of players that actually feel bored of having just 111111fwin!!11! casual friendly content in pve.
I do not get why in this world having less than 1% of the content of gw2 designed for a specific 15% of players have be an issue.
I feel like players complaining are drama child queens, because there’s no rational reason in “asking to give up over a content because you don’t like it”.
I hope anet to use properly their stats because when people take into account % of people doing an x content, it’s also important to take into consideration how many times that % of people repeat that specific content.
Here is were raid shine and ls start to fade out.
Ls is a content with higher % of player doing it but after you done the achie in it and you helped friends a couple of time, people never do it again and start crying for some more ls.
Raid instead are enjoyed from a lower % of people but that % of people repeat them every week since months. Basically raid are, on their own, the loggin reason for that 10%-15% of people to keep loggin into this game.
Remove them and you are likely goin to lose a huge part of that playerbase (7%. 10%?) because the game don’t offer any other similar kind of content for them.
I know dev already told ls and raid are splitted in different teams and that they are not stealing resources each other. And i know it’s true. And i like both contents.
But people complaining here about raid don’t listen at anything rational, they are like in a middle age witches hunting where the witches are raids.
So it’s better to remark it, 1 more time, don’t listen cryers anet, pls. Give them the ls they want but pls, also, give us raids, so everyone is happy, thx
And for those others who just can’t be satisfated of playing the contents they like, but they pretend to remove\change the single content, like raid, enjoyed from other peoples.. Well Grow up.
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In what way? As far as I know the raid team is a 5/6 man team.
Wait, is there anyone that really believes that? It can be 6 people planning the strats but a raid needs people to do the art, the models, the maps, the new weapons and armour, all the sound effects and textures… is there music written for them too? Not sure on that one. I find it hard to believe all those concept and environment and model and sound artists are counted in those six people anet said are working on raids. Yeah right…
Have you ever stop to think that the same thing apply to “ls team” or any other content-related-team of the game? xD
Coder, musician, graphic designer duty is to work across every contents of the game, you can’t count them as a part of the “raid team” because they work with every other team of the game (including ls). And Viceversa.
Raid team = people fully busied to work JUST over raid = 6, that is a really small number compared to the good quality of the raid content and to the number of people enjoying it.
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On a personal note, the guilds I belong to are really enjoying raids, and several members have said, as Mireles Lore mentioned, that the new content is reinvigorating their gaming.
Raid has been the thing who has made me come back to the game, buy hot and keep playing from its release till now.
Same as the majoirity of my friends (i’m a veteran as them).
You can bring my thx to raid team, and pls let them keep release some other content like this
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I disagree that the system is pushing 50:50. It´s not random like S2 and you have to fight much more matches harder (closer) but the system is placing a favorite and a challenger on a similar skill level (if available). Of course it´s discussable if personal MMR measured from a team effort makes sense …
S2 wasnt random.
S2 was putting you in team with people that had similar mmr to you.
Then your team was putted against another team (where people had similar mmr to each other) within the same division.
The average mmr difference between the 2 team was due only to the fact that inside the same division there where really big difference in mmr between people.
The reason of that mmr difference was related to the fact you wasnt able to drop on lower division after loss streak.
S2 with the division drop would have been perfect. We didnt had the division drop because people QQ for it, then they get jailed on loss streak.
About the s3 being “more closer\balanced” i totally disagree.
On s3 i have around 60% win rate but the result inside the match are usually 200+ point difference in result, without any comeback.
This is part of the wrong way of think of the pvp community of this game.
A game where you win (or lose) 10 match in row with 5 point difference on result is more balanced than a game where you win 60% of the time with 300 point difference in final result.
Anyway, whatever is the system a game add to match up people the result should never been taken in the math.
Playing drove match is the worst crappy thing ever.
And i don’t get why what’s the point to have league without the option to drop your league if you lose too much.
This makes by itself fair matchmaking impossible.
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The tier system is meant to put u where u belong, if ur having close matches and win about 50% of the time thus staying where u are it seems like u reached ur appropriate place
If the tier system would have been designed to put you where you belong then the s3 would have been like s2 with the addition of the division drop.
Instead the s3 system has made with the intention to make everyone (good and fail) to get to top division with a different amount of farm, due to the 50% win rate.
This is indeed the death of any competitive league.
Every esport, or irl sport share a single rule: everyone is equal at the start then the stronger win. If the winner is so strong to win always then he will win always, if the loser is so weak to lose everytime then he will lose everytime, till he drop division.
S3 (and 1) are different, their goal is to try to make everyone to win\lose a similar % amount of match (aka 50%).
Have you even seen a irl sport with rules that, instead to try to make everyone equal at the beginning (letting the stronger win) try out to make everyone equal at the result (50% win rate)?
Obviusely don’t.
It’s sad that people in this game ask for a matchmaking like this and “feel good” whenever win a droven result.
Still this game offer the moist pathetic pvp experienced\community all around
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So what’s the flavour between cleric or knight neck?
Does knight allow you to kill something on 1vs1?
And why not using paladin?
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Not a good way of playing. If you CS before you do all these actions, a good opponent will recognize it and either negate all your offensive effort or destroy your rift.
That’s why most ppl cast moa first and only CS at the end. That way if your opponent sees it coming and dodge/block/invul, you can still cancel cast your moa.
Not at all.
It’s not like that you are a bot that start the rotation or moa as soon as you see an enemy…
You chose when to cast moa, and this, usually, come not at real start of the fight, so than you can burn out some opponent skill, depending on the class you are fighting against.
I doubt anyway that you understand what i wrote, since the rotation it’s made exactly to avoid your opponent to dodge\block..
From my experience, if managed properly you can expect a success rate of 95+% over moa.
The 5% of fail is usually due to my mistake (starting the rotation too early vs a class with immunity out of gcd as other chrono, etc) or either, random event from team fight.
In that 5% of time you have not to forget that you will have every skill, shatter, tide of time, ileap, swap and moa back. And your opponent will have used everything to free out from your lock rotation —> aka: you can repeat the lock rotation to moa him, if you really think it’s needed, and it’s kinda impossible for your target to avoid it.
From my experience the precast moa —> cs vs good player 1vs1 on side nodes bring to many more avoided moa due to its predictability and to the fact you aren’t locking down your opponent.
Honestly outside teamfight, where you can hide your anymation between stuff, it’s kinda a cheap way to play, and using cs just for just moa without adding the 2x cc and 2x condie that it bring it’s really a waste.
Why did you include CS?
We are just talking about Moa here. Never in my points did I mention CS.
Maybe because CS is a part of the game you are speaking off???
It’s not like if you didnt mention CS then it stop to exist so than you can approach me like a pro…
Quick answer: You have a team to peel for you, Moa also has 2 evades. Moa is on a 180 second Cd. Moa can be LoS’d, Blocked, Blinded, Dodged.
That’s like 5 reasons I gave to you just now.
…explaining me something that is not goin to happen due to the existence of cs.
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Quick answer: You have a team to peel for you, Moa also has 2 evades. Moa is on a 180 second Cd. Moa can be LoS’d, Blocked, Blinded, Dodged.
That’s like 5 reasons I gave to you just now.
Yeah, if you start from the assumption you sux as a mesmer you are right.
It’s an option.
My option instead, is that when i cast moa i’m under cs.
In the order, 3 illusion up:
1- cs —> chronphantasma you have 3 illusion back
2- Tide of time —> 1st stun
3- as soon the stun hit —> illusionary leap
4- distorsion
5- moa
6- swap
7- cs end
If your target dodge the 1st tide of time you can add a diversion.
So we have that:
1-you cannot be interrupted while casting moa cause you are under distorsion
2-when the moa hit your target, the target is either stunned\chain dazed
3-when the moa hit your target, the target is immobilized so no dodge, he cannot cleanse hisself due to point 2
4-you cast 3 shatter during the rotation so you cleanse yourself 3 times, and you have 2 free shatter to cleanse again. Each shatter hit a target (remove blind) and cleanse a condie. Getting to be blinded more than once\xx match is matter of being worst mesmer eu\us.
5-target los isnt an option if you done properly point 1,2,3,4. If this doesnt happens it’s a chrono ltp issue, not a target counter to moa.
6-since when moa hit the target you swap to the the target, he become moa immobilized, and since moa do not have condie cleanse he wont evade anywhere.
7- since all 1-2-3 rotation is under cs, after cs end you will have your skills\shatters rdy to be used again. That means you can immobilize, daze and stun the immobilized moa again.
8- in the while you do this you stack torment and confusion, so than, if the moa survive the first 4 sec, when your second immobilize end, as soon as he move he die.
If you have a party, then you can add on the moa 10x cc and 10x burst.
That’s how to play properly a chrono.
Then if you smash moa key “hoping” to not being dodged, blinded, interrupted, lsoed and praying your target to not being blocking or either in immunity… Well.
We play different xD
That’s like 8 reasons I gave to you just now.
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Duels are pathetic tho, If you are really good, then vs someone with what you run in an ACTUAL game.
Very many high CD skills are banned from duels. Those skills are not necessarily broken. They can turn the tides of a fight but have a very high cooldown so that this does not happen too often. But in a duel, turning the tides simply mean winning, so it is unwelcome.
Sigh, why i point the moon and you look the finger?
Btw, in your opinion guys, in a actual game, is moa an elite that promote skilled active gameplay with an active counterplay that deserve to bepreserved on a pvp game?
The second question is: in lol or dota, how many hero got skill that bird the opponent out of the fight for 10 sec?
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Moa has always been a broken skill btw, so broken that has always been banned from duel and it has always been source of qq.
The best solution would be to totally rework the humility signet active effect with something less lamer than moa but with a lower cd.
Example:
Passive: Reduces duration of incoming stuns, dazes, fears, and taunts.
Active: Transforms yourself on a illusion for the next 5 sec becoming invulnerable to cc and conditions for that duration and trasfering the 50% of taken dmg to other illusions (if up) while healing for 1k/sec. Since you are an illusion every related trait work on yourself). Leaving the illusion form leave a fatigue debuff on the mesmer that deny to trasform yourself on a illusion again for the next 60 sec.
Cd 60 sec (traitable cause it’s a signet).
The only advantage of cs this elite is to having back faster the passive effect cause fatigue doesn’t allow the double cast, and the low cd makes it usuable for both chrono spec and core mesmer without great difference.
The pros:
-it’s a defensive skill with low cd that can be used from every mesmer build, included the core mesmer and the old power shatter build, who are out of meta for lack of survability.
-it’s a low duration skill (5 sec) with low cd (60 sec) and mid cast time (1 sec) that can be interrupted from your opponent and if he miss the interrupt, it can be countered (your opponent can aoe down your illusion and hold his cc\condie skill till you are an illusion).
It’s just an example of a signet who promote an active gameplay and an active counterplay.
Kinda better than moa-to-dead for the next x sec your target that cant 5-run away cause you immobilized it xD
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Best thing they could do, now we have similar duration to pre hot without having touched mesmer in pve. That is exactly what they had to do. I’m happy for it from both pvp and pve side.
About the core mesmer thing..
While i get someone writing here could be at first mmo.. well the core mesmer is dead with every core class spec since hot release.
Well, this is what happens when xpac are release in every mmo.
We can expect, and ask for, new specialization to upgrade our build diversity.
But a balance focused on core spec after an xpac released?
Expecting to see balance focused on the old pre hot cores spec is like asking to focus wow balance over the old vanilla wow spec rather than over the last xpac.. kinda dumbless.
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So summary, if you nerf CS
- PvP is more balanced
- 5-man PvE is identical
- 10-man PvE is more balanced
So yes, good nerf!
Can you pls stop to act like your kitten assumption are truths?
-nerfing cs doesnt make pvp more balanced than nerfing moa, it’s the opposite. In fact people is asking to nerf moa elite since 3 years old gw2 release like it’s showed from tons of threads. The fact itself you keep speaking of moa like a balanced skill to be saved (10sec i.win skill where you opponent cant do anything but escaping) make laughable your idea of balance.
-5men pve isnt identical, your math are clueless and start from absurd assumptions. Without cs on tw, to get the same quick uptime as now on 5men party, you need to bring soi (that right now isnt) at the price to lose 1 utility slot that is actually used for feedback/portal/etc. Since reflecting and portal are CORE utility for mesmer in 5men pve content your cs nerf would end up to make mesmer to leave out 1 utility between well of recall, well of action or soi, that end up to less quick and alacrity uptime. But you don’t know that, because you don’t know anything about pve. You are just keep repeating some kitten assumption from a perspective of someone who clearly don’t know the content about he is speaking of.
-10 men balance content isnt more balanced, omg. What’s wrong with you? you clearly told that you even don’t know how party are setted up on raid. You clearly told that you even don’t know that chrono in raid stay usually ALONE in party with rev. You clearly told that you even don’t know how chrono deal to share buff in raid right now after party switch change… How the hell can you express an opinion about a thing you admit to not know? How the hell can you even express a judment about the balance of that thing? Cs nerf would kill actual role on raid of chrono, because in that role quickness would be litterally halved. With the result to totally leave out chrono from raid or, either to have to take 2 chrono (the double of now) at the price to leave out another class. In what world putting out a class or doubling the need of that class is a better balance than taking just 1 player with that class? I’m sorry but i think you have some real issue.
I don’t play it, but I followed discussions on the forum and I can do some maths, so overall, I know what impact my suggestion will have. Fun fact, irl I am a theoretician, meaning that I never do any experiment myself but just based on theory I can still give valuable results. Same thing here, I don’t need to try it to know what is the DPS contribution of mesmer.
-Yeah, you never played the content you are speaking about
-Nope, you dont follow any discussion on forum, in fact you even don’t know what are the standard raid party composition of the last 2 months, that, indeed are the start of any balance discussion about raid.
-Nope, you can’t do any math, because without knowing the content, the raid\party composition, the roles and the utility required on a real play of the content you speaking about, you are speaking of something that is so far away from reality to be in the universe of your wondefull fantasy.
-No you don’t know the impact of your suggestion because you even don’t know the stuff you speaking off.
-Yeah you are a theorycian who never experiment his own theory, otw you wont write them without feel shamed.
-The only valuable results you can get from your theory are humiliating yourself.
-Yeah, no need to test stuff like dps, as science clearly showed up in his history, test aren’t required to value a theory.
I think today you made Galileo die for the second time
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If 3 classes are mandatory, then it is not balanced. Simple as that.
Lol. I admit the “simple as that” made me laugh xD
Regardless i’ve wrote “mandatory or nearly there” that is not exactly the same thing as litterally mandatory (people has already done every boss in 5\6, or with green items) so you can even without chrono, ps or druid if you will too..
I’m just wondering where you get that absurd rule xD
Have you ever played any other mmo?
On a pve side a game is balanced when every class is viable on every pve content.
And since 2 balance patch ago we have the best pve balance since gw2 release, since every class is viable or invited in raid.
I’m sorry you have a different option but if you expect to have all classes to be exactly the same you are expecting something that has never happened on every single mmo ever released.
So if you want to use that argument to ask a pve chrono nerf, keep go! It’s like asking to
I have never been in raid period. I Don’t deny it. Which is why my last sentence started with “if I understand well”: I was not sure of this point and I was not pretending I was. But that does not make me wrong in the first point and thus my conclusion. <cut>
Wait wait wait.
So basically you telling me that you are asking a nerf for a class in a content you don’t know, but that doesn’t make you wrong?
Err, well, that makes you ignorant, and expressing opinion over unknowed stuff isnt the smart thing ever..
For the health of the game, no one should have a DPS contribution more than 50% higher than the others. Chrono in raids is way beyond that!
In fact i want ANOTHER elite specialization for mesmer focused on dps, so than, when i join raid i can chose between goin support (chrono) or dps (the second specialization).
Your being pointless it’s not about willing to have a dps viable build on mesmer.
You are pointless because you ask it at price to kill the support role of the chrono.
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May I ask a question: do you even want the PvE of this game to be balanced?
Pve it’s in a good state like now, there are 3 class over 10 that are mandatory or nearly there (chrono, druid, ps) and all other class are viable.
We do both wings twice for week using, for the last 7 spot, every single class of the game (ele\guard\thief\engie\necro\rev).
In 5 men content it’s even better: with the power creep we have you can go with the 5 class you prefer.
However, since you wrote:
Fun thing, 10 man content is 2 times 5 man content. The DPS increase that 1 mesmer brings to 4 members means that it is also viable in 10 man content. Actually if you cannot share alacrity and quickness to the 5 members not in your party, that means that you may actually need a second chrono.
From what I understand anyway, since you cannot change party anymore to share your boons to both, only shield 5 will affect all members and not having CS-time warp will change nothing to that.
The fact itself you are even not sure even about the formations used in raid make It clear you have no idea of the content you are asking nerf for.
It’s even clear that, in the best scenario, you have not putted a feet in a raid from 2 balance patch ago.
So asking for a nerf of a content you never been in makes you last sentence
So thanks for your input, it made me realize that I should definitely change the title of this thread to “CS should be nerfed for PvE balance”.
something to have piety about, more than something to take into consideration for the health of the game.
@apharma
@aelfwe
I’m not going to read all that, once I got to you’re assumption of dps like an ele I didn’t bother with the rest of the hyperbole.
Don’t you get that replying to something you have not read is stupid thing?
If you’d read what i wrote you’d know, after the hyperbole, i suggest a solution to improve mesmer dmg without destroying chrono, allowing for more build diversity splitted on different roles.
But you haven’t read it, you have just repeated your mantra “chrono nerf, moar mesmer dmg!!!” you are continuosly repeating since months.
That’s because, as a proud member of the idealist group you don’t care about “reason”, you just care about your idea for itself.
So..
We have 1 guy willing to nerf cs, asking nerf even for a pve content where he has not been in since 2 balance patch ago and another guy asking for cs nerf who reply to stuff he has not read, with the assumption that if people disagree it’s surely cause they have not understand him (because obviusely not-being a native english speaker makes you dumb, while replying to stuff you refuse to read make you wise)
And why that?
To not nerf moa duration in pvp, an “i.win” skill that has barely no use in pve while it’s not even accepted for a duel, in pvp.
Because, as everyone know, moa is an healthly skill for the game, who has not been an issue on pvp since game release…
Wow guys, it make me sad i don’t have a software house to hire you both in balace team
FREE PYRO
(edited by aelfwe.4239)