Showing Posts For ahall.5872:

Reduced upgrade costs for losing sides in WvW

in Suggestions

Posted by: ahall.5872

ahall.5872

Simple idea, as servers get fewer points relative to the winning server, the cost of their objective upgrades is reduced. This could be simply a % of points difference or something more complicated.

The idea is that this way there are no benefits to the losing server in terms of outright stat buffs, however it will provide more of an incentive for losing servers to upgrade their objectives against a potentially much larger force. The winning server gains no real disadvantage as they still have the incentive to upgrade in order to hold their lead (especially with leagues coming up)

This is to combat something I’ve seen when playing against a server with a major point advantage, often many players do not wish to upgrade somewhere knowing it will probably be captured soon after – providing a way to offset these costs would hopefully grant more of an incentive to upgrade as this way players would not feel like their money is being wasted by purchasing an upgrade.

Quick example:

Server A has 100,000 points, server B has 70,000 points and server C has 20,000 points.

Under a system like this, as an example (numbers can be adjusted)

Server A’s upgrade costs would remain at full price.

Server B’s upgrade costs would be slightly reduced – maybe by 10-30%. An upgrade that would cost 1g for A would be ~70-90s for B.

Server C is at a major point disadvantage in this matchup, and as such has their upgrade costs reduced accordingly – perhaps by 70-90%. A 1g upgrade would then be reduced to 10-30s, meaning that players wishing to participate are able to buy upgrades with a better cost/reward ratio than before, allowing server C to have higher quality objectives (and therefore are able to hold out more easily against the stronger forces of server A and server B )

Karma, completely destroyed.

in Bugs: Game, Forum, Website

Posted by: ahall.5872

ahall.5872

This is happening for me too – just wasted a karma booster, guild karma bonus+banner and almost a ton of karma consumables had I not noticed quickly. Not happy :/

So I'm Number 1

in Bazaar of the Four Winds

Posted by: ahall.5872

ahall.5872

Agreed, Waiting for more than half the race is a total pain because I can’t tab out and do something else, waiting 5 minutes between races with literally nothing to do except jump around and fire firework cannons isn’t great – obviously it’s not gamebreaking but a fix would be kinda nice.

Jon peters: you will probably be pretty happy

in Necromancer

Posted by: ahall.5872

ahall.5872

Am I the only person that’s glad they’re actually taking their time with updates? I’m having no problems with this class, all it really needs are reflects to be more useful in higher level fractals and some stability – I’d rather have slower updates than one massive one where suddenly everyone and their mother bandwagons onto the class in PvP/PvE (hello thieves in sPvP)

The ultimate necromancer dmg-hybrid(tutorial)

in Necromancer

Posted by: ahall.5872

ahall.5872

This build is awesome – I use rabid at the moment because I’m using it for WvW and I need the range on staff, which doesn’t gain much from power, but I’ll probably work on a rampagers set next because this build looks cool. Just asking though…

With this trait distribution, giver’s weapons and then something like 2/6 lyssa + orbs for a total of 30% from gear – using this to get to 100% condition duration with rare veggie pizza, to take the 20% reduction on BiP/epidemic instead of hemophilia (it does about 13k damage for me in rabid gear and 100% duration, you can just ‘ping-pong’ bleeds between enemies with epidemic and it builds up a ton of stacks without any other spells), it’s also kinda funny seeing the tooltip for the ranger elite read something like 33,000 damage, lol.

This would also mean other conditions stay on for longer, something quite useful in PvE/WvW (vulnerability, cripple/chilled for kiting etc). Thought I’d ask your opinion on it – sorry if you’ve discussed something similar in the video, my ‘net isn’t the fastest so I only took a look at the gear+trait stuff.

Definitely going to be trying something like this in future, will be my 4th set of gear… Stop making me spend my gold, lol.

Sigil of Hydromancy breaks on downed state

in Bugs: Game, Forum, Website

Posted by: ahall.5872

ahall.5872

After being downed, Sigil of Hydromancy and other on-swap sigils stop working entirely until all armor and weapons are first un-equipped and then re-equipped.

Tested using only hydromancy on its own – once I’ve been downed/killed the sigil will outright stop working. This is making tPvP and WvW extremely frustrating to try and play as it essentially makes that sigil slot useless (I rely on this sigil heavily). This is not a result of internal cooldowns, I’m using it on my necro and consistently stops working after I’ve been downed for an unknown amount of time or until I remove and re-equip armor and weapons.

I haven’t checked with other on-swap sigils.

(edited by ahall.5872)

Power necro build need some help.

in Necromancer

Posted by: ahall.5872

ahall.5872

I can’t play without staff marks personally, they are too good for fleeing, softening up a zerg before assault, tactical positioning between you and a melee like a thief, etc.

I tried d/w and a/f but really axe is just inferior dagger to me.

Axe’s main use in PvP/W3 is the retaliation an burst on 2 when you swap, mostly. Spinal shivers is nice too.

Power necro build need some help.

in Necromancer

Posted by: ahall.5872

ahall.5872

I use that exact trait build and weapon combo with different major traits, but with Soldier’s armor/trinkets and Knight’s weapons + 1 Knight’s trinket (lost seal of usoku) with runes of vampirism (the mobility the 6/6 provides is invaluable for a necro) and Sigil of Hydromancy+Anything without a cooldown (I use +chilled duration, I think it’s 20% now)

And lemongrass (-40% cond dur) + oil/sharpening stones (both work)

It’s worth noting that all sigils with a cooldown (on-crit or weapon swap) share cooldown, so having the health steal and fire on the same pair isn’t a good idea – I’d swap it for something passive like force/accuracy.

I do solid damage but the main strength is in the pure staying power and ridiculous area control – you should consider taking chill on blind, it turns plague form/well of darkness into complete monsters for PvP – lich form isn’t worth it in pvp IMO. The damage I deal is enough to kill most players I come across while being extremely hard to kill due to ~28k hp and ~2600 armor, on top of the -40% condition duration from food making condition builds a joke to play against, too.

SOTG Interview: DS To Get a Unique Condition

in Necromancer

Posted by: ahall.5872

ahall.5872

I’d like a condition like what I remember from DotA (not played in years though), something like:

After X seconds, target is returned to where they originally were when the spell was initially cast, and is dazed for 0.5 seconds (or something). The teleport wouldn’t be affected by invulnerability etc but it wouldn’t remove it either.

Or

Unholy Inversion (something like that im bad with names)

While this is in effect, the affect of boons and conditions on a target are reversed (bleed/burn heals, vuln reduces damage, stability doubles knockdown/stun etc, protection is 33% increased damage) – can be traited to reduce the benefit/increase the negatives maybe.