Showing Posts For ensoriki.5789:

Power Block and Thieves

in PvP

Posted by: ensoriki.5789

ensoriki.5789

My Pikachus Thunderbolt doesn’t work on Ground pokemon.
My Ground pokemons Earthquake doesn’t work on Flying pokemon.
How dare intentional design work.

My 2s Stun is only stunning Tyr for 1 second when his passive is to only be stunned for 1 second. God kitten design.

My damage buff isn’t making me do more damage to the Endure Pain warrior… How dare Endure pain work as its supposed to?

My Cooldown Extender isn’t hurting Initiative. How dare intentional design work.
My Cooldown extender does work on Hide in Shadows…how dare that work.

Q_Qing because things work as they’re supposed to work.

Stay Salty.

The great forum duppy.

add sinister, dire and nomads amulets

in PvP

Posted by: ensoriki.5789

ensoriki.5789

My perception was that GW2 needs less false choice, not creating more.

I’ll be using Sinister, Dire, and Nomad. I hardly see them as false choices.

And what will you be dropping.

Adding choices creates false choices when it makes other options no longer valid.

The great forum duppy.

add sinister, dire and nomads amulets

in PvP

Posted by: ensoriki.5789

ensoriki.5789

My perception was that GW2 needs less false choice, not creating more.

The great forum duppy.

The finals were a joke.

in PvP

Posted by: ensoriki.5789

ensoriki.5789

Seems this thread is no where near on topic might be time for it to take a dirt nap.

-Completely Offtopic note: How is booty allow through the filter but a word for excrement that rhymes with curd is not?

Because either you like pirates or you like butts, unless in the case you like both, but given putting them together is censored…its to allow booty pirates?

The great forum duppy.

The finals were a joke.

in PvP

Posted by: ensoriki.5789

ensoriki.5789

So nothing really changed from Condi meta or hell back when D/D was the kitten at release? Limited amulet sets dominating followed by a handful of sets and questionable class viability (or at least representation)?

What you’re going to ask them to nerf Celestial (which used to be booty cheeks), so it’ll be another set of amulets, ala when it was Soldiers, when it was Zerkers or when it was Rabid/Carion gear? Meh.

My belief walking away from the game that was the lack of real base damage on power damage was at odds with Condition damage, having a Base + Scaling based on the condition, healing skills having a Base + scaling and health having a base + Scaling.
That and a buttload of false options.

The great forum duppy.

(edited by ensoriki.5789)

RIP Capricorn

in PvP

Posted by: ensoriki.5789

ensoriki.5789

They removed capricorn because they don’t want to take the time to actually improve their underwater systems. Which they should do, because its a selling point of the game and they’re only hurting themselves by having poor systems in the game regardless of whether or not its PvP or PvE.

I was playing Elder Scrolls online 2 months ago and said kitten I wish I could go underwater. Thought of GW2 and then remembered “ah but GW2 didn’t polishing underwater combat…kitten ”. Mind you I didn’t check if they had fixed it, I just kittening instinctively knew they didn’t.

The great forum duppy.

(edited by ensoriki.5789)

List Pluses of Combined Queue

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Posted by: ensoriki.5789

ensoriki.5789

If you are doing poorly you can say your build was for a different game mode. Yes Johns.

The great forum duppy.

GW2 PvP Abysmal build diversity

in PvP

Posted by: ensoriki.5789

ensoriki.5789

I don’t see how the system lends itself to build variety until physical damage skills get base damage in addition to scaling.

The great forum duppy.

Updated Spvp To Do List

in PvP

Posted by: ensoriki.5789

ensoriki.5789

Very reasonable suggestions comrade, I believe to spice this up completely, when we login, it should randomly choose to send us to either GW1 or GW2. Although maybe that is a step backward. If it thrust you into GW1 when you wanted to play GW2, you might actually end up in a game that will allow you to choose what you want to do without RNG.

Might have to patch GW1 to go along with the new design philosophy.

The great forum duppy.

Stronghold Will Ruin PvE Balance

in PvP

Posted by: ensoriki.5789

ensoriki.5789

PvE balance in gw2 comes off unimportant. I played ffxiv and its a well done game. PvE balance being important in that pve content is not only a priority due to being the main game, content can be difficult at endgame to require dropping underpowered characters to adequetly compete.
I remember at release the warrior for ffxiv was mathematically proven underpowered as well as some DPs classes. They resolved this.

With GW2 however a lot of content is open world so character imbalance gets drown out by Numbers.
Instanced content doesn’t really seem to be any kind of priority or particularly important since gear progression caps relatively quickly and easily.

With GW2s biggest draws being large numbers of players in open world and wvw, pve balance isn’t as significant by design choice.
PvP balance however while overvalued to an extent is also much more critical then pve given that gw2 instanced pvp is at a 5 player standard, where a profession is 20% of the teams power.

I’d be open to agree with you if gw2 pve made profession choice important but it’s not that significant relevant to content when professions break down on a surface level to merely dps.

The great forum duppy.

Stalemating Stronghold?

in PvP

Posted by: ensoriki.5789

ensoriki.5789

A defending team can definitely contest heroes given that if they send someone to channel heroes they’ve weakened their offense to perform that and you can rotate 1 or 2 over to contest the heroes. So long as they can’t damage the gate they can’t kill the lord or get credit for destroying the gate. So shutting down NPC’s is the crux of what you need to do, unless it’s confirmed that score allocation is out of your means by playing defense.

You don’t have to concede the heroes, and you can kill supply runners, given they’re on a rather lengthy channel.
There is only one lane to your gate, and there is an entrance to the supply area from that lane.

Presuming

The great forum duppy.

So, disappointment with spec weapons.

in Guild Wars 2: Heart of Thorns

Posted by: ensoriki.5789

ensoriki.5789

I think you’re complaining about nothing.
I assume the actual “end-goal” is to open up almost every weapon to every profession, but specializations is the means by which they will tackle that. Given how they’ve coined the system their long-term goal seems to mean adding more sometime between HoT release and the end of the universe.

The great forum duppy.

Stalemating Stronghold?

in PvP

Posted by: ensoriki.5789

ensoriki.5789

If I understand correctly NPC’s are still fully killable by players, and we also have a trebuchet to further support this.
If I throw 5 players into defense, where defense is “aoe the hell out of the NPC’s” can’t I stale-mate or greatly prolong the game? Since the opposition only has one way of winning which is to push that singular lane via their npc’s?

Back in Fort Aspenwood, we used to nuke the hell out of Siege turtles, but the deal was there was more then one Siege turtle, and so you could be out-rotated, and lose your advantage as such, however since your options are really “throw all 5 of your teammates in the lane to oppose all 5 of my teammates” I don’t see how rotations play the part. Generally Offense is supposed to beat defense and I assume that the reality is NPC’s have so much health that you can’t indefinitely defend…but the Doorbreakers seemed to drop extremely easy so…. 5 Icebows?

The great forum duppy.

(edited by ensoriki.5789)

Ready Up this Friday: Stronghold

in PvP

Posted by: ensoriki.5789

ensoriki.5789

I am considering returning to GW2 with the addition of HoT, as I do like participating and finishing the main story arcs. However I do look to PvP as my “end-game”, and Conquest unfortunately did not go in a direction that sat well with me, though I surely did try.

Im intrigued by Stronghold and I see to an extent where the comparison to Fort Aspenwood plays, where one lane is essentially kurzicks and the other Luxons. I presume gates can’t be repaired in order to hasten the pace of reaching the Guild Lord in contrast to reaching FA’s Gunther?

With both sides pushing in different directions, How often does it break into a 5v5 team fight? I have filled my absence from GW2 with Fighters, Shooters and different game modes of Moba’s. For laning moba’s eventually lanes breakdown into team fights, since there isn’t a “farming” phase of this game, where does the team fight really break out, is it at supplies or specifically the guild lord? Perhaps I missed something but it seems the way the map has set out, it’s aiming to force players apart, but lacks sufficient reason to bring them together unless I am undervaluing the supply area.

I don’t doubt that players will eventually break together once the Guild Lord has been taken down but it looks like 1 of 2 situations comes out.
4/3 in lane with 1/2 users on defense/treb, whichever is more practical since all you need to do is dispatch NPCS since players can’t take the door so long as you have aoe you are fine.

I understand that killing players nets you the supply, if they have any, but given the context of the game, what prevents players from laming out the situation by just attacking the enemy minions? Theoreotically since the other side can only push one way, and only the minions can attack the door. If I throw 5 people into defense, and drop aoe won’t we be able to successfully stale-mate the game?

I thought heroes would be the solution to this, but they also seem to be just as vulnerable?

Smite brought out Siege to create a smaller duration of Conquest which is also 2 lanes (and formerly 5v5). The Juggernauts greatly facilitate your push, you can’t “lame” out the lane by merely dropping aoe as
1) the other lane will be pushed
2) Objectives can be directly pushed by the players.
3) Since players can directly push lanes, the reward for killing a player in your lane is the ability to fully press through
4) you can warp to the juggernaut, which makes it a strong mobility boost to press the advantage.

It doesn’t seem like there’s actual reward to killing anyone as a defender, they can’t damage the objective under any circumstance, so just kill the npcs and ignore the players.

Finally to that point it seems the only real solution is to horde supplies as a team and summon all your NPC’s at one time for the aim of making it through the aoe.

Am I mistaken in that I can’t just have 5 players on defense and stale-mate the game entirely?

In addition having the queue shared would be rather harmful to the growth of the mode entirely. I presume you have your own limitations in-house that are the reason for this? That was typically why we saw such decisions back when I played and I hope that is not the case here. If you want earnest feedback for the game, like the Keg Brawl arena, it has to be on its own.

It’s odd I got into Smite and have been playing it for 2 years, solely because of what happened with Conquest and despite that I’ve continually checked up on GW2 because I have a legitimate interest in the game and fun in the mechanics, the decisions taken with it keep forcing me out when I want to be in. It was never this hard to return from a “break” with GW1, but GW1 always had content I could feel engaged in, even if it was for a small duration of time because of the variety of modes, and the vastness of storylines in PvE. With GW2’s PvE world being dynamic but unfortunately easier to feel the repetition, I hope for the mainstay of what sustained me through GW1, and what kept me here as long as it did, the PvP.

The great forum duppy.

(edited by ensoriki.5789)

Revenant Starting Area [Possible Spoilers]

in Guild Wars 2: Heart of Thorns

Posted by: ensoriki.5789

ensoriki.5789

Its not a plothole.
Ingw1 you could complete the Prophecies and Factions storylines as a Dervish or Paragon even though both of those events happened in the past

If you create a revenant you do so knowing that you are reliving the past although your character is grounded in present events.

Just as if you killed the Lich as a Dervish you did so knowing you were reliving the past, even though your character was already dealing with Abaddon.

I still see plot holes with the reliving the past theory.

Did my Revenant go back into the past or is he is remembering what he did in the past? Either way there is still the plot hole of a Revenant before Rytlock.

Is he still in the present but experiencing what happened to another? If he is experiencing someone else’s story, then is he going to be called Commander afterwards? The other people in that story, Logan, Traehearn etc don’t know him because they did it with the person whose story he experienced, not my char so they have no reason to call him Commander.

No its not a plot hole because it’s not part of the plot.

The whole thing in GW2 wasn’t you going to the past, thats how I’m explaining it.
It was non-canon. In other words it wasn’t part of the actual story.

If Rytlok is the first, and your human characters starts in DR to beat Zhaitain its a totally non-canon experience.

The great forum duppy.

staff revenant

in Guild Wars 2: Heart of Thorns

Posted by: ensoriki.5789

ensoriki.5789

Need more Bo staff combat.

Brb,
1- Whack
2- Sweep ~ knockdowns
3- WTF twirling ~ Blocks attacks
4 – Smack em in the face ~ More damage and daze
5 – Jingu Bang Sun Wukong style ~ Kill everyone on the map with giant staff.

Perfect moveset.

The great forum duppy.

Are you going to buy HoT?

in Guild Wars 2: Heart of Thorns

Posted by: ensoriki.5789

ensoriki.5789

Depends if Revenant is the Dervish 2.0

If it is, I probably wont be able to help myself.

If it isn’t. It’ll take a lot more marketing to convince me.

The great forum duppy.

Revenant Starting Area [Possible Spoilers]

in Guild Wars 2: Heart of Thorns

Posted by: ensoriki.5789

ensoriki.5789

Its not a plothole.
Ingw1 you could complete the Prophecies and Factions storylines as a Dervish or Paragon even though both of those events happened in the past

If you create a revenant you do so knowing that you are reliving the past although your character is grounded in present events.

Just as if you killed the Lich as a Dervish you did so knowing you were reliving the past, even though your character was already dealing with Abaddon.

The great forum duppy.

Revenant will be like elementalist

in Guild Wars 2: Heart of Thorns

Posted by: ensoriki.5789

ensoriki.5789

Wondering if it will be Dervish like.
I’d be very intrigued if it is a homeage to the Dervish, it seemed so based on the description of channeling legends coming off like the avatar states.

Would hope so given how much I enjoyed my Dervish.

The great forum duppy.

Returning for Stronghold - "Victory or Death"

in PvP

Posted by: ensoriki.5789

ensoriki.5789

Haven’t logged in since 2013. Something told me to check the site.

Im suddenly worried I might be redownloading and spending money.

The great forum duppy.

The Celestial Meta - It hurts.

in PvP

Posted by: ensoriki.5789

ensoriki.5789

Haven’t played game in a year just checking in to see whats up.

People still talking about Esports?
What the kitten?

The great forum duppy.

What went wrong with gw2 pvp?

in PvP

Posted by: ensoriki.5789

ensoriki.5789

There are only two forms of pvp; spvp and WvW and they use two different rulesets,level mechanics, and equipment sets upon release. That already separated members of pvp.

MMO pvp communities are quick to jump when it comes to balance as well given a general desire for variety.

Tons of class bugs went unfixed, culling issues at the start, frankly both Spvp and WvW felt underdeveloped and Spvp would never be a game mode with mass appeal given its adoption rate in other pvp games.

I decided to lurk today and check out GW2, seems everyones still complaining?
Why I kicked in the bucket? Spvp had already begun feeling stale in what 2013 and by march the slow pace of balance quite frankly left the game in a cycle of “if you liked this you can’t really play it” between different classes to the point of the condition mess in January. At that point it was simple “do I even like spvp enough to stand through very slow balancing?” Nope. Good to see one year later though the talks of “another game mode” never actually came down. Not that one could of expected differently, the writing was on the wall. I didn’t care about esports the pvp of the game just well seemed to do everything it could post-release to not accommodate even a casual playerbase within an appropriate time.

The great forum duppy.

(edited by ensoriki.5789)

No more jewels in amulets on the 15th?

in PvP

Posted by: ensoriki.5789

ensoriki.5789

Its hardly a big deal. Go on worrying about your stupid jewels and how “deep” gw2 is for having them. kittening ridiculous. If this were a PvP game instead of a theme park MMO the amulets probably wouldn’t exist in the first place. 14 trait slots, 6 armor slots and soon to be 2-4 sigil slots is significantly more customization “slots” than hell any moba out there. The game already has a significant amount of meaningful customization available before stats even come into play.

Which creates the question how good is gw2 PvP now with all the customization it offers as if quantity is what is helping the quality when it isn’t. You will still have 23-25 individual “slots” of customization when jewels are removed instead of 24-26 discluding weapons of course. Its stupidly negligible. I’d be surprised that people actually cared but then improving the PvP situation obv wouldnt be attractive to this audience. Too busy worrying about pve players skins.

Then they’ll be complaining again about how the quality of player decreased when they think 23 customization slots is too little when fighting games often have none, Mobas have what 6-10. If the quality of gw2 PvP is bothering you the removal of jewels isn’t why it leaves you wanting. Nor is it why GW2 isn’t some huge PvP game whether it aims to be an e-sport or doesn’t. Making a mountain out of a hole in the ground…

The great forum duppy.

(edited by ensoriki.5789)

Re: Pistol Whip

in PvP

Posted by: ensoriki.5789

ensoriki.5789

The responses in this thread are funny.
The base INI regen was increased to aid thieves who didn’t spec regen. If you did due to needs the regen wasn’t majorly increased for ya.
Anyways S/P should be fine any issues in /P kits are going to stem from D/P holding the offhand hostage so P/P and S/P find themselves relying heavily on their dual attack balance wise to set them apart. You can see this easily in 2012 when shadowshot rooted after the teleport but D/P was still gaining continual popularity. Reality being D/P is decent without shadow shot whereas we saw literally multiple times last year (haste Nerf, Stun change) and even in 2012s PW Nerf, S/P relies more than D/P on its dual. The same is true for P/P this will ALWAYS be true until /P is modified without fear of D/P to be of greater use. Otherwise, deal with it.

Back to lurking.

The great forum duppy.

(edited by ensoriki.5789)

Map: Raid of Capricorn

in PvP

Posted by: ensoriki.5789

ensoriki.5789

Wtf is with the Capricorn love.
Map can choke on squirrel nuts.

Until underwater is fixed and possibly a map revamp on top of that.

The great forum duppy.

4v5 is such an easy fix

in PvP

Posted by: ensoriki.5789

ensoriki.5789

So you que into a ranked format to get pulled into an already started game where the win/lose may of been decided already due to events occurring before you were “auto balanced” into the match?

Lol kitten that.

You just need a confirmation window and kick those who don’t confirm and match-make those who do.

The great forum duppy.

5 dishonor is too much

in PvP

Posted by: ensoriki.5789

ensoriki.5789

Face punching everyone who leaves isn’t going to make the game better.
Gw2 is harsh enough. Now perhaps it can improve its experience so people don’t leave and so that queues are less likely to bring you into a 4v5 cus one dude afk in que nom sayan.
People will always leave, the frequency can likely be reduced by QoL changes.

The great forum duppy.

Team Colors- Good For Nothing

in PvP

Posted by: ensoriki.5789

ensoriki.5789

Narcissus walks among us once more! Hades holds no power.

By all means switch the default. It makes no sense to default visual clarity over unclarity

The great forum duppy.

Make Bleeds/Burn/etc Immune to condi removal

in Profession Balance

Posted by: ensoriki.5789

ensoriki.5789

This problem would easily be solved if we had more specific condition removal. Skills that remove poison, skills that remove bleeding, etc.

Right now we have way too many generic “removes a condition” abilities.

It would not, infact it would make it worst. Some condition builds rely on Bleeds, for example Duelist Mesmer. People running Bleed removal would hardcounter this build easily, but be in trouble against an Engineer who relies mostly on Burning. But in turn the Engineer gets hardcountered by someone who has Burn removal.

This is false.

A thief with Hide and shadows + Pain response has “specific” condition removal against the DoT conditions however this only reduces the damage he takes and he is still suspectible to DoT damage due to the cooldown of his removal vs the frequency of application.

An Elementalist with Stop drop and Roll can remove Burning and Chill, however this is a hollow victory due to 1 other attacks and conditions coming in a 10s period of the ICD and 2) reapplication.

No one survives off applying 1 condition, which Sword warriors at Launch can tell you, or the fact that Eles have the highest Burn application in the game but can’t break into mainstream as a condition class off burn alone and inconsistent bleed application.

What seperating DoT from control conditions does is create situations where you are immobilized and your condi removal can’t do anything because it only works on bleeds/burns/poisons so you are vulnerable, and vise versa when you are burning to death but Roll for Initiative only stops snares so you burn.
On the positive side, it allows you to reliably get specific conditions, which doesn’t remove them as threats because if you look at the thief, everything but Withdraw has a rather sizeable cooldown.

The great forum duppy.

What if conjures...

in Elementalist

Posted by: ensoriki.5789

ensoriki.5789

Meh I think they should work more like Banners.
Being able to drop them and pick them up at any time for their duration so long as they have charges.

The great forum duppy.

Elementalist Changes - No Choice But Cantrips

in Profession Balance

Posted by: ensoriki.5789

ensoriki.5789

You don’t need water investment for condi clear.
You need water/Evasive arcana investment to have “Burst healing”. Which otherwise doesn’t really exist.

The great forum duppy.

Ele in Dev live stream scrimages

in PvP

Posted by: ensoriki.5789

ensoriki.5789

Ele should technically be in a much better spot come the feature build.

Pretty anxious not gunna lie..

Ele is the only balanced class right now. You should rather tune down everyting else.

There isn’t a single balanced class in GW2.
Individual things or a set of things within a class being balanced? Sure I’ll take that bite.
Ele? 1 hand fresh air tomfoolery is not balanced, on the other hand glyphs suck among multiple other things. You can rinse and repeat for everyone, there isn’t a balanced class, everyone has things that need tuning upwards and downwards.

The great forum duppy.

(edited by ensoriki.5789)

Elementalists are OP and need nerf ASAp

in PvP

Posted by: ensoriki.5789

ensoriki.5789

I remember threads like this about the same time last year for Warrior.

The great forum duppy.

Ready up rewards; a slap in the face?

in PvP

Posted by: ensoriki.5789

ensoriki.5789

Guess im just out of touch with GW2’s playerbase.
Cosmetics aren’t that big a deal.

The great forum duppy.

Ready up rewards; a slap in the face?

in PvP

Posted by: ensoriki.5789

ensoriki.5789

Lol who cares it’s just trivial cosmetics.
You like to PvP or play dress-up? Fortunately dress-up is still available. The whole point of the thing is to bring in more players so player B has more than 10 people to play with. Which should be a good thing for him since player B presumably as a PvP player likes having more competition.

The great forum duppy.

Buff Thieves, make Stealth break on damage.

in Profession Balance

Posted by: ensoriki.5789

ensoriki.5789

If I were to modify stealth.

Leaving stealth causes .5s of reveal. Failed attacks cause you to leave stealth.
Successful attacks apply 3s of reveal. If stealth didn’t end due to a successful attack, stealth attacks are still available for 1s or until a successful attack is applied.

Makes blind too strong, imo, nobody would be punished as badly for the easily applied blind as D/D because there is no means to get rid of it before stealth ends. If you want to reduce spam during stealth, make stealth attacks cost x initiative, and restore x initiative when hitting with that attack. Or make reveal restore the initiative, as it is, in your suggestion, always applied on a successful attack.

You will not be able to land a backstab when visible.

The suggestion does nothing to reduce spam as reducing spam isn’t considered.
If you’ve been in stealth 2 seconds than even if you leave in those 2s you have 1s to stealth attack which is the same as if you spammed 1 for 3s. If you don’t stealth attack at all than even after 3s you still have 1s to stealth attack which is an extension of current availability. I couldn’t care less about spam which is why you retain the availability to stealth attack. Which allows you to still attack until your blind/block dissipate for a second.
Yes backstab has positional requirements for maximum damage, other stealth attacks do not and as such it matters not whether visible they just want to land the blinking attack. For Backstab however, if your issue is block or a single aegis, given the frequency a backstab can be used at when it doesn’t hit, you’ll very likely still get the back bonus unless they dodged.

Also given that most blinds will require a target and you are untargetable in stealth, it is a minor concern.

The great forum duppy.

Change to Thief D/P

in Profession Balance

Posted by: ensoriki.5789

ensoriki.5789

The only real point of /D off-hand is stealth access and a poor snare. When /P can stealth it trivializes /D where /D’s only real niche is their dual attack given both sets can stealth.

Give s/p and p/p access to stealth at the cost of 6 initiative.

Which they don’t need. Homogenizing the professions weapon-sets into stealth will only deteriorate it.
When you go S/P with stealth vs S/D. Literally the only reason to S/D at that point is flanking strike. P/D with stealth vs P/P with stealth. Again only reason becomes Shadow strike as you’ve made the /P off-hand better not just in a D/P since but completely for every /P set vs it’s /D counterpart since it does Half of what the /D kit does instead of being different. At the moment only D/P has that amount of overlap and you want to extend it to the other two?

The great forum duppy.

(edited by ensoriki.5789)

Buff Thieves, make Stealth break on damage.

in Profession Balance

Posted by: ensoriki.5789

ensoriki.5789

If I were to modify stealth.

Leaving stealth causes .5s of reveal. Failed attacks cause you to leave stealth.
Successful attacks apply 3s of reveal. If stealth didn’t end due to a successful attack, stealth attacks are still available for 1s or until a successful attack is applied.

- Black powder becomes a dark field

Eg. Thief with 2s stealth hits a guardian who blocks so the thief is revealed. The thief hasn’t successfully attacked so he can continue to try and land his stealth attack for the next second or until he hits the guardian but the guardian can see the thief attempting this.

~ CnD chaining prevented.
~ Stealth put in a workable condition since everyone has a dodge-roll.
~ Thief in prime position to be improved if other areas fall off
~ D/P and D/D become distinct enough for D/D to find a home for itself. D/P falls in line with other /P’s but would likely require improvements to stay relevent.

The great forum duppy.

How would you balance eles?

in PvP

Posted by: ensoriki.5789

ensoriki.5789

Most of the ele seems sound but.
Arcane wave is a pain, fresh air in general
Glyphs and traits surrounding glyphs are shakey.
Diamond skin is dumb.
Focus fire attunement is balls.
Conjures are inconsistent in value and often used for 1-2 skills and thrown away.

The great forum duppy.

(edited by ensoriki.5789)

(what if) Anet said: What would you change?

in Elementalist

Posted by: ensoriki.5789

ensoriki.5789


- Focus
~ Firewall : Gives Regeneration to allies who pass through it, Higher base damage
~ Fire Shield: Gives 250 Vitality on top of current effects

- Dagger
~ Right the Lightning: CD reduced to 30s. CD reduced by 10s if it hits instead of 1/2.
~ Cone of cold: The base heal is increased to 840.

- Util
~ Signet of Restoration: Removed Pve/pvp split.
~ Signet of Fire: Base damage increased, burning reduced to 8s.
~ Signet of Water: Cooldown has been reduced to 25s.
~ Arcane wave: The radius has been increased, a circle now appears where Arcane wave will strike. Strikes 1s after appearing. The cast time is still instant.
~ Arcane Power: CD reduced to 40s.
~ Armor of Earth: CD reduced to 60s.
~ Glyph of renewal: The cast time has been reduced to 2.75s. The cooldown reduced to 140s.
~ Glyph of Elemental power: Functionality changed to regain half your endurance, your next 4 spells cause an effect based off your attunement.
~ Glyph of lesser elementals: Duration reduced to 10s. The cooldown now starts when they are summoned. Their capabilities have been improved
~ Glyph of Elementals: Duration reduced to 15s: The cooldown now starts when they are summoned. Cooldown reduced to 90s. Their capabilities have been improved.

Conjures: No longer summon two of the item. The Conjures passive bonuses are now aoe around the person wielding the conjure. Conjures are no longer destroyed when dropped but instead fall to the floor with their charges and duration intact. The duration of conjures has been doubled. The charges have increased by 10.

Traits
~Embers Might: Replaced with Carbon monoxide – Your next attack after switching to fire attunement inflicts poison for 7s.
~ Written in Stone: In addition to current effect, the Elementalist gains 50 condition damage for each unused Signet.
~ Inscription: The Swiftness has been replaced with 5s of fury. The might has been increased to 4 stacks and the duration decreased to 10s.
~ Diamond skin: Changed to gain 500 vitality and 300 toughness

To put it in 3?
1. Better fire attunement focus
2. Better glyphs
3. Less trait dependent healing.

The great forum duppy.

(edited by ensoriki.5789)

Buff Thieves, make Stealth break on damage.

in Profession Balance

Posted by: ensoriki.5789

ensoriki.5789

There was a point in time last year I believe April/March where they were going to put a effective cooldown on stealth when you left it (reveal when you leave stealth regardless of attack) this would have been interesting to see implemented since it clears up some loose ends in their implementation.

They have put the revealed debuff in game. Its 4 seconds I believe.

But again I say. I wouldn’t mind a stealth nerf at all if they buffed the thief in a major way giving it more diversity with another mechanic to use. I main a D/D sPvP thief, I changed from D/P because it did feel too cheasy for me not needing a target to stealth while also laying down a blind field at the same time. But I’m tired if relying on the one move that gets me damage which is backstab. That’s all main handed dagger thieves rely on, getting that backstab. Do I think stealth is severely broken? Not really, maybe very slightly. I would agree that by missing or getting blocked or w/e it should unstealth you…….as long as we get some major changes to the class with diversity so I have more than one thing to rely on. People call me noob all the time in PvP when I go stealth and back stab them. What they don’t understand is that’s the only thing I can do to damage them until I get them under 50% health. If I had more options I would take them.

Reveal was originally 3s, they increased it to 4 instead of implementing reveal on leaving stealth.

The great forum duppy.

Buff Thieves, make Stealth break on damage.

in Profession Balance

Posted by: ensoriki.5789

ensoriki.5789

Stealth breaking damage wouldn’t work well with how the game plays.
Channeled skills, point size aoes, the after-stealth tracking, would just be very messy.
Even CC break would feel off with how GW2 plays due to all the CC that literally or practically requires a target to function.

There was a point in time last year I believe April/March where they were going to put a effective cooldown on stealth when you left it (reveal when you leave stealth regardless of attack) this would have been interesting to see implemented since it clears up some loose ends in their implementation.

Even then As far as stealth goes the situations of annoyance(?) are

- D/P’s ease of access to stealth relative to /D marginalizing D/D and /D off-hand
- Frequent application from a bunch of appliers making the tab-target gameplay of GW2 all too visible (Stealth Mesmer, Blinding powder + refuge utils thieves)
- CnD chaining with Srejuvenation.

Stealth isn’t weak in conquest but it directly goes against the primary objective so over abundance of it becomes counter-productive and lets you get capped on even when playing a more defensive thief. So Stealth does mellow out in Spvp and isn’t that big a deal.

The great forum duppy.

How small is our PVP community...reallly

in PvP

Posted by: ensoriki.5789

ensoriki.5789

Stealth breaking on damage doesn’t make sense for the gameplay of GW2.
There are multiple channeled skills which make such a “solution” unwieldy. Even without channeled skill Stealths key thing is that target break straight out removes the target requiring or target dependant skills from hitting, more so than its invisibility. As well as often you can fire a skill immediately after someone stealths and it will fly to them as if you had the target. Include a rapid hit skill like shortbow 1 for more shenanigans.

Breaking on CC is also well awkward given the application of many stuns requiring a target making most “tools” redundant to begin with.

Stealth is fine in gw2 on a base level. In the context of conquest it can’t contest the primary objective. That doesn’t actually make it bad in conquest but its limitation requires you expose yourself at some point since it will do nothing to the opposition if you don’t eventually do so.
Frequent application of stealth does feel a bit off given GW2’s “large” skillpool means you can have multiple stealth skills available to link together with Stealth only having an effective cooldown on offense.

There was a period of time were they were going to put reveal regardless of whether you attacked or not. I thought this would have been interesting. However to really look at things S/D Isn’t a heavy stealth user in the slightest especially since 2012. P/D loves to stealth, but it lets players take the objective from him, even if they take significant damage to do so. D/D isn’t a real “bruiser” in melee even when it attempts to be, so if he tries to continually CnD or utility stealth on the point he’s still going to feel the limitations of his defense due to cleave and aoe. This game isn’t all that friendly to melee and while Warrior may of recieved many buffs to improve his ability to stay in that range, for everyone else, Melee can still be something you want to be in only momentarily which means for a D/D thief…revealing themself after a burst and then leaving, not that I’ve seen a D/D in awhile.

Finally their is D/P who uses stealth as a cover up for otherwise weak defenses that are all to obvious as soon as you look at P/P and see how much /P is subject to range assault otherwise with no inherit ability to target break. I wouldn’t mind changing this but it’s the love of most thieves since D/D was nerfed in ’12.

However really when it comes to stealth and Conquest it is strong but its limitations restrict it. For another game mode it might be more problematic but Anet would probably take the same standpoint with any game mode that most games and they themselves have taken before. “we balance for our main gametype, not sides”.

The great forum duppy.

Wishlist for 2014 PvP

in PvP

Posted by: ensoriki.5789

ensoriki.5789

Merge the mists, one for na and eu. Since the pvp population is already so small, only makes sense to do this to create more teams, strengthen the community, show off your skins to everyone and what not.

Is this admitting that population won’t improve?
If it does than it forces shards.
But guessing that it wont sure why not.

The great forum duppy.

[PvX] All Stun breaker should give stability

in Profession Balance

Posted by: ensoriki.5789

ensoriki.5789

That’s so backwards…

The great forum duppy.

Dead events everywhere!

in Guild Wars 2 Discussion

Posted by: ensoriki.5789

ensoriki.5789

It wouldn’t hurt them to have an “area” bonus or something for when an area is underpopulated or underplayed that lasts for an hour even after it becomes populated again.
That and use items that are dropped in certain areas for other things.

The great forum duppy.

sPvP is destroyed! Stealth kills illusions!

in PvP

Posted by: ensoriki.5789

ensoriki.5789

I see no issue.

The great forum duppy.

What new stat combination would you like?

in PvP

Posted by: ensoriki.5789

ensoriki.5789

1367 Healing Power
284 Vitality.
284 Power
Martyr Amulet.

The great forum duppy.

are amulets balanced?

in PvP

Posted by: ensoriki.5789

ensoriki.5789

Vitality is already useful but far as I can see Both it and toughness are inherenently individually inferior to power. Tbh I don’t even think condi DMG holds up to power normally except in extreme amounts of toughness which is probably why they buffed the application in the summer.

I kinda disagree. Minus enemies with a ton of condi removal, Settler’s armor can do a kitten ton of dps on warriors/necros/mesmers/rangers. You really don’t see any Cleric builds that ever stand a chance at actually killing someone (Except maybe my banner healing power warrior I made once, but that was carried by high fury uptime and might stacks via signet). Conditions seem to be superior in damage without back up. What makes power pull ahead is it has TWO supporting stats. Power -> Precision -> even harder crits. Conditions don’t really have that. which is probably why they do more damage initially, not a fan of it, but I guess it’s sort of needed now with how much access to condi removal everyone has.

You might be right

Where power falters vs condi’s imo is that power damage is more readily handled.
Toughness,protection and weakness directly mitigate it, and just like condition damage, vitality will increase how much you can take before you are dead. Conditions mitigation vs all 3 power-exclusive options is removal. Removal however isn’t as reliable. Your condition skill may remove 2 conditions but it doesn’t mean specifically 2 damaging conditions. You may be burning to death with 8 stacks of bleeding and remove cripple + 2 stacks of vulnerability. Oh and if you have no offensive stats, conditions will fare you better.

Tooltips are calculated for 2600 Armor at a base level stuff like rabid amulet (569) doesn’t even get medium armor (forget scholar) professions to 2600 until they add extra sources of toughness. Only the warrior hits above the tooltip.
Even then we all know because of damage modifier traits our power damage dwarfs that even if someone had 2600. That’s before crits are even considered.
Look at pistol whip in zerkers vs, Sneak attack in rabid. ~2.2k vs 2.3k at 2600 armor, and that’s including sneak attacks condi damage which penetrate armor….PW still hits harder. Slice still hits harder than vital shot. Flanking strike may be outdamaged by Sneak attack yes at that level if we exclude modifiers and if we exclude crits.
Yes there is settlers but settlers does less damage than dedicated condi damage sets like rabid. Power specs will feel themself falling off vs settlers, and condi specs will feel their efficiency against settlers, yet at the same time. Powers (zerker/soldier/valk) damage level is still somewhat > rabids at 2600 armor with no modifiers and crits.

The great forum duppy.

(edited by ensoriki.5789)

are amulets balanced?

in PvP

Posted by: ensoriki.5789

ensoriki.5789

Vitality is already useful but far as I can see Both it and toughness are inherently individually inferior to power. Condi DMG didn’t really compare either before last summer given its role is anti toughness and toughness didn’t and doesn’t matter to all that.

The great forum duppy.

(edited by ensoriki.5789)