Showing Posts For fonvitale.9621:
I feel like we won’t get major changes until expansion 2 drops.
Er yeah and that will be more OP elite specs to sell the xpac, rinse and repeat.
Not with my money for sure. Before paying for a new expansion, AN has to change a lot of things in the current game regarding balance and communication before balance.
Hi,
Third week. No explanation.
More games played and the meta starts to settle down.
With the current state I think that we can say:
- There are classes which can stack much more condis (even hard damage condis) than necros can. Therefore, these classes have better condi damage than necros. Furthermore, some of these classes can apply condis while not receiving damage (invulns) or while ccing.
- There are classes which can clear condis at a much higher rate than necros can reaply them.
- There are classes which can heal at a much higher rate than the damage done by necros.
These things are features of the main classes of the current meta. It is so now and before the patch. So, why the huge nerf to necros? Was it so necessary?
I like to see the community offering solutions. It demostrates how much love we have for the game. But remember that a solution is required when a problem exists. Who has made the problem? Is our work or responsability to offer a solution if we have not even received a coherent explanation? As a customer, I am very disappointed.
Hugh said: “Players, fight for your game mode”. I say: “Anet, fight for your game. If not, look what is being developed”.
I’m not going to ask for more explanation. Bearshaman was right. I’m crying in the wilderness. I’m just going to play until get no more fun.
Thank you all.
(edited by fonvitale.9621)
Forums have primarily been for players to talk to other players, in pretty much every game forum ever.
While the forum moderators watch the forums, and may occasionally relay information to the devs, the devs rarely if ever set foot on them. They have their own ways of collecting data.
Dear Bearshaman,
We all know that you love the changes to reapers. I don’t care if you play sPvP, WvW, PvE, both of them, or the three games modes. That has nothing to do with coming here to say what I can expect from devs and their communication policies. Stop censuring people.
That said, I prefer to keep a constructive attitude with Anet. I’m not demanding an explanation. I’m asking for it politely. If they don’t answer is not my or your problem.
I’m not here to disccuss with you about communication so I’m not going to answer you again. Hope you understand.
Thank you.
You realize devs don’t answer questions on the forums, right?
Hi,
I think that in order to contribute with precise suggestions, at least an explanation is needed to know the actual reasons of the change. We are groping otherwise.
Thank you.
PS: if devs don’t answer questions on the forums, these forums are useless.
Hi,
Sixth day since path. No explanation yet.
I’m starting to think that ANet just make change without considering the bug picture (the opposite we all hear from Hugh lips in the past guild chat). After six days playing and trying builds, I can’t understand why chill (condition, trait and skills) and Infusing Terror had to be nerfed, above all seeing how other classes can stack much more conditions (heavy damage conditions) and CCs.
Hugh said that we have to consider all the game modes if we make sugestions. Well, here my question, did you (balance team) do that for this patch? Don’t you (balance team) think you forgot sPvP?
Thank you.
Hi,
Three days since patch. Three days playing and trying different builds.
I can’t say that condi reaper is death, but very hurt. The change to chill skills (CD, duration, damage) has a great impact (beyond I thought). Just there is no time to be effective with the resources we have right now.
For power reaper, the story is pretty the same. The new state of our main CDs makes very difficult to be effective. More CDs, less duration, less effectiveness.
We had no improvement to our survivability. In fact, we had an “adjustment”. So, History repeats itself: in the necro/reaper’s world the main source of survivability is the damage output (no blocks, no invulns, no evades,…)
I’m keeping the hope to hear an explanation in the guild chat (or in these forums).
Thank you.
Hi,
From AMA in Reddit:
Deathly Chill previously caused every necro that was running this trait to fight with one-another, being that the damage would only apply when your own chill stack was active. This change allows the reaper to apply attrition damage to enemies through chill. The reason it’s bleed and not something like poison is that this trait is intended to be a DPS add instead of another debilitating effect.
Reading that I can only think that there is only a thing worse than a lie, that is a half-truth.
I could understand the change for PvE. But, for PvP? (Remember that the main competition event of YOUR game does not allow class stacking)
What about the change of our main source of stab?
What about the change, not only to damage, but to durantion on chill? Do you remember that reaper is about chill?
It’s pretty soon to evaluate the big picture of the change, but we deserve a deeper explanation about the change decision.
PS: I hope to see a red post but the history is against my hopes.
(edited by fonvitale.9621)
We will find the way of playing this class as we did before, but it has to be said: shame on you Anet, shame on you.
The truth is that chill damage was not OP. Reaper was likely one of the best balanced classes in the game. It was strong against certain classes because of the other classes imbalance, not reaper.
What we have now is a GM trait which stacks bleed, no matter if there is ICD or not. Maybe you should remember the reason you give damage to chill condition. Maybe you should remember the hard time necros/reapers have to stack a decent amount of bleed. Maybe you should remember that chill damage give some constant level of damage condition.
Again, shame on you Anet.
They hated when we were useless. Now, they hate us due to our power.
I don’t care if they hate us. Their hate is my joy. Their tears my precious drink.
But, there is an unavoidable truth: Nerf is always coming!
But pls have some self-respect and stop saying that playing a condi build in GW2 requires any resemblance of brain activity
Talking about respect… I cannot speak for other classes, but as a necro I’d say that maybe you should try to play a condi necro when you are insta-focused by 3 players with no possibility of launching RS. Of course, you wont find this (sarcasm mode on) hard and complex (sarcasm mode off) playstyle in unranked matches but trust me, it often works.
if you’re telling me that it takes any kind of skill to press one button every 5-6s and apply 5-6 condi on a target
Agree. It doesn’t take any kind of skill, nor necros have such a skill (since the SoS cannot be launched every “5-6s”). So, another biased comment.
If my previous post is not clear, I dont think that it’s about skill. I think eles are in need of better skills to deal against condis. And let face the truth, condis are not going to disappear because they are the opposite of boons and we all know the boonspam of this game. So, keep calm and focus. If dont like, try other games.
(edited by fonvitale.9621)
I like how people in the thread are now just accepting the fact the game is imbalanced and think that rerolling meta will ever fix anything.
Im sorry to burst your bubble but if they dont atleast attempt to fix the game now, they will never do it.
And with that in mind, if they trully want this game to die out, this is the way to do it.
I like to see how people that claims that this IS an ele’s problem, not a reaper’s problem are constatly ignored in the thread. I will be one more of them:
The current state of elementalits is a inherent issue of the class. Eles need better skill timing to deal with conditions.
This thread claims to be a balance discussion, but it is not. The only hope is to nerf reapers because of people, not the actual situation.
PS to fellow necros: Don’t be fooled! The nerf is comming because of toxic people that populate this forum.
Nerfing boon spam counters is the opposite of what should be done to the game at this point. Any group of players is basically guaranteed to sit at huge amounts of boons constantly, why would you want to get rid of one of the only ways to deal with that?
Indeed. I think Anet should enhance our corruption capabilities…
Are you having any problem trying to convert boons with signets?
Same here. 100% old Tyria map , 100% VB and 100% AB. No reward for VB and AB.
Same here.
/char15
Oh, dear, sure they can.
Nerfs are always coming. No matter the playstyle. No matter the class.
Just…
https://s-media-cache-ak0.pinimg.com/736x/55/2e/fb/552efb0575ca5025d14ec27e4e7825cf.jpg
It’s not hard for Anet to make a tutorial for each pvp map and explain some basics like
don’t got stright for beast
don’t 2x cap
don’t zerg
watch mini map
what the buffs do in temple
A tutorial would be fine… But I think that the way the people is rewarded is important as well. Instead of rewarding the “solo style”, better reward situations that favor the situation of the whole team. Yes, capping is important, but it’s more a solo reward imho. The same for killing. I’m talking about personal points in the final score.
In spite of all this, I think that the best solution is removing personal score from sPvP…
Hi fellow pvpers!
First of all, I want to say that I don’t consider myself a pro player or an expert on every class in the game. I’m only a player who enjoy playing PvP and have some ideas which could improve the sPvP experience (imho).
Well, as everybody knows, we have now 2 modes of arenas: unranked and ranked. I see many posts in this forum talking about people who don’t know how to play sPvP arenas in detriment of experienced players. I think that everybody knows what I’m talking about:
- People don’t stomp when they should
- People stomp when they shouldn’t
- People don’t ress
- People don’t fight on base points
- People only care about make kill points
- People don’t read the map
And much more.
I know that some of these things are learned by playing, but the situation is getting a weird point to experienced players who feel that they are wasting their time.
I think that the way the conquest mode works doesn’t help to play the mode as it has to be played. I purpose two action lines:
1 – Remove personal score from sPvP
2 – Reward people for playing in conquest mode. Maybe something like earning personal points while your team keep the bases instead og earning when cap/decap.
Well, that’s what I think. What do you think my fellows?
PS: My grammar sucks… I’m sorry
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: fonvitale.9621
Really? I wonder. Think about it for a second. IF you’ve been wise you’ve probably got a gajillion or more ToK stockpiled. That means if you choose to do so, your new Revenant can jump right into HoT content whereas a new player will have to spend the time leveling (and I’ve seen nothing regarding reducing the amount of exp needed for 1-80) to get where you are.
In addition, if you have been wise, you’ve been stockpiling those crafting materials and maybe already crafting Legendary/Ascended armor and weapons for your newly boosted Revenant. Again, this puts you (as a ‘veteran player’) WELL ahead of the curve compared to new players.
All those skill point scrolls you’ve got sitting around? Pretty sure those will come in handy as well whereas a new player won’t have those.
So yeah. Your point is all YOU’VE gotten are glorified discounts. And that’s true. But what do you think happens when you’re a long term customer? YOU get all the best deals. YOU get all the extras. YOU get all the ‘go to the head of the line’ type deals that newer customers do not get.
Sounds pretty darned rewarding if you ask me.
The result of my playing hours is not my reward for being loyal, but what I paid for when I bought the game.
Agree, but I dont think that gonna happen after the (justified) reaction of the necro comunity. I hope I’m wrong.
(edited by fonvitale.9621)
People said back on launch, “hey, corruption skills are really stupid. Maybe there could be some kind of play where you gain damage based on the number of conditions on you and also have a means to reduce condition damage on yourself”
So they took that amazing idea, and then they put it in a different class that you will have to pay for an expansion to access.
Are you writing about “our” Signature?
The Revenant: powered by Necromacer Subforum.
You are welcome.
Just kidding… Or not… lol
look at the timing and what each skill does. It is OP.
Well, that’s your opinion. I respect it.
I’d agree if all we found were necromancers. But, i’m sorry, I cannot say it is OP comparing with other classes “self” mechanics. Actually, I don’t want to say that my mechanics are OP, just meaningful.
(edited by fonvitale.9621)
Hi EremiteAngel!
Please, don’t get me wrong. I like the concept of corrupting skills. I’m not complaining about CC and Plage will be corruption skills. I talk about the concept. I would like to see a better sense of that skills.
Hi Anet and fellows Necromacers,
The last combat and balance changes have brought some new and interesting synergies that must be tested before saying anything (good things or bad things). So, I won’t say anything until I can play the class next week.
However, since I began to play necromancer in BTW2, there have been a thing in my mind about corruption skills. As we all know, corruption skills are skills that besides its effects (stacking might, for instance), they hurt you by stacking some kind of condition on you. So the main idea behind the corruption skills is: you pay in return for gaining power/advantages.
As a gamer, each time I have found such kind of skills in a game it has been in very powerful skills. It is obvious.
Well, taking in account that we are talking about necromancer, these skills match with the class concept. But, let’s see the skills from a more pragmatic point of view. Consider GW2, now. The only class that has corruption skills is the necromancer. But, are these necromancer’s skills so powerful?
Concerning the current state of corrupt skills, I think that this mechanic is awful. Some classes has the same or more powerful skills with no payment. Fair? I don’t thinl so, but the necro life is a kittene.
Concerning the new state, CC and Plague changes, are these skills so powerful to become corrupt skills? I think no, they aren’t.
I’m ok with the corrupt skills concept, but imho the way it is used only hurts necromancers without making a true difference between other classes in combat.
I hope that Anet think about a more pragmatic use of corrupt skill concept (i’m sure they have done it and will do it).
PS: I would like to see a red post. After all, we necromancer had not any explanation about the changes due to stream error.
Thanks and see you game!
From personal score, I meant.
They should give more points for kills. It makes no sense how atm skirmishes outside nodes are pointless and will net you a loss.
Ok, that’s other solution. I agree.
(edited by fonvitale.9621)
Hi all,
What title says.
CONS:
1. When ‘soloqing’ people take care of making personal points instead of playing with certain strategy. A completely mess!
2. Because of 1, we have people fighting outside the bases searching for a kill. No conquest mode.
3. It incites people to blame others on not making points, when actually the strategy is to conquer and deffend.
PROS:
1. Uhm? Oh yes, noobs think "Hell yeah! I have 207178549422094324 points by killing these noobs. I’m pro, bro! "
I hope to see these points removed from GW2:HoT.
See you in game!
EDIT: remove from personal score.
(edited by fonvitale.9621)
Hi
From the beginning of the so called balance patches, we players have suffered how certain classes (Necros, Warriors, Engis,… Rangers the latest) becomes OP, arenas are full of them and so on. So,… Nothing new under the sun in this regard.
Many players come to SoloQ or TeamQ with no intentions of playing as a group. The only matter is farming points. They go their own way. Therefore, we can see, for instance, people playing death match out of bases, running around the map,…
At this point I wonder, does balance match the only game mode we have?
I think, it doesn’t. The history of the balance patchs show us that this kind of “I give such power to a class” makes some people play FOR this OP classes instead of playing WITH them, because will be always people who play where they shouldn’t.
So please, if you read this and wanna farm point, I’m ok with that, but go hotjoins. Don’t let people waste their time thinking that all people who play arenas gonna play as a group. There is no shame in play hotjoins.
PS: Sorry for my grammar.
Hi again,
I’ve made a little change in the build. Sacrificing the points on BM in favor of 2 in SP.
Hi,
I’m trying this build.
I know that maybe it isn’t a top competitive build, but i’m having fun in hot joins and soloQ.
Thoughts?
Understanding ArenaNet to understand the evolution of GW2:
http://www.glassdoor.com/Reviews/ArenaNet-Reviews-E255820.htm
Well, in defense of Jon, he never stated that these changes will happen in that patch or in the next one. But sad thing is sad, we are far away from that concept now. :/
I’m not blaming Jon. I’m talking about the concept, and as you said it is far from what it should be (considering their own descriptions).
3 months ago:
“JonPeters
Game Design LeadNecromancer:
For the necromancer, we felt that a few traits and skills were too powerful, while others were lacking in efficacy. We brought down some of the raw DPS conditions that necromancer enjoys, while also maintaining their pressure and sustain elements. The necromancer’s mobility will remain where it is currently, as we want the Necromancers to be focused on sustaining themselves through death shroud, siphoning health, and slowing down their opponent’s ability to act."5 days ago:
And I wonder, does anyone see the actual necro as is depicted in these lines? Worst, as is written in the official web page description or the wiki?
(edited by fonvitale.9621)
They did that because the stability was added long after the Well skill was implemented. The game had been live for months before it was a stun break, and it makes more sense for them to just make the skill usable (but retain all its original mechanics).
Yes, I understand why they did so. But, honestly Bhawb, it’s like repair a broken ceramic vase with tape…
Despite everything you have read, the necromancer is not an attrition class.
I imagine the moment when a designer (maybe a developer) came with the great idea of giving a stun break in a well skill. Maybe he/she said “Wait, put 1 sec of stability – well skills have long cast times” o_O Why not make Well of Power an instant skill? Nobody knows, it’s top secret.
Answering to your question, no. This kind of decisions talk about the balance we can expect for necros.
(edited by fonvitale.9621)
To ArenaNet sPvP team:
What are your plans about Skyhammer and classes like thief, mesmer, engineers (classes with stealth) which can CC you to a hole on the floor even if you cannot see them?
Do you think is a fair play?
Are you providing any counter play to the rest of classes?
Sorry but I can’t believe that there was a warrior wondering about fighting against necros. If so, it’s a l2p issue obviously…
Anyway, only one word: Hammer
I’m laughing my kitten off. You think you’re special because moa morph just shuts off your pets? It shuts off ALL class abilities of everything it hits, utilities and F-abilities. Stop complaining about something that hits everybody equally.
OK. You are right. But I don’t feel that moa is unfair because of CD on utilities, but the fact that minions are destroyed. No matter the target profession (I use necromancer in the topic because I made cry a poor MM this morning with my mesmer). We are talking about a complete spec which all its game (damage, survivability, etc) is based on the existence of these minions.
On the other hand, maybe it works as intended. I don’t know…
It’s an elite. It’s got a one hour cooldown. You won’t see people in upper in pvp using it over mass invis. It only lasts 10 sec. A mesmer could say the same thing a Necros elite.
10 secs, yes. But you have to add the CDs of minions skills.
Yes, I think so. But I’m talking about the fact that a single skill is be able to make such damage. Well, I consider it unfair, though it is a elite skill…
PS: If someone think that I’m crying, no ,I’m not. I use to play both classes mesmer and necromancer.
Playing around and trying some builds with my mesmer and my necromancer I have seen that Moa mesmer elite skill completely nullifies MM necromancers since when the target is converted all minions invoked are instantly destroyed.
I think that, in terms on balance, a profession should not have the power of breaking a whole speciality by pressing a single button. It is unfair.
Necromancer
…we want the necromancers to focus on sustaining themselves through the use of death shroud, health siphoning, and slowing down their opponent’s ability to act.
So we have to assume that Anet doesn’t want necros doing damage (or considerable damage). Apparently, they want the necromancer is dedicated to hold, curiously given no access to stability, the poor scalability with healing power, long colddowns and cast times… Imho necromancer is a broken class compared with the play style that GW2 requires.
I’m considering to leave GW2 and wait for TESO or WS…
Hi,
Imho there are 2 minor traits which should be redefined to do not force necromancers to waste points. They are 5 and 15 minor traits within the Death Magic branch.
Suppose a necromancer who wants to empower his staff skills in a build without minions. So he goes V and VII over Death Magic, getting its useless minor traits (5, 15). Same example whit a necro who wants to get protection on wells with some DS stuff and no minions…
Please, think better of these two minor traits. Thank you.