The whole thing needs to be changed completely to make it more useful. Warrior’s rifle should function as a shotgun. Here’s an idea, something like this could be implemented around HoT rollout.
Base range: 600-900
Buckshot: Blast targets with your shotgun. Chance to cripple moving targets(33%). Hits up to 3 targets. Range 600.
Brutal Shot: Blast your targets inflicting vulnerability(5)(6s) and deal 10% more damage to crippled foes. Range 600. 8 sec. cooldown.
Volley: Unleash a high damage multi-shot attack(3x) that knocks back on the last shot. Range 600. Knockback 300. 12 sec. cooldown.
Mortal Shot: Fire a concentrated blast that pierces through targets. Has increased criticial chance(50%)on targets above 50% health and deals 20% more damage to targets below 50% health. Range 900. 15 sec. cooldown.
Warning Shot: Fire a loud warning shot in the air causing nearby enemies to flee. Fear(2s) at 0-300, Fear(1s) at 300-600, Torment(4s). Range 600. 35 sec. cooldown.
Scatter Shot(Burst): Fire a concussive blast that stuns and weakens your foes. Up to 5 targets. Stun(2s), Weakness(6s). Range 600. 15 sec. cooldown.
I think shield mastery and missile deflection traits should be merge as one. That’s all that is needed to improve shield.
this.
And once they make the WvW achievements more attainable, you’ll move on to whining about the lack of especially ‘difficult’ and ‘prestigious’ WvW titles like this one.
Hmmm, well I can’t say that I would “whine” I am just stating an obvious failing of this portion of the GW2 world. However if they can add titles for such things as say, “respected achiever”, what is the problem with adding a respected yakslapper title?
As for the achievements, you could just make it so that instead of getting say 10 achievement points for 50000 kills you could get at least 50 for such a milestone! If it is possible to get this same amount for doing 16/16 easy achievement in PvE, I for one cannot see the harm in upping the rewards.
Although these titles might not be considered as “prestigious” if done in tiers I can see no harm in showing to others what you have achieved thus-far. The same goes for the “milestones” in our achievement points offering a title, even though 5000 ap’s isn’t much I see many many players touting that particular one.
edit: clarity and spelling
Last time I’m saying this for a good bit. We are going to address this system before the end of the year, ideally, and make it more in line in terms of numbers and rewards as the rest of the achievements in the game.
End of the year will be to late. When do the other games launch? ESO etc (ps beta is awesome).
haha, people said the same about forge, PS2, NWO, DF:UW, etc….
they should have left Kick on the longbow skill bar where it belongs.
The only change in this list I really hate is the nerf to Leg Specialist. Being able to tag an opponent in WvW with both sweeps from Bladetrail for a 2 second immobilize was so utterly valuable that it’s scary to think how it’ll be without it.
if the sword chain has a cripple, LS becomes way overpowered with no ICD. assuming this is all true of course.
yea, could be fake. gotta wait and see.
Arms
Deep Strike: This trait now scales with level rather than granting a flat bonus.
Furious Speed: Gain 10 seconds of swiftness on critical hits. This effect can only occur once every 15 seconds.
Opportunist: This trait grants 10 seconds of fury when you immobilize a target. This effect can only occur once every 10 seconds.
Furious: This trait has been updated to indicate that triple adrenaline is rewarded on critical attacks.
Last Chance: This trait’s recharge has been reduced to 45 seconds, down from 60.
Defense
Defy Pain: The cooldown of this trait has been reduced from 90 seconds to 60. This trait will have a 4 second duration, 5 seconds when traited with Sure-Footed.
Vigorous Return: This trait now grants an additional 100% endurance when you rally.
Sundering Mace: Fixed a bug causing this trait to apply weakness on mace critical strikes.
Embrace the Pain: This trait has been merged into a new Master tier trait Cleansing Ire.
Cleansing Ire: New Master tier trait with the following effects. Gain adrenaline when hit. Remove a condition for every bar of adrenaline spent.
Shield Master: This trait has been moved to Adept tier.
Discipline
Warrior’s Sprint: Movement speed has been increased from 10% to 25%.
Sharpened Axes: This trait also reduces axe skills by 20% in addition to increasing adrenaline with axe critical hits.
Vigorous Focus: This trait has been moved to the Adept tier.
Destruction of the Empowered: This trait has been moved to the Master tier.
Heightened Focus: This trait has been moved into the Grandmaster tier and grants 5%, 10%, and 15% critical chance based on adrenaline level.
Strength
Physical Training: This trait has been moved to the Master tier.
Dual Wielding: This trait has been moved to the Adept tier.
Berserker’s Power: This trait has been moved into the Grandmaster tier. Damage bonus has been increased to 5%, 10%, and 15% based on adrenaline level.
Berserker’s Might: This trait now passively builds 2 strikes of adrenaline every three seconds, while they are in combat.
Distracting Strikes: This trait now applies 4 stacks of confusion for 8 seconds upon interrupting an enemy.
Tactics
Burning Arrows: This trait now reduces the recharge of longbow abilities by 20% in addition to dealing 10% bonus damage against burning foes.
Desperate Power: The threshold of this trait has been increased, dealing 20% additional damage while you are below 50% health instead of below 25%.
Empower Allies: This trait has been increased to 150 points of power.
supposed calss change leaks, if it is not appropriate go ahead and delete it.
the specualted warrior changes:
Tremor: Increased projectile velocity by 33%.
Axe Chain: Moved the damage more towards the end of the chain without reducing overall DPS.
Chop: Reduced damage by 9%
Double Chop: Reduced damage by 12%.
Triple Chop: Reduced damage of the first two hits by 20%. Increased the damage on the final hit by 75%
Final Thrust: This skill has been moved to slot #3. Now does more damage and extra damage vs foes below 50%.
Hamstring: This skill has been moved to the end of the skill chain. Cripple reduced to 1s.
Savage Leap: This skill now applies 3s of cripple.
Leg Specialist: This trait now has an internal cooldown of 5 seconds.
Skull Crack: Increased stun duration from 1,1.5,2 to 1,2,3; Increased damage by 50%.
Endure Pain: Recharge reduced from 90 to 60.
Stomp: This ability now breaks stuns. Added 1s of stability. Reduced cooldown to 45 seconds.
Dolyak Signet: This is now an instant Stun Breaker.
Bolas: Reduced the aftercast by .3 seconds.
Kick: Doubled the damage.
Berserkers Stance: Increased recharge to 60 seconds. Reduced duration to 4 seconds. This stance now reduces incoming condition duration by 100%, so only modified conditions can get through.
Balanced Stance: This now also applies siwftness.
Dual Strike: Aftercast Reduced from .5s to .25s.
Whirling Axe: Aftercast reduced by .2 seconds.
Rush: Aftercast reduced by .2 seconds. Transition between the run and swing portion smoothed out for hitting moving targets.
Hammer Shock: Reduced the aftercast by .4 seconds.
Staggering Blow: Reduced the aftercast by .25 seconds.
Backbreaker: Reduced the aftercast by .25 seconds.
Crushing blow: Reduced the aftercast by .2 seconds.
Brutal Shot(rifle): Reduced the aftercast by .3 seconds.
Healing Signet: 20s->15s
Mending: 25s->20s
Adrenaline Surge: 30s -> 25s
Rampage: Reduced cooldown to 150 seconds.
Brutal shot(speargun): now adds 5 stacks of Vulnerability, up from1. Duration of Vulnerability applied changed from 15 seconds to 5.
Knot shot’s recharge has been reduced from 25 to 15.
Untraited Longbow range updated to 1000 from 900.
Riposte: If you block an attack from range, it no longer cancels the blocking.
Whirling Axe: Increased damage by 50%.
Fierce Blow: Reduced weakness duration to 4 seconds.
Pulverize: Reduced weakness duration to 4 seconds.
continued in next post…
1. afk with no word for more than 5 minutes.
2. being a kittenhole(a whole lot of scenarios fall under this one)
3. going afk more than 3 times(also DC more than 3 times)
and if the whiners get Anet to react and change the system, it’d be impossible to deal with any of this.
(edited by fony.5102)
Honestly I ma still kitten over the fact that we still have no passive condition removal or a change to shake it off.
What makes me giggle is S/D thief immobilizing and the ripping the regen hey just proced because of Dogged March lol.
we have always had a trait that gives a auto shake it off every 20 seconds or so when you have more than one condition. i know, the famous retort “not good enoguh” is to follow.
better be a tangible increase, not 50 or 90. more like 160-240.
In large-scale battles there are cleanses flying around everywhere…
Not everywhere and not 100% of time. “Earthshaker – lolblind, you miss nao” is very common picture.
indeed.
“it’s fine” trolling is still going on? this, like many other skills and traits need to function differently in Pvp and PvE and like many traits the current implementation is not very useful. the damage boost only works with a single skill(earth shaker), you can’t chain other control effects for even two seconds to land a hit on a disabled enemy.
everyone with this trait only takes it for the skill recharge reduction. the other part is not as useful as crack shot or forceful greatsword.
that’s what it should do. Since they’re finally admitting different game types need different rules for skills/traits to function by make this the sPvP and WvW function of the trait. For PvE make it give Fury for 3 seconds every 5 seconds to balance out the lack of crit in defensive builds. Make it a 30 point trait of course.
inb4 “overpowered” and other nonsense. perfect balance is boring, like the game has become.
SE path 1 is devoid of hardship and takes 11-14 minutes…..
add GW2 to the Never Settle bundle, it’s a good idea.
I’ve noticed that if you unequip and then equip the weapon, it works …
they were fixed a long time ago.
report what? getting into a “bicker fest”(fight) and being an kitten enough to get booted?
I actually like gear treadmills, but with the understanding that most people dont I would suggest we need about 300% more weapon/armor skins in the game and some of them need to drop exclusively in dungeons and world bosses (IE champs and dragons). The embarassing lack of interesting weapons/armor skins is a purely horizontally progressive game is just staggering and stupid.
-This is not in dungeons but i also think every ZONE of the map should have 1 set of unique light/med/heavy armor. The level of sameness while leveling is lolworthy.
this part atleast is a complete universal truth. all dungeons should have an exclusive skin drop inside them in addition to the token skins, and zones need exclusive skins too. there should be much much more, also pet skins.
yes it works, as does sigil of accuracy.
^ uh, everyone goes through lion’s arch and it’s cried about in LA chat all the time. plus returning players asking about changes are all told to avoid AC.
if you get kicked so often you clearly deserve it.
i only do it with friends and guildees.
this is bad feedback. too selfish and subjective. it’s also clearly from the viewpoint of the kind of player that explorable modes are not designed for.
If I’m not looking for a speedrun, I’m fine with anyone, I think each class brings it’s own contributions to a run.
With the exception of Rangers, though. Each run I ran with a Ranger they were just so terribly underwhelming. At first I thought it could be their build, but I found it hard to believe I would get these so many times in a row. I hate to discriminate against classes, but I always roll my eyes when a ranger joins a group. Can’t see what they bring into the party that someone else can’t, correct me if I’m wrong on this one.
you should know why unless this is your first MMO. pet classes lend to the worst play. you have to do the least learning in order to get by with them, so most do not learn their class at all by the time they hop into group content.
Played well:
- mesmer
- warrior
- engineer
- guardian
- ranger
- necro
- thief
Played poorly:
- warrior
- guardian
most runs with zerkers outside of CoF are terrible if there’s more than 2 of them. even SE is suffering now, because the less Apt players are beginning to migrate to that after the AC change.
nope, the article was taken down. finding another source.
if you didn’t know Anet now you do.
“We reported a while back that the Six Strikes policy would be put into effect by a number of ISPs, including AT&T, Verizon and Comcast to name a few. The policy recently went into effect and already lawyers and copyright holders have been laying the smack down on average internet goers for copyright infringement.
According to Techdirt, DtecNet is sending out strikes for any and everything that even remotely seems like it crosses their digital line of imaginary copyrighted content. In fact, the DMCA notice they sent out was on behalf of NBC Universal and had nothing to do with ArenaNet or NCSoft’s Guild Wars brand.
Here’s part of the letter they sent to David Sutherland, who has a Mediafire account for distributing Guild Wars mods…"
(edited by fony.5102)
The reason why the dolyak signet doesn’t stun break is because it adds a passive effect. Otherwise I’d be almost always superior to balanced stance. Shake it off symbolizes removing current conditions rather then preventing future issues.
ranger antidote signet adds a great passive effect that our class would kill for(condition removal), Active makes your pet a condition martyr for the group and it breaks stun.
Can’t talk about gear progression, since we’re talking on-level here. Level 80s scaled down to 35 don’t get as much gear progression as lvl 85s in WoW going back to do a lvl 60 raid, remember. So you’d have to talk about doing dungeons in WoW at the level they were meant to be done, or any experience you have is irrelevant.
The comment on progression was solely related to raids. If the WoW forums are correct (which is in itself questionable), Blizzard dumbed down dungeons as time went on. Maybe that had already happened when I was there, I don’t know. Maybe I just was blessed with really good tanks for a year. I just know what I experienced. I may be wrong as far as actual numbers are concerned, but the subjective experience is what it is.
happened twice over TBC, huge swaths of nerfs. mob HP, mob damage, mod level, mob type across all dungeons. this along with the rightful changes to talent trees and gear(good itemization and better talents and scaling meant more DPS achieved, mnore healing and better threa generated) back then made virtually every dungeon lik CoF path 1. the exceptions were underbog, steamvaults and shadow labs which still had several mob packs with more than on strong enemy in them, and the massive amount of bad tanks which still infests the playerbase to this day made pugging those taboo.
that’s why people in any MMO today expect a 5 minute dungeon run, do not speak and do not res or help out others. WoW made sure you almost never were killed unless you were exceptionally bad, you of course didn’t have to look out for yourself, CC was not necessary at all since mid 2007 outside of raiding and very few heroics. and since you overgeared everything at a certain point that helped add a new layer of mindlessness.
And this is, of course, what people want to happen to GW2. Honestly, it is probably (in part) why WoW became quite as popular as it did. It attracted a bunch of super-casual gamers who enjoyed not having a serious challenge to progress and single-player gamers who did not want to have to go out of their way to communicate with people and foster a community. Unfortunately, a lot of these players are now expecting every MMO to cater to them, and many have for years because of that.
I am glad ANet does not go out of its way to cater to them, and I hope they continue to resist doing so. There is plenty of content for people to sleepwalk through. They do NOT need to try and dumb down pretty much the only things that require particularly active thought to complete.
let the open world be this way, keep dungeons at least something you have to pay attention to.
Can’t talk about gear progression, since we’re talking on-level here. Level 80s scaled down to 35 don’t get as much gear progression as lvl 85s in WoW going back to do a lvl 60 raid, remember. So you’d have to talk about doing dungeons in WoW at the level they were meant to be done, or any experience you have is irrelevant.
The comment on progression was solely related to raids. If the WoW forums are correct (which is in itself questionable), Blizzard dumbed down dungeons as time went on. Maybe that had already happened when I was there, I don’t know. Maybe I just was blessed with really good tanks for a year. I just know what I experienced. I may be wrong as far as actual numbers are concerned, but the subjective experience is what it is.
happened twice over TBC, huge swaths of nerfs. mob HP, mob damage, mod level, mob type across all dungeons. this along with the rightful changes to talent trees and gear(good itemization and better talents and scaling meant more DPS achieved, mnore healing and better threa generated) back then made virtually every dungeon lik CoF path 1. the exceptions were underbog, steamvaults and shadow labs which still had several mob packs with more than on strong enemy in them, and the massive amount of bad tanks which still infests the playerbase to this day made pugging those taboo.
that’s why people in any MMO today expect a 5 minute dungeon run, do not speak and do not res or help out others. WoW made sure you almost never were killed unless you were exceptionally bad, you of course didn’t have to look out for yourself, CC was not necessary at all since mid 2007 outside of raiding and very few heroics. and since you overgeared everything at a certain point that helped add a new layer of mindlessness.
leave it alone rob. you can clearly see from most posts about multiple kicks the one complaining is an kitten in the group.
what music was that?
apologize, and delete this topic.
for a long time you can leave or DC and not boot the party. if you chnage characters or quit the group, they still get booted.
Well yeah CM works but it just takes a lot longer than the old AC used to. I’m all about time involved here.
And I don’t know about WoW stuff, I was just saying it was nice having shorter options before the patch and it’s a shame if those are all going to disappear in the future.Short =/= easy or paying no attention.
not buying it, all important mobs have way less HP, the routes are identical and there are less trash pulls. nothing can make it take longer besides getting your kitten kicked on every boss.
why would it be account bound? are skill points? are skills? are traits? are experience points?
AC is pretty short. it’s only about 2x as long as the average WoW BC ultra nerfed 5 man such as Slave Pens. just be honest and say you guys need a dungeon that you don’t have to pay any attention to get through.
they should at least be as strong as hodgins, detha and tzark. they don’t get blown up in one or two hits from the average dungeon mob.
no limits on kicks. listen to the crybabies and then you will not be able to get rid of real problem group members.
If you were right, why are CoF P1 Speedruns using GS Warriors and not A/M Main warriors? Has that run not been tested 1,000’s of times?
in CoF you only need all DPS and nothing requires dodging, so you can stand still and fulfill HB with forceful GS ful potential.
Anet, sticky the kittening thread about the LFG already.
if you want to make hatchlings “not a joke” then make them count towards sigils and give EXP.
^ Ur sure? For me its fits better tactic – healing shouts, regen from banners while toughness using boons (stability at least for now).
Vitality makes healing power less effective, as Vit scales amazingly yet all heals are weak and most have scaling too poor to give a huge boost to the amount healed. A modest increase in healing done combined with less damage taken is the best defensive synergy.
^ sorry but the Toughness and Healing synergize perfectly. each make the other more effective so nah, that’s not something that should change.
the added mechanics and tactics needed to complete a given fractal doesn’t hurt either. they’re just much better designed. normal non damage sponge billion HP trash mobs, better drops off everything, challenges that you have to do correctly, at least a certain base level of cooperation necessary in most, etc. any mob with a mere 1 or 2 skills dies long before the point of becoming tedious, etc.
by comparisons dungeons are literally like that monty python black knight skit. a rather uneventful mind numbing fight against some kitten that is still squirming after it should be dead. I have the trait “last chance” on my warrior, and if i’m not in a group of other warriors + guardians well that kitten is up every trash pull(90 second cooldown).
(edited by fony.5102)
Because Fractals have a ton of puzzles and things where class utility > DPS. it also helps that unlike dungeons, fractals are full of regular mobs, standard veterans, few champions and of course bosses are legendary.