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Condition solved

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Posted by: frickenreesh.7068

frickenreesh.7068

I would remove Conditon damage and have condition skills be a set damage, and only increase in duration to remove the stupid high damage/tick like now. conditons should be a soft cc and DOT.

Have you ever applied a condition without having any condition damage? Some of them are so low that you cannot even say that they tickle (such as bleed). Condition damage is a way to increase the damage overtime we do. Why should damage overtime be static while you can buff direct damage? If they ever do that to conditions they should just set the direct damage of every skill in the game and give them no aplifiers to make it fair.

Also, I’m still waiting these “condition bursts” everyone complain about… All I see are people mentioning them but nothing… Sure burn can tick really high (and problably is the only condition that can do so), but you need several stacks of burn for that which most likely will be cleansed even before they reach that stage (unless you fighting some moron who do not take condition clears).

Go into build editor and make a Trail blazer Reaper with dire weapons and antitoxin runes and plus condition duraton sigil, and plus stacking conditon damage increase and look at a staff skills, with full stacks and full might and septer skills then think well of corruption on said boons that are op then well of corruption and a epi, this build may not be a great 1v1 build but in a group fight the BURST of condis and from conditon power is greater than power because yes if can be cleansed but can be instantly re-applied or cleanes skill gives boon and is corupted too; take the same stat items and add it to a beserker, talk about 100 ways to apply burn and bleed for skills that have a natural short duration but with the over the top duration makes it longer just enough it is still short but damage amplifies over the top. weapons for that is sword torch, sword shield with trailblazers and dire weapons, sword, main thing. this is a more small group build that does over the top damage and good for 1v1 fights too. it would be op if the long bow skills where a little better for large zerg fights. maybe increasing the time the skill takes to put that damage would help.

Condition solved

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Posted by: frickenreesh.7068

frickenreesh.7068

Yeah power does have offensive modifiers at the cost of loosing something, if you go full boon duration you loose the amount of total power you can have which means crits and modifiers do nothing because you will have 20% crit chance with fury with low power and be a wet noodle at 100% on crit doing no extra damage because you have 0 ferocity as well, or go full squish ball and have the the ferocity and critt chance and get insta downed in a zerg or fight by condis, because you are full zerker. or have the power vitality and toughness you need and loose out on the crit % ferocity and boon duration increase, Conditon builds do not have to loose anything to gain a lot… they can go burst with conditon duration and not have to loose out on vitality- to deal with burst, or toughness, to deal with power…

Condition solved

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Posted by: frickenreesh.7068

frickenreesh.7068

Oh yea, there is nothing that increases power dmg, no precision and ferocity, no dmg modifiers, and boon duration is obviously way too weak, needs definitely some more buffs. You clearly have some great understanding about how the game works …

Here is the thing though, conditions can take advantage of all the same modifiers, because the people with boons share it most of the time, where conditon duration cannot be shared with people with power/ boons; condition duration offense /boon duration defensive; defensive part can be shared, offensive part can’t… makes it unbalanced, I’m not against conditons why not have a way to share condion duration output with your squad/party, like boons can be shared? conditon damage is too much like power in that it bursts, it should be a damage over time use and power should be burst, I would remove Conditon damage and have condition skills be a set damage, and only increase in duration to remove the stupid high damage/tick like now. conditons should be a soft cc and DOT.

Condition solved

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Posted by: frickenreesh.7068

frickenreesh.7068

Condition duration -% is more of a counter to soft cc not condi dmg unless your getting it to 90% or higher because condi dmg is not about long ticks its about burst dmg ticks from being able to stack the same type many times. Take burning if your getting high enofe stacks to do 4k dmg per tick but its on say a 5 sec duration and you clear it say with in 2 sec or have -50% duration your still taking 8k dmg and with the way these condi classes play they often can simply reapply it. What happens in the burning effect becomes stronger then crit power dmg burst and all the condi clear and -% duration will not stop it. Condi dmg -% dmg take is the only true counter to condi dmg.

The fix maybe making condi dmg have a set up time before it starts to tick giving ppl a chase to clear it before it starts to work and to make -% duration make the set up time longer more of a front lode counter vs a very week back end counter.

What makes the duation so OP is to have it increases duration so much with such a high tick, or making thoughs burst skills (low time) longer to add even more burst without the time increasing enough for said increased damage. it’s having your cake and eatting it too. there is no offensive aspect like this with power except might and some what fury which does equally the same for condi with out giving up vitality or toughness or both and becoming a squish ball. boon duration should have some type of offense increase to maybe fury that it increases with amount of boon duration you have maybe to said 50% crit chance?

Condition solved

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Posted by: frickenreesh.7068

frickenreesh.7068

Conditions work the same as if might had no cap and did not increase condition damage and to the people you say conditions can instantly be cleansed, power can be interupted/ boon stripped and and cc’ed in the same way; it is the not having a cap and crazy duration of that makes it so over powered combind with almost instant re-application. I say hey lets try having might only increase power with no cap and see how that goes for a bit? haha

healing power to diminish conditions damage

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Posted by: frickenreesh.7068

frickenreesh.7068

Thanks for replying on my post before, I do think healing power with regen needs a rework of applying the highest heal/tick first over duration, or maybe let it stack in intensity on friendlies, Healing power to negative condition duration would force healing power into builds that would not normally need or use it, would it be useful? Idk. Maybe let negetive condition duration stack regen application?

Can Toughness be the Answer?

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Posted by: frickenreesh.7068

frickenreesh.7068

I think with change I put forth, resistance could go, and if resistance and cleanse are the anwser, it needs to be more available. Runes and sigils should be a additive to a build, not a must have to survive conditions, with toughness, it could scale and release runes and sigils for diversity in builds. But I agree it could be done with what is there, but needs to be available more often with new runes and sigils, and food. the thing is that condition duration is availible with high damage without sigils and runes, so the defense to that should do the same with protection from conditon duration with out boons or sigils and runes. Maybe might should be a power only modifier and have no max stack, that is pretty much what condition duration does right now.

Can Toughness be the Answer?

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Posted by: frickenreesh.7068

frickenreesh.7068

Overview For the the wall of text

Change Toughness so that as it increases, so does negative condition duration based at some level ANET see fit

Remove change sigils, runes, food that have negative condition duration so that it does not make it OP

Add more/ better sigils runes for boon strip/coruption

Can Toughness be the Answer?

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Posted by: frickenreesh.7068

frickenreesh.7068

Had a thought about this; how about making toughness have a negative duration of a conditions and increase more the higher toughness you have, remove/rework negative condition duration food, and re-work runes/sigils also.
Toughness should be the anwser to damage directly and in duration with regen and burst group healing together to be able to sustain in a fight when done correctly. With this rework also add more/change in runes/sigils to corrupt/strip boons.

I think with these changes that there would not be a large need for more skills with condi clear as it is needed now. This would also change the dynamic of group fighting where full condition duration builds would be more technical in stripping/ corrupting boons and applying conditions for a group and less direct damage from conditions on frontline builds with high toughness but still be able to remove boons, corrupt boons to take sustain away, while still being bursty on backline, roaming builds, and low toughness builds in general giving condi players the ability to still do small group burst, and have a purpose in a zerg of strip/corrupt backline damage.

How I see it is; Power/=burst/ Condi = damage over time; burst should be the main source of big damage, with condition duration the source over time damage and will be more subceptible to power burst, as it stands now the condition duration damage is stronger than the burst in a short amount of time.

I think this is also do to the fact that there are a mostly unlimited amount of conditions that can be applied with stacking with no cap and only condi clears of just a few conditions on most classes. I think condi clear should only have to be a skill used when you are spent of all heals and regen, not the first thing you use because it is the only way to survive the condition burst with it instantly being re-applied as it is now.

As a person that can play almost every class pretty well, some better than others ( I’m not a thief person) in WVW and have a condi, power and hybrid build for every class, this is what I see the main issue for balance being and a way to fix it.

Is it perfect; no, but it lays over all classes and builds equally, so yes being tanky would mean sustain with toughness, but isn’t that how it should be at the cost of higher damage? yes there may be a few traits/skills that may need to be worked out but that is how it is with every roll out of a change.

Also if not toughness, maybe apply negative condition duration to vitality so it does have a true shield to conditions, and is not instantly gone from condition damage but may be too OP to classes with a natural higher vitality.

Please be Nice, this is an opinion, not the perfect anwser, and I am not the god of gw2, but I do want to see #WVWbeGREATagain Sorry about the wall of text…

New Worlds

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Posted by: frickenreesh.7068

frickenreesh.7068

Servers need to be completely reset; reset the cap of population, add a tier to reduce volatility. Let guilds move together by guild and (or) individuals to the servers of their choice for an allotted time. Add a server for people that are inactive for more than 60-90 days to purge population- when they re-log they can choose a server with open population (to keep the population true of the server). Delete WVW server names or permeant link of current servers with current names to total population cap combined to be same as the others not linked.
Renaming the servers would reset and renew communities to begin again without the stigma of being a blob server or be a PVE server or be T1 server or T5 server. Reset GLICKO (or make a new system). Restart, revive and renew the game. Trying to fix the problem is as simple restarting after all the modifications to the game play and population flux, it is time to reset servers, and your communities are the people that are in them, not the name of the server of where you are. Plan and organize the group of people you want to be with or join a guild; and you can keep your community or make it even better after the change.

Remove Boonshare, It's gonna break WvW

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Posted by: frickenreesh.7068

frickenreesh.7068

Conditions are WAY too strong right now, so having this boonshare stuff to stack up resistance is really the only hope for a lot of these groups trying to fight big condi blobs.

I was playing on my Elementalist a couple days ago and ran in to a burn guardian that was ticking 8k burn ticks on me, that is hitting me harder than a full zerk guardian would lol.. When conditions are hitting harder than raw power in a single tick, there is a problem.

Really what needs to happen is a complete rework of conditions. They should be toned down extremely then made to be effected by crit chance and ferocity for damage increases. That way someone can’t just throw on a full set of dire armor and live forever and do more damage than a full zerk person can do. Not really balanced currently. Dire users damage should be in line with Soldier users damage. No big modifier like crit chance and ferocity, then you deal significantly less damage, just like someone using soldiers would.

So nope, can’t feel bad about the boon share stuff going on with resistance right now. It is really all us power builds have left to save face against these condition builds.

Im pretty sure that was me on the burn guard, if you are on BP, I have been looking for new from the old ways to bring damage to group fights, and still have stabs for back line group, and I didnt use dire stats FYI, it is a mix of a few things, to give me the stats I want. It is fun that most of my skills are big damage but with large cool downs and being squishy-ish.

Before it is too late.... WVW

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Posted by: frickenreesh.7068

frickenreesh.7068

Guildless roamers versus gvg elitists. Make it happen anet, we want to play with the cool kids and take their ball

you would still be able you join any server, having a guild or not guilds would have to move if all there guild members could not fit on the server, not individuals, and WVW elitists? I do not consider my guild that, we take players new to the game, all the way to tags, it is just about people willing to learn and enjoy the game mode.

Before it is too late.... WVW

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Posted by: frickenreesh.7068

frickenreesh.7068

There was a post earlier from TylerB asking if WvW players were interested in having many small-population shards that could create smaller “building blocks” for the devs to link together. Everyone was pretty negative about the idea because no one wants to be essentially solo on a server. It kills recruiting. Don’t you think splitting the population between WvW and PvE servers then would also be bad for recruiting? You’re talking about splitting off guilds into smaller WvW servers essentially.

Yes I am saying split them , and no recruiting would be the same as it is now, if not better getting new players under 70, willing to learn would be able to to choose our wvw server at 70, if space is available, if there isnt we select people from our wvw server that are guildless . recuiting is just as tough now, at least this way if your server needs bodies, you can recruit from any PVE mega server with people new to the game. I dont get how you would end up solo on a server? doing this would alow you to be with your guild, and balance the population.

Before it is too late.... WVW

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Posted by: frickenreesh.7068

frickenreesh.7068

As a member of Disciples of OMEN (silver general) currently on Dark Haven, I feel that WVW is at a critical point where people(and almost I) are leaving the game because of Arena Net’s lack of a since of connection to the game mode WVW, in a server that was pushing up the ranks before the linking we found many guilds moving to DH including ourselves coming from a dead server of Sanctum of Rall and was in hope that we found a new home in DH to only find that many guilds were toxic, and fair-weather to only move servers when things got tough, and blame it all on a smaller server that were end the end the larger population because of the 7 guilds that could not work together. Yes, our match-up was not correctly set because we pushed hard the last few weeks before re-linking. As OMEN sat by and watched every other guild disband or leave to the point we should no longer be a host server yet we still are(?). Our guild is self-sustaining in that we have our own TS and group up when we want and have fun, and take it serious when we want while trying to stay out of the drama that was the Dark Haven server. Yes the server IS dead; but as a guild we are hesitant to leave due to the chance that the game of fair-weather will strike again or ANET will subject us to more inadequate changes. We want to rebrand our server by inviting Commanders, Players and guilds that want a permeant home without room for fair-weathers, we want to work together, and be a community. It is time for Dark haven to be reborn or for our guild to grow to be a part of where ever it takes us as I think this relinking system should not be all end all here are my personal thoughts on fixing WVW.

First split PVE and WVW servers, reset to target population, let people choose their added server, once a server is to the target number: block more from going in, allow free transfers for one week or for people to be with their guild-IE guild moves, if they want to be with missing guild members, they go to a server that can fit them all. After the week, Individual people can move (gems) but will not guarantee whole guilds moving unless population is open enough. Open up servers as total population grows /is met , show available numbers of people that can move to a WVW server so guilds that want to move can only go to a smaller server that needs guilds/ people and also think about once a year free move to individuals to reset populations in WVW due to people not playing/ WVW inactivity. Also let people that don’t want to play WVW have to choose a server but have it available if they do. Let new members choose their WVW server at level 70 so that they might find there guild before that to know which to choose.

RESET GLICKO with the new servers.

The random times of lag even with low population times still blow my mind .

TAGS in WVW so guilds can run invisible with a in squad tag, if the populations are high enough, there will be a PUG tag on the map that anyone can follow, there is never a problem when guilds run with no tag at all, it is a problem when a guild runs a tag and tell people no they cannot join the group, also make them bigger, higher and easier to see for the squad members, it should not fall behind enemy red tags on the map including person markers.

Make guilds more of a commitment in the game, there is no need for 5 guilds if you choose a guild that does it all or one PVE and WVW, but 5? Make it 2 or 3 at most, and to the people that want 5 and some want more, how about getting your guilds to join together instead of just adding another.

FIX POLLS I am happy that you want to make us feel like we have a say, but have meaningful polls that are not LOADED questions would be nice about more information. Give us more information to make a choice, and on not of the lesser of two things we don’t want, it feels like the presidential race. Get veteran WVW players to be on a council to talk with you about options or Ideas, most people that love this game as much as I would do it for free.

Lastly, play your game, I know it is hard work doing work all day on this, but maybe it should be a part of your work day, to play the game. I feel like DEVS are so disconnected from this game mode. WVW should be end game content for players that want to be on a team and be competitive. Server communities can no longer exist in these match ups, large populations fluxes are making myself and many people that have played this game for years not want to play.

So please do not tell me now that resetting servers will break up communities because as I see it now the only community I have left is my guild. As for names of TS etc. use them in your new server, just purge everyone and reset it.

As a member with every class level 80 and almost a second set the same, a guild officer, and a part of this community, I hope things will change, If not the game will be done for me. I didn’t write this to complain, I want to help my guild, community and the game before it is too late for this game mode.

So this post is about my guild in a dying server, how I would like to see things change for wvw, and why I am about to give up on GW2, tell me what you think, and if these are good changes or not? THAT IS YOU TOO ANET!

NO TROLLS PLEASE

(edited by frickenreesh.7068)