Showing Posts For knaive.9075:
I apologise if this question has been posed before; I’m certain I’ve read about it in passing here in the forums ages ago, but I can’t find the topic now that I’m actually searching for it.
My question is: If a necromancer transfers conditions back to their original caster, whose attributes are used to calculate those conditions’ damage and duration?
Example case:
Necromancer versus Guardian. Guardian is running high condition-damage gear (let’s say rabid) and places 10 stacks of burning onto the necromancer. The necromancer, who is running power gear (let’s say berserker) uses Plague Signet to transfer those stacks of burning back onto the Guardian. If the burn damage scales from the original caster, it’ll be many times more potent than if it scales from the necromancer’s berserker stats.
Has anyone tested this or know for sure? I asked the wonderful folks over at mapchat, har har, and yeah. A whole lot of opinions and conjecture and not much else.
Trying to establish what the original intention of commander tags was is irrelevant to the issue as stated by OP. This thread should be less about discussing the history of commanders and more about us coming together to suggest how the mentoring system can be made better.
If ArenaNet chooses to keep mentor tags as they are (wearable map-visible icons with a matching “Mentor” prefix in chat), then I think it would be wrong to restrict them but I feel that there should be a way for players to review them, even if it’s just a simple addition to the “Report” function upon right-clicking any player’s name, to report a person as a troll or bad sport or something more professional sounding, haha. Enough negative-karma that way and a person’s tag could be disabled, temporarily or whatever.
But if ArenaNet chooses to actually change its functionality, then I imagine it would work better if (rather than having a map-wide tag) every mentor’s name instead appeared on a visible list next to the map’s legend (where it shows your map completion); that way a person in need of help would need only look at their map and see a list of people who are willing to assist them. That takes away the “attention-seeking” nature of a map-wide positional tag while still acknowledging those who are willing to help the community.
That seems like it would make sense to me, if I were a new player. Reminds me of the old MMOs (Ultima Online) where you could find an online GM and ask for help, and they’d warp to you and see what can be done.
The core intention of the Mentor is purely to help others, not to coordinate events. As stated in the mastery track: “Learn to be a mentor to the heroes of Tyria, gaining a special Mentoring Badge, chat title, and swiftness for you and your party in all cities.”
(edited by knaive.9075)
Even though its obviously wrongly implemented, i dont see how changing it afterwards will be a good idea.
…
If they should change the stats on them, what happens to all those that have already been slotted?
People who did so, will have to re slot and get the short end of the stick.
Yeah that’s my thinking; I didn’t post it as a “bug” because I think at this point it’s prooobably too late to just reverse it without there being some mild chaos. Because people love crying about change, let alone one which means their handful of ebony has become comparatively worthless. Or whatever.
The little perfectionist in me is forever going to be wincing every time I mouse-over an Agate or Ebony orb in the crafting panel though :P
I think mentor tags are still too new to determine what’s problematic or not just yet; a lot of people will be inclined to tag up as mentors unnecessarily while it’s still shiny and new, but once the novelty wears off I think people will tend not to tag up inappropriately.
I mean, there will always be a troll here or there, or the weirdly, sadly vain person tagging up in LA for no reason, or the selfish person who tags up on PvE maps simply because they want people to flock there to help them with events… but that’s going to happen regardless.
The only “fix” I can think of is a system where players would be able to right-click a mentor and up-vote or down-vote them as mentors, which I dunno could have a variety of effects, I suppose. Like dishonor in PvP, there could be a hidden counter for mentors, in the case of trolls? Upvoted mentors could be awarded with extra karma or a karma boost or something? I don’t know.
I don’t know about your suggested fix for this, but the bad-sportmanship whisper/block combo of PvP can be irritating, and has been a problem since release.
I think a better way to tackle it is to just make a person unable to block someone they’ve whispered recently. Like even 5 minutes would be enough (something similar to the mail-suppression timeframe), as even a few minutes allows a person to respond in the case of unwated flaming.
The better alternative is to just not take what they say to heart (trolls will be trolls), block them back, and report for verbal abuse (if applicable).
An Agate Orb grants marauder stats:
Major: power + precision
Minor: vitality + ferocity
An Ebony Orb grants crusader stats:
Major: power + toughness
Minor: healing power + ferocity
And yet, Ebony Orbs are used to craft gear with marauder stats, and Agate Orbs are used to craft gear with crusader stats. Wat?
Clearly this is a mistake, like, clearly this is a mistake, but is this the sort of thing that will have its implementation fixed, or will it be kept this way, because what-the-hell-crafting?
The alternative is to purchase them from the TP for (currently) 5g each, ouch :/
Given the requirement for these bags in guild hall stuff, I figured we’d see way more centaurs on the HoT maps… especially considering they featured prominently in Maguuma in GW1. But I suppose not, aha.
Totally in support of this. The old nameplates without ranks displayed were much neater (“Darkhaven Invader”, “Sea of Sorrow Invader” etc.) and display-wise, it would make sense for each player’s wvw rank to be displayed below that nameplate, in place of titles. Or as a small badge/icon beside their name.
It totally blocks visibility when you’re in the thick of a zergy fight, and what’s worse is that some servers will have significantly longer names than others, which can create the perception of a larger zerg than there really is, which is an imbalancing issue. Especially if a player is running their game on lower settings where not all enemies’ models are shown (and therefore the nameplates are their gauge for the size of the opposing forces), it can seem unfair. And it is an issue, because a lot of blobbies run around with their giant backpacks for exactly the same reason: to make the group seem bigger and more intimidating.
I’d also be in favour of an ultra-minimalist nameplate for enemies, even replacing it with just an icon of their server’s colour. Bam, done, ultra-simple, aesthetically pleasing, all the info I need. Even better would be a simple icon denoting their rank, in their server’s colour. WTB.
Love you.
This, I will cling to forever~
…lol Fiery Greatsword < .<
I would say a medi guardian has a pretty good outlook when facing a Rampaging warrior compared to probably anyone else though, and a warrior would have to be bad or just panicking (aka bad) to use their Rampage while 1v1 against a guardian, knowing full well they can buy a lot of time with all the blocks and blinds (the immobs probably won’t do much against the Rampager, especially if they’re carrying Dogged March, yeeesh).
Most classes up close and personal going toe-to-toe with that warrior once he pops his elite, though, are going to have to gtfo pretty quickly if they don’t have something to stalemate/neuter the Rampage (moa, lich, plague, stealth, or a buttload of blinds).
While a rapid disengage will save you from rampage in most situations, that completely misses the point. If the only 2 true counters to rampage are “Moa or run away”….then it’s broken. A full disengage from rampage guarantees that you lose whatever point you’re fighting over, and now once rampage ends, you’ll have to debunk the warrior from it. It’s a lose-lose situation.
Yeah that’s my general sentiment, especially during 1v1s and has been how I’ve been dealing with Rampage lately unless I’m running some kind of ranged DPS or have some combo up my sleeve to effectively counter them for a while (the thief blindpowder->steal->whirlingaxe is great on a capture point).
One big balancing factor behind Rampage is that you aren’t taking Battle Standard. I know that may sound silly but look at it this way, Rampage is largely a “selfish” elite that while potentially powerful doesn’t have the ability to revive a downed ally.
Many would say that it’s way more valuable to revive that ally quickly than to POTENTIALLY down 1 or 2 enemy players. I enjoy the fun factor of the skill but until the next update lands that makes Rampage a Physical skill I think the Banner is stronger.
Eh, idk, the knockbacks are pretty awesome to prevent stomps/rezzes. Even if they stability, you have so much CC, you can often still break through.
I have a problem with banner and that is that my Australian latency usually forces my ping to around 300ms, and the skill delay on throwing a banner down that means sometimes my banner arrives that split-second too late behind the incoming stomp, and that sucks so hard with the cooldown.
So I take Rampage instead and in big team mid-fights, I generally find that securing stomps becomes so easy with Rampage, with the self-reapplying stability and the added resilience. It might be considered a more “selfish” skill than banner, but banner for me is so situational with my skill delay (anything ground targeted seems to suffer extra hard) and Rampage is a no-brainer as I’ve actually got much more to help my team with it than Battle Standard :| lol. Irony~
Tornado is OP. Only ability in the game where you can turn into a tornado, and since tornadoes in real life would one shot most players. Well you get the point… If you see a tornado, RUN!
Spread the word, we may get a nerf though. “Tornado no longer grants stability”. Asruantornadoball.
Hahaha TRUTH. If anything, a nerf to Tornado should make the launch affect the player in Tornado form also. Perma self-launch, it’d be the only way to balance it IMO.
On a less serious note, disengaging from Rampage is a fair call but indicates an imbalance in the skill, considering there aren’t any skills that boast the same “solution.”
best way is to just disengage.
This.
Part of being a good pvp player is to know when you are in over your head.
I agree that that is a huge aspect of being a good PvP player, especially in organised teams where rotations play such a large role. So that’s the general consensus, then? Disengage and hope for balance patches to buff Tornado? Hahaha xD
Anyway so the general gist of what I’m hearing is that there is no real counter or weakness to Rampage apart from the fact that it’s melee (if you disregard its ranged ability, almost near-immunity to CC, gap closer, and then subsequent CC of its own), and the way to “beat” a rampaging warrior is to dodge, block and blind better; ie, burn all your survival if it wasn’t already on cooldown, and hope you survive the next 20sec. Though this only applies to professions that have those mechanics available to them.
I was hoping for more strategic discussion on how one should go about taking them down, but oh well.
Yeah, I think the nature of transforms is that they’re always going to be highly situational, which is probably what makes them interesting in the first place, like even though I tend to take Lich on my necro if running power these days, there’ll be matches where I don’t pop it at all, because I know the other team is too easily able to punish it, I know I won’t get the support from PUGs, or the team matchups are just not favourable for it.
On the other hand, Rampage to me seems strong enough that you don’t need be so careful as you do with Lich form, while the payoff seems just as good if not better. On top of that, a cele warrior can take Rampage and become a beast in every regard, while a necro basically MUST be a squishy glass cannon to make Lich formidable, so punishing the necro and forcing them out of Lich back to normal form usually ensures their death anyway (while many warriors will still be able to revert, disengage, and ultimately survive after the same treatment), ie it’s more reward with much much less risk.
And yeah, Tornado, lol. They tried to buff it with the whirling thing in that last feature patch, but it’s still disappointing.
Yeah I mainly run ranged hybrid condi on my ranger, and immobilise can buy you a few seconds but if the warrior is taking Dogged March as well as Rampage, then the immobilise will barely last a moment before self-clearing, and their relentless melee attacks will clear Entangle’s roots quickly anyway. At the most it buys you a moment to disengage, and condition damage kind of gets shrugged off a rampaging warrior anyway with the warrior’s vitality being bumped up to around 1800+.
Moreover, a shoutbow warrior who isn’t awful won’t use rampage against a condi ranger anyway, knowing full well they cleanse extremely well with their shouts, horn, and cleansing ire.
So I play a variety of classes in PvP unranked and ranked mostly, and whenever I come up against a warrior who pops Rampage form, it honestly feels broken; the counterplay is greatly limited to very few classes with a select few builds, and everyone else is forced to turn tail and run.
I’m not crying OP, but I’m more wanting to hear what people have used to directly counter a rampaging warrior with success. In my experience, excluding instances where you’re ranging them (I’m talking about real PvP, fighting on or for objectives):
Rangers can’t overcome them, (unless LB and at a distance where pathing obstacles are exploited lol) but signet of stone can buy you a few seconds once your dodges run out, which still leaves you open afterwards if you aren’t miles away by then.
Guardians can outlast their rampage duration if they save their blinds and blocks and renewed focus.
Necromancers pretty much get eaten alive by rampagers, unless they carry plague form in which case you can perma-blind which is more like a stalemate than a counter.
Thieves can try to use blinding powder and hope the blinds pulse well enough against the rampager’s reduced condition duration (a couple hits from rampage and you die as a thief) or use Whirling Axe (stolen from the warrior) on top of the smoke, which is currently my go-to. Stealing the stability isn’t that great considering the stability reapplies soon after, so I find that once the powder/whirl ends, I gtfo and stealth, re-engaging later or elsewhere.
Warriors themselves can’t counter it well unless they use their own rampage, or kite/evade, but they do stand better chances since most currently are running cele amulets so they can face-tank a few solid hits from a rampager and still be standing. Still it’s often better to just run away and re-engage later.
Mesmers die horribly if they remain nearby unless running a boon-strip and daze/stun combo, or Moa, which is hilarious but forces Mesmers to take an elite just to counter another’s, which is kind of lame. I usually disengage and either dps from afar or stealth and re-engage elsewhere or after rampage ends.
Engineers can try to break through the stability with slick shoes, blind with bomb-kit smoke, block with tool-kit shield, or whatever other tricks to buy time but for the most part will go down quickly if they stay near the rampager and don’t play like tricky tricksters.
Elementalists have some things to buy time, can evade the remainder and wet themselves to mitigate the remaining damage with heals, but again it’s just a game of tanking until rampage ends.
TLDR: most classes are forced to disengage or buy time with blocks/invulnerabilities/evades/blinds until Rampage ends, with the only true counter being the Mesmer’s Moa form which means forcing a Mesmer to take that elite over others.
Has anyone else found any effective counters? Immob/cripple/chill and then ranging doesn’t work because of the reduced durations in rampage form, so what else is there?
I guess I’m thinking in line with Lich form, which can be countered and outplayed and is arguably much easier to face head-on anyway, as it has the slower attack-rate and enormous telegraphs from being the size of Godzilla, but glowing and without effective CC of its own. Also Liches can’t stomp. So yeah, Rampage, I would love for there to be more counters than “moa” or “drop all survival CDs” or “just run away.”
(edited by knaive.9075)
This touched a new low for me. Apparently my team just gave up in the middle because there were two hambows. One guy sat out, and then convinced another to just camp base till the game ended.
We were 3v5. No wonder we lost. We may have lost anyway, but kitten it…what the hell?
OP’s point is not there needs to be cele balance or nerfs, but that there should be a system in place to help prevent bad sportsmanship (to make it a more general statement), which is a sentiment I can agree with.
The “Dishonorable” debuff honestly doesn’t seem to do enough, but that’s not really the issue anyway. League of Legends is a game which I don’t particularly enjoy but I do like the thought behind their “Honor” system, which allows players to basically thumbs-up fellow players for a variety of positive things (Friendly, Helpful, Honorable Opponent or Teamwork).
I don’t think the system from LoL would be directly applicable in GW2 PvP, but something like it could be used to rate other players in a post-match summary, which IMO is much-needed; being ejected after a match closes, unable to review the scores or properly read the match statistics, kind of sucks.
It’s still an issue as of today; it just happened to me in WvW during a big zerg-on-zerg siege.
It’s probably happened to me about a dozen times since getting the game at launch, and as far as I can remember has always been an issue. I’ve had the bug hit me while in WvW and in PvE, and every time was during very large battles.
I’m using Realtek onboard audio (from reading the above posts I’m beginning to think it’s an issue to do with Realtek/GW2 incompatibility) and it has happened on both my Logitech Z-2300 speakers and Plantronics GameCom 780 headset (I do not think speakers/headset are the issue).
I was not running Vent, TS or anything similar at the time of any of these bugs, and nor was I using Pandora though on occasion may have been running Grooveshark (but not at every instance of the bug). I experienced a complete crash-to-desktop around 50% of the time I experienced the sound bug, though my guess is that it would crash every time if I waited in-game long enough, but I would quit the game fast enough to avert the crash-out half of the time.
(edited by knaive.9075)