Showing Highly Rated Posts By ronpierce.2760:

Overload Fire.

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Wrong direction, take back some from Rev, Reaper, Scrapper, a bit from DH, and so on until you start seeing base classes again. We don’t really need to dig this hole too much deeper.

The reason this particular skill probably shouldn’t is it would add to the “mindless” AOE fest that we actually need to move more away from instead.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Balance

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Also, what are Anet’s balancing philosophies?

Wait 5 months to patch.

Make insignificant changes.

“Locust Swarm: The casting time of this skill has been reduced from 1 second to 0.5 seconds.
- Dev note: This change will give necromancers a bit more mobility.”

Will it?

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Is Lyssa Balanced?

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Stop complaining things that aren’t equal (balanced) gets nerfed. You’d kitten just as much if there was a huge power creep (already happening). You win some, you lose some. But you live. You live to fight another day!

You think you’re a man with that keyboard in your hand don’t you?

I’m a man without it…

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Stealth is Killing All Illusions Now

in Guild Wars 2 Discussion

Posted by: ronpierce.2760

ronpierce.2760

I’m getting really sick of thieves, their mechanics are so overpowered – not in the sense that they can kill easily, but nobody should be able to go that invisible, evade that many times and regen their health like it’s nobodies business.

Oh god more whining about thieves… They’ve already nerfed nearly every skill the thief has (even though thieves were never considered OP in beta and received no buffs after that) and put a WvW item to completely disable stealth, what more do you want?

omg did u even read that there is bug? its not whining about thief its a gamebreaking bug for the mesmer. illusions stay up as long as enemy is in reach regardless of stealth. now it goes poof every time someone stealthes. can u guys top assuming we are complaining about your class? mes vs mes is the same problem atm.

Ah the irony of asking if someone “even read”. But yeah, this isn’t a case of thieves being op, its a stealth bug. Clones aren’t retaining their targets anymore of the stealth so they die, thinking the target has “left”. It IS a problem. And no it’s not totally irrelevant to the Mm bug. It’s the same exact concept,’I’m hoping to get some Mesmer sympathy for once. Mesmers love abusing moa on MMs, now you get to see how frustrating it is.

I like it. Most classes can have their signature abilities made useless temporarily by one or more class. No reason for Mesmer to be any different. Not like its impossible to keep someone from stealthing (including, like I mentioned before, a purchasable item to do so in WvW maps)

i dont even use moa. its a stupid skill and its more for trolling so i dislike it. im all for replacing this elite!
but this bug is not a counter its a gamebreaking bug. mesmers have only 1 autoattack that doesnt require a target which is mh sword. so vs a thief we can now only autoattack as we have only ai that could attack a thief when he pops out of stealth. i really could care less about the moa skill. this is a way different problem. as an mm necro u still got attacks next to your minions. so if u wanna discuss about moa elite i am all for moa being replaced. but this thread is about a bug.

I’ve been hit by a wide variety of mesmer skills while stealthed, not even counting illusions and phantasms… I think you may be doing something wrong.

This bug actually can be a hidden buff to clone death condi mesmers btw lol. Do t have to waste dodges to force kill them. XD

Are you Holycowow? Cause that would explain everything.

No, High Warlord Sikari, silly.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Why not Put both on Grand Master Curse?

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Condi builds need the Terror damage to work. They shouldn’t have to go into the Power line just to be viable. It also doesn’t make sense to have two Grandmaster traits in the same line that do much the same thing.

They’re not the same. A huge dot on a CC-focused build versus more (and more direct) damage on a crit based build that also covers an additional condi spot making condies harder to sweep off. They both have very different uses.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

We need more counterplay to Thief Stealth

in PvP

Posted by: ronpierce.2760

ronpierce.2760

I see, But if you get the (block) you KNOW RIGHT WHERE THE THIEF IS.

So what am I missing?

neither your nor your allies can target them

@Faux: no passive heal? you ever heard of shadow arts? you seen what that thing is becoming with the changes… ohhhh boyyyyy

I said good…. having little and ALOT are 2 different things.

Look at Ele, Engi, War and Ranger at least to see what I mean.

you can grab both shadow protector and shadow’s rejuvenation. on it’s own is 293 base, which is solid compared to 362 from the hated healing signet. both of the traits combined with the now free resilience of shadows is a huge survivability boost.

Which is funny when thieves try to relate SR to Healing Signet and say it’s somehow not as bad. Note: Thief still has a heal (And instant cast for that matter, for whatever reason) and… How do I put this… Basically any amount of healing on a thief is more impactful as it equates to a higher amount of effective HP because of their design based around not getting hit as often. SR is way more potent than I feel Thieves will give credit to. Especially when the new traits hit.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Healing in Death Shroud just became dire...

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

I just meant to point out that you’ve argued against your own concern.
You said we would need to “rebalance some things” if we got more healing, then you said: necro is good in 1v1, and sucks in 5v5. But all more healing through Shroud would do is improve our position in 5v5 and change almost nothing in 1v1s.

This has been my argument as well. I mean, I do agree it would likely be enough to shift Necromancer from being always the go-to kill target, but I’m not sure that’s a bad thing. This would have very limited change to 1v1 while making our defensive mechanic not break our team synergy, which ironically, is where we are lacking currently. I’d imagine the bigger fear of this, at least internally, stems from PvE. With RS being able to sustain itself with a Blood/SR/Reaper Build, perhaps it’s too much of a tank for the raid developers, and that I could honestly see. As far as PvE goes though, it would be a boost in all the right areas, and fix the biggest problem, which is terrible design and working against allies.

Let me point out, Mallyx got an entire rehaul due to the fact that it didn’t work well with teams, as teams could cleanse conditions and that felt bad, this is just as much of a glaring issue, of not more-so, specifically as they add healers to the support types.

Necromancer is currently one of the worst in team fights as far as ability to avoid being stomped out, and this change would benefit that without requiring the devs to cave and increase homogenization through more blocks, etc. I just want to play the Necromancer to its best, using its own tools, so long as they work properly.

And lastly, we’re a sponge. If they want to say we have two health bars, then they need to stop treating it like an extensive invulnerability. Nothing about using two different health bars suggests that healing should no longer benefit your health bars.

End rant stuff. This can work, even if they need to move some things around. It’s honestly a good time to fix 3 year design flaws of the Necromancer before the class changes slow down after HoT.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

[Forum Specialist] Specialization Update

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Here are some things I’d like to point out. I have pretty much played Death magic, Blood and Soul Reaping so I’m going to skip Spite and Curses for people more proficient with them.

Death Magic:
1. Minors are all kind of questionable to varying degrees and for different reasons.
- Adept minor, toughness when shroud already has a negating property to it, feels hardly noticeable.
- Master minor, Soul Comprehension is beyond garbage, ranking top 5 worst traits in the game.
- GM minor, Very short and lack of uptime compared to other protection traits, seems balanced around flashing DS which is only minorly useful and doesn’t do enough to protect minions from being squished. Compare it to protection on dodge roll or Elemental Attunement and you will see why it’s not that great.

2.) Adept Majors are great. Except Flesh of the Master is boring and Manditory to even THINK of running minions, and they are STILL too squishy… Why they won’t just make it baseline or merge the PvE HP bonus into PvP and remove the trait is beyond me. Minions still take 2-3 traits to be usable which has gone away on pretty much every other utility type in the game, I don’t understand.

3.) Master Majors, the master line is okay, actually. They could slightly reduce the ICDs on Necromantic Corruption a bit. I haven’t done enough precise testing but it feels much more lack luster of removal that I would have expected from it, especially since they needed the transfer to enemies.

4.) GM Majors, this spot also seems okay, could use some tweaks.
- Death nova is still a strong choice for players who enjoy sacrificing their minions.
- Corruptor’s Feevor, is a bit lacking. The defense isn’t good enough for the upkeep required, if it applied to you and your minions when the master applied a condition and the stack got fully recharged per condition applied instead of individual stacks like Might, it could get more use.
- Unholy Sanctuary, compared to things like Shadow Rejuvination, the base healing is just too low to be used EVER unless you are HEAVILY invested in healing power. And even then, it kinda feels like it’s missing some oomph.

Blood Magic
1.) Minors are great! All of them go well with the overall theme of the build and the large Healing Power boost at low HP makes the line feel less like it forces your trait decisions TOO heavily, which is a nice touch. Only frustration is the unnecessary ICD on dodge roll trait, as we aren’t a class of many dodges anyways.

2.) Adept Masters, not in a bad spot.
- Blood Bond can be a bit buggy at times but has a good use.
- Dagger mastery could use a scaling effect or something. Like 33% above 75% and 20% above 25%. It can be a bit touchy.

3.) Master Majors, all pretty decent.
- Life From death is pretty fun with enough healing power. Could use a small pulsing heal while in DS so it isn’t only effective when flashing DS (smaller pulse per 3 seconds would be amazing)!
- Everyone loves Warhorn.
- Vampiric aura… It’s okay, damage and healing doesn’t seem that great to me currently, I feel it’s a bit lack luster, but perhaps that’s to keep Minion Master Danage in check and to not make pve builds do too much damage. Personally, I feel it could use a bump.

4.) GM Majors, Pretty good overall.
- Well trait seems great to me.
- Unholy Martyr is great for DS sustain in team fights. Kind of niche, but it has its uses.
- Transfusion is pretty good. Too bad our Shroud 4 skills all have forever long Cool Downs and cast times, which limits its power more than the trait itself. Wish it healed the caster too, but admittedly, might be too strong.

Continued~

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

I'm terribly sorry for you guys!

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

When poor squishy thieves have pitty for you, its time to take a step back and reassess. T-T Thanks, Mr. Squishy-thief, our losses are deep. My apologies back that your heal has a silly long cooldown and doesn’t help most (if any) popular thief builds in PvP.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Perfect time to nerf Precision!

in Guild Wars 2: Heart of Thorns

Posted by: ronpierce.2760

ronpierce.2760

Removing Ferocity entirely and having better interaction between critical hit chance and conditions would vastly improve the game, especially in terms of diversity. Like I said before, 3 compounding dps stats together does nothing but force stacking them because it’s too much of a dps loss when you’re missing one of the 3 because of the way they stack in effectiveness when used together. Ferocity was a terrible idea.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Phantasms should Cast even without a target.

in Mesmer

Posted by: ronpierce.2760

ronpierce.2760

Okay, this may be a “nerf mes” thread, but it’s only out of fairness to the rest. I feel like because Mesmer is already incredibly powerful in 1v1 situations they don’t need handicaps like the “target required” for phantasms. This would fix a handicap, while fixing their downed state. Here’s my reasoning:

All other spells happen regardless if you have a target or not. This includes things like Corrupt Boon, so say as a Necromancer, I’m using it and they happen to stealth JUST before I push it, but too quick for reaction. I’m now down a Utility, they have all their boons AND I poisoned myself. Great.

Mesmers on the otherhand use their ability after the stealth, not only does it not do nothing happen. The cooldown (And even casting animation time) is spared, so they can just do it when they leave stealth.

What should happen is if they use it without a valid target, it would still cast, but nothing happen, just like any other target specific spell in the game. It’s not a direct nerf, neither. It fixes a handicap and fixes downed state, so what we’d be looking at is:

Nerf:
The cool down handicap on Mesmers.
Mesmers would have to think about their spells when casting them in fights, and not just assume it will work regardless, or else be cushioned by a cast-lock.

Buff:
Downed state 2 could be used at any time regardless of having a target or not, it would just not spawn a clone (would work like Decoy does without a target).

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Speculation of a new Tornado?

in Elementalist

Posted by: ronpierce.2760

ronpierce.2760

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

2v2 3v3 Arena

in PvP

Posted by: ronpierce.2760

ronpierce.2760

2v2 and 3v3 are for simple trash players that cannot amass a full 5 and learn to communicate and coordinate.

Wow, good logic…

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Make (Fast Hands + Warrior Sprint) Baseline

in Warrior

Posted by: ronpierce.2760

ronpierce.2760

Simply because it’s too kitten strong to have baseline. x.x It already essentially allows warrior to double up on sigils, PLUS the added flexibility benefit. Its frankly too strong to even be a minor, let alone just making it baseline… Who WOULDN’T want that to be baseline? I know I’d love it on my Necromancer…

Really though, you’re lucky they didn’t bump it to a GM like they did with Evasive Arcana/Terror and other “build defining” traits…

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Can we please nerf all burning in this game?

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Personally, I feel like Burning was a way to give powerbuilds a good dot without needing much condi damage (Warriors, Guardians, Eles) and it got out of hand when people started having high condi builds with good uptime on burning on top of their other condies.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Where is sPvP Leaderboard ?

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Kinda botched that one since when you click on it the pvp one isn’t there anymore. :P

And Josh already answered it.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Reapers are WAY to tanky

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Their Elite should have been called MageTank. Ridiculous how tanky and how much damage they are doing. It’s like the next Cele Ele

You have got to be kidding me… O.o

Funny to see you defending something….is it got to do with the fact that you play a necro?

If that is the case then surely you defend d/d ele because you play ele.

its whatever, they can believe what they want. Little do they know I’m also a big advocate of nerfing Spite and reconfiguring Soul Reaping to make the rest of the class better/more well rounded (though the line is a hard line to draw. Unlike Ele who ware the top in PvE AND PvP, Necromancer can’t sustain many nerfs to damage since they are already basically obsolete.) I defend Necro because it deserves it… Similar reasons why I defend non-cantrip eles, non-Beast Master Rangers, Warrior Diversity, Non-dp thief viability, etc.

It has little to do with what “class” I support. Every class has stuff that’s too strong and stuff that really needs help. People are too tunnel visioned over the “meta” to realize that, though.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

Xoms supper ego boost self named builds

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Es mo’ Meta than Metapod

Attachments:

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

How are Turret Eng OP?

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Here’s what it comes down to:

-They’re good on point.
- Enough damage/cc to kill people (especially glassy builds, ones where people like to pretend trying to burst people down are “skillful”, but thats another story)
- They don’t get slapped around like a thief/Shatter mesmer would like.
- People hate AI.
- People refuse to see any downsides or listen to logic.
- Engineer is flawed, and must play a kit build or otherwise they’re “too easy”, thus, taboo.
- People hate anything they have ever died to.
- Rather than adapt, people prefer to nerf anything that pops up that counters them or slows them down.

Most things fit into these categories, I’d say.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

2v2's/3v3's Please..........

in PvP

Posted by: ronpierce.2760

ronpierce.2760

That sounds rather complex and it would entail a battle over every “balancing” with exclusions and rules. You’re talking about a lot of extra code to check those things.

I suggest to you that organizing such a tournament might work. I’d come give it a try. Disclosure; I am quite fond of [Signet of Humility].

-edit- if you decide to organize a tourney, let me know.. I’ll help if I can.

As to making it a normal mode, I think the idea is a non starter. It doesn’t create something new enough to justify it and it would involve the balance team in a whole new wave of issues.

The Six know that balancing is a big enough problem as it is.

2v2 tournies have been going on for ages and are actually supported by Arena Net themselves, where they supply gems for winners. That’s part of the reason this is so popular… And they have the exact same exclusions, no two of the same class and no double “bunker” builds, 5 minute rounds, best of 3.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Remove downed state from PvP.

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Hell if downed state across the board was a “feinting” state and could do absolutely NOTHING until they died or were raised that’d be fine. What’s the point of knocking people out if they’re still attacking. x.X

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

We need more counterplay to Thief Stealth

in PvP

Posted by: ronpierce.2760

ronpierce.2760

@Shadow

Like I told TerrorSquad, you’re wasting your time. Supreme believes that the only current counter to stealth is “AoEing the area you saw them stealth in”, and despite MrBigs claim of 5k games played he believes the only counter to stealth is “random dodging”.

If these players haven’t figured out how to move, think and predict (as you outlined) in the last 3 years, you walking them through it isn’t going to help. All the logic in the world proves useless against blind zealotry. None of these forums warriors came here for a discussion or an exchange of ideas, they came to shout their “point” (incorrect as it is) loudly and repeatedly in the face of all common sense. Unless they get a button whose function is “I win against stealth now”, they won’t be happy.

Anyone complaining about stealth 3 years in would be better served playing a less complex game that doesn’t expect its players to learn things on their own.

You sure love your buzzwords don’t you?

Just as much as bad players love requesting nerfs for a class they haven’t bothered to learn, and haven’t put the effort into learning how to fight.

That’s like saying all other zerker players are bad and ironically the best players all play thief. It doesn’t work that way. Thief defines the Mets and has for a very long time, to the point that I’d almost suggest it’s the cause of the celestial meta. Thief has more mobility and “outs” than it deserves, while it could realistically use a bit more staying power in fights instead. (Sort of leveling the playing field design wise.)

I feel thieves get a bit kitteny calling everyone bad and saying “try it, see for yourself” because I’m sure they realize, thief has a pretty decent learning curve. It’s that learning curve that keeps it broken. It’s so squishy, yeah, it’s easy to be bad with. But play against a good thief, be one yourself or just listen to them talk, it’s easy to see, they are one of the most powerful once you are good with them and have a good handle on the tricks. Not to mention historically, stealth just isn’t a fun mechanic to play against. It feels like a major crutch and I don’t think you give it enough credit for how much it benefits you. You constantly talk about how little it does for you, yet when anyone suggest to nerf it a bit all of the thieves go crazy in defense mode. Your actions tell more to the story than you think.

All I’ve ever said was that thief needs some redesigns to bring them more in line with the rest of the game, but I’m perfectly fine with also compensating for those changes as well.

I get you like thief, but sometimes you have to just consider that for other people having really high evade time (SD) or high capability for resetting fights (dp) it just feels cheap and unfun to fight unless the person is bad.

For example, most of the skills on necromsncer that add up to anything has .75-1.3 sec cast times. Those are reasonable for reaction times. Thieves run a steal that has a 21 second cd, dazes, damages and heals, poisons, steals boons (stability first, talk about cheap) and soon will also grant stealth on standard builds. That’s one move that is instant. That’s just silly, and I’m sorry if it offends you. But when a thief tells me to “predict it and get good” I can only thing “get a life”.

I don’t have thieves, but I wish the had to adhere to many of the same combat expectancies that the rest of us do. Thieves have it bad in large group fights, but they are in no way hurting for viability.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Are You (Devs) willing to make Big CHANGES?

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Before I got on, I want to stress “changes” and not big “tuning swings”. I’m curious if the Devs feel like they can make big CHANGES to the game, not just tuning things but if they see fit actually make some ground breaking CHANGES to the game? Some examples thrown around (this isn’t a discussion if you agree or disagree with these, but they’re big potential CHANGES that would affect the game, and personal ideas, and its okay if you disagree, honestly not the point here). Things like:

- Removing kill Rally, and making it so that the person who stomps or deals the fatal hit on a player gets a “Rally” buff and allows them to instantly rally an ally. (Reactive play).

- Removing much of the instant attacks and making more of combat slower casting/reactive like the Necro USED to be so that timing dodges meant more than a short invuln frame from constant spam.

- Completely redoing Conditions and removing condition damage and having Conditions to scale (much slower) with power and just be attack added “flavor” (and obviously less stacking potential, and in pve the caps would be hit much less).

- Revamp traits to get rid of all the cooldown passive defenses/offences and add more requirement but predictable traits (Such kitten if the target is bleeding when you hit them, you heal a small amount of health. Terror is already a perfect example.

- Give all cooldown based traits Icons (under the numbers) that show up on the buff bar when they’re not on cooldown (for both the enemy and self).

- Redo how stats work so that Bunking is less potent and burst is less potent so fights last longer but none are forever.

- Change conquest to be more interactive than standing on a circle. (Literally re-envision it)

- Allow real Support builds to exist, including healers IN THE FORM OF combat healers, nothing that requires targeting allies but requires combat-work to achieve. (Similar to Shout warriors, but have them do more healing of others and less self-sufficient so their not bunkers but supporters.)

- Redo thieves to be a cooldown based class like everyone else and give them more active defenses so they’re not built to just spam a certain move, but are a functioning class that meshes well with the other classes in the game.

- Increase Thief/Ele/Guarding -after some other changes obviously- HP to mid-range and bring down Warrior/Necro so hp is a little more normalized.)

- Remove auto attack, make it just a chain-attack button that continues its chain even if it doesn’t hit anything.

Anything like this stuff, I know you’ll make big tuning patches, but will you ever make big game CHANGES? Just curious!

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

Names giving you an Advantage

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Most of them aren’t actually effective. You should certainly know what a phantom looks like over a player/clone. Not sure how blue lord helps.

Only name I’ve ever seen/made that was at all effective is Bone Minion as an appropriately colored Asura Minion Master made as small as they can be, and even that is kind of pushing it.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Dragonhunter

in Guardian

Posted by: ronpierce.2760

ronpierce.2760

This “DragonHunter” is the best joke I heard today ^^

It’s those kitten Chronomancers, turning time back to April 1st. Amirite? :P

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

[UI] OVERRIDE target is out of range

in Profession Balance

Posted by: ronpierce.2760

ronpierce.2760

Agreed. All other games do it because it makes sense.

Exactly. It just simply makes sense. Making you cut off some of your distance just because of a distance cap makes certain moves feel way too clunky.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Goodbye Counterplay?

in PvP

Posted by: ronpierce.2760

ronpierce.2760

It’s a good change, at least classes without teleport can have a better disengage with leap skills.

Do You really want only Mesmer and Thief like roamer classes ?

Yeah, in all fairness, it’s no worse than Teleports will ever be… At least they don’t go dashing up hills so I can catch up to them with further ranged CC. I can’t always do that when someone zips up a cliff and takes off.

I’m just wondering where this leaves Necromancers… Something has to give with all this “Necro’s don’t have mobility” stuff because at this point, it doesn’t matter how well they fix us in combat unless we end up walking juggernauts because we can’t move fast enough to be worthy of objectives and we can’t escape fights so we feed enemy points. Really, something has to give here. :/

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Ranked is filled with turret farmers

in PvP

Posted by: ronpierce.2760

ronpierce.2760

My problem with all the turret Engi’s that have admitted to just farming it because it’s a cheese build, is not that they do it, but that the build is so AI heavy and so AI strong that the turret Engi can just sit on a point while the AI carries them. In my opinion no class should have any mechanic where the AI is that strong. Look at other classes with AI similar to that. Spirit Weapons on Guardian, Minions on Necro…there’s a reason there are hardly any of them, cause the AI is bad and the damage isn’t there. So why do we reward turret engis for just dropping turrets and practically AFK’ing?

Well not only that, but the other builds are simply more complex, MM for instance, has shorter cooldowns on utilities to focus on and disposable pets that require resummoning (bone minions), 2 weapons, and death shroud.

Turret engies are just a bit too easy to play, but I don’t think there’s anything innately wrong with the build. I feel like the passive damage on turrets just need to go down, find ways to merge turret traits so more personal traits can be taken, and remove protection from thumper and you’d have a legitimate build, I think. They need more incentive to do more damage themselves. Like with a full bar of minions, a Soldier necro can do about 50% of the damage dealth, maybe just under (considering pet uptime and other factors), that just doesn’t really happen with turrets. but rather than kill it, maybe try shifting the damage a bit and making them less tanky with easy access protection and it’d be fine, really.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

No healers yet, but tanks are coming

in Guild Wars 2 Discussion

Posted by: ronpierce.2760

ronpierce.2760

Technically, they never said they had no trinity… They said any character could play how they want. From day one, even on their site, they defined 3 roles. Utility (and CC?), Support and Damage. People just forgot about this fairly quickly because none of the previous roles were ever needed, and “play how you want” became “don’t play how you want, only play Berserker, or get out of my group”.

(A while ago this page went missing though, I can’t find it anymore… I wonder if this might have had to do with the internal start up of HoT, but I know it existed.)

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Huge nerfed only stability skill

in Revenant

Posted by: ronpierce.2760

ronpierce.2760

Yeah, I can’t say I didn’t see this coming. It was annoying in WvW, super spammable, and incredibly powerful. Add on the traits and abilities of Glint? No way that was staying…

Now, personally, I’d have gone from 6→2 seconds, but regardless. Still probably very necessary…

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

No more jewels in amulets on the 15th?

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Yeah, essentially something has to give. You want balance? You get less choices. Let them balance the game and stop crying over every single thing they do. The simplification of gear in sPVP is 100% needed. Besides… Jewels were like 12% stats, hardly game-breaking changes. I was rooting for removal or increasing jewel stat weight, but and I’m fine with the removal.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Names giving you an Advantage

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Charr rangers too op , cant difference who is the pet

Just imagine if they named their character “Juvenile Lynx” And their pet “Player”. Mind = blown.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

https://forum-en.gw2archive.eu/forum/professions/ranger/Ranger-Changes-on-July-23-2013/first

No, they’re busy laughing it up with Rangers who got a 3 sec stealth on longbow (12 sec cd) and some other buffs. They deserved some attention first.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

The elite specs are comically overpowered.

in Guild Wars 2: Heart of Thorns

Posted by: ronpierce.2760

ronpierce.2760

I’m sorry, but how is managing to stay alive while standing in the Legendary Wyvern’s fire as a Reaper for about ten times longer than any other profession/elite spec anything but overpowered?

You said that elite specs are balanced to non-elite specs. I can’t speak for all nine, but for some this isn’t true at all.

There’s more to it than just different approaches.

First off, I don’t think you were actually in the wyvern’s fire. A bunch of Rangers are using the new fire wyvern pet, especially at that fight, so you were probably standing in friendly fire.

How do I know this? Because unless you’re getting a ton of focused healing being spammed on you, you will still drop in about 8 seconds or less of standing in that fire as a Reaper. And that’s assuming you had full life force and health.

You can melee the wyvern as a Reaper with ease, yes, but only from the sides or back.

You realize that’s 5 different legends right? Shiro has a soft CC removal, that isn’t “condition protection”. Jalis can remove 3 every 30 seconds on their heal. Every 30 seconds Herald can soak some healing from them, but that’s it.

Ventari is clunky and the cost of removal is really high, and Mallyx is probably your only legend good against conditions, though still weak against boon rip/corruption.

It’s a case where you might have to play Revenant to realize you can try to dig and justify it, but unless you play it, you just won’t really get it.

That said, Herald/Mallyx can handle conditions at least decently well. But that’s pretty much the only combination that feels real safe with conditions.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Staff Thief revealed this Week!

in Thief

Posted by: ronpierce.2760

ronpierce.2760

SO DAM LAME!’’ To may professions can used the staff so tired of each elite spec getting the same old tired weapons, mix it up Anet. Are you even trying or just going to keep farting out the same tired weapons for ever class?

Really? Tempest got Warhorn and Warrior got Torch, you heard more complaints about that than Necromancer getting Greatsword, which is literally the most overplayed thing in the game.

Also, there’s a big difference between magic/ranged staff and melee staff.

Everyone else wanted a rifle, want to know how “different” thematically it would have been from Engineer rifle or Warrior’s Killshot rifle? Not very.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Countering Minionmancer Spam in tPvp???

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Ask Vassangel how to handle MM with GS. He does just fine. Amazing warrior.

He often players GS/LB, but has done well with other builds too. Remember, MMs are very weak against CC so Skullcrack GS builds usually do well too +/- some leverage, don’t expect to win every fight, obviously… MM are still built around 1v1, that’s what they’re there for. Remember, where you’re often good in 1v1 AND teams, MM don’t quite have that luxury. (Nor mobility!)

You can’t have everything. If MM suddenly became weak in 1v1 it would serve 0 purpose in the ENTIRE game, and for people who support that notion A.) don’t care about actual game balance, and B.) have no idea what makes MM fun and interesting in the first place and are likely nubs who cry about anything that beat them.

There are ways to beat them, and there are options, but remember their WHOLE game is around 1v1 for side-points. Learn to deal with it or just rush them, they’re not very great against multiple targets because they don’t have any cleave and can’t secure stomps very well at all.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Burn damage vs Cleanse skill time

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Honestly, burning is fine and I highly doubt Anet will nerf it since it will destroy several builds in both PvE and PvP. Any mesmer running inspiration should have enough cleanse to deal with it and enough evades/stealth/invulns to avoid it.

All they need to do is halve the damage and double the duration, so its closer to 2:1 of bleed rather than 4:1 in terms of damage, which would keep it as the “high damage” condition, but better fit the theme of conditions not being about burst but rolling damage that needs to be (smartly!!) removed. Right now, if you get burning on you, you basically have to get it off of you right now or you will die. That’s counter to condition design.

As for pve, would be a slight nerf at the start of fights, but as long as the duration is there, it’d just stack up higher, wouldn’t make a super huge difference, but still a bit of a nerf. Burning still out-does every other condition there, too, so maybe it’s justified.

Why do that when there is, arguably, only one class who makes burning seem op? People say nerf burning then complain about the Ele and not so much about engi, guard and rangers.

Burning is very powerful on just about anyone who uses it, Burn Guardians, even Engineer. Elementalists, yes make it a bit ridiculous. The problem with those “others” where burning is “fine” has less to do with how strong or not strong Burning is, but other contributing factors. Burn guardians have little-to-no coverage, Engineers tend to be easier to kill and harder to land (especially pistol 5 which seems to have a buggy hitbox). But even then, they manage to still be “okay” (not great) simply due to the power of Burning. If burn Guardians had decent condition coverage it’d be absolutely bonkers. Similarly, change all the burns Elementalist has to Bleeding and suddenly it wouldn’t be nearly as potent.

That said, burn is still too strong. Perhaps condition oriented guardians could use a better mix-of-access or better ways to re-apply after a burst to keep some sustain conditions. There are ways to bring things up and still bring burning down to an appropriate level, and ensure builds aren’t one-trick ponies.

The fact that burn guard can even be considered a “thing” at all with their single-type condition stacking (for the most part) without a single damage condition on any of their auto attacks should say something as to how powerful burns are alone. Burns basically carry that build, which should be helped in other ways to be less niche.

All I’m saying is burning, is too strong compared to other conditions. It’s basic math.
“Bleeding – 0.06 22 per stack per second +6 per stack per second

Burning – .155 131.5 per stack per second +15.5 per stack per second"

A single burn without condition damage (base) is 6! times a base bleed, and scales almost 3x as fast. This is how you get celestial damage that is so high, and in general, conditions should not be this bursty.

Long story short: Burns VASTLY out-class every other condition, have too high of a base and are counter to the condition design of timing cleanses, requiring immediate removal at all times. Burn Guardian issue is less of an issue simply because only 1-2 conditions ever need to be removed, and they still manage to be fairly strong, which is pretty amazing if you ask me, and should honestly have other considerations instead, such as a trait that adds a stacking damage component to vulnerability the Guardian applies, to keep it within the Guardian theme, just as a random idea.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Time for a serious answer on staff #4

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

They really kittened this weapon good… Pardon my French. The only skills in the game (iirc) that goes full LONG cds (even on a weapon) just for being interrupted, nerfed effects, long CD for the tiny kitten aoe fear, crappy regen on 2 and a couple bleeds. IDK man… That’s rough. Pretty disappointed they made ALL of the bugs intended nerfs.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Things we know

in Guild Wars 2 Discussion

Posted by: ronpierce.2760

ronpierce.2760

I just hope they don’t get tunnel vision on conditions. Right now, it feels literally pointless to have toughness. 3.1k toughness 20k hp as a Knights Necro, I still die in like 2-3 hits which happens so kitten fast. Necros are also “OP” because we can practically afk send people back THEIR massive dps, not our own.

So much for “we’re moving toward slower and more strategic gameplay,” this is anything but. :/

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Shield/Focus 5 seems reversed?

in Guardian

Posted by: ronpierce.2760

ronpierce.2760

This isn’t a balance thing, so don’t shoot me, I know people get really attached to their weapons. I was just thinking today while playing on my guardian, doesn’t focus 5 and Shield 5 seem backwards?

I could see focus being a mystical tool used to create a forcefield/bubble.
While it makes more sense for a shield to trigger “Shield of Wrath” as an active block.

Anyone else find these to be seemingly backwards in regards to what you’d expect the weapons’ functionalities to be?

I’m not asking for them to be changed, just an obvservation!!!

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Please make Phantom Hood a combat-skin...

in Tower of Nightmares

Posted by: ronpierce.2760

ronpierce.2760

I’m begging you. It doesn’t even have to be colorable! I’m just such in despair due to the awful lack of light-armor full-masks. You finally make a REALLY cool one, and nope, more crushed dreams. I’m really sick of all the plastic face-stickers. Just give us this hood so I can be happy. T_T

Edit: Added a picture of how things COULD be…

Attachments:

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

Article On Ten Ton Hammer About Necros

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

So tired of everyone trying to sugar coat the problems by saying, we are so good in x, when x is like 20% of the game

To be fair, we’re really good in downedstate, and when playing a Necro being downed is probably more than 20% of your time.

They’re nerfing our downed damage!!!!!!!!!!!!!!!!!!!!!!!!!!! Panic, our only viable state… gone! /violin

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Druid and Healing Power Scaling

in Ranger

Posted by: ronpierce.2760

ronpierce.2760

If you want to focus on being the top offense then you probably shouldn’t be selecting the Druid specialization.

Alot of people aren’t going to like this but honestly, I love it. These specializations shouldn’t be capable of being the best at every role.

You can’t be best at every role, but you can allow different roles though the exact same traits, reshuffled, for less focus on healing through the minors.

See this one change below I would make that would improve diversity immensely.

Currently the Druid allows only for healing as a role due to its minor traits, a reshuffle would allow for CC to be a main build and conditions also.

That’s a solid change. Scary, but solid.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Patch Notes

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Lol, wow… I’m not sure why I never saw it before but for some reason I’m realizing how many people treat this game like something more than what it is. The WvW forums crying about the golem event combined with the complaints here woke me up I guess.

If you’re not having fun why are you playing? Why are you subjecting yourself to something you dislike? This is a video game designed for entertainment. If you don’t like it, do something else. Make all the streams and threads you want about the things you dislike and claim “Anet really does listen to us!” when they finally make a change, years down the road, that you suggested. Quite honestly, I think it’s the community that’s out of touch not ANet.

It’s like people who make it to Senior year and drop out. The game itself, the combat system, is unmatched, as is their PVP system for creating a balanced and competitive groundwork.

Then they go and make everything proc based, nerf the weakest classes, leave the top dogs alone among other really silly things.

We support them because we know they can do it, and they have a ground work no other game really does. Yet they keep being lazy and doing blatantly stupid things, in which many of us can’t wrap out heads around. Yes, it’s a game, but when you invest this much time into something, it’d be nice if the developers did their jobs.

Try to convince anyone that chill stacking was somehow more important that burn damage, elementalist balance and mesmers… Then we’ll talk. They get paid for this stuff, someone needs to step up and stop babying a few classes and kicking the classes that are already down. Many of us have put up with it for a pretty significant amount of time.

Sure, there’s the answer of “just quit”. But I don’t think that’s what they want, and it certainly isn’t how loyalty works. Sometimes you have to have some tough love to kick someones’ kitten in gear and make them open their eyes.

Last little note, if you don’t like how the forums are, just stop posted and reading it. ~ Your own logic.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Still needs Dungeon Finder

in Guild Wars 2 Discussion

Posted by: ronpierce.2760

ronpierce.2760

Okay so this is a fairly old topic that often strikes up a lot of debate. And it used to be, I mostly didn’t like the idea. But in the case of GW2 at this point, I really wish there was a Dungeon Finder (in addition to, not replacing the current LFG tool) for random dungeons that worked similarly to WoWs.

At this point, I think I’d rather see a system that really gets people doing dungeons again than let them fade away entirely. Not to mention the random grouping prevents a bit of elitism and gives people a chance to learn and get their foot in the door. It’s sad that so many dungeons are basically forgotten about because there is very little draw to them.

I feel like it could be a fairly simple system. Say a Random Dungeon is selected and teleports you in. Upon completion of any path (still allow choice of path) you’re rewarded with bonus gold for completing with a random group using the finder and possibly 1 laurel or some other incentive currency, and have a 30 min deserter for people who leave. The reason for this is to incentivize the use of it, and to ensure people don’t just leave groups try try to get the easiest dungeons by “fishing” for the best dungeon.

I know it’s been a debatable issue, whether it’s needed or not, but I think at this point it would be the best way to get new players to be able to see dungeons and not have them be so abandoned. (Even the LFG tool doesn’t see much use on most of the dungeons) And it’s be a great way to get on the game, and get right into a bit of action when you only have a bit of time to play.

Thoughts? :S

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Deleting 80 Necro & rolling a Necromancer

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Yeah this went well over my head, too…

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Reaper is hands down awesome

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Spectral mastery needs to be baseline or we have to take soul reaping forever

Not spectral mastery, Vital Persistance needs to be baseline. It’s the most globally effective way to normalize Necro Life Force, and is one of the biggest hindrances on diversity.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

[Merged] Signet of Vampirism and related changes

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Maybe once they see that not a single Necromancer has bothered to unlock it maybe they will see they have taken an average heal and and made it useless.

Unlock what?

You have to unlock the new heal with 25 skill points. His point is no one will unlock it because its absolutely garbage at the moment.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

What about nerfing turrets ?

in PvP

Posted by: ronpierce.2760

ronpierce.2760

In a team fight, as small as 2v2 they do die in a relatively acceptable time: they don’t die very quickly 1v1 but again, my point, if they did, they’d be useless in team fights and an engineer would get wrecked 1v1 considering the lack of CC breaks and other defenses. Also, full turret engies only have the longer CD thumper and rocket and rifle knockback as CC. That’s less cc than hammer warrior has alone. It’s effective, but it’s certainly not out of hand.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Guild Wars 2 April fools 2015 [merged]

in Guild Wars 2 Discussion

Posted by: ronpierce.2760

ronpierce.2760

There was a plane crash!?
alright everyone, no talking about planes for at least 6 months. Don’t want to trigger anyone.

Not talking made someone’s depression worse which ultimately lead to the end of their life. We probably shouldn’t be talking about not talking right now. Insensitive jerk.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)