Showing Posts Upvoted By RashanDale.3609:

Patchnotes regarding WvW, May 28th

in WvW

Posted by: Excalibur.9748

Excalibur.9748

Make it karma based. Moving along!

+1 I have a lot of badges and karma from playing WvW, but no laurels.

All is vain.

Patchnotes regarding WvW, May 28th

in WvW

Posted by: GuardianOMS.8067

GuardianOMS.8067

Make it karma based. Moving along!

We’re not allowed to get anything useful out of our Karma. Didn’t you get the memo?

I’m not getting memos now either?!

Sgt Killjoy – “Pedantic” “babe” and “bff” of Saiyr
The devs don’t care about WvW so I’m gonna kill players in PvE!

The state of Pistol Thief

in PvP

Posted by: Arganthium.5638

Arganthium.5638

Unload is lethal if you get a glass cannon who sits still doesn’t use any skills, and has no teammates helping him.

Headshot is also a particularly dangerous skill when used in this regard.

NERF TEH PIZTOL

Thief|Mesmer|
Theorycrafter

The state of Pistol Thief

in PvP

Posted by: Jericho.4521

Jericho.4521

Nah your wrong, P/D is really good, but requires lots of skill, timing and setting up, on the other hand HGH engy is powerful as well, but requires no skill no timing and setting up

LOL. 5, 1 with the occasional caltrops sure is tough.

The state of Pistol Thief

in PvP

Posted by: ensoriki.5789

ensoriki.5789

Pistol thieves right now are a realy rare sight in tpvp, and that has good reasons.
The main reasons is that Pistol thief doesnt do anything better than any other class, the key role of Condition pressure in teamfights is already taken by the HGH engi, who does a lot better at it. Also Pistol/Pistol thieves within the set have no way to mitigate dmg or disengage. I’d say this makes them easier targets to focus, but a Pistol/Pistol thief is like a fly attacking an elephant, insignificant.

Copy-pasta aside. While we’re talking about state of professions what about state of Weapons. P/P and P/D are both sloppy from day one. Since Shadow strike was given the limitation of melee range it might as well have a 30s cooldown considering you’ll only use it in the most niche of situations whether you are power spec’d or condi spec’d you’re better off doing CnD+1 all day every day for simply 2 more initiative.
The P/D weapon set basically uses two skills for it’s life-span unless heinously forced to do otherwise such as being inside a guardian circle ward with nukes coming in. Mind you after doing that he has no reason to Shadow strike again. It’s not just the effectivity people feel in hot-joins spamming 5-1, that the ideal situation for P/D 99% of the time is spamming 5-1 is a terrible shame. Not to mention that Caltrops frequently gets used as a crutch because even for Sneak attacks strength, the weapon set is still quite forgettable save one bandaid utility. When Haste was such a bandaid that it made S/P and S/D capable it got nerfed and threw them farther from favor until S/D got it’s tweak. We still have bandaid utils because the weapon sets are disgraceful srs. I bring up P/D simply because P/P usually gets the hit but P/D is disgusting itself. You telling me however I spec’d, 5-1 will do all I need, cover most of my condi-removal, healing and other defensive means and out-damage basically any other rotation I could possibly do in any circumstance since the combo only starts becoming negligible on targets with 25 bleed stacks?. Lol wot? Not to mention being only 1 condi so that despite it’s vast linearity in offensive skills, the delivery of the damage is shallow and easily countered?
How long till P/D gets it’s tweak?
How long till P/P gets the tweak.
P/P The duck set. No mobility whatsoever, not that P/D’s is wonderful considering melee range and it stopping for a mere bump on the road like a mesmers Phase retreat with only greater limitations.
P/P barely moves, Black Powder isn’t ground-targetted, so it’s defensive against other range assault is essentially non-existing, and so for basically having no defense, it’s utility isn’t valuable enough for a util set. As a damage set, the damage isn’t practical enough or high enough to make up for the overall lack of defense of the set itself. As a hybrid of utility and damage? It still flops because the only extra utility it’s bringing is vulnerability. It has a 300 range benefit over Inf strike which otherwise S/P is bringing basically everything you could want of P/P, for a small price to pay of 300 range.

All this solved by the January update of 10% instead of 5% on Pistol mastery? Of course not. P/P Is basically a single target damage spec with some util thrown in, where slot 2 is mediocre in pvp and niche in pve. With it’s main benefit being comboing with Black Powder to apply 1 blind. Or being a cover condition (covering what exactly? I don’t know. Not anything he himself applied). Slot 5 is a pbaoe field that is negated by proper spacing (which is fine) for a ranged set and can’t give it real tangible defense considering overall lack of defense in contrast to D/P and S/P which have defensive capabilities thrown from skills 2-5 instead of just 4 and 5.

So this patch is all bug fixes.
When will we see Pistol/X thief? June? I don’t doubt that someone can pull off niche strats with full team composition building around that thief.
But why would they want to, and why should any weapon set be simply niche? If that is what we’re stepping away from in comparison to gw1.
The devs certainly have time to give the Pistol thieves some love for Junes patch.

Imo. You can start by checking caltrops bleed. Then establishing P/P and P/D as something proper on their own merits. John Peters said P/P has a lot of util, and just had low damage. P/P has util but does it work? If that’s how he feels than they’re pushing it more towards an all-or-nothing damage set with sorrowful defenses (which is fine) in which case, it still doesn’t hit hard enough in general not just Unload.

The great forum duppy.

(edited by ensoriki.5789)

The state of Pistol Thief

in PvP

Posted by: ensoriki.5789

ensoriki.5789

Look at video.
See 5-1 play, Watch 2-4 completely ignored utilizing caltrops to make up for being otherwise ignorable on players who want to play in that sandbox.
See that my points are completely reinforced by the video. What a wonderful set when you dgaf about 3 abilities. P/P uses more sense, and even D/D has more varied skill usage. P/D is flawed as hell.
Come at me bro
Hot-join so good.

They really captured the Assassin in P/D when 5-1 plays like Off-hand dual moebius-strike death blossom, with half the sense. P/D clearly needs benefit so that all it’s skills make sense to use within the initiative mechanic in general as it is now, you could give skills 2-4 a 10s cooldown and no would care because 99% of the time they don’t need to use them. Your idol himself does not and his WvW play literally consists of 5-1, skillfully extending it to using 5 on wild Deer so that he doesn’t have to actually gap close. How anyone can see that P/D is in a poor state where 1 skill and utility are being used to make up for the rest of the set utterly flopping and be okay with that is mind-boggling. That’s not to strike at Bill however it is what it is. P/D is a set in need of repair possibly even more than P/P in that at it’s very root most of it’s skills are forgettable when every other set even if they have similar issues, does not have them to the same extent.
Though I suppose one of the devs can say they’re fine if Body shot, Shadow strike and Dancing Dagger are not used by P/D thieves except on full moon’s between 3 am and 3:01 am but only if they roll 6 on the dice.

The great forum duppy.

(edited by ensoriki.5789)

The state of Necromancer

in PvP

Posted by: sorrow.2364

sorrow.2364

Look at the traitline
Jeez! It is on the Condition Damage traitline!

Look at the effect
My god! You need 5 different conditions on your target to have the same damage bonus the Thief has with any condition!

http://wiki.guildwars2.com/wiki/Attack_of_Opportunity – Crit Line
http://wiki.guildwars2.com/wiki/Burning_Rage – Power Line
http://wiki.guildwars2.com/wiki/Bountiful_Power – Healing/Vit Line (boon related but w/e)
http://wiki.guildwars2.com/wiki/Radiant_Power – Crit Line
http://wiki.guildwars2.com/wiki/Power_of_the_Virtuous – Boon Duration line
http://wiki.guildwars2.com/wiki/Target_the_Maimed – Crit Line
http://wiki.guildwars2.com/wiki/Energy_Conversion_Matrix Vit/Boon Duration line

Stop acting like you’re the victim, each class has their own boon/condition % damage increase except mesmer/ranger.

Have you read what you linked?
What do you exactly want to prove here? Because after I read the description of the traits you have linked to me, I think you want to support my argument.

(edited by sorrow.2364)

The state of Necromancer

in PvP

Posted by: Myrmidian Eudoros.4671

Myrmidian Eudoros.4671

…..
So you know (history lesson incoming): There was a time in balance when Necromancers were the apex class for mulitple specs in the game. They were the best tanks (death shroud building + wells giving protection, while also wiping condies), had some of the best mobility (their old Death Shround #2 was a ground targeted teleport!) and they had insane damage/boon ripping with Axe-based bunker killing hybrid builds.

And as always, we don’t want to do crazy increases followed by large decreases. We are employing metered changes as opposed to a ‘whack-a-mole’ approach.

Sorry for no response until now, been out of the office a few weeks to see family.

-Chap

Mr. Sharp,

Thank you for taking the time to address this thread that other staff have seen and ignored up to this point. I really do appreciate the effort that you personally make to be in the communication loop with the community.

With that said…

If there was EVER a time that Necromancer was the apex class in Conquest, then it had to have been in closed testing that I never saw. During the open Betas I was there and saw when Necromancer was strong before it got nerfed into the dirt. It was good, but still not in a state that I would describe as “Apex” by any stretch of the imagination. I hope you were not referring to the open beta-nerf time frame of Necromancer, because the changes that were made to the game after that were exactly the types of changes that I assume you would like to avoid. What remains to be said is that after that point in time Necromacer was NEVER particularly strong, but was acceptable because they had unrivalled boon stripping (which is no longer the case and why they are arguably Warrior Tier or worse at this point).

Tweaks need to be made to necro in at least 2 of the 3 below to make them viable again.
1) DPS – Shroud 5 getting another DoT will help the lack of condition diversity that necro’s currently suffer for, but it can’t just be on shroud 5 with a long cd. You have to find another place to stick it too. Alternatively, you could buff some of the weapon skill base damages and stop pretending that it would be OP because of minions. A single weapon that has any kind of burst potential wouldn’t be a bad thing.

2) Sustainability – Every class in this game has better damage mitigation and sustainability than necro by a mile, and Death Shroud is an absolutely miserable compensation for that, the amount of boons, blocks, evades, endurance boosting traits, etc. that every other class has more than make up for their lack of an extra HP bar. I don’t ever want to hear “but you have Death Shroud” again. This simply is not good enough and everyone that has played the game knows it. If you are going to leave Necromacer defenseless in terms of blocks, evades, invulns, etc. then Life force generation needs a huge boost.

3) Mobility – C’mon man. Necro’s move like old people … well, ya know.

The state of Necromancer

in PvP

Posted by: Kiriakulos.1690

Kiriakulos.1690

Oh so because Necros were extremely powerful before release we can now be left below the power curve?
That balances it out?
Because really, that’s what the first post reads like.

I may sound very frustrated, that’s because I am, since Necros have been complaining about mobility/survival since release without any address, apparently because a version that was seen by a small minority months before release was very powerful.

The Necro forums has been filled to the brim with every kind of imaginable balance fix for the profession. Really just read the topics and pick what you don’t feel would be too OP, it’s almost all better than the current package.

We’ve posted threads with systematic analyzes about trait/skill/utility distributions and how everything is a mess.

Did you know we have 9 traits dedicated to minions, 2 of which are minors?
Only 1 trait for corruption skills which is -20% cd?
No traits that work on underwater weapons?

Attrition – A pretty name for taking longer than anyone else to kill something.

Why necromancers don't quite cut it (by Zzod)

in Necromancer

Posted by: ManaCraft.5630

ManaCraft.5630

Honestly, I don’t give a kitten about this class any more. I’ve spent to much time, in game money, and effort trying to make it work. I roll any other class and instantly start doing better than I ever have on those classes in just a few days at being level 80.

This pretty much mirrors my own experience with the class. I’ve played a mesmer in WvW for the past couple of months, and I’m ultimately enjoying it more simply because I’m able to better contribute. Making the decision on what you want to play based on game mechanics rather than personal preference isn’t optimal, but it’s ultimately more rewarding. While the necromancer is my clear favorite in terms of flavor, the mechanics that I love – sustainability – are nowhere to be found in the class.

Having never seen the beta version of the necro, I’ve never understood A.Net defining us as the “attrition” class. Deathshroud as a survival mechanism fails entirely. Stacking more facetank on top of nothing but facetank doesn’t help at all. The mechanisms that actually help you sustain yourself in combat – stability, protection, vigor, stun breakers, life steal – are either not present or simply not viable choices. In fact it seems to me that, precisely due to the lack of these mechanisms, the necro has become the antithesis of an attrition class. Because other classes typically have access to these mechanisms in some form, and you don’t, the longer the battle drags on you tend to be at a disadvantage.

Either way, until something changes my necro will continue to collect dust at the character selection screen – as she has been doing for a few months now.

- Mana

Upcoming WvW changes, may 28th

in WvW

Posted by: Byega.4215

Byega.4215

Become even deadlier in The Mists with new World vs. World abilities like Burning Oil Mastery or new ranks in Defense Against Guards!

CANT WAIT !

Yep, we will hold on 3 seconds instead of 2. Awesome update ^^

80 Human Elementalist – Dagger/Focus

Last fair fight before Orbageddon was against Itkoviana

Upcoming WvW changes, may 28th

in WvW

Posted by: I Deschain I.4623

I Deschain I.4623

Is the combination cost for both items and infusions or just infusions?

Ascended items and infusions both will cost a less than normal amount of laurels, and a badge cost as well. (Ascended accessories will remain laurels + ecto, but with new WvW rank reward chests you’re going to be getting a lot more Ecto!)

3rd player NA to reach Diamond Invader (WvW Rank 6445+) on 10/29/14.
Retired.

Upcoming WvW changes, may 28th

in WvW

Posted by: Hickeroar.9734

Hickeroar.9734

WvW Matchup Changes!
World vs. World matches are about to get an injection of variety! With these changes you can look forward to facing new opponents in new matchups and testing your world’s skill against more foes!

Someone had better explain this.

Consortium = NCsoft/Nexon?

in Guild Wars 2 Discussion

Posted by: Shadowmoon.7986

Shadowmoon.7986

Anyone feel that the consortium is a analogy for ncsoft/nexon who are calling the shots with the ca$h$hop. So far since the games release the most controversial stuff has been associated with the consortium. First was the Nov 17 update with the introduction of the gear trend with ascended gear from a failed portal to southsun that lead to the fractals which is right next to the first consortium base. Now we have RNG chest that most of the time gives nothing useful that cost real $, and the main prize is account bound. Maybe this story has undertones of the relationship between developer and publisher. What are you thoughts.

Addressing a major flaw in the game

in Guild Wars 2 Discussion

Posted by: Tolmos.8395

Tolmos.8395

Won’t change. Too late to change it. Regardless of how much I agree with your post, it would be better suited for a Guild Wars 3 forum. There is nothing they can do about the economy being gold based now.

Lamest Ending in Gaming History in my view

in Guild Wars 2 Discussion

Posted by: Anwar.2018

Anwar.2018

Ok, so I finish everything but the bonfire visit early, didn’t know Arenanet decided to cut the time in half for completion…they replied to lots of concerned players and said it would be back up “tomorrow” to finish the event…wasn’t back up till the day after. Today I heard it was ready to finish.

FINALLY I can finish that 2 month long turkey, go to Lion’s arch and NO mark on map as to where it is. Call out, get a few smartass “answers” but finally find it (it’s where you turned in all the lost items).

Interact and nothing…nothing at all…no cutscene, no buffs, no rewards, no coin, no title, only way you know you were in the right place is that that section is marked done.

That has got to get the reward for the lamest ending to a long event in gaming history.

: )

(edited by Anwar.2018)

How does Anet afford this?

in Guild Wars 2 Discussion

Posted by: Parlourbeatflex.5970

Parlourbeatflex.5970

Every subscription based MMO was overcharging.

This.

WoW for example charges 10 pound approximately per month per subscriber.

With lets say an average of 10 million plus subs for just a year thats a income of 100 million pounds – MONTHLY.

Now take into consideration they have at least 4-5 years with that kind of sub number or more…
And the inital cost of development (supposedly) was around 60 million.

Now you see how overpriced that game really was.

(edited by Parlourbeatflex.5970)

How does Anet afford this?

in Guild Wars 2 Discussion

Posted by: Paulytnz.7619

Paulytnz.7619

Well for a start from what I understand they are a small team. Add to the fact they made a ton off the intial sales I would say that alone should keep them going for a year or 2.

Then of course you can add to that the fact they have/had money from GW1 and also the sales in the Gemstore are always ongoing.

TBH to me it’s more “how could they not have cash?”

Since when did this business of being a hero become being a business?

How does Anet afford this?

in Guild Wars 2 Discussion

Posted by: UnrepentantProcrastinator.7420

UnrepentantProcrastinator.7420

Every subscription based MMO was overcharging.

Ascended Rings

in Suggestions

Posted by: Undermine.5391

Undermine.5391

Create a Mystic Forge Recipe to accept any combination of 4 Ascended or Infused rings. Make the recipe return 5-10 Pristine Relics.

Or TWO recipes that take take 4 Ascended Rings for 5 Pristine Relics or 4 Infused Rings and get 10 Pristine Relics.

Proposed Mesmer Nerfs

in Suggestions

Posted by: XII.9401

XII.9401

No..mesmers currently have a hard time owning 3 players at a time. They are in desperate need for buffs.

Life Force/Downed State HP.

in Necromancer

Posted by: spoj.9672

spoj.9672

We should just gain Lifeforce for being immobile, collecting the Lifeforce around us, with our hands in the air, while we mumble something like “Citizens of Kryta! Lend me your power!”.

And then we throw the spirit bomb at frieza!

Life Force/Downed State HP.

in Necromancer

Posted by: Panhauramix.2784

Panhauramix.2784

We should just gain Lifeforce for being immobile, collecting the Lifeforce around us, with our hands in the air, while we mumble something like “Citizens of Kryta! Lend me your power!”.

80’s: Razdhül Necro/Desire Mesmer/ Ykarys War/ Yphrit Ele/
Panhauramix Guardian/Pistoleros Engineer/ Orbite Thief
Gates of Madness – Leader of Homicide Volontaire [HV]

Life Force/Downed State HP.

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

For the uninformed, there was a point in history that death shroud / downed state worked a lot like this for the necromancer. It was removed, probably because fundamentally it conflicted with what downing your opponent should do. A downed necromancer could still run around freely, attack fairly well and I think they still had Doom for a bit of control. It was far worse than mist form elementalists ever were.

I’m also pretty sure it’s the historical reason for not being able to receive healing while inside of it, the natural degeneration of life force while using death shroud, and was also probably the cause for the Necro’s reduced downed state HP (still present in PvE and WvW).

My point is, ArenaNet has been down that road already, and it didn’t work out.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

Life Force/Downed State HP.

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Stop this

just

stop

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

Let's increase Flesh Wurm's teleport range.

in Necromancer

Posted by: LastDay.3524

LastDay.3524

If I want to cheat in Jumping Puzzles I’ve got Spectral Walk.
If I want to grab 2 bombs from the top part of CoF I use Spectral Walk.
If I wanna jump off a cliff in WvW and tele back up I have Spectral Walk

In short Spectral Walk was intended for teleporting backwards and sneaky stuff like that.
It just fails in sPvP because 8 seconds is nowhere enough there.
It would need to be more like 30 or 60.
(And possibly leave a shining green beacon at cast point to make it easier to see)

You want to make the Flesh Wurm fulfill the same role but better.
That’s bad.

Not only are you making Spectral Walk’s effect even worse by comparison but you are also removing the only ground-target teleport Necro has!
I thought we wanted more of those, not less?

Of course if you reversed their roles (much like koopatroopa implied) that might work as well.

Killing the Flesh Wurm allows for counterplay that the Spectral Walk wouldn’t.
Well, unless you made SW leave something destroyable at the cast point as well.

The only time I use Flesh Wurm in PvE now is to teleport past something or to escape from Subject Alpha’s crystals when people aren’t destroying them fast enough.
Your suggestion would just make me replace Spectral Walk with Flesh Wurm even more often at Alpha and use it less everywhere else.

Well, aside from slotting both Spectral Walk and Flesh Wurm at the same time for extreme Jumping Puzzle cheating.
That’s the on thing it’d make better as far as PvE goes.

Benight[Edge]

(edited by LastDay.3524)

EB jump challenge, wt......?

in WvW

Posted by: Aioros.4862

Aioros.4862

If there is a massive queue and you are a WvWer, you wouldnt go to JP for sure.

On the other hand, and assuming the entrances are still the same, it doesn’t make any sense having to go into a massive EB queue to access the jumping puzzle, when one wants to go to the jumping puzzle and not EB.

(edited by Aioros.4862)