Question:
If you put a cap on crit damage achievable (Some suggestions of 60% or 5% per piece of armour in this thread) then what stop everyone and their cat hitting the cap with glass cannon gear and then using the REST of their gearslots to put in tanky stats?
As doing this would mean that Glass Cannons would be doing max damage without having to lose out on defences (They’d remove the Glass out of the “Glass Cannon” while your capping of the Crit bonus is removing the Cannon)
Hmm, a good point…
Alternatives would be making crit damage a more valuable stat… Reducing the amount you get on each item.
If you want to see this “role” taken out, do higher level fractals.
That’s not what I wanted, congratulations in not reading my posts where I specifically said I did not want this… Twice infact.
And secondly vitality is better for damage mitigation.
No… no it isn’t. Vitality actually doesn’t do ANYTHING for damage mitigation. Increasing your HP pool doesn’t “mitigate” anything. But even comparing them for what they are, Toughness is overwhelmingly the better defensive stat.
for 100 toughness you can take an additional 38 damage for every 1000 melee damage you take.
for 100 vitality you can take an additional 1000 damage for every 1000 damage from any source.
Hands down, vitality is better.
Correct me if I’m wrong, but I’m pretty sure the point of a glass cannon build is to obtain damage levels typically unreachable by a more balanced or support build.
And I never said it shouldn’t, I specifically said the advantage one glass cannon can bring right now feels far too high.
i know you said the numbers are subject to change by 60% crit dmg for 25 might stacks would throw the game into chaos. my ele alone can stack 25 might, which means i could run knights/soldiers gear combo and be an unkillable machine that hits as hard as the current version of beserkers. All your doing is taking the “skill” outta playing class cannon. If i play glass im subject to dying in one to two hits. With your proposed change i could just stand there and eat everything while maintaining the same DPS. Your suggestion would also make some classes much more desireable then others. I.E boon stackers.
As it stands boon up time isn’t exactly a favorable role in grouping meta and glass cannons are far preferred over almost anything except a guardian except in high end fractals.
Glass cannons would still require skill, it’s not like I have remotely changed their gameplay style, by capping crit damage at say 60% from gear and traits. They’d still be heavy hitters that die when hit by a swift wing. The only difference is their full potential would require support from their team.
Perhaps the might solution is not the best idea, but isn’t that what these conversations are for?
(edited by Alice.8694)
This thread is not about toughness, sorry…
Comparing toughness to crit damage is essentially like comparing an apple to an orange. People do not choose crit damage over toughness because toughness isn’t perceivably strong enough. They choose it because of the perceive increase in speed in which they kill things (and they probably like seeing lots of big numbers.) And secondly vitality is better for damage mitigation. Toughness does not reduce condition damage. And is best used to compliment vitality and not as a main stat.
Finally I say again… I in no way wish to destroy the glass cannon role. Everything you suggest would do so. If is not in the interest of the game to kill off a build to increase the usability of other builds, build diversity is good. However when one build style can vastly speed up a fight, there is something wrong.
Glass cannons are too effective at what they do compared to other builds and I do not think buffing other builds is the solution and would vastly over power the game. Nerfing the glass cannon to be more in line with other builds however would not break or ruin the game. And this is an opportunity for Arenanet to further encourage group synergy.
(edited by Alice.8694)
Just make them salvagable for ectos. They’re another tier of gear (armor and weapons will be coming at some point too), and currently rares give 0-3 ectos, exotics 0-5 ectos. Continuing the trend, salvaging Ascended gear should give 0-7 ectos.
And a salvage kit quality chance to get a mist essence.
You want to hurt glass cannons?
Make toughness have a bigger effect on the ability to mitigate damage, lower boss hp totals, keep boss damage.
Cap bonus crit damage at 15% anything over that is wasted, no benefit from it AT ALL.
There you go, glass cannon is now properly in line with everyone else.
Sorry, I do not agree with your solution remotely… this would make the role worthless and this is not my intent.
With crit damage cap around 60% and the change to might I suggested, glass cannons would still be as powerful as they are currently. But only with the help of their party, encouraging team play and support.
Any “midnight” dye reflects the colors of those around it, though it can be hard to notice depending on the color of the midnight dye.
Abyss and Celestial dyes reflect the colors around them more cleanly, abyss looks like molten lava when you are near lava, looks like the armor is frosted over with ice when you walk around snowy areas. Celestial totally changes colors as you walk through forests and can be absolutly amazing to see the color shifts while underwater.These dyes are already in the game. No reason to be a walking texture WoW clone of molten armor that is always bubbling and the like (the flame legion armor is bad enough).
Fairly sure that has less to do with the dye and more to do with the material of your armor. Metal materials are shiny and reflect lighting. Putting on celestial on leather and walking through ambient lighting doesn’t get you these effects.
After leading a group from zero to dungeon master the main thing I’ve noticed is this: Glass Cannon damage is too high.
There is a significantly noticeable difference between taking a glass cannon and taking a balanced character.
I personally feel this imposes this role on the group meta, making them require high damage roles over more stable builds and balanced builds. Especially when many bosses are tedious bullet sponges, which feel only there to impose a problem for the glass cannons to fix.
I feel the fault lies in crit damage from equipment, it is quite simply too high.
My suggestion is a hard cap on crit damage from equipment. And instead take that damage that would have come through crit damage on gear and place it on the might boon, in increasing increments based on how many stacks you have.
For example.
5 stacks, 5% crit damage.
10, 10%
15, 20%
20, 40%
25, 60%
The exact numbers would obviously be subject to balance. This would encourage and emphasis offensive party support and bring glass cannons more in line with other styles of play.
Back in he beta event weekends there was some truly amazing, challenging events.
That took skill and cooperation to complete and if you failed you still got to see new events.
Most of these events have had all the challenge gutted out of them and can be beaten by spamming 1 and holding a direction key.
A real shame.
Yes there is… finish the story, definitely removes it.
I don’t really care for mounts either way, though I can easily find some objections to them.
I’m not entirely sure about the nature of culling, is it to limit bandwidth or is it to limit the amount of models on screen? If it is the latter then mounts would make the culling far worse.
Secondly I would want mounts banned from citys, specifically being unable to use them there. Citys are clustered enough as it is with norns and charr in bulky armor. I really don’t want a giant dolyak riding norn filling up the bank/mystic forge/crafting area/trade point just so some guy/girl can have an kitten boost.
And if you limit mounts to the open world AND out of combat only, then their practically never gonna be seen so why even bother?
You are in WvWvW.
That thief has maxed out his crit damage. (to 109%)
Crit damage past a certain point negates any benefit toughness gave you.
WvWvW isn’t balanced, nor is it meant to be.
Try spvp if you want balance in pvp, thief crit damage is capped at 60% from traits and gear and isn’t enough to negate the defense toughness gives.
For PvE I used: https://forum-en.gw2archive.eu/external?l=http%3A%2F%2Fen.gw2codex.com%2Fbuild%2F22959-pve-spirit-knight
It was pretty good, consistent ranged damage while the weapons are up and control from the hammer.
I don’t have a problem with the active, that can stay the same. The passive is just lol…
I just don’t understand what Anet was thinking when they made this Signet.
Either they thought conditions would be a lot more prominent than they are.
Or they never meant anyone to build solely for condition damage and instead intended it to compliment other builds and direct damage.
I am leaning on the latter personally.
Should Arenanet seek to persue this they’d likely hold the cards in such a case. As it is clearly a derivative work of art.
Whether they’d win would be up to the court that hears the case however.
“There is no point where exotics won’t do the job, and by the time there is…” This quote alone is priceless and certainly worth my time invested on this thread. Please reread what you wrote and see if you can get it.
Remember what vertical progression is. Remember the integer series:
1, 2, 3, 4, 5,…n
If you haven’t studied mathematics the ‘n’ represents that the series continues. The difference between 1 and 2 may be negligible if the power curve is low as they said it would be. You can probably ignore it without too much loss of ability to play. A level 1 player will be at a disadvantage relative to a level 2 player but it won’t make much of a difference. But, because we are dealing with upward progression in power level there will be a point where the difference is significant. And, there inevitably will be a point at which you can no longer play the game at your current power level. This is not my idea, it’s the definition of vertical progression. That it is a mandatory grind is demonstrated by the definition of vertical progression. Read it then show me where the definition of vertical progression destroys ‘my’ idea of a mandatory grind. It rather establishes it.
You refer to one small part of the game being affected, but Anet has said that the stats introduced with ascended gear will apply to all parts of the game over time. I don’t need to reevaluate why I’m playing the game. I know why I chose GW2 and I know why I’m disappointed with the change of direction introduced on 11/15.
Introduced on 11/15?
Sorry but lets use your own argument to demonstrate how vertical progression was already designed within the game without a gear treadmill.
You ready?
Were you running explorables in whites? The number 1 on your infinite chain of progression.
Let that sink for a minute.
Dragon knight.
It’s 5 trait lines are named after the dragons.
F1-5
Dealing blows and killing enemies consumes magical essence which they can use to convert a part of their body into a draconic form unique to that dragon.
F1 Primordius – Fire based control abilities in the form of a fiery whip coming from main hand. Offhand items are not changed, main hand skills are.
F2 Kralk – Crystal based greatsword, every hit shatters part of the sword causing it to deal more bleeding the more shattered it becomes. Condition based damage focus with some healing support.
F3 Zhaitan – Your face grows chin-dragon tendrils which absorb health and boons, your melee attacks inflict poison. No weaponry changes.
F4 Jormag – Twin ice swords – High damage reactionary skills, main hand and offhand counter skills using offhand counter deals no damage back but instead marks the target, using main hand counter on a marked target deals massive damage.
F5 Mordramoth (Assumed bubbles) – Swaps your land based weapons for your sea based weapons. In the water you get your land based weaponry and vice versa on land. Skills are changed/balanced to be more efficient in their new environment, boosted by dragon power.
Class lore- The inquest went too far and it back fired on them.
I am not going to put values on stuff here, but let ET’s drop and be rewards for different actions.. Examples.
- If you harvest a resource, there can be X% chance that Y ET’s drop.
- When you craft something, there is X% chance that you get some ET’s.
- Mobs can drop ET’s
- 5 man dungeons reward ET’s along with the normal ones. Harder mode = more ET’s.
- PVP kills give X ET’s automatically… (did they change the WvW loot system yet?)
- WvW kills give ET’s.. Actually my thoght for the base value is 1 PVP kill = 1 ET. And then balance everything else after that.
You just made raids completely optional, one of your main complaints about all the current high level content was that it was optional, especially dungeons if i recall.
A simple and fairly easy to implement solution is to make 10-15 or maybe 20 player raid instances, just like the dungeons and personal events work today…
You already see Events with 20+ active characters in your personal story today. Make it an instance for 20+ players, and boost the difficullty accordingly.
I mean, take the story part where you defend the fort in Lions gate, and one of the dragons breach the wall. Its a great story part with different chapters.. OMG I would love to play that one with 19 other members from my guild, over and over again
Nothing you’ve said is very convincing, you haven’t tackled the issue I presented of the lack of defined roles in the game and the demand for roles in a scripted raid environment.
And there is still one final objection I can raise that instantly invalidates the need for raids.
“Why not just make it a dynamic event?”
Honestly if you want large group based content in GW2 that should be your avenue of attack. Because raids are highly unlikely and entirely polar to the games design, but dynamic events are what the world pve is all about.
Currently rolling with this, I find it a lot of fun…
http://en.gw2codex.com/build/22959-pve-spirit-knight
Im a member of OP’s guild ….
The thing about written words is, that they are often read the way the reader wants to and not how the writer ment it.
People put to much into loot and grind !
We are both a soicial & raiding guild, strong social bond both in game and in RL, it is not about the loot “items”, its about us wanting large scale raiding, its about having somthing to strive for personaly and as a guild after hitting max level, again not for the loot as much as having some quality game time with the guildies.
sadly this game is falling short, but what a great start it had, such potential …
Best regards ..
Vaxul
I am former hardcore raider, I saw every boss from release upto the start of Wrath. I got a server first on m’uru and have a server first feat of strenght on kil’jaeden. (or had, my account got hacked and after I quit wow I elected to never reclaim it.)
Large scale raiding will never happen, this game isn’t designed for it. Or rather it is deliberately designed to head in a direction away from it.
The design philosophy of GW2 was to remove the exclusionary designs of other mmorpgs. The very things that make raiding challenging or rewarding to some also make it incredibly exclusionary.
You could not shoehorn raiding into this game, it simply wouldn’t work. Raiding is highly tuned and highly scripted and requires the developer to have a reasonable understanding of what class roles will be present in the raid. This game is designed around being able to take the player and not the class while retaining classes that feel completely different and not completely homogenized like modern WoW.
This game does present challenging content, with the addition of the fractals you can literally set your own difficulty level while reaping better rewards the deeper you go.
There are several large scale player events within the world if you absolutely have to roll out in a large group. But you must realise they are balanced to be as inclusionary as possible. Which is why they lack significant fail conditions or require significant teamwork.
Never say never, but as the game is in its current form I cannot see raids working at all. There would have to be significant and damaging changes to the class mechanics to add raiding. I don’t want to say “this isn’t the game for you” as there are pleanty of other parts of the game to enjoy if you’ll let yourself. But I also think it’s unwise to be holding out for raids in this game. Better scaled and difficult dynamic world events? YES! But instanced raid dungeons? It’s very very very unlikely.
But wait…
…dynamic events scale…
…making them all potential group content…
meaning the whole game is group content… as long as a group chooses to play it as a group…
…woah.
I’ll be fair and say the scaling needs work, I coulda told you that in BWE1… Infact, I do believe I did… It’s certainly improving gradually but thousands of events with 1-100 player variables is a lot to balance.
Its been said all over, Gw2 is atm a solo game.
I can do whatever i want ingame? Yeap i can, and i can do it alone, imo i shouldnt, but thats my opinion.
I look forward to seeing your level 60 fractal solo run videos.
Honestly what I take from the Op’s post is this…
“Unless the game design psychological manipulates us into doing things, we won’t do them and therefore we all played solo saw no meaning in playing the game for fun and quit.”
If GW2 has taught me anything it’s that players who’ve been in a skinner’s box all their gaming career cannot handle being out of it.
I’ve yet to see an argument posed in support of raiding that cannot simply be used to improve 5 man and world events.
You should really be trying to make the case that raids bring something these do not. And if you cannot make a case for raiding that doesn’t also fit into these categories fine, perhaps you should be asking for improvements of world events and 5 mans instead. Since this is more likely to happen than instanced raiding dungeons.
Raiding goes against the very nature of this game.
To invoke raiding you must:
Force a role structure: To script fights for raid encounters you first must have a very good idea of the class composition. Otherwise it will just be a glorified zerg with no scripting.
This game was designed in mind with having very different classes while maintaining the idea of taking the player and not the class.
Appeal to the lowest possible demographic: Like it or not raiding will always be the lowest demographic. The more bars of entry you require for people to experience content the more people you are turning away.
Find 15 people who play regularly and can guarantee their time, with reasonable communication skills, of a specific class composition, who are reasonably experienced and equipped for the endeavour.
Raiding would be a cop out, raiding would be like saying “Well making world content challenging, scripted and interesting for everyone was just too hard… So we’ll just do it for this minority instead.”
GW2 dispenses with trinity combat mechanics in order to put its focus heavily on personal responsibility.
To put it in a cute analogy; guild wars 2 is a norns mmorpg.
If you are repeatedly dying in the holy trinity, the blame can be thrown about at one of the other roles. Tank is taking too much damage, healer is not healing enough, dps is taking aggro or not killing fast enough.
But with the guild wars 2 combat system they have tried to design it so you take the player and not the class. Which so far works until you hit brutally high levels of the fractals. Meaning the trinity is essentially dead, however… It also means that in its place there is a heavy emphasis on…
Personal responsibility.
In GW2 when you repeatedly go down and pose the question “What is going wrong?” the answer cannot be a scapegoat of the other roles. They answer can almost certainly be answered with “I’m not doing good enough, I must try harder.”
The problems the devs face is designing boss fights that maintain the focus of personal responsibility. This is why sadly all the world bosses feel lack luster. Every world boss revolves around the concept of many individuals fighting in a group against a boss.
But they are learning!
The fractals holds the greatest examples of how this new combat concept can work. The jade maw… The jade maw forces you to both maintain a heavy responsability for your own life by ensuring you have a crystal in your hand if you are beamed. But also requires team communication and cooperation to ensure there are crystals to hand regularly to counter attack the beam.
It’s a monthly ‘achievement’ meaning you are supposed to achieve something that differs from month to month.
Not monthly welfare…
Recently leveled up a guardian and now starting an elementalist.
Every area we went through had people, 20+ coming out of no where to deal with meta events then vanishing. Some were obvious 80’s with exotics, some where obviously not.
Have yet to encounter a zone empty or not populated enough to deal with meta events and group events.
It’s the same benefit you get from 6th rune of lyssa bonus… Lyssa being the goddess of illusion and therefore governing mesmers.
Expecting communication when the developers make drastic changes seemingly at random isn’t asking too much imho.
If this game was static, I would understand the lack of communication, but the devs are clearly making great efforts to evolve the game which is admirable.
Some players often have a lot of investment in the content of the game or their class, seeing it change so drastically without even a “hey, this is our goal with this content, if you have any suggestions or feedback we would love to hear it.” Something like that, even if it was shallow and they had no intention of listening to feedback would go a long way.
And yet there has been communication regarding major changes. They certainly seem to prefer only communicating about certain changes rather than ambiguous promises which might not be achievable.
Can you blame them when there are players willing to scour the dev blogs for contradictions to make demands and sensationalism?
All I’m saying, is that the communication here has been terrible, and there’s really no good reason for it that we’ve seen or heard (I’m all ears if someone would like to correct me on that). You cite things like hours in the day; then explain why Trion publishes such an amazing product in Rift and yet manages to maintain a solid and open line of communication with their playerbase? I’m not making it up. As I said, you can go right to their site, and see who has what job title, and how often they’ve been posting. It’s not a “specialized team” of people who interface with the community (although they have those, too- their CM James “Elrar” is awesome); it’s the actual class leads and content designers and developers.
Firstly I wasn’t directly addressing you with my post, I was addressing the whole thread. Sorry if that quote seemed to imply I was directly critiquing you, I just found that quote to be particularly ridiculous.
Secondly you seemed to ignore half of this point… The point made was you either cut into the developers development time or their personal time.
Personally I already think the arenanet devs go above and beyond with the work they put out for us. Cutting into their personal time to answer many of the sensationalist player grievances would be detrimental to their well being. I’m sure they already do work over time at times to try and fit as much as they can into each patch. This is their creation and they clearly take pride in their work.
This is a true dichotomy… You can either cut into development time or you cut into their personal time. Either one is detrimental to the game as a whole and the net benefits are debatable.
Rift puts out content at a much slower rate than arenanet have been doing and personally I’d say its lower quality. However that is merely my opinion, what is not is that you cannot compare these two situations as equal as they are not.
Rifts player communication wasn’t always as it is today and it has been out considerably longer than gw2. The development team obviously had to make time in their work schedule to do these things, which means time they are not working on the game.
In time I am sure better communication will be achieved, the expectation that its there from the start of an mmorpgs release is basically expecting far too much.
Clearly, they don’t care.
Yes because betting the lively hoods of 250 developers on a risky and high maintenance product is totally not worth caring about.
They have said on numerous occasions during the latest AMA they had on reddit that developer/player communication is lacking severely. These things take time to implement and while important, shouldn’t take precedent over other things they are working on.
The forums rules actually say do not make threads calling arenanet out. There are better ways to present things than trying to cause sensationalism.
That you seem to think that Arenanet should be answering all the player call outs WHILE developing and working on the game is absurd. There is only so much time in a work day. Would you rather they were answering many of the sensationalist rants repeatedly posted all over the forum or actively working to fix the problems that are within the game while improving and adding new content.
It’s either/or… take your pick.
In development you are forced to make harsh choices with your time. Choosing to work on one thing may permanently prevent you from working on another.
Feedback is being fed to those who need to know, we know this because things mentioned here have been worked on actively and some ideas given by the player base have turned up within the game.
Better communication from the developers would be nice, but constant babysitting of peoples feedback is totally unnecessary and needless. Most developers who do it either do it within their own personal time or sacrifice dev time for it. Many questions and requests require answers from several different teams and would likely be a lot of work to compile.
It’s never gonna be 1:1.
The system would be very simple… Once you reach level 80, if you go back and do group quests in lower zones. For every player you help complete a group event that isn’t level 80 you are rewarded with one “Token of Awesomeness.”
Tokens would be tradable for rare crafting materials, a unique armor skin set and other required items to make rare items at a high but consistent cost of tokens.
Additionally please balance and scale 80s to be more in line strength wise with other low level players, so that this will remain challenging and worthwhile.
what made him blow off GW2 anyway? he was hardcore into it pre-release.
He said something about GW2 the viewers didn’t like. As a result, he was flooded with angry people. He called them rtards and quit showing GW2 – was around the final betas.
The way I recall it, it was more along the lines of this:
Jesse Coxx his friend posted a 40 minute final impressions video about the game during beta where he factually got everything wrong in almost every way possible. He’d basically done no research and was just repeating the things he’d been told by his friends, also present on the video.
This got Jesse a lot of negative feedback for obvious reasons, both constructive and destructive. (it’s youtube)
Jesse got depressed about it, TB white knighted him and started calling the GW2 community “The worst community ever” and deliberately provoking people on twitter and reddit. Didn’t seem interested in legitimate criticism and only focused on implying the worst of the guild wars 2 community represented all of us.
TB stopped his GW2 videos around this time.
To put it simply: no there is no holy trinity… With the trinity being defined as a class system with three archetypes; healer, tank and dps. Specifically with the intention of revolving fight mechanics around a specific mechanism; The tank tanks, the healer heals and the damage deals damage while avoiding taking the place of the tank.
To put GW2’s system as best as I can into an analogy:
Imagine you have four test tubes in front of you. They are labeled offensive support, defensive support, damage and control. At about a third of the way up each tube is a line painted on. This is the line that means you are at the very least useful with these skills.
Here is the catch: You only have enough water to fill one test tube. During combat you cannot effectively use the same test tubes continuously, there are cooldowns and downtimes that render all the water in this tube temporarily wasted. Therefore pouring all the water into one test tube is a complete waste, since when you are suffering from those dead zones, you are effectively near to useless when compared to someone who spread the water out.
Everyone in your party has to make this choice when they make their build. And as long as two or more of the lines are passed they will be useful to you regardless of their class, assuming they know their class.
You want to change the fundamentals of a skill to suit a playstyle that does not exist.
Your argument is that targeting a friendly target is not a playstyle in the game.
clicks a friendly target
HOLY CRAP! I CAN CLICK PEOPLE!
The reality is that the style does exist. It doesn’t exist for the specific skill, but it can be adapted as such. You can thus adapt a skill to allow selection of a friendly target.
And with due respect to the purists who think the “trinity” is dead in GW2, it’s not. The selection of how we build our characters is to take damage, deal damage, or help others. The only game that managed to actually change the “trinity” is City of Heroes. GW2 has done nothing but blur the lines by allowing damaging specs to also have access to self heals and group heals on switch.
There are no spells that function through targetting friendly players.
@Alice
Ok… you can’t get it…
I’ll try to explane it easly… like I do with my students (i’m a primary school teacher, they have 8 years old).If I want to heal YOU and not another target… specifically YOU... there is the possibility that I miss my target and I heal some one else.
PvE…
Why should I heal a ranged DPS (in a safety position) when YOU are a melee warrior and you are taking all the damage at the forefront?
I prefere heal YOU and not the ranged one. It is the wiser move…
Is not easy, during the fight, calculate all the team mates position and is IMPOSSIBLE foresee the movements of all the players.Target skill = i heal who i want. I heal YOU
Random target skill = i heal the nearest one, and i can’t controll 100% who he is. It can be you, it can be not, i can’t control it.WvWvW…
If YOU are in my team and I want to heal YOU, I don’t care about others anonymous John Doe around me… i want help YOU not them.
Why should i risk that an anonymous John Doe recive my heal (and maybe he get killed again) and you not… when me and you are team mates and we are in the voice chat and we can coordinate?
I don’t care about the anonymous John Doe nearest to me… i care about YOU because you are my friend and i want play with you.Target skill = i heal who i want. I heal YOU
Random target skill = i heal the nearest one, and i can’t controll 100% who he is. It can be you, it can be not, i can’t control it.I’m asking a simple thing:
100% control of my spell and not a random target.Now… if you can get it… ok.
If not, i suggest you to go back to primary school because my 8years old students can understand it.
Friendly target spells do not exist in GW2, this is by design. They aren’t going to change this, it was the first thing they wanted to get rid of with the removal of the holy trinity.
What you are asking is to change the purpose of a spell fundamentally so you can pretend that being a 100% healer is a legitimate role, It’s not. if you are 100% healing you are not fully supporting your team to the best of your ability.
The purpose of Merciful Intervention is that you don’t have control over who it heals. No that doesn’t mean it is a random spell, like I said before there is nothing random about it.
Random would imply if you used it in the same exact circumstances repeatedly it would just heal a random player within its radius. It does not do this, it specifically heals the weakest player in its radius. This means that while you do not have control over who it heals you can skillfully use it to heal a specific person.
So in short you want control over something deliberately designed to have no direct control.
You want to change the fundamentals of a skill to suit a playstyle that does not exist.
Out of curiosity, what is your guardian guarding?
A plateful of cookies?
I’m still giggling at that you said Merciful Intervention is random.
http://wiki.guildwars2.com/wiki/Merciful_Intervention
There is nothing random about this.You can’t control who is the nearest one…
People run, dodge, roll, jump… your team mates (and all the others player if you are in WvWvW) move left and right during the fight.So… who will be the nearest one when i will cast this spell?
RANDOM -nearest- TARGETIf i want to heal YOU, not a random target but specifically YOU, how can I be sure if in the precisly istant i cast my spell you will not jump away getting out of “nearest target” range?
How can i control if an other player accidentally come near to me so i will teleport on him and not on you?The only way to heal specifically YOU (not a random near target) is stick to you, so i will to be 100% sure that you will be healed.
In that case… why Merciful Interventios teleport me if i am stick to you? No point…This is insane.
I MUST CONTROL WHAT I DO AND I MUST CONTROL MY SPELL TARGET.Merciful intervention is random target… if you want to be a pro you can’t spam randomly heal on random target.
facepalm
I gave you the link so you could read the tooltip.
“Teleport to the nearest ally with the lowest health and create a healing area around them.”
The nearest ally WITH the lowest health.
This is not random, it’s not remotely random. If you repeated it infinitely it would always give you the exact same results. It always teleports you to the person within its range with the lowest hp. If two people are at the exact same HP, it’ll always port you to the closest.
This is the exact opposite of a random system, there is no random here.
The purpose of this spell is so you can save someone nearby who is about to die, it is not a targetable heal. There are no targetable heals in this game that aren’t area of effect.
I’m still giggling at that you said Merciful Intervention is random.
http://wiki.guildwars2.com/wiki/Merciful_Intervention
There is nothing random about this.
Regen isn’t supposed to counter spike damage, it is a tool to help the party regain health while their pulled back and not taking direct fire.
Healing isn’t actively rewarded because support are expected to help in other ways, and most healing skills also deal damage.
Any elementalist who sits on water attunement waiting for geyser and healing rain to come off cooldown is not helping your team as a support. They’re trying to be an archetype that doesn’t exist in the game.
Still, one Thief alone, was able with only three hits, deal this damage in this order:
4410dmg, 4651dmg, 7344dmg.How is this even possible? I repeat, no cry intended. Just studying the situation.
This is fairly simple, you are playing an unbalanced pvp mode.
World v World v World allows for pve strength gear. This allows a glass cannons to really pump up crit damage to 106%.
This negates any bonus you think your getting from toughness. Since the damage dealt to you is increased by 156% after toughness reduces the base hit.
The skills in play are steal, cloak and dagger and backstab.
The first 2 brought you down below 50% which allowed the final hit to get at the very least a bonus 20% extra damage. Possibly more depending on other traits and runes in play.
If you were playing sPvP you’d have gotten away with about a third of your hp remaining.
I’m amused that people seem to think a bunker guardian cannot kill, i’ve killed plenty of pistol whip thieves and hundred blade warriors with retaliation and burn.
proposal for a-net:
after stealth ends, automatically thief receives 5 seconds of “revealed”, it does not matter if they attack or not. or make it 6. this should make the mob shut up.
(this will not affect the average dungeon player, but the wvw player)
p.s. with all the nerfes thief received, i did stopped playing the pvp and wvw, if you kill dungeon pve, then good luck…
There have been times where I have used multiple instances of stealth to remove conditions, so it would affect PvE.
I don’t claim that they are perfectly balanced, but no other class is as far out of whack in WvWvW as is the thief class.
You specifically said:
“The rest of the classes are balanced. Why should this single class be so far off?”
I was addressing this… I never implied you claimed classes were perfectly balanced, perfect balance is impossible to achieve.
Sorry, I can never tab target thieves when the culling bug is happening, so for all intents and purpose, they are perma stealthed. Call it culling if you like, but in reality it’s perma stealth.
No, you preceive it as perma-stealth for whatever reason. The reality of the situation is that it is not stealth.
The features of stealth:
- Untargetable
- Invisible
- Shadow Arts Traits (healing, regen, condition removal)
- Different 1 skill (backstab, sneak attack, ect…)
The features of an un-rendered thief:
- Invisible
- Targetable
- No benefits from stealth traits.
- Normal unstealthed 1 skill.
Simply because you haven’t been able to do something, does not make it so… It certainly doesn’t make it reality, but that’s a philosophical argument for some other time.
Have to deal with it? Maybe. There are other games, and most of us dealing with the current thief god mode problems aren’t buying from the gem shop. At some point, anet will get the message.
I fully encourage you put your money where your mouth is. However you do not speak for anyone but yourself so please do not imply you do.
Arenanet are aware of the culling issues and have said on many occasions they have a team working hard to try and fix it.
Many people are leaving WvWvW in disgust because of god mode thieves. One guy last night " I am not going to waste my time complaining, I will just go play something else…" He’s not alone. I’ve heard this many times in the last few weeks.
Highest dps, perma stealth due to culling and best mobility in ONE class? I’ve never seen a worse implementation of stealth in any game. I
While you are trying to fix culling in WvWvW, please lengthen stealth cool down times. You are losing customers. Many of us refuse to buy from your store to support such a poorly balanced system. Thank you.Culling and rendering aside… WvWvW is inherently imbalanced… They’ve always been honest about WvWvW balance being an after thought.
You went into a deliberately imbalanced game mode and are upset about the imbalance, maybe try sPvP? If imbalanced combat isn’t your thing.
They requested my feedback. I never read that perma stealth was a WvWvW design feature. Where was that stated? The rest of the classes are balanced. Why should this single class be so far off?
There is nothing balanced about a haste/bolas/100b warrior with 110% crit damage, i’ve seen front line 100b warriors cut through entire flanks of the enemy. If you think the other other classes are somehow balanced in WvWvW except thief you are sadly mistaken.
My point was this… “No class is balanced around WvWvW”
WvWvW allows exceptionally high stats when compared to sPvP. If you want near balanced pvp, play structured pvp. (with zero culling problems i might add)
Secondly there is no such thing as perma stealth… A thief not rendered is target-able, Ctrl+T a thief when you see them, the cross-hair always appears even if the thief isn’t rendered yet. It’s not an ideal situation but you’re just gonna have to deal with it until they fix the culling problems.
A thief not rendered does not gain the healing and other bonuses from traits while stealth. Calling it perma-stealth is calling it something it is not.
Many people are leaving WvWvW in disgust because of god mode thieves. One guy last night " I am not going to waste my time complaining, I will just go play something else…" He’s not alone. I’ve heard this many times in the last few weeks.
Highest dps, perma stealth due to culling and best mobility in ONE class? I’ve never seen a worse implementation of stealth in any game. I
While you are trying to fix culling in WvWvW, please lengthen stealth cool down times. You are losing customers. Many of us refuse to buy from your store to support such a poorly balanced system. Thank you.
Culling and rendering aside… WvWvW is inherently imbalanced… They’ve always been honest about WvWvW balance being an after thought.
You went into a deliberately imbalanced game mode and are upset about the imbalance, maybe try sPvP? If imbalanced combat isn’t your thing.
It’s really simple, most people who complain and hate on thieves are solely looking at them from WvWvW. A game mode that is deliberately unbalanced and mostly just for fun.
Thieves in sPvP are generally the underdog in terms of balance. You either depend on one trick ponies to guarantee you a kill, or you do meaningless damage, spec balanced or survival and run away a lot.
There is no sword mastery
There is pistol mastery worth 10%
Using base damage using steady weapons I recorded here: https://forum-en.gw2archive.eu/forum/professions/thief/Thief-Steady-Damage/first#post938509
Sword auto attack came to: 123 damage.
Unload came to: 104
With the 10.4 applied to unload (114.4), unload still falls short by 11 base damage.
ACTUALLY someone recently killed a few thousand mobs & did the math…
At this time, it does the exact opposite; it doesn’t give an appreciable boost to higher item tiers, and is instead increasing the number of mobs that drop (BUT all those additional drops are trash drops; as in ‘grey’/‘junk’)
Also, I got on one of my level 50 alts a while back and leveled to 80 by just derping around… turns out I was getting far more rares (netted 10 in a day from just derping, whereas I’m lucky to get 4 or 5 doing proper farming with over 100% MF on my main who now isn’t using MF gear anymore because its being practically worthless and I’m now using the TP for nearly all of my income nowadays… Ironic that I can make 20g a day with some extremely tame minimal-risk, minimal-time-used flipping while farming netted me only 14g on my very best day)
Firstly in future, please do not make assertions that there is data supporting your claim unless you can link the data as well… Otherwise I have to assume you are simply making an assertion and trying to claim it has some evidential weight behind it but were unable to demonstrate such.
Secondly I will amend what I said to this… Magic find does not give you additional rolls for loot.
The amount of rolls remains the same, however your roll gets a modifier on it, increasing its chance to get a higher number.
So say the game rolls a d100…
1-25 means you get no loot.
26-50 means you get vendor trash,
51-60 means you common,
61-70 means you get uncommon
71-80 means you get masterwork
81-90 means you get rare
and 91 to 100 means you get exotic.
by wearing magic find you add a modifier to your rolls… for the sake of this exercise, its going to be +10.
What this effectively does is reduces the overall loot roll to 10-90 instead of 1-100. Meaning you have less chance landing on no loot and much higher chance landing on greys when rolling low numbers.
This would mean there would be a slight precievable increase in grey items but a much harder to precieve increase in rare items. More compacted by the fact that any roll above 90 is effectively wasted. As it’s not going to push you into a higher tier.
(edited by Alice.8694)
Magic Find doesn’t actually increase drop rates. It raises the value of the loot you get instead.
To quote Isiah Cartwright explaining how magic find works.: “Everytime you kill a monster you roll on a number of tables, inside these tables are different rarity categories. Magic find increases the chances you will get higher categories. For example if there is a 1 in 10 category, and you have 200% magic find you will have 3/10 chances to get that category. This improves not just the rarity of the items you get but can also improve your chances at getting trophies and rare crafting materials like lodestones.”