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[Discussion] Development and Communication

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Posted by: Allarius.5670

Allarius.5670

The sPvP team has done a good job by comparison at staying in reasonable communication with the players. The sigil rework discussions that took place prior to implementation should be held up as the standard from which to work. Its okay to disagree with final product, but it takes this kind of transparency and communication to build trust and acceptance.

If the direction of sPvP is going to be community driven (within the constraints of what the sPvP team is capable of), then more open communication of thoughts and potential projects is needed. This includes what the developers themselves would LIKE to do! Plucking popular ideas from the community without in-depth discussion about actual implementation is a miss:

(1) Automated tournaments seem to have largely turned out fine, especially considering willingness on additional itteration as outlined by Mike O’Brien’s statement and forum discussion.

(2) On the other hand, I’m not sure many players would have supported spending time and effort into developing a 2v2 mode if they knew it could not be supported outside of custom arenas.

As for the players … less hyperbole and cynicsm directed at the players and developers, and more examples with logical support would probably be great. For the most part the community seems to do a good job of pointing out learn to play issues, identifying what is actually overperforming at what levels of play, though it could probably be done and received in a more professional manner.

[Discussion] Development and Communication

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Posted by: Allarius.5670

Allarius.5670

Though it is nice to have the process clarified, it misses the point by not including a mechanism by which the core of sPvP can be addressed: skills, balance, and build diversity.

Here is a portion of a statement from Reddit user Charrikayu responding to the claim “there’s actual communication [from ANET now]”:

“This is also a big problem with balance patches which are still summarily dropped on the playerbase without public testing, after which the devs retreat into silence even though people usually have issues. Again, most of these changes lack any kind of communication about design goals, long-term ideas, summary of how a class has been faring, general candid development talk about the game. If something isn’t answered in the AMA we’re pretty much left in the dark, albeit with general release schedules known to us. That’s better than pre-HoT but still not ideal. I very much enjoy the communication policy of developers like Riot who freely talk to players on reddit and post weekly “state of the game” and “quick dev thoughts” articles about things they’ve noticed, changes they have in mind, and ideas they’re testing."

The sPvP team cannot touch skills, balance, and build diversity. This is the heart and core of sPvP gameplay. New maps, new rewards, and new ways of competing are great, but that is not what the sPvP play experience is or is about.

In order for this process to work, dialogue and transparency needs to be opened with the skills and balance team with respect to sPvP. This can be done and fascilitated in a number of different ways to make sure it is clear and effective: enlist the help of mods to fascilitate discussion, or sPvP team members; create a mandatory response/discussion format for ease of reading; request build diversity exploration from the players; etc.

In the end, real success cannot be achieved until skills and balance are recognized as the heart of the sPvP experience.

[Discussion] Development and Communication

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Posted by: Allarius.5670

Allarius.5670

TLDR: What do YOU think we can do as a community of players and developers to better fascilitate communication, transparency, and future development to the betterment of sPvP?

This post is intendend to encourage a constructive, critical, and non-cynical discussion around a segment of Mike O’Brien’s recent post, “A Message from the Game Director”:

“This year we also took a different approach with PvP and WvW releases. In PvE, we make fresh new content with the goal of surprising and delighting you with our work, but in competitive modes, the community owns the game modes and chooses what we work on, and we definitely shouldn’t be surprising you with where we take those game modes. Instead our goal this year was to develop more incrementally, test with the community on the live side, and take feedback every step of the way.”

This statement confirms a few things that are clear in hindsight but may not have been from the beginning of HOT release:
A) The iterative design process for sPvP,
B) the utilization of the playerbase as a testing ground, and
C) the community determined direction of the gamemode.

The veracity of this statement and whether this approach is best for sPvP is fair game for discussion. Regardless, it behooves the community to take this as the future foundation to grow from. Helping this process to function is to our own benefit, and two-way commuication and transparency is paramount to its success.

With this in mind:
(1) what do you think about this statement and process,
(2) what do you think about the direction of sPvP and where it should go, and
(3) how do you think we can best fascilitate open, objective, and critical communication?

Deleted

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Posted by: Allarius.5670

Allarius.5670

It is a PvP community and many types exist: the toxic, the encouraging, and the apathetic. All types have existed since the beginning of the game, so it may be a new experience for you but it is not a new experience for the community. Your experience will differ depending who you happen to encounter and how (or even if) you communicate with them.

How you end up dealing with the salt is a personal journey because it isn’t going to stop and it isn’t going to be punished. Some like it, finding humor or encouragement in it, others take it harshly and struggle to let it go. It used to bother me, but then I realized that being bothered by it only hurts me. I look to see if there is any useful info within the vitriol that is actually worth consideration, like getting called out for making a stupid rotation, but otherwise ignore it.

Responding or trying to reason with them gets you only additional frustration, so I would not recommend it. If you made a legit mistake and you feel like owning up to it, go for it, that has usually been received well or ignored.

Issues with Automated Tournaments

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Posted by: Allarius.5670

Allarius.5670

Personal attacks aside …

Both sides of the conversation have valid concerns and have the same common goal: improve automated tournaments and promote a healthy sPvP scene. It would help to move the conversation beyond who the tournaments should “cater to”, acknowledge the validity of contrasting concerns, and focus on what would help foster interest in automated tournaments and team formation to promote overall growth.

What is the goal for automated tournaments? That is the baseline question that needs to be answered. To me, it makes sense that automated tournaments are to (1) foster healthy competition and (2) isolate the most successful team(s) for recognition. Certainly, either of these can be argued and are open to discussion. Unfortunately, these two goals can be a bit at odds with one another.

Fostering a growing, healthy scene is at direct odds with pairing low skilled players with high skilled players in their first match. I fully acknowledge that ideally low skilled players that get blown out of the water will only be inspired to try harder. But this isn’t a perfect world. In my personal anecdotal experience, competitive spirit is fostered by difficult tasks that push ones abilities, but is deterred by those tasks outside any reasonable hope of accomplishment. This is because recognizing the areas needed for growth can be identified when the task is hard, but not impossible, but often cannot be identified in blow outs.

On the other hand, such seeding is absolutely critical for any individual tournament to even approach properly awarding the teams by skill. However, currently, teams are not even part of the equation at upper skill levels. If streams are anything to go by, high skilled players appear to pug it themselves, forming teams based on availability rather than investment into an actual team. This might not be the case for monthlies where rewards are higher. Either way, this is decidedly against what I interpreted the intended goals of automated tournaments as the future of competitive sPvP to be. You need players to come together to form teams and strive to achieve higher skill levels together in order to even approach offering competitive play for higher skilled players sufficient enough to promote team formation for them.

One solution is to split focus for daily tournaments and monthlies. Daily tournaments could be seeded randomly, independent of QP, and treat all teams as potentially equal. Match making would be up to luck and allow players of all skill levels to experience different levels of play. Sometimes high skill teams will be knocked out early, and sometimes they won’t. Monthlies would be seeded as they currently are, focusing on recognizing those teams of the highest possible skill.

Another solution, and perhaps a much better one, is to create a “scrim” tournament that provides experience and practice without rewards (beyond normal ranked queing) that focuses solely on promoting an overall healthy sPvP environment. Maybe it could even always be recruiting and initiate once a sufficient number of teams have joined (similar to how tournaments were at GW2 launch). This might be the best of both worlds, where low skilled teams get an environment to grow, promoting long term competition, and all major tournaments (daily and monthly) focus primarily on rewarding skill.

(edited by Allarius.5670)

The design of PvP is too "one-sided"

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Posted by: Allarius.5670

Allarius.5670

Whenever I take a short or long break and then come back to playing I feel this way, but then after getting demolished an embarrassingly large number of times it finally dawns on me I need to better utilize movement, positioning, and kiting techniques to help pad defenses and cooldowns. It is conquest, and it is easy to get too focused on staying on point for as long as possible, but this is often an unintuitive trap. Keeping this in mind may or may not help you to adapt.

Since when where conjured weapons viable?

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Posted by: Allarius.5670

Allarius.5670

In PvP, Earth Shield is/was also used in Marauder Staff Lightning Rod builds that aimed to use it as additional cc + defense and spike targets down.

From a PvP point of view, I feel like conjured weapons are limited primarily by the general mechanics of conjures. Currently, I find them to be horribly clunky and the 60 sec cooldown feels stifling. The actual weapon skills generated for the most part feel good and can already be fit to some purpose or synergy. This is what I’d like to see:

1) Remove ground targeting and secondary conjured weapon.
2) Reduce cooldown from 60 sec to 30 sec.

AT Questions

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Posted by: Allarius.5670

Allarius.5670

I have noticed a number of threads today asking the same or related questions to those found here that have already been answered. It may be helpful to add these questions and answers to those posted in the stickied thread up top.

AT Questions

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Posted by: Allarius.5670

Allarius.5670

You’re welcome! We do plan to tweak/expand the tournament system over time, so I certainly appreciate constructive feedback and concerns. We already have a backlog of things we want to do. (I can’t talk about them yet!)

After some initial thinking, here is a concern regarding seeding daily tournaments by QP.

1) The daily tournaments do not have a qualifying requirement, using QP to seed the daily feels like a misapplication of that information.

2) What are the goals of the daily tournament? [A] Find the best team out of those registered for that isolated tournament, [B] reward qualifying points for admission/favorable seeding for the monthly tournament, and © presumedly create an enjoyable experience for the teams involved. Using QP to seed dailies also has the effect of [D] rewarding favorable seeding as the month goes on.

A and D go hand in hand, allowing A to be more true as the month goes on, compounding the ability for higher skill teams to accumulate more QP, or at least increasing the likelihood of high QP teams to accumulate more QP. This is likely to discourage low level teams from participating in daily tournaments due to immediate matching against the best, leaving no reasonable room for growth of ability without outside pursuit of scrimming. This is in conflict with C, more so as the month goes on, discouraging people to play the daily tournament unless they have been grinding QP since the beginning of the month.

The dailies become less about the thrill of competition and more about QP grinding. Using daily achievements to encourage players to participate may help alleviate some of this by always providing new low skilled players for immediate elimination, but I fail to see how that will encourage increased participation or attraction.

Random seeding for dailies removes D and weakens A, but is more likely to attract a wider spread of teams from all calibers. It creates the potential that a high skilled team may be eliminated early from any single daily tournament, but loss of QP should be addressed by increased participation in other dailies. Luck of the draw for dailies seems favorable if it leads to increased participation, enjoyment, and an overall more healthy scene rather than systematic discouragement of fresh meat.

I think the compounding element of QP is elegant, but in the long run may contribute more to killing any potential scene before it even has a chance to take off.

AT Questions

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Posted by: Allarius.5670

Allarius.5670

Do you srsly think full bunker works?

All your enemy team needs to counter is necro+support. They beat support+support easily.

For the most part I agree with you. The developers/players have done due diligence and generated a counter and associated strategy. However, I do not fully agree with “easy” because “easy” is representative of an associated individual skill level.

Here is my thought process and source of general, perhaps unfounded, concern. If AT are reasonably successful, there will be teams of all caliber joining to take part in the fun. Like ranked, these teams will stratify based on their overall skill level. Part of this stratification will be build dependent, much like how we see Dragon Hunters mop the floor in lower ranks but less so the higher you go. These builds/strategies will create a blockade, defining the micro-meta for teams at that skill level and lower. At some level there will be a successful bunker strategy where a team focuses solely on support, defense, and decap potential. This will act as a gate keeper and force teams that cannot respond to get better and develop strategies that overcome it. This sort of overall behavior is a good thing and unavoidable. How “easy” it is for these teams to successfully execute the counter depends on their skill level, general balance, and how easy it is for the bunker team to efficiently and effectively compound support, defense, and decap potential.

I would imagine allowing for multiples of the same profession may increase the ease by which teams can compound these factors, wherein the counter may or may not compound so readily. Removing the ability for multiples of the same profession at least removes this part of the equation for the developers to balance.

Playing against this kind of team and strategy is not an enjoyable experience, as we saw in early HOT release, regardless of how successful it is. Because the tournaments appear to be structured such that one loss equals immediate elimination, this sort of behavior may be partially mitigated, but I’m not fully confident in that statement.

AT Questions

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Posted by: Allarius.5670

Allarius.5670

Inb4 3 eles and 2 scrapper comps, simply unbeatable.

This. Bunker Meta. It is reality that there will be teams that run full bunker, or rough equivalents, and it will be to the detriment of those players matched against them. In the long term it hurts the game mode and overall experience. It will not be enjoyable to play against, legitimate though it may be. Preventing class stacking will not prevent some teams from trying this or experiencing success with it, but it would be a good first step or show of faith to try and limit its negative impact on the experience.

AT Questions

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Posted by: Allarius.5670

Allarius.5670

Thank you for responding. I have some additional follow up questions.

1) Is there a cap to how many teams may enter a single daily tournament and is there a cap to how many games a player must play for any single one of those?

We’re starting with a cap of 100 teams for now. It’s likely we will be able to raise that number. I’m not quite sure what you’re asking for the second part of your question.

4) Without some kind of cap, it sounds as though QP can be grinded to some degree by those with greater availability, not necessarily indicative of highest skill, pushing out players with less availability but potentially higher skill. Is this intended?

QP can be grinded. It will get you higher seeding, but unless we hit the tournament team cap, you can’t knock someone else out of the tournament.

I apologize for the lack of clarity. The factors of 100 team limit and single elimination address the concern that generated the second part of the first question and so was addressed.

Concerning the fourth question, I was referring to the monthly rather than daily tournaments. I thought the monthly was very limited in team size and could imagine a higher skilled team of players being pushed out of the competition by a team with more time available could lead to some animosity.

Thank you for taking the time to answer these questions, I am very grateful for the level of thought and transparency. That gives me plenty to think about for now.

(edited by Allarius.5670)

AT Questions

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Posted by: Allarius.5670

Allarius.5670

Meta seems to be in a place where stacking any class just results in a sub par comp, so not really worried about it.

I feel this, for the most part, is a pretty accurate assessment, but hasn’t really been put to the test publicly by organised teams. There is a reason class stacking was banned in tournament play and, in the end, I think those same reasons are just as valid here to provide the best, most competitive and enjoyable experience possible to those players participating or viewing via streams or the monthly.

AT Questions

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Posted by: Allarius.5670

Allarius.5670

Thank you for responding. I have some additional follow up questions.

1) Is there a cap to how many teams may enter a single daily tournament and is there a cap to how many games a player must play for any single one of those?

2) Do only the winning players receive qualifying points, or do lower places receive them as well in diminished amounts?

3) Because players are awarded qualifying points individually, it sounds as though players may enter individual, different tournaments with a different team. This also suggests monthly teams competing may not be those that were played with over the month, but rather an assembly of the highest QP folks you can find. Is this intended?

4) Without some kind of cap, it sounds as though QP can be grinded to some degree by those with greater availability, not necessarily indicative of highest skill, pushing out players with less availability but potentially higher skill. Is this intended?

AT Questions

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Posted by: Allarius.5670

Allarius.5670

There are many more questions related to automated tournaments that have not been addressed. Vague notice of upcoming reward structure is nice for those so motivated, but the recent information releases stop short of providing key information on the underlying mechanisms of the system.

1) What times of day will the daily tournaments play? When will the monthlies play?

2) Do players register as teams or guilds? Are players rewarded qualifying points as a team roster, as a guild, or as individuals?

3) Are players allowed to switch professions before a match? Is there anything in place to prevent multiples of the same profession?

4) After the registration window, how are teams matched? Is it based on registration time, current qualifying points, truly randomised, or what? How are they matched for the monthly?

5) Is there a limit to qualifying points that can be won in a day or week?

6) Is there a free agent mechanism or full 5 member teams only?

Maybe I missed it somewhere, but I haven’t found this sort of information anywhere. I am sure there are many more, non-reward questions others have too.

With the talk of giving an outlet to teams (not just pro or former pro) and players who want to play with their friends, I am surprised to have not seen these questions asked or answered.

Better counter-portal?

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Posted by: Allarius.5670

Allarius.5670

Assuming opponent is 1,3,1 (opponent home, mid, far) where Mesmer pushes their far for portal drop, allies go 1,3,1 or 1,4,0 (ally home, mid, far). Mesmer is attempting to create a no-win scenario for home player while outnumbering or matching numbers at mid, likely pushing for a Moa kill and momentum gain. If the Mesmer pushes their home they are denying themselves use of the portal in the short term.

If you cap and then push mid you give the Mesmer the opportunity to quickly decap and return to mid or full cap, in either case your team loses the cap UNLESS you or an ally can return fast enough to deny decap. Additionally, you give them longer mid support time while you cap.

If you give up point to follow Mesmer to mid, pressuring along the way, you may be able to force cooldowns and/or portal, denying them the advantage.

If you follow to mid you’ve matched their numbers or have outnumbered them. If Mesmer now portals to your home they are giving mid advantage to your team, or you can push back home quickly and deny the full cap.

If they are coordinated, the enemy team can port or split and play sides. However, this gives your team mid and acts as a reset, allowing your team to choose the more favorable fights against the split opposing team.

It is certainly a mind game, and I think the general rule of thumb (but not necessarily perfect in all scenarios considering compositions, splits, and matchups) is to refuse to play and deny the advantage by focusing the other two points (hopefully quickly and decisively) and/or pressuring/harassing/focusing the Mesmer to force cooldowns/portal.

In team fights my understanding is that Mesmer’s primary goal is generally, but not always, to provide Moa kills to push momentum. If you can effectively deny that by harassing/forcing cooldowns on the Mesmer, and/or supporting the Moa and denying the kill, you’ve largely denyed the Mesmer their utility (map presence and Moa kills) for the interim.

What to do 2 Theif won't swap?

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Posted by: Allarius.5670

Allarius.5670

Don’t be silly! The solution you are looking for is match making that does not allow for profession stacking, likely combined with a system that prevents profession swapping simultaneously. Forcing a player into a play experience against their will is only going to result in trolling and idling around the map in protest.

In the meantime, considering your willingness to change to team comp by profession and/or build, aim to support the two thieves as best you can just as much as you’d aim to support any comp as best as possible. A good bet is probably something with great self sustain, decent damage, and plenty of cc so you can survive while the two thieves rotate to burst. Another option may be to suggest at least one thief goes staff to provide a more diverse role set to the team assuming the first is a standard dagger pistol setup.

12 matches in a row of one-sided trash

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Posted by: Allarius.5670

Allarius.5670

Low population for various reasons. If you enjoy the combat and want to stick around, I would change my perspective. Don’t play to win your games and try to climb rating. Instead, play in such a way as to (1) focus on improving regardless of teammate ability (think of it more like a puzzle to be solved), (2) try to find a way to play around teammate behavior even if it is otherwise incorrect, and (3) most importantly use the matches as a vessel to relax and have fun. From what I can tell, this season is not likely to be one that fosters competitive matches. If this is a deal breaker for you, then move on and keep an eye on the game from time to time to see if the situation improves. It isn’t a knock to you or the game, it is just a statement of where the game is at the moment.

Amulet, Rune, and Sigil Requests

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Posted by: Allarius.5670

Allarius.5670

There is still limitation there: precision, expertise, and concentration being mutually restrictive without historical justification for example. As cool as an kitten nal selection UI would be, freeform selection might have a better chance of reaching the end goal because rules would need to be added to place restrictions rather than fear missing possible stat combinations and waiting for later addition. A small icon that opens the wiki for rules explanation could be included for clarity.

Amulet, Rune, and Sigil Requests

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Allarius.5670

Please just give us a 3 or 4 stat amulet where we are able to choose the major and minor stats.
Allow us to play the way we want.
Not only that but it would stop certain classes from being benefited by the available amulets while others might not have that privilege.

Custom amulet creation via stat selection has been requested a lot, but I agree that it would be a nice step forward that makes the player feel more in control and not as limited by the request, test, implement turn around time.

I understand that certain stat combinations are problematic, and will always likely be problematic because of the nature of the game and players. Perhaps this could be accounted for via built in rules rather than amulet availability limitations.

Offensive stats: Power, Precision, Ferocity, Condition Damage, Condition Duration
Defensive stats: Vitality, Toughness, Healing Power, Boon Duration

Initial Rule Set for stat selection (assuming 4 stat selection model for streamlining; if other combinations were available associated rules could be generated):

1) offensive stats may be chosen in any combination without limitation

2) only two defensive stats may be chosen in total, only one of which may be a major stat

3) if Toughness is chosen as a major stat, Healing Power may not be chosen

4) if Condition Damage is chosen as a major stat, the other major stat must be an offensive stat and may not be defensive

In the future, if any other problematic combination were to arise they could be dealt with by additional rules.

Edit: may require an additional rule to prevent Mercenary combination seen previously: if Condition Damage is selected as a major stat, Toughness may only be chosen if it is the only defensive stat

(edited by Allarius.5670)

Sigil Update

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Posted by: Allarius.5670

Allarius.5670

My suggestions:

1. If these changes are going to affect the other gametypes (WvW, PvE, Raid) as I suspect they are, this post should be moved from the sPvP forum to the general forum for general public review and commentary. A post of this importance does not belong in a focused forum.

2. Post a preview of changes before releasing them. Allow time for the community to digest the preview and respond. Then make any changes based on community feedback, and then release your changes. We have a very vague and limited idea what your goals are, from what you have said; as such, the feedback we can provide without a full preview is limited.

3. Make any changes to sigils split from other gametypes for a period of time. Have the changes restricted to sPvP (where it is free to change equipment) before introducing it into the live world where people will have to make potentially costly changes to their characters.

They have only stated an interest in changing sigils for this gamemode specifically to address the goals stated in the OP. Until stated otherwise, there seems little to suggest any changes would apply across the game types especially considering the disparate balance needs/goals.

Even with a full preview our feedback would be extremely limited considering (1) the inability to experiment in-game, (2) the community’s aversion to any kind of change, and (3) the diversity of opinion on how the game should play. We need look no further than this thread for examples. Opportunity for feedback is certainly ideal, but some degree of trust in developer vision and responsive iterative adjustments will be necessary for any kind of major change like this.

Sigil Update

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Posted by: Allarius.5670

Allarius.5670

Still, it could be argued that sigils shouldn’t give new effects to a build.

This is something certainly worth discussing. Should sigils give new effects to a build that otherwise does not incorporate them or just increase the effectiveness of those effects it already incorporates? Where is the line drawn for classifying an effect “new”?

Adding new effects to a build via sigils feels fun for the user, but focusing on increasing effectiveness instead should make effective PvP balancing easier by removing the additional things a build can be made to do.

Sigil Update

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Allarius.5670

Reducing RNG gameplay and increasing counterplay in a competitive game mode sounds like a pretty solid high level design goal. If any sigils are holding up certain builds then perhaps those sigils are only bandaids and the builds require (1) more tuning and consideration on the part of the developers or (2) the build is not intended by developers to work in the fashion it is trying to be used.

Solid, clearly stated design goals that are shared with the community feels like a great way to move forward. Clearing the field of bandaid sigils, especially in the name of improving gameplay, should lead to improved balancing for over performing and under performing builds in the long run.

Edit: The added damage from fire and air feels nice, as does landing a hydromancy and leech or a geomancy and doom, but feeling nice and good for the game are two very different things. It is important to take a step back and look at the over all picture and try to judge by what you think is meaningful choice and good design principle.

(edited by Allarius.5670)

Sigil Update

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Allarius.5670

An important distinction to make regarding the stated high level goals would be clarifying the replacement for RNG gameplay. Do you mean “X% chance on-hit(crit) apply Y effect (Z cooldown)” becomes:

1) Like RisingDusk suggests, “Apply X effect on hit (Y cooldown)”

or

2) “On weapon swap, your next X hit(s) apply Y effect”

(1) will always feel a bit RNG to opponents regardless if there is a buff notifier. (2) has more counter play (particularly if “next X hit(s)” is replaced by “next X attack(s)” and can be avoided). (2) would be a pretty large shift from current sigil use and would feel less rewarding given their current use, but also may feel more meaningful.

A high level goal of increasing counter play would probably also encourage trading unique buff/effects for boons/conditions wherever possible. For example, trading Intelligence for “Gain fury on weapon swap” or even “Gain fury on your next hit/attack after swapping to this weapon”. Another example would be replacing “heal” with “gain regeneration”.

So, in general, a little more clarity on the stated high level goals might be useful in eliciting better feedback (or crazy witchhunts judging by usual community response to change).

ES Idea: Spellslinger

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Posted by: Allarius.5670

Allarius.5670

I think I get where you are coming from and trying to go with it, and I fully appreciate a disconnect in what we might each think an elite spec should bring to ele. That said, I still don’t see it. If you were to get rid of the every four attacks I would be more on board because otherwise I don’t think it forces the interesting choices you suggest and if it is powerful enough to have you stick around in an attunement it probably shouldn’t be passive or on skill proc. No sweat though, just an opinion.

Amulet, Rune, and Sigil Requests

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Posted by: Allarius.5670

Allarius.5670

They get a lot of heat from the removal of specific amulets since HOT release. However, when faced with the choice between defense by amulets or defense by skills (because together they were too effective), I would choose defense by skills every time.

ES Idea: Spellslinger

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Posted by: Allarius.5670

Allarius.5670

I love the concept, but I do not like the execution.

Ammo is a great concept sort of touched on, but might be better expressed using the venom mechanic from thief and simultaneously provide a new set of utilities.

The Reload mechanic expressed sounds too passive and lacking player input. I’m not sure about a replacement for the mechanic you suggest, but spellslinger isn’t hurting for inspiration. If you are going for a cowboy kind of feel, creating the opportunity for moments of bravado or recovery might work well while staying true to the core of your idea. (1) Critical hits build resource (promotes damage oriented builds), (2) use F5 to spend resource, (3) how you spend resource changes based on attunement: Fire-deal damage and/or increase damage output (burst opportunity), Water-heal and/or cleanse conditions (recovery opportunity), Air-gain superspeed and/or cc and/or blind (kite and/or rotation opportunity), Earth-gain invulnerability or a blocking shield of sorts (defense opportunity). The mechanic is selfish, situationally useful, creates an opportunity for player choice, and its flexibility allows room for optimal use that rewards skill.

Considering baseline elementalist and tempest both cover support roles, the weapon skills and traits may be better suited with a damage focus rather than a jack-of-all-trades. Elementalist already provides plenty of damage in PvE I hear, specializing in AOE, so a single target focus might be key. Scepter already sort of fills this niche, so making it different enough would be important so as not to just create scepter 2.0. I like the idea of a flexible mid range weapon like you suggest, so focusing on a skill set that supports moving in and out of melee and 900 range could be cool, like a combination of scepter and dagger skill mechanics. Thief pistol sets could provide plenty of inspiration (dagger/pistol and pistol/dagger).

Making the weapon functional for condition and/or power might be possible depending on weapon, trait, and utility selection, design, and availability.

Amulet, Rune, and Sigil Requests

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Posted by: Allarius.5670

Allarius.5670

There may be room within boon and condition duration stats and effects to include additional builds or variations of current builds that focus more heavily on boon/condition manipulation and control.

Request: Concentration amulets that trade burst for defense
Explanation: Additional Concentration amulets or the existing set (Diviner’s and Seeker’s) reworked to trade burst for defense: Ferocity for Vitality, Toughness, or Healing Power.
Con: Certainly the last thing the majority of the player base desires is a return to the bunker meta of early HOT release. Careful consideration of the combination of vitality, toughness, healing power, and concentration required.
Pro: The existing set of concentration amulets are too glassy to see use. Potential builds are likely to see a heavier reliance on boons and open up greater emphasis on boon removal and corruption counter play.

Request: Expertise amulets with power damage
Explanation: Power variations of Expertise amulets (Deadshot and Wanderer) that trade Condition Damage for Power. These builds would effectively trade burst damage available in other power damage amulets for improved duration of conditions, of which non-damaging conditions would be the focus.
Con: Power damage builds that focus on control in place of burst may slow down (or speed up) gameplay depending on use.
Pro: Allow potential builds to focus more on a control functionality via emphasis on soft cc and offensive utility conditions.

Request: Concentration and expertise amulets
Explanation: Non-traditional “support” amulets that provide both Concentration and Expertise. One or more additional stats would need to provide a form of defense (Vitality, Toughness, and/or Healing Power) so that the amulet is not too glassy for functional use.
Con: Damage would be low to non-existent and push potential builds to support and/or control functionalities. May slow down (or speed up) game play depending on use. Careful choice of secondary stats (Vitality/Toughness/Healing Power with Precision) could help control gameplay impact and profession availability.
Pro: As with other concentration amulets, heavier reliance on boons may open up greater emphasis on boon removal and corruption counter play. May create interesting “support” roles/builds that do not focus on healing.

Request: More rune set equivalents of those already in game that manipulate condition and boon durations
Examples:

  • Anti-Rune of Leadership: +36 All Stats, +30% Condition Duration, elite skills corrupt two boons on nearby enemies.
  • Anti-Rune of Nightmare (Rune of Larceny?): +175 Power or Precision, +15% Boon Duration, elite skills blind and steal boons from nearby enemies.
  • Rune of “Balance”: +36 All Stats, +20% boon duration and condition duration

Explanation: More diverse selection for similar reasons to those given for other suggestions above.

Amulet, Rune, and Sigil Requests

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Posted by: Allarius.5670

Allarius.5670

One mechanism of balance PvP devs possess is the availability and introduction of amulets, runes, and sigils. This tool can be more “readily” used due to the isolation of their availability in PvP without impacting other aspects of the game. As seen in various threads, many players desire increased build diversity and a more dynamic meta. Though this tool may not single handedly create a more enjoyable experience, cautious and considered use may help move us towards such a goal. To this end, please suggest new or reworked amulets, runes, and sigils you would like to see available.

For the sake of consistency it may be useful to keep amulet suggestions to 3 or 4 stats. Runes and sigils might be newly conceived or from elsewhere in the game.

To ensure the integrity of the discussion, please include a brief consideration of the pros and cons of your suggested additions or alterations.

Wider discussion centered around these aspects is certainly also welcome, including their impact on roles and professions.

Mesmer Balance Notes

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Allarius.5670

Though not called out in the patch notes anywhere I could find, Phantasmal Duelist is now a 0.5 sec cast time in addition to the attack.

Balance update challenge

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I was thinking a little more about this, and I know it has been suggested elsewhere in the past, but “what if” the elite slot was elite optional and allowed for utilities OR elites to be selected across the game for all professions? Just a fun thought.

Amulets rather than professions

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I totally understand where you are coming from how this could be a branching point for a lot of possible, additional tools to be used. Unfortunately, this is a problem I am having with the discussions going on all over. Until they clarify a vision of these possible, additional tools they may seek to implement, we are just talking in circles and it behooves us to look at what is right in front of us presently than what may or may not happen. Guessing at intention isn’t going to get anyone anywhere. They need to clarify intended vision and, if requesting feedback, allow that to be debated in its entirety rather than having the player population grasping at straws.

Personally, I have to disagree about the mender’s amulet example. I wouldn’t be able to predict who wins without knowing professions and builds. Some professions do not require mender’s or assistance from a mender’s support for adequate survival, others do. Some mender’s builds hit like a wet noodle, others do not. Factor in speed of rotation, ability to focus burst with others, etc.

Amulets rather than professions

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Allarius.5670

I think this misses the point. The poll was about whether or not to lock profession on queue. Yes would enable them to use profession specific mmr for the matchmaking. The poll was not about creating a balanced team composition or about profession stacking.

However, if we consider profession stacking, disabling profession stacking is likely not about eliminating stacking of the same profession in the same role as much about eliminating stacking of a singular profession’s mechanics that may not scale linearly when there are multiple. In your example consider Team A with the 5 druids. Regardless of the amulets used, if each Druid was running Ancient Seeds many players would be frustrated playing against the team regardless of whether they end up winning or losing. This may not be the best example in comparison to the often cited Dragon Hunter traps, but hopefully you understand the sentiment.

Profession Locking Poll - February 16th 2017

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I’m genuinely having difficulty understanding the niche or non-meta build arguments. You made it to that MMR on that niche/non-meta profession build and deserve to be there as much as the player that made it to that MMR on their meta profession build. You found a way to make it work regardless of what other players on your team are playing. People can be upset you are not running the meta build, but you made it to that MMR just like them. Balance between non-meta and meta builds is a separate issue.

Profession Locking Poll - February 16th 2017

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Allarius.5670

Class swapping will be locked regardless of which result wins. Its only a matter of whether its locked as soon as you accept the queue or when the final 10 sec CD before the game starts happens. Either way will still allow for class specific MMRs so I don’t know what you are going on about.

No, I don’t think it would. To use profession specific MMR would require using it to form the match, when you enter queue. The match created would use that profession specific MMR, but then would allow you to swap professions before the match started. It could swap to record the win/loss based on the profession you swapped to, but that would still undermine the formation of the match.

New ES Idea: BARD

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Posted by: Allarius.5670

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Minor Adept – Musical Genius: Shatters are replaced by ballads that consume illusions to channel effects over a short duration. Only one ballad may be channeled at a time; activating another ballad ends the first.

Major Adept – Inspired Hex: Ballad of Regret removes a condition from the minstrel when it damages foes and applies poison to foes when a condition is removed. Only one condition can be removed per pulse, but poison is applied on all enemies that are hit. Conditions Removed per Pulse: 1, Poison (1x, 5 sec)

Major Adept – Harmonic Discord: Discordant Melody continues to pulse for a short period after its channel ends. Long bow skills have reduced cooldowns. Recharge Reduced: 20%
1 – Discordant Melody: 1.25 sec cast. Pulse sonic energy in an area around your foe, damaging nearby enemies with each beat and making them vulnerable.
Damage (6x): 121 (0.3, 1.8 total)
Vulnerability (6x, 5 sec)
Number of Targets: 3
Pulses: 6
Radius: 240
Range: 1200

Major Adept – Sonic Fortification: Gain aegis when activating a ballad. Aegis (5 sec)

Minor Master – Maestro: You may use skills, dodge, and interact with the environment without interrupting your ballads.

Major Master – Inspired Enchantment: Boons you remove from foes are granted to you.

Major Master – Enchanter’s Tongue: Gain endurance whenever you gain a boon. Shouts have reduced cooldowns. Endurance per Boon: 3, Recharge Reduced: 20%

Major Master – Persistent Inspiration: Muses have increased health and spawn with protection. When a muse casts an enchantment it loses a condition. Protection (6 sec), Conditions Removed per Cast: 1

Minor Grandmaster – Melodic Inspiration: Activating a ballad summons a Muse of Heroism that enchants you with might.
Muse of Heroism -0.5 sec cast, 3 sec cool down. Might (3x, 10 sec), Range: 1200

Major Grandmaster – Lamentation: Your ballads drain endurance from enemies in their areas of effect and increase your outgoing damage with each hit. Endurance Drained per Pulse: 3, Lamentations (10 sec, 20x max): 1% increased damage

Major Grandmaster – Bardic Inspiration: Your ballads grant endurance to allies in their areas of effect and increase your boon duration with each hit. Endurance Granted per Pulse: 3, Inspiration (10 sec, 20x max): 1% increased boon duration

Major Grandmaster – Soothing Verses: Your ballads heal allies in their areas of effect and increase outgoing healing with each hit. Healing per Pulse: 200 (0.2), Soothing Verses (10 sec, 20x max): 1% increased outgoing healing

(edited by Allarius.5670)

New ES Idea: BARD

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The minstrel’s long bow operates similar to other mesmer weapons, granting access to two illusion generating skills (a clone and a phantasm) and a general focus on utility and control, but also aims for overall synergy with the minstrel tool set. Consistent with other longbows, most skills have 1200 range; Sonic Dissonance is the exception with a self centered aoe of 600 range. Persistent with the minstrel’s theme and associated elite weapon skin, the weapon is not used like a traditional bow but instead “played” like a string instrument.

1 – Discordant Melody: 1.25 sec cast. Pulse sonic energy in an area around your foe, damaging nearby enemies with each beat and making them vulnerable.
Damage (3x): 121 (0.3, 0.9 total)
Vulnerability (3x, 5 sec)
Number of Targets: 3
Pulses: 3
Radius: 240
Range: 1200

2 – Echo: 0.5 sec cast, 10 sec cool down. Damage and weaken your foe and nearby enemies with a blast of sound. Summon an illusion that casts Discordant Melody.
Damage: 282 (0.7)
Weakness (3 sec)
Number of Targets: 3
Radius: 240
Range: 1200

3 – Sound Barrier: 0.5 sec cast, 12 sec cool down. Release a projectile of sound that damages and chills enemies it passes through. Shatter the projectile to teleport to it.
Damage: 403 (1.0)
Chill (3 sec)
Radius: 120
Range: 1200
Unblockable

3 (Sequence) – Speed of Sound: Shatter your sound barrier to teleport to its location and gain superspeed.
Superspeed (3 sec)
Range: 1200

4 – Illusionary Scoundrel: 0.75 sec cast, 20 sec cool down. Summon a phantasm that shadowsteps to your foe, damaging them and removing boons.
Damage (3x): 3x 290 (0.288, 0.864 total)
Boons Removed: 3
Range: 1200

5 – Sonic Dissonance: 0.25 sec cast, 20 sec cool down. Unleash two sonic blasts in quick succession that ripple outward from your location. The first wave blinds and the second wave dazes enemies struck.
Damage (2x): 2x 73 (0.2, 0.6 total)
Blind (5 sec)
Daze (1 sec)
Range: 600


Each minstrel shout has two effects: (1) an effect reminiscent of other shout skills and (2) summoning a skill specific muse.

Heal – “Encore!”: Shout, 0.75 sec cast, 20 sec cool down. Heal yourself. Summon a Muse of Recovery that grants additional healing.
Healing: 4299 (0.6)
Muse of Recovery – 0.5 sec cast, 3 sec cool down. Healing: 640 (0.1), Range: 1200

Utility 1 – “Empathy!”: Shout, 30 sec cool down. Break stun and apply weakness to nearby foes. Summon a Muse of Sympathy that enchants you with regeneration and vigor.
Weakness (3 sec)
Radius: 600
Breaks Stun
Unblockable
Muse of Sympathy – 0.5 sec cast, 5 sec cool down. Regeneration (3 sec), Vigor (3 sec), Range: 1200

Utility 2 – “Backlash!”: Shout, 20 sec cool down. Damage and apply confusion to foes around you. Summon a Muse of Regret that enchants you with retaliation and fury.
Damage: 186 (0.7)
Confusion (3x, 5 sec)
Radius: 600
Muse of Regret – 0.5 sec cast, 5 sec cool down. Retaliation (3 sec), Fury (3 sec), Range: 1200

Utility 3 – “Disenchantment!”: Shout, 0.5 sec cast, 25 sec cool down. Damage and strip boons from foes around you. Summon a Muse of Purity that cures conditions on you.
Damage: 186 (0.7)
Boons Removed: 2
Radius: 600
Muse of Purity – 0.5 sec cast, 3 sec cool down. Conditions Removed: 1, Range: 1200

Utility 4 – “Enchantment!”: Shout, 0.5 sec cast, 30 sec cool down. Apply blind and slow to nearby foes. Summon a Muse of Magic that enchants you with Chaos Armor.
Blind (5 sec)
Slow (3 sec)
Radius: 600
Unblockable
Muse of Magic – 0.5 sec cast, 10 sec cool down. Chaos Armor (3 sec), Range: 1200

Elite – “Crescendo!”: Shout, 1 sec cast, 75 sec cool down. Daze foes around you. Summon a Muse of Virtue that enchants you with stability.
Daze (3 sec)
Radius: 600
Muse of Virtue – 0.5 sec cast, 10 sec cool down. Stability (1x, 10 sec), Range: 1200

New ES Idea: BARD

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Posted by: Allarius.5670

Allarius.5670

I am also obsessed with a musically themed elite specialization and am completely inspired by the ideas you’ve shared. I’d be down with the elite specialization having support and boon options, but I’d really love it if it had sufficient build diversity for damage, control, and utility options as well.

I was so inspired by your ideas in fact that I spent the afternoon fleshing them out into a rough sketch of how I would go about doing it. There is some fun stuff there I hope you like.

Elite Specialization: Minstrel (apparently Bard can have a more “warrior-ish” association than the more delicate, artistic type I was interested in)


Muses – Muses are an additional type of illusion summoned by the mesmer that follows (180 leash range) and casts beneficial effects on the mesmer called enchantments. Muses are self targeted and persist until shattered, destroyed, or the mesmer is killed. Muses possess the same priority as phantasms. Like phantasms, muses are more obviously illusions, but are distinguished from one another by differing armor sets.

Ballads – Ballads are the Minstrel’s profession mechanic and replace normal shatters. Ballads consume illusions when activated and increase in duration for each illusion consumed (Initial effect, pulse effect after 1 sec for “self shatter”, and again in 1 sec increments with a duration increase of 1 sec per illusion). Each ballad is a 1200 range channeled attack that requires line of sight, range, and facing. As with other channeled skills, the target of the ballad can be changed during channeling. Generally, ballads perform similar functions to their shatter counterparts but do so over time, trading burst for persistence. Traits that apply effects upon shatter activation continue to do so upon activation of ballads (Bountiful Disillusionment, Restorative Illusions, etc.); traits that apply effects for with each illusion shattered do so on each pulse (Maim the Disillusioned, Rending Shatter, etc.).

F1 – Ballad of Delusions: Shatter your illusions and apply damage to your foe and nearby enemies over time. Also applies damage to foes along its line of effect. The duration of the ballad is increased for each illusion shattered.

F2 – Ballad of Regret: Shatter your illusions and apply confusion to your foe and nearby enemies over time. Also applies confusion to foes along its line of effect. The duration of the ballad is increased for each illusion shattered.

F3 – Ballad of Disruption: Shatter your illusions and daze your foe over time. The duration of the ballad is increased for each illusion shattered. (Applies 1 sec of Daze to your target on activation and again each second while channeled. Master of fragmentation makes this aoe in the same nature as F1 and F2.)

F4 – Ballad of Resolve: Shatter your illusions and gain distortion for each one shattered. Apply protection to allies near your foe and to allies along the ballad’s line of effect for the duration. The duration of the ballad is increased for each illusion shattered.

(edited by Allarius.5670)

Balance update challenge

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Yes, the idea was to fundamentally restrict the way in which Portal is currently used, not to make it better at what it already does.

The skill suggestion aside, the primary commentary was as follows: (1) Portal is so strong it is mandatory, (2) taking Portal limits builds to two utility slots, (3) having a third utility option may be sufficient to open build diversity, (4) if build diversity is desired, Portal would need to be made not-mandatory.

I think Silverkey’s suggestion is simpler to implement and more elegant. I would still worry that the issue would be moved to elites now, making Portal push out other elite options. If Portal were to swap places with an elite, it would have to be done carefully lest that third utility slot still be made mandatory, now by the swapped elite.

Balance update challenge

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Allarius.5670

For what it is worth I agree that changes could be made to various skills and traits to increase build diversity, but I believe the primary culprit is the forced utility selection of portal because of its strength. So long as portal remains as is, Mesmers will be forced into its selection because no other skill can compete. This restricts alternate utility skill use, alternate synergies, and alternate playstyles.

With this in mind, the first change I would want to see to encourage build diversity would be to alter Portal. I have one idea that follows, but please do not think I am under any illusion that it is the best alternative, would actually be implemented, or may even be the best solution overall considering the current implementation of Portal has become such an ingrained part of GW2 Mesmer identity and I am not a professional developer.

Portal Entre: (60 sec cooldown) Create an entrance portal at your location that you and allies may later return to. (Creating a new portal entrance while you have an active portal destroys the active portal.)
>Range Threshold: 1200
>Duration: 60 seconds

Sequence Skill= Portal Exuent: Break stun, create an exit portal at your location, and immediately return to your portal entrance. You and allies may teleport between portal locations for the duration.
>Range Threshold: 1200
>Duration: 5 sec
>Breaks Stun

Alternate Sequence Skill (Changes at >1200 range)= Weaver’s Recall: Break stun and teleport towards your portal entrance, destroying it in the process and setting the skill on recharge.
>Range Threshold: >1200
>Travel Distance: 1200
>Breaks Stun

This would limit the focus of Portal to a personal and team recovery tool while maintaining localized mobility usage. Lowered cooldown to remove downtime when Portal Exuent or Weaver’s Recall is not used. Added a stun break to contribute to the new in-combat recovery focus of the skill. Removed action delay to allow for immediate relocation to be consistent with similar stun breaks and new skill focus. Added Weaver’s Recall for limited personal use outside of the localized range and to allow for consistent behavior with similar skills (Flesh Worm, Shadow Step).

I think this would retain the essence of Portal’s concept and use for support mobility, but on a considerably more limited scale that eliminates its use for map dominance. The skill would remain arguably strong, and may even stay best in slot, but its more limited scope would increase alternate utility skill use. Alternate utility skill use would allow for different synergies and increase potential build diversity.

(edited by Allarius.5670)

Arcanist/Arcane Archer (Elite Spec Concept)

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(Mid Range Power Pressure and Burst – Great power multipliers with incidental condition access for synergy and control)

  • Shortbow Auto: Arcane Shot – Fire an arrow of arcane energy at your foe. 20% projectile finisher.
  • Shortbow 2: Elemental Arrow – Fire an arrow at the ground that explodes on impact, dealing damage to foes and applying a condition. Ignite the ground in elemental energy to deal continuous damage over time. (Fire-Blind and Fire field, Water-Chill and Ice field, Air-Blind and Lightning field, Earth-Cripple and Magnetic field)
  • Shortbow 3: Arcane Quiver – Conjure a number of arcane bolts that can be unleashed at your foe.
  • Shortbow 3 sequence: Arcane Barrage – Unleash your arcane bolts, barraging your foe in a continuous stream. 20% projectile finisher.
  • Shortbow 4: Arcane Contingency – Fire an unblockable missile that pierces enemies. Activate Elemental Jaunt to teleport to the missile.
  • Shortbow 4 sequence: Elemental Jaunt – Teleport to the missile you unleashed, appearing in a blast of elemental energy and inflicting a condition on nearby enemies. Blast finisher. (Fire-Cripple, Water-Chill, Air-Blind, Earth-Immobolize)
  • Shortbow 5: Elemental Detonation – Fire a projectile at your foe that deals a high amount of damage. The damage is doubled if the your foe is inflicted with a condition based on your attunement. (Fire-Burn, Water-Chill, Air-Vulnerability, Earth-Bleed)

  • Heal: Well of Water – Heal yourself and create a well of Water magic that pulses Regeneration and Vigor to allies. (Water field)
  • Utility 1: Well of Cinders – Burn enemies and create a well that pulses Blind and Cripple on foes. (Fire field)
  • Utility 2: Well of Frost – Chill enemies and create a well that pulses Torment and Vulnerability on foes. (Ice field)
  • Utility 3: Well of Air – Daze enemies and create a well of swirling wind that blocks projectiles and grants Swiftness to allies. (Lightning field)
  • Utility 4: Well of Earth – Break stun and gain protection. Create a well that pulses Stability to allies. (Magnetic field)
  • Elite: Well of Arcane Energy – Gain Quickness and Fury. Creat a well that inflicts damage and applies conditions based on your attunement. Conditions applied change dynamically with active attunement swapping. (Fire-Burn, Water-Chill, Air-Blind, Earth-Immobolize) (Light field OR Dark field)

Arcanist Traits


  • Minor Adept: Arcane Armaments – Gain access to Arcanist weapon skills and Arcane Prodigy. When attuning to an element decrease the cooldown of Arcanist weapon skills (5 sec). (Arcane Prodigy – F5. Instant Cast, 30 sec cooldown. Break stun and gain Might (10 sec), Regeneration (5 sec), Swiftness (5 sec), and Protection (3 sec).)
  1. Well Attuned – When attuning to an element you decrease the remaining cooldown of wells.
  2. Chilling Invigoration – Ice fields you create heal you. Activating a combo finisher on an ice field activates a second combo as though it were a water field.
  3. Arcane Assault – Quickness increases your critical hit chance and endurance generation.

  • Minor Master: Arcane Attunement – Gain Superspeed (5 sec) and Quickness (5 sec) when you activate Arcane Prodigy.
  1. Arcane Echo – When you activate a combo finisher, it activates twice.
  2. Arcane Dampening – Damage and slow (5 sec) nearby foes when you activate Arcane Prodigy.
  3. Elemental Molting – When attuning to an element you decrease the remaining duration of conditions on you.

  • Minor Grandmaster: Elemental Lord – Activating a weapon skill decreases the remaining cooldown of attunements (0.25 s).
  1. Master of Magic/Enchantment – Might also increases your Precision and Healing Power.
  2. Frost Burn – Apply torment whenever you apply chill.
  3. Critical Mass – Whenever you perform a critical hit while wielding a Shortbow gain a charge. At enough charges gain quickness (3 sec) and a Minor Arcane Shield. (Minor Arcane Shield – Block an attack with an energy shield. After blocking an attack the shield explodes, granting endurance.)

(edited by Allarius.5670)

Arcanist/Arcane Archer (Elite Spec Concept)

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Arcanist Weapon Skills


(Near Melee Hybrid Bruiser – Good power multipliers and condition access)

  • Dagger Auto: Arcane Lash – Lash your foe with acrane energy. (Lightning Whip)
  • Dagger 2: Elemental Breath – Spray a cone of elemental energy at foes, inflicting conditions and creating a lingering field of elemental energy that deals continuous damage and continues to inflict conditions. (Fire-Burn and Fire field, Water-Torment and Ice field, Air-Vulnerability and Lightning field, Earth-Bleed and Magnetic field)
  • Dagger 3: Elemental Burst – Detonate a burst of elemental energy that inflicts conditions on nearby foes. Blast finisher. (Fire-Cripple, Water-Chill, Air-Blind, Earth-Immobilize)

(Evasive Defense and Mobility)

  • Dagger 4: Elemental Retreat – Quickly roll backward, creating a field of elemental energy that inflicts conditions on enemies. (Fire-Fire field that inflicts Burn, Water-Ice field that inflicts Chill, Air-Lightning field that inflicts Vulnerability, Earth-Magnetic field that inflicts Bleed)
  • Dagger 5: Arcane Speed – Gather arcane energy as you surge forward, evading attacks. Blast enemies with your gathered energy when you stop. If no enemies are struck, Arcane Surge can be activated for a short period of time.
  • Dagger 5 Sequence: Arcane Surge – Use your gathered energy to surge forward a second time, evading attacks.

(Mid Range Condition Pressure and Burst – Low power multipliers but good condition access, duration, and synergies)

  • Scepter Auto: Elemental Flares – Strike your foe twice with elemental energy, inflicting a condition with each hit. (Fire-Burn, Water-Torment, Air-Vulnerability, Earth-Bleed)
  • Scepter 2: Elemental Ring – Damage and apply a condition to foes with a ring of elemental energy. Apply a separate condition to foes that pass through it. (Fire-Cripple and a Fire field that burns, Water-Chill and an Ice Field that Torments, Air-Blind and a Lightning field that applies Vulnerability, Earth-Weakness and a Magnetic field that Bleeds)
  • Scepter 3: Arcane Ally – Unleash an unblockable arcane phoenix that attacks foes in a line before exploding and returning to you, curing a condition and granting vigor. Increase the duration of conditions on foes caught in the blast. Blast finisher.

(Defensive Utility)

  • Focus 4: Elemental Tide – Launch a wave of elemental energy that damages and applies a condition to foes while blocking projectiles. (Fire-Fire field that applies Cripple, Water-Icy field that applies Chill, Air-Lightning field that applies Blind, Earth-Magnetic field that applies Immobolize)
  • Focus 5: Arcane Abjuration – Channel arcane energies to block attacks that can be released to daze nearby foes.
  • Focus 5 Sequence: Arcane Detonation – Unleash a blast of arcane energy to daze nearby foes. Blast finisher.

(Long Range Control and Support – Focus on hard and soft control access and duration alongside boon application and duration)

  • Staff Auto: Arcane Innervation – Cast an arc of arcane energy, damaging foes and granting Fury to allies caught in the arc.
  • Staff 2: Elemental Font – Create a field of elemental energy that damages and applies conditions to foes while granting boons to allies. (Fire-Fire field that applies Blind and grants Might, Water-Ice field that applies Vulnerability and grants Vigor, Air-Lightning field that applies Weakness and grants Swiftness, Earth-Magnetic field that applies cripple and grants Retaliation)
  • Staff 3: Elemental Blast – Conjure elemental energy that detonates in a blast after a short delay, applying conditions to nearby enemies. Blast finisher. (Fire-Cripple, Water-Chill, Air-Blind, Earth-Immob)
  • Staff 4: Arcane Winds – Summon arcane winds to cure two conditions and grant superspeed to you and nearby allies.
  • Staff 5: Arcane Fissure – Conjure a fissure of arcane energies that pulls enemies toward it after a short delay. For a short period after the fissure has detonated, the ambient energy unleashed by the fissure can be sculpted into an Elemental Calamity.
  • Staff 5 sequence: Elemental Calamity – Sculpt the lingering energy released by your arcane fissure into an elemental blast, inflicting control effects based on your attunement. Blast finisher. (Fire-Knockback, Water-Stun, Air-Float, Earth-Knockdown)

Arcanist/Arcane Archer (Elite Spec Concept)

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  • All weapon skills are reworked as “Arcanist Weapon Skills”, and each weapon skill shares a cooldown across attunements (activating a skill in an attunement with an associated “Training” trait still lowers the cooldown). Naming terminology of Arcanist Weapon skills are consistent across weapons so as to denote specific meaning: “Arcane” skills are the same regardless of attunement, and “Elemental” skills are the same on a basic functionality level but produce fields, boons, conditions, and other effects thematic of that attunement.
  • All weapon skills have a 3/4 sec activation time and a 1/4 sec aftercast, maintaining a possible 1 sec per skill cadence, except in the case of a few channeled skills (Dagger 2: Elemental Breath and Focus 5: Arcane Abjuration) and an instant cast sequence skill (Focus 5.5: Arcane Detonation).
  • Traitline synergies allow for decreased cooldowns based on active play (skill use and attunement swap), simultaneously decreasing the cost of a “limited” number of skills and shared cooldowns so as to maintain the frequent skill use hallmark of the Elementalist while increasing the succeptibility and negative effect of hard control and lockdown, increasing skill requirements, etc.
  • All Arcanist weapon skills possess the same cooldown across weapon sets. Initial ballpark numbers to assist with explanation: Auto-No cooldown, Skill 2-10 sec cooldown, Skill 3-15 sec cooldown, Skill 4-30 sec cooldown, Skill 5-40 sec cooldown. This is to ensure no playstyle or associated weapon is inherently favored over the next by cooldowns or traitline synergies, but rather opens build diversity uniformly.

The Arcanist/Arcane Archer elite concept is offensive in nature and these themes are carried through to mechanical focus of the weapon skills. Some build diveristy outside of the defined focus of a specific weapon is still possible through additional traitline selection, utilities, etc. However, baseline versatility was purposefully limited so as to justify or counterpoint the necessary strength of weapon skills. This elite concept is not meant to allow for those alternative options that other builds or elite specs already provide (aura heal support for example).

Arcanist/Arcane Archer (Elite Spec Concept)

in Elementalist

Posted by: Allarius.5670

Allarius.5670

Please find below an elite spec concept and associated conceptual thinking for your perusal, consideration, and criticism. Some ideas were taken elsewhere as inspiration, others were more original, and all tried to build from Elementalist themes. Text has been parsed into spoiler bits to try and make them more accessible and contained.

New Field: Magnetic field – Projectile-Bleed, Whirl-Bleed, Blast-Aegis, Leap-Magnetic Aura


Created an elite spec concept that attempts to emphasize active play and defense by changing weapon skills and normal Elementalist mechanics. Each weapon has a specific theme and mechanical playstyle it is meant emphasize, decreasing versatility to justify improved offensive effectiveness. Elite Spec adds: new weapon skills, new defensive/utility cooldown, shortbow skills, and wells.

Conceptual Preamble


The GW2 Elementalist dances between attunements, activating a suite of separate weapon skills per attunement with individual cooldowns. Weapon skills for each attunement belong to a general theme and allow Elementalists to actively swap to different modes (Fire-damage, Water-support, Air-control, and Earth-defense) as the need arises. This comes with an opportunity cost of having limited access to those themes outside of the associated attunement and being unable to revert to the prior mode for a limited period of time.


In GW2 “Arcane” is in reference to both an Elementalist traitline and utility skill type. The traitline associates itself with general utilitarian enhancement of each attunement, particularly as it applies to their themes, and decreased cooldowns. The utility skills have instant or low cast times, deal critical damage, shield the user, and can be traited to apply thematic conditions and increase ferocity. Though not particularly clear thematically, “Arcane” energy appears to be raw magical energy before it is sculpted by elemental association OR magical energy simultaneously sculpted by all elemental associations. A number of keyword mechanics or concepts associated with the “Arcane”: critical hit and damage, speed of activation and cooldowns, thematic conditions and boons, enchantment, active defense.


At the core of the Arcanist/Arcane Archer design is the attempt to move away from the corner the game designers seemed to have worked themselves into: PvE Elementalist deals too much damage too easily against AI and/or their versatility is too easily accessible, and PvP Elementalists are forced into support bots due to low base stats, a reliance on healing and passive defense over active defense, and general overcosting of versatility.

Where the Elementalist provides the core design concept and the Tempest generally slows down play while increasing access to passive defenses regardless of current attunement, the Arcanist/Arcane Archer aims to emphasize the attunement swapping of the Elementalist and speed up its play and reactivity. Though versatility is an irremovable hallmark of the Elementalist, the design herein aims to decrease baseline versatility by hiding it behind skill combinations (increasing button presses, skill requirement, intelligent use, cooldown management, etc.) and focus on solid mechanical and role design choices by weapon.

Players in downstate slide away

in Bugs: Game, Forum, Website

Posted by: Allarius.5670

Allarius.5670

I, too, have seen this happen during stuns (specifically Static Field and Mantra of Distraction) and when a player is downed. However, I have been able to AOE cleave downed bodies at their original location even though I visually am watching them meander away.

The reasons condi is out of hand

in PvP

Posted by: Allarius.5670

Allarius.5670

First of all, I personally think this thread has inadvertently hit the nail on its head and simultaneously run its course by identifying a much larger concept: required investment. I propose a new thread be started with this concept in mind that clearly identifies the concept in the title and as the primary topic in the initial post, complete with spelling out a working definition to promote further discussion.

Second of all, I would like to rant a little about this topic and how I see it fitting into the overall scheme of sPvP, albeit a bit vaguely. Feel free to peruse, but I will otherwise save you the screen space.


The problems are systemic due to what appears to be a lack of crystal clear well defined design decisions, or a fear of making them. The concept of return for investment needs to be applied as a consistent, defining principle from the ground up, diversity be kitten ed. Damage (power and condition), amplification of damage (precision, ferocity, and condition duration), self defense, support, and control should all require severe, build defining investment in order to operate at a functional level. This forces clear, obvious strengths and weaknesses on builds.

I think the community has largely determined that most choices within the game are false choices due to inequality and/or inefficiency, and by consequence diversity is severely limited. Continuing to present these choices as actual choices unnecessarily raises the required entry knowledge of new players, mucks up what otherwise could be a streamlined, smooth, well functioning system, and insults customer intelligence.
The concepts introduced during the patch last summer that revamped all the traitlines to have more clear defining purposes within a profession was only partially successful and in reality the tip of a much larger iceburg. They needed to push the boundary further and force investment.

By making clear defined design decisions on role, purpose, and functionalty, and how all these items fit together, apparent diversity will appear forceably limited but may make way for easier achieved balance and, by extension, greater actual diversity in practice.

Opening up stat choices, as proposed in other threads, only complicates the problem and works against ease of balance and achievable diversity and presents additional false choice to the illinformed and uninvested. By preselecting acceptable trait combinations through a limited pool of amulets, ANET can better force investment and balance roles and functionality around that investment.

But, this requires acknowledgement that meta after meta has consistently resulted in clearly defined team roles, that false diversity is indeed a problem and how it appeals to individual players trying to achieve unique snow flake status at the cost of effectiveness, efficiency, diversity, and fun. I’ll be the first to admit I’d much rather uninstall the game and not play than be forced to play most meta builds, but that is most often because the gameplay mechanics I find enjoyable have consistently been found to be lacking in comparison to those mechanics that achieve success more easily. I’d much rather play the mechanics I enjoy in the role that design has forced them to be effective within, rather than not be able to play the mechanics at all or feel driven from the game.

New Elite Specialization Contest (Closed)

in Necromancer

Posted by: Allarius.5670

Allarius.5670

Death Knight

“Unliving, Undying, Eternal.”

Calling upon spirits to aid them in battle, Death Knights wield shields to protect themselves with razor shards of bones and unleash angry spectres upon any foe that would desecrate the graves of their fallen comrades. With the help of their ghostly allies and necromantic magic, Death Knights support allies while chanting sacred Mantras, reaffirming the vows that bind them to their sacred cause.


Death Knights gain Spirit Bond as their profession mechanic in addition to Death Shroud.

Spirit Bond (Instant Cast, 10 sec cooldown, requires 10% life force to activate, degenerates life force at 4% per second) – Call spirits to you, feeding them life force in exchange for reducing damage by 20% for nearby allies.
>>Sever Bond – Release the spirits bound to you and end Spirit Bond.


Death Knights gain access to the shield.

Spectral Wrath (1/2 sec Cast, 25 sec cooldown) – Release a swirling mass of spirits that damage and chill foes they touch.
>>Release – Release the spirits with a blast, corrupting a boon and gaining life force for each foe struck.

Bone Shield (1/2 sec Cast, 30 sec cooldown, 10 sec duration) – Gain a shield of bone that blocks three attacks. On the third attack the shield explodes applying cripple, bleed, and torment to nearby foes.


Death Knights gain access to mantras, sacred utterances that sequence into vows. While charging a mantra gain 600 toughness. Charging a mantra grants two charges of the associated vow.

HEAL:
Mantra of Hunger <Thirst, Hunger, Feast> (2 3/4 sec cast, 15 sec cooldown) – Meditate, charging a vow that will instantly heal you and allow you and allies to siphon health.
>>Vow of Hunger – Instantly heal yourself and grant Hunger to nearby allies. [Hunger (5 sec duration) – Siphon health from the next opponent you hit.]

UTILITY 1:
Mantra of Corruption <Bend, Twist, Corrupt> (2 3/4 sec cast, 25 sec cooldown) – Meditate, charging a vow that will corrupt boons and harvest life force.
>>Vow of Corruption – Corrupt a boon from your target and nearby enemies, gain life force (2%) for each boon corrupted.

UTILITY 2:
Mantra of Consumption <Wither, Writhe, Thrive> (2 3/4 sec cast, 20 sec cooldown) – Meditate, charging a vow that will consume conditions and grant energy to nearby allies.
>>Vow of Consumption – Consume two conditions and grant 15 energy to nearby allies for each condition consumed.

UTILITY 3:
Mantra of Darkness <Shadow, Darkness, Night> (2 3/4 sec cast, 25 sec cooldown) – Meditate, charging a vow that will break stun and blinds nearby opponents.
>>Vow of Darkness – Break stun and blind (5 sec) nearby opponents.

UTILITY 4:
Mantra of Pestilence <Disease, Famine, Plague> (2 3/4 sec cast, 1 sec cooldown) – Meditate, charging a vow that afflicts poison, bleed, and torment on your foe and nearby enemies.
>>Vow of Pestilence – Afflict your foe and nearby enemies with poison (2 stacks for 5 sec), bleed (2 stacks for 5 sec), and torment (2 stacks for 5 sec).

ELITE:
Mantra of Undeath <Unliving, Undying, Eternal> (2 3/4 sec cast, 60 sec cooldown) – Meditate, charging a vow that grants stability, quickness, and superspeed.
>>Vow of Undeath – Gain stability(3 stacks for 3 sec), quickness (3 sec), and superspeed (3 sec).


MINOR:
Spirit Vows – Gain access to Spirit Bond, shield, and mantras.

Protective Spirits – Spirit Bond applies protection to nearby allies when activated.

Lingering Spirits – Apply regeneration and vigor to nearby allies when Spirit Bond is severed.

ADEPT:
Spirit Hunger – Each time a mantra you charge is activated gain a stack of Hunger. [Hunger (5 sec duration) – Siphon health from the next opponent you hit.]

Corrupter’s Rejuvenation – Poison damage you deal heals you (50% of damage).

Plague Touch – Life blast becomes Plague Blast.

MASTER:
Blood Flows – Siphoning life grants a stacking increase to the effectiveness of regeneration you apply.

Death’s Decay – Shield skills inflict poison and have reduced cooldowns.

Soul Siphon – Applying vulnerability grants life force.

GRANDMASTER:
Blood Knight – Spirit Bond increases the healing of life siphons and shares incoming healing from life siphons with nearby allies.

Plague Knight – Spirit Bond grants nearby allies Contagion. (Pulses every second) [Contagion (5 sec duration) – Poison the next opponent you hit.]

Grave Knight – Spirit Bond’s damage reduction applies to condition damage as well and activating Spirit Bond casts Vow of Darkness.


The concept opens up more supportive options for the Necromancer while still allowing for more traditional roles to be played and allowing for greater build diversity. A primary goal was to provide a viable option away from Soul Reaping without necessarily removing potential synergy.

Blood Knight healing is offered up as a possibility while still maintaining the aggressive support nature of the Necromancer. Here healing is primary oriented towards heal over time coupled by momentary bursts of enhanced or rapid heal over time while maintaining damage reduction on allies.

More classic terrormancer builds may find use in the “poisonmancer”, or Plague Knight, attributes from the Death Knight, allowing for team fight aggression alongside the sustain needed under pressure assuming proper positioning and condition application.

The Grave Knight is meant to be a sort of “classic image” of what you might expect from a Death Knight while attempting to increase the viability of the underused axe mainhand weapon through trait synergy. Here is the potential for a power bruiser/burster.

Due to the nature of Spirit Bond, Death Knights not only bring great utility to a team fight but also solo as a minionmancer due to the inherent synergy of the mechanic and associated traits.

All of this is performed while still maintaining classic weaknesses of the Necromancer class, namely difficulty with focused cc and burst, so as to try and maintain the balance built around the class over time.

(edited by Allarius.5670)

I feel left behind as a player

in PvP

Posted by: Allarius.5670

Allarius.5670

Find an empty server and duel your friends. Use meta builds, builds you’ve encountered, and things you’ve thought up. This gives you a chance to learn skill animations with less clutter.

Practice combos and rotations. Watch other players to learn combinations and rotations. Practice these with what you found to be effective in your duels. Use target dummies, use duels, use PvE, just keep practicing.

Play with an aim to learn. Don’t worry about winning or losing, worry about learning. Pay attention to what works, what doesn’t work, and try to figure out who killed you, how they killed you, and what you might have been able to do to avoid it. You may not always get all this information in, but even one thing that you can recognize is helpful in the future. You don’t have to figure it out all at once, just piece by piece.

When you are dueling and playing, go in with a plan of approach in mind and put it to the test. This allows you to structure your learning.

Experiment. Try different professions, different meta builds, different builds you think up, different in-game tactics, etc. Then, just like with dueling and practicing, spend time thinking about what worked, what did not work, and why that was the case. Wide exposure doesn’t mean you have to multi-class, it just means you are aware of what other professions do, how they play, what to expect from them, skill animations, etc.

Recognize when you are panicking and try to calm yourself. Having a plan of approach in mind, and aiming to execute that plan to the best of your ability, should help with this.

Give yourself permission to fail. Every failure is an opportunity to get better. Don’t queue right away after a game, spend a few moments thinking about it and what you learned from it. Discuss it with your friends you’ve queued with. If you get too frustrated give yourself a break, walk away, and come back later when you are more calm, more collected, and ready to start learning again.

I have very little experience with GW1, and I never played its PvP. I’ve read a bit about it and watched a few videos. Maybe you can talk more about that so we have a better understanding of what it is you feel you are missing.

What If corruption where upkeep skills

in Necromancer

Posted by: Allarius.5670

Allarius.5670

I really like where this idea is going, converting Corruptions to be non-channeled, pulse oriented for positive and negative effects in a sort of upkeep fashion. What if you sped up the effects and built in some risk and reward via sequence skills that transferred the built up condition to really make a player’s heart race. Give the sequence skill a cast time for counter play.


Blood is Power
Cast time: Instantaneous
Cooldown: 30 sec
Duration: Continuous
Break stun. Apply Might (10 sec) to nearby allies and Bleed (10 sec) to yourself every second.
> Sequence Skill: Sanguinate
> Cast time: 1 second
> End Blood is Power and transfer Bleeding you suffer from to your target.

Corrupt Boon
Cast time: 0.5 seconds
Cooldown: 40 sec
Duration: 10 sec
Corrupt a boon on your target and apply Poison (6 sec) to yourself every second.
> Sequence Skill: Infect
> Cast time: 1 second
> End Corrupt Boon and transfer Poison you suffer from to your target.

Epidemic
Cast time: 1 second
Cooldown: 20 seconds
Duration: 5 sec
Spread a condition from your target to nearby enemies and apply 3xVulnerability (6 sec) to yourself every second.
> Sequence Skill: Fester
> Cast time: 1 second
> End Epidemic and copy Vulnerability you suffer from to your target and nearby enemies. Gain Life Force for each enemy inflicted.

Consume Conditions
Cast time: 1.25 seconds
Cooldown: 30 seconds
Duration: 10 seconds
Heal yourself. Consume a condition every second.
> Sequence Skill: Blasphemous Visions
> Cast time: 1 second
> End Consume Conditions and Blind nearby enemies.

Numbers could be tuned as needed. This would make Corruptions self contained, allowing other weapons and traits to enhance the skills without requiring a specific setup. In a similar vein allies healing you would not be a negative event, but instead be positive by allowing you to maintain these pulsing effects longer.

The cast time makes it a balancing act and drives home the risk/reward factor as you can be cc chained into condition bombing yourself, miss due to random dodges or blinds, etc.

Make Corruptor’s Fervor also apply on self inflicted conditions to help make it more viable for condition builds.

Does Nullfield need some love?

in Mesmer

Posted by: Allarius.5670

Allarius.5670

I don’t think this was suggested yet, but … what if Null Field (or all Glamours via Temporal Enchanter) applied a non-condition based debuff to enemies that was an inverse of Resistance? “Illusion of Weakness (3 sec): Boons currently on you are ineffective.”