Kinda waiting on the Forge to be revealed, since all balance suggestions are pointless with the arrival of HoT so soon.
That being said, I like many of the ideas in this thread.
For Roaming it’s awesome. I run a full sinister HgH setup, with double elixir S, elixir X & FT. Double-pistols are nice control & #4 hits like a truck
For zerging it’s less optimal, but still works just fine. Throw napalm into the zerg & back it up with blowtorch + firebomb. You’ll be amazed on how much dmg you suddenly tick.
In dungeons its very stressful to play it decently, but with enough effort put into it, the outcome can be amazing.
One thing needs to be said tho: for open world PvE-farming like Silverwastes or Drytop, you want to have power-focused builds, so rifle is your natural weapon of choice.
For general map-completion everything works, but when it comes to leveling up it can be costly to frequently have access to on-level condi-gear, so you’re better advised with rifle here as well.
+150 condition damage (sorry, the good aura’s are taken).
You know that our highest dps build currently works around sinister gear, fractals lvl 50-100 will 1up the toughness-values of mobs & raids will require more than just the zerker stack+burst meta?
condi dmg might be less optimal for the current dungeon content, but with HoT I’d recommend everyone to stack up on some delicious sinister gear, along with a set of clerics and/or settler,
Conditions are the Engineer’s biggest weakness. You probably won’t beat a decent Engineer using pure power, we have too many ways to mitigate / block / evade the damage. On the other hand we have really poor condi cleanse. It’s an uphill battle for me against even a bad burn guard for example, all he has to do is keep the burning on me which is not that difficult.
As far as Rangers go, learn how to kite, your damage at longer range is much more powerful than our damage at long range. Don’t melee an Engineer. Engineers, believe it or not, are close-ranged/mid-ranged characters. Yes most of our weapons are capable of long range, but they become considerably weaker the farther away you are. It’s why the easiest fights as an Engineer are against (Non-burn)Guardians, Warriors, and Thieves. They try to go toe to toe with us thinking that we are a long ranged class, which we are not. When you are up close, it is extremely easy for us to block your attacks, keep you blinded, keep you poisoned, without realizing it have you fighting us in multiple healing fields, chill fields, poison fields. The closer you are also, the easier it is for us to land our grenades, and grenades are really powerful. Theoretically, depending on the spec, being hit by 1 grenade toss can apply 8 stacks of burning, 3-9 stacks of bleeding, 3-6 stacks of vulnerability, and 3 stacks of poison. If it’s a power spec engineer on the other hand, the condis become negligible, but on the other hand you can expect each grenade toss to do anywhere from 2.5-5k damage.
If you are at range though, the grenades become easy to avoid, the only 1500 range weapon we have is mortar, and that is more useful for the fields than the upfront damage, also easy to avoid at 1500. Pistol won’t hit you at all, we may be able to get a rifle hipshot off, but your longbow is more powerful. We aren’t especially built to fight well at long range.
With the exception of the last segment he’s entirely right.
On a full zerker s/d build I can take on rangers quite easily dmg-wise. Their longbow hits hard, but we have the superior dmg mitigation & mobility, allowing us to negate the first rapid fire entirely & stunlock rangers until signet of stone runs out. Rampage as one can be countered easily by moa as well, leaving any ranger as easy prey.
-snip-
Thx for the detailed response.
I guess this topic can be closed now.
I’d like to gift a HoT-key to a friend by purchasing the key on the Gw2 website with a paysafe card & then mail the key to my friend. I myself can not see why this wouldn’t work, but in the Dev Tracker I’ve just read about a guy who got his account terminated after upgrading it with a HoT key that he got from his friend.
Naturally I’m worried now and would like to know if I get issues with purchasing & sending the key to someone else, or if the process would be safe.
Ty for your time.
Why excited for Gliding but not UnderWater?
in Guild Wars 2: Heart of Thorns
Posted by: Arantheal.7396
Because it’s horribly unbalanced, not fully implemented (some utilities are simply blocked out / missing gear options for aqua-breathers) & confusing since distances are almost impossible to guestimate, making it impossible to properly position yourself to all times IN A GAME WHICH COMBAT SYSTEM IS DESIGNED AROUND POSITIONING.
I mean, it would be kinda easy to make underwater combat viable:
- Introduce proper gear choices for aqua-breathers.
As far as I know they actually working on it, adding exotic & ascended aqua-breathers, available for fractal relics.
- Split our trait-interface in 2 parts, allowing us to trait for land & underwater combat separately.
The most important point on the list since some utilities are blocked off. You definitively need the ability to trait for your normal land-mode as much as your limited, and therefore different, underwater mode.
- Rebalance all underwater utilities / weaponskills / Downstate-skills
Some classes have a way too easy time in underwater combat, while others are completely useless. If they want their underwater portion of the game to shine, they need to revisit their balancing pretty intensively.
One thing can never be fixed, tho:
The missing depth perception. The only way to lessen the issue at least is to make sure that PvE encounters are never too punishing on the positioning part. And that will make any PvE encounter “too easy” by default.
It’s all about timing.
It can happen that you spam the combo so fast that the turret blows up before doing anything. Lag can cause that as well.
On the other hand you need to be fast enough to que the overcharge before the turret’s first AA. If you are too slow, it will fire just the usual regeneration stack & que the overcharge after that animation, obviously delaying the waterfield, which can result in it not going off at all, if you then continue the combo & blow the HT off before it can trigger the queued overcharge.
So yea, get the timing right.
… and check your ping. If you have a Ausie connection, you may as well use A.E.D. or elixir H.
Only the leets may speak here obviously huh
Still waiting for that 10g fee…
You should Pm Arantheal first before you post a subject on the forum and see if you get approval from him. Otherwise he the allmighty forum god will wrath upon you.
There seems to be an issue with your last post-request.
I can’t find any PM from you in my inbox.
Please fix that or send the usual 10g fine.
I agree. I’ve heard arguments that these maps are designed to eliminate zergfests, but you almost have to have one, just to get through a wall or gate.
How so? On Paper, you just need the Super Laser (disabled atm afaik) and well placed Siege Equipment to break through. Does not matter if 5 People operate the Siege and a Blob is watching or not. The Walls/Gates don’t melt faster just because a Blob stands nearby doing nothing.
This blobb is not just standing there & doing nothing, it’s able to unload a metric cat-ton of supply, to make the gates melt.
What formerly simply could be done by PvD, will now achieved by ram-spam. But in order to ram-spam (& set up offensive AC’s on the same time) you’ll need the supply-capacity of a blobb. So yea, if anything it encourages blobbing.
Also expect the price of rams / catas / trebs to increase
I agree. I’ve heard arguments that these maps are designed to eliminate zergfests, but you almost have to have one, just to get through a wall or gate.
Welp, I’m usually not that kind of person, but in this case:
Told ya’ll.
This is an idea we had during development and was cut during investigation due to technical and messaging problems in both of the ways it could be implemented.
- If it worked by consuming the upgrade immediately then you may have spent an upgrade that you not only never got to use, but may have never even started building.This would be a likely case as objectives are not always held long enough to get all the way through every tier.
- If it worked instead by not consuming the upgrade until the tier became available it ran into potential problems with coordination across multiple maps. Because your guild can hold one objective per map your guild could now easily be in a state of reserving more of an upgrade than your guild actually owns.
These issues could be resolved by changing how these upgrades are crafted & “used up”
My suggestion would be to not craft single “charges” of them in the guilds, but to unlock them for drastically increased costs once & then just paying a minor/medium resource fee to upkeep them. As long as you pay these resources regularly they stay available for the guild as often as they want, kinda like the current WvW guild-upgrades work.
Then you could go ahead & pre-select your upgrades when claiming a objective, because they’re available infinitely often as long as you have purchased their upkeep-time.
In case your purchased upkeep time runs out, applied upgrades to structures become inactive, but stay in place. As soon as someone pays the upkeep costs for these upgrades again in the guild-UI, they’re reactivated in all structures that are currently fitted with them instantly.
Optionally you also could allow guilds to swap inactive upgrades with active ones, in case they rather want to replace them, than to re-purchase upkeep time for a existing one.
I have no idea if such a big change to how upgrades are “crafted” is possible at this point in time, but I also don’t see any drawbacks to this alternative system, so it might be worth a try.
Edit: One drawback might be that you’ll sometimes need to visit your guild-hall to the most inopportune moments in case a purchased upkeep runs out while the structure you’re defending is besieged.
This one could be solved in 2 ways:
a) Allow guilds to access their War-Room UI from any point in the game. This would allow to pay for upkeeps from any point in the game.
Drawback: Lessens the importance to visit the guildhall often. (This seems like a very minor one in my eyes, but still…)
b) Unify upkeep costs for all types of upgrades & allow the new scribe profession to craft “upkeep tickets”. They costs as much as a upkeep period.
If consumed, they open a interface with all currently unlocked WvW-upgrades of the guild you’re representing for, where you can choose which upgrade receives a full period of upkeep time.
Alternatively they are not a consumable item, but a additional, stackable guild-resource , accessible via the guild UI to be activated from any point in the game, given that you have the guild-rights to do so.
Drawback 1: Potentially impossible to be implemented before the release-deadline of HoT. I guess that this being a drawback or not, really depends on how fast you guys work.
Drawback 2: The need to unify upkeep costs in order to make these tickets work properly will ridicule any attempt to increase the costs (for balancing or prestige reasons) of the more powerful upgrades for keeps.
All in all, I’d heavily prefer a) to be chosen as solution for the drawback of my initial suggestion.
…Why are my posts always so long oO
(edited by Arantheal.7396)
Naw, not the first one.
They come in from time to time, get told to rather improve their skills than to waste time complaining here, and then choose one of 2 paths:
a) They actually take their time to 1up their skills and are never be seen again here, or
b) They continue shedding tears, get ignored after a few replies and are never be seen again here.
Regardless what you choose, it can’t take long until someone shows mercy with you & gives you some tips on how to fight us. I’d do it, but I simply don’t have time right now.
So regardless if you are a) or b), enjoy your short stay. It might become educational.
Then you’ve failed your objective.
Have a nice day
Works for zergs in WvW, if you frontline with firearms.
As long as you take the crit-chance increasing traits from firearms, we can make every stat-combo work & sentinel is a particular tanky one. Combine it with bombs/nades/mortar (explosives + alchemy) for max utility or Flamethrower (inventions + alchemy) for the max tankieness.
And the reason you’ve opened a thread for this is?
offtopic:
Oh about that – so I’m not crazy – 1320 heal was the blast heal base right!? Oh my I thought I was going nuts … Somehow you have some hidden healing power since the 23th patch. You will always heal with about 1360, even if you have 0 healing power and no traits :< I tested it on many chars and the tooltip just isn’t what it actually is and I doubt any wvw bonuses add healing power :< Am I missing something? xD
yea, if you run inventions you’ll get 250 healing power as soon as you have regeneration…
& with the 2nd minor trait you’ll basically always get regeneration when using a healing skill.
Thx to Xyonon you now have a complete list of our blast-finishers.
As you know, combined with waterfields they heal for 1320 per blast.
But we also have access to most other fields in the game, so the options we have are knda complex.
Here is a complete list with all we have:
http://wiki.guildwars2.com/wiki/Table_of_engineer_combo_skills
And this is a compelling list of what finisher has which effect in which field:
http://wiki.guildwars2.com/wiki/Combo
You should learn both of them, since combining fields + finisher is the thing we’re the best at of all classes. I’d go as far as saying that this is our actual class-mechanic and the main-reason why engineers are so versatile.
Have you seen his channels’ title video?
To save your time, he’s speaking very openly & directly about what youtube clips have to contain to create a maximum of clicks, displaying a complete lack of respect towards his audience by picturing them as mindless click-machines, always after the next sensation.
So now he’s creating his own.
He’s not creating all this fuzz about his “awesome part II” because he thinks it changes something about how necro is perceived, he just tries to bait people into giving him attention & ultimately giving him more clicks so he can get into youtube-partnership one day.
This guy is intentionally trolling for economic reasons.
My suggestion: Don’t even click his “awesome part II” until he has posted the core of his point on the forums. And if you think it’s bullkitten, refuse to click as well.
At least that’s what I’ll do.
Have a nice day.
(edited by Arantheal.7396)
Has anyone really been far even as decided to use even go want to do look more like?
Please go back to /v/.
Cite me correctly, cause this kind of responses let you appear to learn a lot slower than you might think.
So, I gonna repeat to you – slowly – why your point is mute:
You compare the direct dps of 2 builds, one being a genereric zerk necro you came up with & the other being the warri meta p/s build.
But while 1 of these builds is fabricated to achieve the highest personal dps possible, while making little to none scrifices to utility, the 2nd build makes big sacrifices to personal dps in order to come with a maximum of group buffes.
You then – correctly – find out that your necro does higher dps than the meta warri build.
But then – and read carefully now – you jump to a false conclusion.
This false conclusion is that only the personal dps justifies a class being in the meta or not. You fail to realize that it is these huge sacrifices in personal dps, towards maximized group buff-capability make p/s warri a meta-build. He increases the overalls parties dps so heavily that he outshines the personal dps of your build by miles.
As soon as you grow familiar enough with the combat mechancs of gw2 to understand this, we can close this thread.
Until that I enjoy my popcorn & happily point out every single flaw in every single of your “rebutals” to the meta.
The reality is that you are not even remotely as smart as you try to appear in your videos. You are just delusioned & arrogant if you think you understand the game better than every single one of us combined, and your hurt feelings are what thrives you to these troll-threads, both today & a year ago…
Enjoy your day
-snip-
-snip-
-snip-
at least read the posts above, before posting…
your personal dps doesn’t really matter, when comparing your pure dps build to a supporter/dps build…
(edited by Arantheal.7396)
Vampiric aura puts 32 dmg on top of every hit someone does.
So if 100b hits for 40k in total, vampiric aura has contributed 320 dmg to that…
Meteor shower would receive a total dmg-addition of 704…
And all that for traiting into a line that overall greatly damages a necros personal dps output. GG
When it comes to the possibility that a boss-mechanic ever requires weakness-spam, you want to bring a engineer (poison dart) or elementalists with Glyph of Elemental Power. They’ll easily have you covered. The engineer then also automatically comes with group-condi clear/transmute, depending on his traits, so by buffing the party via incomming conditions, they indirectly put additional pressure on bosses as well..
And even condi-spread will be covered without necros, namely by their more powerful bigger brothers: malyx revenants. They will cover that quite decently in the up-coming raid content, given that condi-spreads ever become important.
I guess you can see the pattern:
Necro does nothing unique or special & the only direct buff he has (vampiric aura) is not only extremely under-performing, but further decreases the necros personal dps, ending up in actually reducing the parties overall dps more than buffing it.
I said it before & I say it again: Play whatever you want, this game is about fun.
But OP & his fellowship use shallow manipulation to sell a class as something it simply isn’t. Necros have no place in speedruns & most meta-zerglings don’t bother with them because they artifically increase the time it takes to grind gold via dungeons.
There are enough open LFG’s so all classes can complete their daily set of dungeons without any problems. The problems really only starts to arise if someone identifies too much with his class & can’t deal with the fact that it’s objectively under-performing, therefore jumps up & down in his flat & attempts to kitten of everyone who thinks unlike him via trolling.
I f.e. love my main, which is engineer, but while I honor any decent engineer out there for the awesome results our class can put out, it’s still not enough to make it into the meta. And we already have the currently single most powerful sustained dps build available. But instead of running around & scream at anybody who’d tell me engi is still sub-par, I rather contribute in the class’ subforum to ideas & concepts for improving the points it needs improvements on.
OP is not aware of the state of necromancer, hence he rightfully gets laughed at from the necros out there & effectively contributes zero to improving the class so it actually receives valuable improvements.
From my side, everything is said.
they said “one lucky class is getting hammer”
Only we & druid are not revealed
Druid gets staff.
END_OF_THE_LINE
If this gentlemen can get it, so can the rest of you…
I took a very big chunk out of this video, the initial size was 37 minutes… that chunk along more things will be in part 2… and now that i have your attention… ohhhh… part II…
It’s going to be beeeaaauuuutiful
Hey Nemesis,
It could be interesting to estimate the indirect dps by group support. Any chance, you could do some dps calculations for class X with and without the support from warrior? As a setup, I propose the same team with war and necro, and compare the kill times on 5+ runs or so? By considering kill time, the variable performances of the four others average out, which should yield better estimates on the indirect dps. Tbh, I think you made your point about direct dps already clear two years ago. I think that quantifying the indirect dps is necessary for an objective comparison. You intentionally made this a war vs necro thing to provoke people, you cheeky person :p Looking forward to your next vid! I’m planning to patreon you btw. There, I said it.
It’s the first time i try to speak in “the language of the internet” and the results unbelievable…
What you are asking is possible yet irrelevant, i can not say more without spoiling part II…
All i can say right now is that you are asking the wrong questions, i will answer the right questions in part II…It’s true… warrior is used as a buffer + DPS not as pure DPS, but… buffer for who though ?…
There is such a thing as too many buffs (because of the buff cap) otherwise all parties will have… idk… 5 warriors ?… SO… shouldn’t warriors be glad to see the necromancer, the high DPSer ?…
Why aren’t they ?… Because Icebow exploiting does 10x BURST-DPS then any other class… and it just so happens that most of the fights are over in that period, and the BURST-DPS doesn’t have time to fall short…
Now… should the monsters have 10x more HP ?… or should the Icebow be fixed ?… (which is already a confirmed change for HoT btw)Another delusional idea is that necromancer not only doesn’t bring any buffs to the party, but also has LOWER DPS, then a warrior who also brings support… that’s why necromancers get kicked… LOW DPS + NO SUPPORT
No my friends… i bring the damage + debuffing, you bring the support + damage = balance, as soon as Icebow is gone…
That is all i can say for now without spoiling part II… if you think part I was controversial… ohhhhh just you wait
.
Thank you for your support on the matter.
By your logic, deleting icebow from the game would make necro the natural 2nd choice, judging from personal dps.
And that’s exactly where you are wrong.
Engineer out-dmg necros on sinister builds.
Thiefs out-dmg necros
Elementalists out-dmg necros even without icebow.
Guardians do so as well as DPS warris.
Explain me, why would we run a class that gets out-dmg by so many & brings no unique group-buffs?
edit:
And if there is debuffing needed for a boss, you rather bring a mesmer with nullfield instead of thief, so you still have stealth-skips & gain additional reflects.
edit2:
I really have no idea how the upcoming raid-content will look like, but it’s hard to believe that it will change much for the necros situation, especially since reaper seems to be a pure personal dps-buff, not addressing the issue with the class at all. I guess it becomes interesting if a boss-mechanic ever requires chill-spam.
(edited by Arantheal.7396)
So all you do is to compare direct dps of a zerker necro & a P/S warri, only to then completely disregard the indirect dps of the p/s warro by buffing the group BUT pointing out the indirect dmg your necro does by stacking vulnerability?
Your vid is cringeworthy & you know it. Line-casting is already frowned upon, so we disregard that here.
Does your necro bring banners, you know, the stuff that enables a group to 100% crit in the first place?
Does your necro bring as high might-stacking for the group?
warris are not needed for their high dps in a group, actually there are higher dps builds than p/s out there for warri. We are needed to enable 100% crits & stack might mid-combat, while also buffing Power with 2 unique buffs for the group. On top of that we also stack a decent amount of vulnerability on our own already, usually capping out on 25 with a decent ele in the group.
Necros do not allow stealth-skips, so they won’t replace a thief (which also brings higher personal dps than warri & necro).
Necros do not enable the group to 100% crit all the time, so they wont replace a p/s warri.
Necros can’t reflect projectiles, hence they won’t replace the guardian in the group (which personal dps is way beyond necro)
And ofc Necros wont replace elementalists because even without icebow they have higher personal dps than necro, stack vulnerability just as easily & buff the group way better than necro.
We all know that necro is not the worst when it comes to direct dps, but what you constantly ignore is the fact that it’s also nowhere as impressive & comes with a almost complete lack of group-support. Additionally, the support (vulnerability-stacking) they potentially could bring is ALREADY covered without them.
Until you address the point of group support, I’ll sit back, enjoy my popcorn & lmao about your fake, self-deluded laughter. I mean, at least try to hide that you’re just trolling.
Nobody said there is no counterplay.
All that is said is that its potential dmg-output against dense groups is gamebreaking for WvW. Ofc, GvG’ers will just pack a wall of reflection, but ever seen a pug zerg being that organized?
Last time we had a easy pug-farm, people were screaming for turret nerfs. So yea, enjoy this skill while it lasts.
>Yes, I’m sure players are going to just stand there like that
Oh, you mean like when empowering, or blasting waterfields, or stacking atop of stairs?
>that having pure damage and no sustain will totally be game breaking.
Why do you think that taking rifle as secondary weapon with you, will lock you out from shouts/stances or mobility?
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As many said, lag.
I’m playing on the European Servers, from germany to be specific. Since routing goes cross-border & you can’t really control which providers’ networks your packages have to pass on the way, many tend to get short lag-spikes in Europe, resulting in disconnects & asynchronous Client/Server states.
And this is where flying projectiles change their path mid-air on your screen: when the Client receives correcting Server-information, forcing your client to draw & connect the actual projectile path.
jupp, there was feedback about it from A-net:
such is life of beta-accounts.
After the beta-weekend events are done & HoT is about to be released, all these characters & parallel accounts get purged. Playing the beta means to give up on all drops that might happen in exchange for a sneak-peak on the content that the expansion offers, while also allowing you to contribute constructive feedback that maybe leads to fundamental changes in the final content.
no
/15schars
I mean, I can totally understand why there are no reasonable gadgeteer traits possible, since gadgets in itself are badly designed utility-category.
Some are ground-targeting based, some require a selected target to work, some require no target at all, one acts as leap, others only cc & do no dmg & one even is a skill that clearly belongs to explosives. Some have casting-animations, others are insta-casts.
If you ask me, we’ll never see proper traits implemented for gadgets, because there is not much room to cover all of them at the same time beyond cd-reductions & boons on use.
The fix I imagine would be to decide on a fixed, common mechanic & continue from there to re-design all of them.
Since utility-goggles, rocketboots & slick-shoes have some decent synergy with each other, while also functioning roughly the same (insta-cast / require no target), I’d prefer personal battering ram & throw mine to be deleted and replaced with 2 new utility-skills.
- Personal shield device:
Creates a mobile, projectile-absorbing bubble for 4 seconds. Knockbacks up to 5 enemies upon creation, but can be entered freely afterwards. Pulses 2sec Protection every second inside it. 240 range around the player. Insta-cast. 30sec cd.
TB: Energy shock
Creates a local shock-wave that damages & dazes 5 targets for 1sec. 240 range around the player. Insta-cast. 15sec cd
- Automated mine dispenser:
Releases 1 mine under the player per second for the next 5 seconds. They behave like the mines from bunker down, but additionally daze for 1 sec & rip boons from up to 5 targets. Insta-cast. 20sec cd
TB: Minefield
Stays as is.
Since all skills now are insta-casts & cause a effect with a duration, traits not only can include cd-reduction & effects on activation (condi-clears, boons, a.s.o.), but actually manipulate the duration of the triggered effects. In case of rocket boots they’d simply give them increased jump-range.
Just by following a rudimentary basic concept, manipulation of said concept via traits becomes very easy. Please A-net, if you can’t figure out what to do with the current gadgets, rework those who don’t fit into the picture of this utility-type & start redesigning the gadgeteer trait from that foundation on.
we were praying for improvements the past 3 years.
A-nets answer: make it worse.
After they’ve not just not implemented a proper gadgeteer trait, but took away the 20% cd reduction one as well, Most of us can’t be asked to bother anymore.
For some reason A-net either doesn’t like gadgets or simply has no clue what to do with them (& for some reason ignores all the good ideas this subforum usually spawns), so they made them even less viable as before.
So the answer is yes: I, and most of the others simply have given up on that topic. And if Forge doesn’t turn out to be amazing, I’ll probably give up on engineer all together.
Currently there are 2 utility-types that are viable: Kits & elixirs. And while they in itself are fun to play, the lack of build-variety kills the fun in the class for me.
Daredevil looks like fun & so does Revenant…
Welp, if it is indeed a technical limitation that prevents A-net from preventing infinite MDF-feedback between 2 engis, then the trait should get redesigned all together.
the new trait should spread 33% of all heals the engineer applies on himself to up to 5 allies so all heals which are flagged with the same player as source. Including – but not exclusively – regeneration, backpack regenerator, super-elixir ticks & similar stuff.
& then this trait should get merged with backpack-regenerator in Alchemy. Why? Because backpack regenerator is one of the few traits who did not get any improvement from the specializations-patch & would fit perfectly with MDF’s suggested new mechanic.
The now empty spot in Inventions should EITHER become ye olde Elixir Infused bombs, but updated to proc on mines / mortar / takedown round / rocket as well. I’d even go so far that it works also with nades, but only applies 1/3rd of the normal heal per nade, OR become a trait that gives us more utility. F.E. ye olde cloaking device that now gives us stealth when we use a healing skill (medkit F1), or a trait that transmutes the next incoming cc into 5 stacks of stability for 5 sec with 15sec ICD.
Maybe even a trait that gives us a unique, pulsing buff that would increase our/allies toughness & vitality by 50 per pulse. It would stack up to 5 times & make us even more valuable as supporter.
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Angry Joe:
A wannabe game-journalist who’s known for emotional fits, spanning over several videos, reviews consisting of overhyping or overexaggerating single features/bugs & usually doing nothing but screaming at his camera to deliver some kind of point.
Does he get my clicks? Sure, since he’s comedy gold, especially since he regularly starts his “Angry-Army” guilds & communities for various games, inviting his followers to join him in these games, only to run off soon after & leave a headless community, doomed to get laughed at whenever they stick up their head in mapchat or game-forums, or die off eventually.
The best part is where he pretends that him giving up a reasonable job for “doing this” is some kind of achievement he has to be honored over, while struggling to keep above the economic surface with t-shirt & other merchandise sells.
I like how many fanboys he has, even tho he kittened them over again & again.
I mean, even the industry regards him as complete failure & joke, resulting in him usually never getting a interview or getting screwed over with very little questions allowed. I guess A-net were the nicest in treating him for a long time with the last HoT interview they allowed him in.
So yea, I know him. I actually like his comedic performance from time to time, but more-so I like how hard he usually fails.
Yes, and in GW1 the most prestigious armor was gated behind grinding on a scale that would not believe, because that was what there was to do in the game other then pvp.
GW1 also had you creating different party comps of support, healers, and damage dealers to meet the challenging content.
The core of guild wars pve has always been that instead of increasing the level cap to 90 and adding new level 90 gear to grind for, they add horizontal progression by increasing the number of skills available to classes and new challenges that require you to use and combine these skills in new ways.
Any steps GW2 takes towards GW1 is for the better, because GW1 is a better game in every way.
Except its way of story-telling / class-design / combat-mechanics / character progression are so fundamentally different that you can’t even compare them anymore.
Please make sure to mark your personal opinion as such, else people might think you try to sell us apples as bananas.
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It’s a cross it comes in every shape and size . Why would you say it’s a clover cuz it’s not . Also if this game has fictional gods what does they have to do with the crossfcation?? Why are there crosses on this outfit , they could’ve added a million other costumes that would’ve been much better and doesn’t prompt anything ?
Stop posting & read up on the thread.
These are not christian crosses, these are gothic archer flowers.
These flowers were common “decoration” of fortress walls, so archers had a rather wide FoV while still being protected by walls. Before that a similar looking rune got used to depict the 4 seasons by germanic tribes. During the Renaissance this motive got picked up for decoration purposes as well, as reference to the old & famous castles / fortresses.
And beyond that, even if they were including christian crosses, jewish stars, far-east symbolism or any other religious symbols, the only offending thing about it were your intolerance.
Religion is part of our history & played many important roles in events that lead to the society you’re currently living in. Not all of them were positive, but with your not only negative, but hostile position towards it, you’re part of the problem rather than the solution. There is no mayor religion out there that does not tolerate atheism & that includes Islam. It is fanatics, such as yourself, that wage wars & cause intolerance on both sides. In fact, your ignorance, born out of a lack of education is offending me.
Rune of the adventurer!!!!! Gives endurance on heals. So every withdraw gives you a dodge.
Well, the rune states 50% endurance, so it should be a dodge and a half, ie 75 endurance
Then take Vigorous Recovery for Vigor as well.
the runes where designed to a time where no class was even planned to have more than 100 endurance. You can be pretty sure that they’ve just put in a number (50 endurance flat), instead of a function to calculate your max endurance before applying a 50% bonus to this value.
I guess we’ll see more such surprises when it comes to elite-spec vs. food vs. runes vs. sigils interactions in the future.
I can understand that A-net is currently just experimenting with the concept of raids in HoT, but is there any point on the development roadmap that brings us 20-man raids & bigger sizes?
Also, how often will new raids be introduced?
So far we know about 3 wings in a single raid, gradually available after HoT launches.
Will we only get new ones with new expansions? Are some Living world updates planned to open new raids / not announced raid wings?
Also, since fractals are planned to be the 5-man endgame content, will there be new maps introduced for it over time? How will they fit into the currently planned static fractal level System? Will we be able to choose alternative maps for a specific level / instability(s) in the future?
What will happen to dungeons, given that the focus is set on Fractals? Will they ever receive a rework to interact better with the new combat mechanics(breakbars / taunt/resistance)? Will we also get new Dungeons with HoT or future expansions? Or will the concept of dungeons be given up for future expansions / updates?
I know it’s a lot of questions, but if there is any internally known information about these, it would be really nice if a staff-member could take the time to cover as much of these questions as he/she’s allowed/able to answer.
Ty.
Karma exchange system use demand and supply
in Guild Wars 2: Heart of Thorns
Posted by: Arantheal.7396
what the F is a faction currency & why would I want to buy it with karma?
More importantly, why do I need an artificial inflation for a artificial currency, not linked in any way to real money & economy.
Welp, seems like this is the new hobosack thread.
inb4 1824 posts & 144198 views
DOWN WITH THE TOILET SEATS
(edited by Arantheal.7396)
the traits’ healing output would be fine, if they remove the internal cd & allow it to proc of backpack regenerator / regeneration / similar passive healing.
Yes, It potentially will cause issues with multiple engis, using that trait, but this could be fixed by simply not allowing medical dispersion field to spread incoming healing from other medical dispersion fields.
A-net, please fix it. I’d love to run a decent group-supporter, but I can’t. The group-healing output from this trait is next to null, even if I manage to proc it off elixir H as often as possible…
- The damage on the explosion will probably be toned down.
this is why I started the thread, to make A-net & the playerbase aware of the issue. But rather than toning down the dmg, I’d prefer it to either loose its piercing (impossible to trait for it) or impact-AoE component
- The skill was used on stationary golems, we have no idea how it’ll work on a moving group.
with such high projectile velocity & range, not any different
- The skill is a projectile and can be reflected.
true, so your warris now can kill your own group if they don’t position themselves properly & are unlucky. 1 reason more why you wouldn’t like people with the current iteration of this skill running around.
- The skill is highly telegraphed.
It is telegraphed like most other skills, so completely invisible in zerg vs zerg scenarios, especially since the cast time already got reduced previously
- The skills needs Adrenaline to be used, this means you have to get into combat, get full adren to go Berserk, then take aim.
Hit once → “to the limit” → switch to Berserker (insta-cast) / rifle F1
less than 3 seconds from combat-begin to landing this shot & from then on you can cast it freely(Burst Mastery) every 4sec, so 3 times in total before berserker runs out after 15sec. That are potentially 90k-120k dmg in 15sec, on top of everything else you might use during that time. This is way beyond any meteor shower & much more frequently available.
It’s nice that most of you want the stack meta to be gone, but please keep in mind that the changes to the Wvw maps will encourage blobbing even more, since defenders already received really powerful buffs. So your opinion on how people should like to play is rather unimportant.
In a likely future, where havoc groups will be seen less & less, it is not a smart move to implement a skill like this. Sure, running this build sounds fun & I’m up for all kinds of zerg-busting shenanigans, but since you’re required to blob up eventually anyways, you’ll see the issues with this skill as soon as you sit on the receiving end.
Remember when Engi nades were buged & pierced all targets? The few weeks where engis could 1-shot zergs?
This is an even worse, intentional revival of exactly this bug.
I’m not speaking about warris rifle F1, I’m speaking about Berserkers rifle F1.
-It only requires 10 adrenalin, which is achievable permanently by traiting for burst mastery, which will always refill your adrenalin to 10 (which is “full” when in berserker mode)
- It does not only hit a single target, it has a 180 impact aoe-radius, proccing every time it pierces a target. Projectiles can not pierce more than 5 times (thank god), so this is 5 times the displayed dmg (which was already 6-8k on a single golem, seen in the stream)
- It has a 1.5k range
- It has a aoe-interrupt, so it does not only do 5 times the displayed dmg, it ripps 5 times the stability
- It has doubled projectile velocity (+100%)
And the worst of all: it’s on a 4sec cd.
Please elaborate how necro does more dmg to 5 targets. Yes, necro is strong, but nowhere near the destructive potential of this skill, if fired into a zerg.
I’m not questioning the skill itself, I’m questioning if it is wise to let a high dmg skill have all 3 of the following traits on the same time:
piercing, aoe-hitting & aoe-cc’ing
Something really went out of proportion when designing this skill.
Coated bullets, a trait on engineer got removed with the reasoning that I’d do too much dmg into groups.
Pistol #1 has a similar mechanic to the berserker rifle F1, in that it spawns secondary aoe-dmg upon impact & with the trait “coated bullets”, it could pierce up to 5 targets. However, even in zerker gear, it was never exceeding numbers of 900-1000. On five targets, that would have been 4.5k – 5k AA dmg.
Now berserker receives the option to pump out 30k-40k into WvW groups, on a burst skill that is on a very low cd.
How does this make sense & more importantly, why is it not considered OP in itself?
