The new XP for kills as it is now was a very bad implementation.
Now people focus mainly on one thing: Try to tag as many ppl as possible. Thats what everyone does. Never have I seen that everyone wants to sit on arrow carts. Now everyone is fighting to sit on siege weapons because they hit so many/all targets at the same time which rewards with insane amounts of WXP.
Also people don’t use the skills which benefit the fight the most but they just use the skills which tag most opponents.
So we have a huge imbalance because of this. They wanted to make “single target” classes more interesting. This new change did the exact opposite. Guards run around in zergs with staff because it hits most targets, I as a ranger have to try to hit as many targets as possible by using all AoE I have and switching targets as often as possible.
You can see how ridiculous that is? People don’t try to finish others but only hit everyone once or twice to get the highest possible reward. Stomping is fail now. The time it takes to stomp you could have gotten WXP by hitting/tagging other players.
So the WXP as we have it now encourages bad play. Team work is not useful at all – wasting time using support skills will not reward you at all. The only thing that rewards you is tagging as many targets as possible.
Some classes are better at tagging than others so we have another imbalance. Even commanders who never used arrowcarts (before they said: upleveld chars shall use siege weapons because they are weaker at fighting but on a siege weapon that doesn’t make a difference) – now even commanders try to sit on the arrow carts or trebs to get WXP.
Team play has become alot worse – everyone tries to get the most reward.
The solutions comes with the idea behind WvW that great teamwork and tactic is rewared:
Option 1 ) Don’t give any XP for kills because that way support classes and single target classes are not left behind and people will actually care for the success of their actions and therefore the success of their server instead of just fighting for loot and WXP.
Option 2) If you don’t want to do that lower the XP massively. The idea from someone in this topic is great: Lets say a player offers up to 100 XP. If 20 people tag him everyone gets 5 XP. If only one player kills him he gets 100 XP.
That way smaller groups are rewarded while big zergs are still useful but they won’t exist just to farm WXP. You can make a special formula there.
On top of that you have to change the behaviour of siege weapons: You should get alot less WXP while using siege weapons which hit up to 50? targets at the same time. Also you should get less loot bags while using siege. You could just do one great thing – limit the amount of loot bags and WXP from kills you can earn per minute or hour. That way everyone could get about the same amount of loot and people could care more about actually playing the game instead of playing the most effective way to get lots of loot/WXP. In my opinion it is just ridiculous how many badges you get with siege weapons compared to actually fighting on your own.
These ideas will benefit great team play. People will be able to play the way they want by either dealing heavy AoE damage, picking out special targets with Single Target skills or supporting with heals / walls and other useful skills.
This is how it should be.
The other thing is rewarding boring but important tasks like defending the dolly or scouting. But that is another story.
It just happened again during a fight – this time it happened on the jaguar. He spawned dead after F4
Sometimes when I switch the pet with F4 during combat it will be be switched dead.
I don’t see a reason for this.
Example: Pet 1 is at 30% life I switch to Pet 2 and it is switched dead. Pet 2 wasn’t dead before I switched to Pet 1.
So: Pet 2 alive —> Switch to Pet 1 --> Switch back to Pet 2 (Pet 1 is still alive) —> Pet 2 is dead before it even gets hit.
This happened to me 3 times now. I was using river drake and snow leopard and both times the snow leo was dead.
This bug is very annoying really because switching a pet and having a dead pet is horrible for a ranger.
I am pretty sure that it was 3 bleed stacks for 4 seconds before because I checked it just a few hours before the patch came.
But thats almost the same result as 4 bleed stacks for 3 sec except if conditions are cleared.
-65% condition duration and you can just walk out of it if the ranger using entangle doesn’t have lots of + condution duration.
Happened to me alot of times while I was running around with -65% condition duration. Entangle simply didnt work against me. It kept me like 0.3 sek and then I walked out. After 1 sec I think it would again try to entangle me if I was close to the roots but that wouldn’t keep me in them.
Bad design in my opinion. It should rather immob for 3-4 sec and not reapply. That way condition duration modifiers would not make it completely useless.
I just watched the video and here are the points which they mentioned for the ranger:
- Pets should get agony resistance (Ranger pets, necro pets, ele pets, mesmer pets)
- For the greatsword they brought down the recharges for a couple of skills (thats what he said) and they (again?) increased maul damage and condition duration.
They also mentioned something about longbow rangers had not enough defensive stuff but I didn’t really get what they wanted to tell us about it and there was nothing specific to that.
Finally the agony resistance, that was absolutely awful for us rangers. I love this change. If they really lower the CD’s of some greatsword skills and again up the damage of maul thats also a great step in the right direction. What is sad is that they didn’t mention any increase to autoattack damage.
So not much for the ranger but a step in the right direction for sure and finally agony resistance for our pets, YES!!^^
(edited by Arpheus.6918)
From what I understood they wanted to change the banners to have +170 to attributes instead of 90, not 95 instead of 90. That change would be hilarious^^
In case you want to make the pet dodge. Instead of a dodge animation you could make the pet crouch down/duck for a short moment to escape the attack. That would not look hilarious like a pet dodging away.
The banner healer support as warrior is nice. At least it helps many players with a powerful regeneration. Most don’t have healing power which means that if they have regen it ticks at 130-150 per sec which is very weak compared to the almost 400.
I’m playing ranger as main and was trying to get the max healing possible. I know there is regen boon, blast finisher from drakes, runes of water gives healing and the leaps heal yourself but not the party. Then there is the elite spirit which dies fast^^
While I can maintain tons of healing on myself the group heal is kinda 300+ regeneration, 1320 or 1390 x2 from blast finisher from 2 drakes and 2x 13xx from the runes. I never really use the nature spirit but it would add 320 per sec. All this during one healing spring which has 30 sec cd.
I have never found any way to heal group members for 1k per second. For myself I have the additional signet which grants me a special regen and the pet even 3 times the regen and then the pet natural regen which also grants me regen all 2 seconds.
Thats it basically what I found out so far. Is there anything I am missing? Also how can you reach 2100 heal rating?
I tried to use all exotic gear that I have + 300 healing from traits + 165 from runes and it grants me around 1470. Add the 250 from the sigill and thats 1720.
The food will probably add 150 (not sure about that didn’t test it) which would mean 1870. Your banner adds 90 thats 1960 or something like that.
The food might add more on warriors or my calculations from the food might be wrong. Am I missing something?
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@Ethics.4519
I guess it depends on implementation. If the outmanned buffs gives useful buffs like +5% HP or something like that it could be shown.
I think being outmanned should give you some help with buffs. Being outmanned doesn’t mean your server is bad in general. It can also mean that during night times another server is lucky to have a strong “night crew” while others don’t.
In such situations a helpful buff would be great to at least help defenders keep their main fort during nights. But even a +5% HP buff won’t really help. +% HP on walls/doors/siege while being outmanned would be useful. That buff could stack the more outmanned you are. Like half people offers +50% HP on walls/doors/siege. 20% less people offers +20% HP.
That would probably not change how the fights end but it would take longer and help defenders to keep at least some towers/forts.
This is just an example what I mean with helpful buffs. They can be anything – they should just be useful.
On the other side if the outmanned buff its completely useless for fights as it is now don’t show it to the other teams.
I’m wondering that almost everyone here dislikes the pets as source of damage. I actually like that the pet does good damage but in PvP where enemies are not stupid and stand still what is needed is that the pet hits moving targets really reliable.
If we get that fix I will enjoy having a pet which can do stuff while I do other stuff. The pet feels like a good partner/servant as it is now. Even in PvP overall it is not really bad except that it has such a hard time hitting kiting people. My bow in up to 900 range won’t miss except if they dodge or use other defensive abilities like block. My pet on the other side can be kited so that it can deliver its damage only like 1/4th of the time.
I think there is a solution to these problems. Fix pets really hitting targets while moving and not stopping for a second while doint that or at least increase their speed so they can catch up faster.
The 2nd issue, the Ranged pets: Increase the range to around 1200 and make them attack down from walls. They will finally not only stand on the wall doing nothing. From the balance point of view its also ok because they cannot stand there forever because of AoE on walls.
Then increase their projectile speed by 50% so that you can only avoid their shots by dodging and not by simply walking sideways and the ranger would finally be able to deliver his full damage potential.
On top of that give us at least one ranged DPS pet with like no utility but serios ranged damage.
That way the pet wouldn’t feek so useless for many of us in PvP but we would enjoy it.
I also think that people wouldn’t ask to change our pets to deal only 20% of our dmg any more if the pet was reliable.
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As it is now the outmanned buff is abused by enemies (we do it too) to know that the enemy is weak and that it is time to attack him.
The outmanned buff should help the outmanned server. It should give useful attributes like vitality or armor and on top of that only be visible to the server itself. Other servers shouldn’t see that your server has this buff, otherwise it is an intitation to attack you.
I can confirm that often F2 abilities go on cooldown without doing what they should.
For the wolf fear there is a bug which was explained to me that way:
The first thing the wolf wants to do when you pet swap is the knockback. If you immediately click the fear after swap somehow it gets messed up because the wolf wanted to do his knockdown and the F2 will not work. I even saw the animation from the fear some times but it simply won’t affect anyone.
The fear would be really helpful when you are downed. Switch pet -> F2 fear to get some time. But from my tests it won’t work reliable.
The lick wounds is horrible. It doesn’t work many times. It seems to happen when the ground is not 100% flat which is a real problem.
I found a few more issues with pets:
- Sigils on pets are activated only all 10 sec. If you switch pet just after the sigils effects were given to the pet the new pet won’t have any sigils active for the next 9-10 sec. Thats horrible!
Solution: Either activate the effect every second or what would be better: Just put the sigil effects on a new pet upon switch
- The projectice speed of ranged pets really needs to be enhaned since they seem to miss alot when targets move. In dungeons thats no problem usually since targets don’t move so much but in WvW its pretty important.
- Masters Bond is a great feat but it doesn’t allow us to swap pets if we want to benefit from its effect. Change it so that masters bond effect is kept on pet swap but not on death – that way skillful using the pets + swapping reward us
Another idea:
How about drakes turning into the direction of the target while channeling. Like you can’t avoid a bow or rifle shot by simply walking a few steps aside it shouldn’t be that easy to avoid the drake F2 attack. You can still dodge the attack or get some range / run fast so that it misses even while firing.
If you plan to make the drake F2 pretty much instant this won’t be needed but if it stays as it is this would be an important change.
You can limit it’s turning speed of course so that it won’t turn 180° in 0.1 seconds^^
F2 reliability in general could be looked at. When you press F2 it should immediately do the F2. At the moment sometimes it takes a few seconds really. On birds it sometimes even cancels and goes on cooldown if you press too often because it simply won’t do the attack.
In general I have to say I like the idea of pets. They give awesome possibilities at the cost of some work to control the pets but thats worth it.
So don’t delete the pets as some players would like it to happen. I know you won’t anyways^^ it was the idea behind the class.
(edited by Arpheus.6918)
I haven’t read the full topic so there might be some suggestions that were already made but here are my wishes for the pets:
1) Pet Speed
While pets are incredibly fast when they come back to you they are not really fast when running to a target / chasing it.
I know this is a balancing issue and I guess that was the reason why you made pets slow in chasing. But as we know the pet is a part of our damage and without the pet damage the ranger is handicapped.
Now if we chase someone for example our pet will reach the enemy hardly ever if the enemy uses any charges/rushes/escape skills. And if once the pet hits a target it stands still for about a second and it will take alot of time for the pet to again reach the target to do the next attack.
This issue also seems to make kiting the pet in circles possible. You may want to work around that problem by letting the pet hit while continuing to move so that it doesn’t have to stand still for that moment which makes it miss when circle kited.
That way also chasing would work.
The other option would be to give the pets 10% more passive movement speed. In the end pets are animals and animals are very fast!
To prevent endless chasing and to enable escapes from the ranger make the pet only run faster up to 1200 range away from the ranger which is also a rangers usual attack range (1200 SB, 1500 LB if specced). After that range the pet loses motivation to run so fast because its owner is too far away and it will run at the same speed as now.
I think this would fit well to the idea behind the ranger class that the pet is 30-60% of the ranger damage and it would not be overpowered because it is basically the same as if for example the shortbow did the additional damage the pet does now.
Actually the shorbow would be alot more reliable in hitting than the pet atm.
I guess you see my point: if the ranger needs the pets damage for its full potential -> if the pet can’t deliver its damage the ranger is handicapped
2) Ranged Pet Problem
Another issue is the 900 range. I would really enjoy ranged pets having about 1000-1200 range like our ranged weapons. I guess that would also make it easier for them to stay away from danger and they wouldn’t have to reposition so often to be able to hit a target.
Somehow it also seems to me that ranged pets often go too close before they attack. It’s very tricky to make them stop at 900 range from enemies. Sometimes it seems to me they go to 400-600 range before they attack.
3) Ranged DPS pet
The spiders and devourers deal one of the lowest damage of all pets but have good survivability or control.
What is really missing is a ranged damage pet. A ranged pet which doesn’t use any crowd controls but the damage is like 20% less than the cats for balancing reasons. Actually from my tests devourers/spiders deal about half of the damage of a jaguar
I’m really glad that finally we are talking about pet agony resistance! I was really hoping this would come one day and that alone will make fractals not the pain it was before at high levels.
Thanks alot for visiting the ranger forums
I can confirm that its not working any more in wvw.
It might be possible that the rangers reacted wrong by switching pets or calling it back. When I see a thief I tell the pet to attack the thief (F1) when possible, not only counterattack. But I’m not sure if F1 is even needed.
I guess you would have to test this in a test environment with a friend from another server. During fights it’s really hard to find out how it is exactly working. But for me if the thief stays close the pet will chase him once stealth is over.
Also the pet follows thieves who run away for quite a distance. I had some situations where a thief tried to run away and I would not have found him but the pet knew where to find him.
What I can recommend to you is try it while playing the ranger.
I was able to test the new behaviour of our pets during quite some fights and in my opinion the changes are really decent. Finally the rangers pet brings us a real advantage. The pet keeps track of thieves and mesmers to find them once they leave stealth.
I had the following situations:
Mesmer turns invisible + blink or whatever that ability is called. My pet attacks some illusion but as soon as he left stealth the pet immediately follows the real mesmer. I love it. No more guessing which is the real one. Our pet knows which is the real one as if he would smell it.
I really hope this won’t be changed any more because thats finally something that makes playing a ranger worth it.
Same with thieves. Once they leave stealth the pet follows them. That way you usually know in which direction the thief tried to escape
There is one thing that is important. Once the mesmer or thief goes into hide don’t give any commands to your pet. Just let it do whatever it wants. If you tell him to attack another target it will lose track, same if you switch pet. But if you let the pet do what it wants it will find the unstealthed character for you
I really start to like pets
If it wasn’t fixed with this patch RTL is still 1500 range not 1200 like in the description. Thats one of the things that makes it so extremely good.
It was hillarious. He wasn’t able to down me so I went capturing the camp but he started to kill my pet then and when a upleveled ranger came help him I chose to reset the fight (GS ftw). The thief and ranger tried to chase me then and since the thief was too tough I killed the other ranger, he got rezzed again from the thief, I killed the ranger a 2nd time and speed stomped it (pet swap ftw). We then stood in front of each other, the thief /cry on the body of the dead ranger because he wasn’t able to save him. It was a funny moment. I then decided to sit there for a bit and /bow to the tanky thief for the great fight and went on
From what I have watched (while fighting you don’t notice so many things) the pet doesn’t chase the thief while he is is stealth. I think it comes back to you or if there is another enemy it will attack that one until the thief drops his stealth. That very moment the pet chases the thief again.
Especially in 1v1 situations its decent because the pet will stay close to you until the thief leaves stealth and immediately chase him again.
I played with a beastmaster spec 0/0/20/20/30 and used muddy terrain on the thief. After he stealthed I was standing in the middle of the muddy terrain field which was decent. He didn’t really dare to come close to me knowing I was pretty tanky and my pet would immediately attack him. He then decided to stay at range which was a joke because he wasn’t really able to kill me that way.
So much from the few fights I had. I really enjoyed it and I’m pretty sure this will make it possible for rangers to have good tactics vs thieves.
/e Oh btw from the last four thieves that fought me today I killed two, one escaped and the other one was too tanky so we decided to stop fighting each other^^
(edited by Arpheus.6918)
From what I understand the base damage of the axe 4 skill was increased by 85%. Independent from the trait.
Yes I had fights with four thiefs in WvW just before and it’s decent. The pet won’t attack the thief while he is in stealth but the moment he gets out the pet continues chasing him which is very decent for us rangers. I love this change and it’s worth even the nerf of emphatic bond.
Oh I love how our pets now react to stealth. Thiefs hate it when my pet immediately chases them again the moment they leave stealth. It also indicates me in which direction the thief is no matter how much culling there is.
I didn’t have the opportunity to fight a mesmer yet in WvW but IF the pet doesn’t lose the mesmer even after stealth ranger might immediately know which is the real one and be able to chase him down. I’m not sure about the mesmers but against thiefs it’s great really.
Do developers realize that RTL has 1500 range instead of 1200 range as tooltip says?
From what I have seen the patch didn’t change that.
There would have been such an easy solution:
5 people —> orange swords
20+people —> red swords
At least with the actual solution they need to bring rewards for guarding a tower but that then encourages AFK sitting in towers
So just take the orange/red sword solution
The thief video ist just lol. Without stealth this is simply not possible. The way GW2 handles stealth makes this kind of 1 vs xx possible because simply with stealth you have all advantages on your side to troll the other players.
Wondering if that will ever change. It seems AreaNet likes the way stealth is working
There needs to be a way to counter stealth beside spamming AoE. We see in this video that AoE is pretty much worthless against a skilled player. If he doesn’t make a mistake he won’t get hit.
There are many possibilities to make stealth acceptable:
- 3-5 sec between each stealth skill
- stealth breaks on damage
- you can see the outline of a character. Has to be hard to see but possible in this case. Name tag is of course not visible
- you see steps on the ground every 2 sec so that you have an approximate idea where he is moving
- you see damage numbers when you hit him with a melee weapon (if I hit something I feel that I didn’t just hit the air)
Theres tons of ways. But I guess the actual stealth is AreaNet’s preferred version of stealth
(edited by Arpheus.6918)
Their answer would be no. With rush they would have alot less survivability. Armor is worth like nothing. Escapes are worth alot more and RTL is the best escape in the game after stealth.
It also has nothing to do with speed. Ranger Swoop has exactly the same speed as RTL but still RTL goes for 1500 range while Swoop goes for 1100 range.
1500 is ridiculous really and an escape win button.
Still other classes have ways to move faster than 133% with ride the lightning, rush from guardian, swoop from ranger and there are many more, also teleports.
So I am sure they could make something that you can actually run faster with superspeed. Even if they make it a rush where you can only run in one direction but you can escape. That would be alot better than 133% speed.
Why would they stealth buff RTL which is already veeeery powerful with 1200 range? I hope it was not done intentionally and that they fix it soon.
I wasn’t aware that it would work in combat. Out of combat it is pretty much useless. At least thats good news.
It would still be a decent way to make us move a bit faster out of combat.
@Dog. Yes that shows how great escape options the ele has. But the 1500 range make him pretty much impossible to reach which is one reason of lots of QQ.
I think this should be fixed to the 1200 range from the description. It is probably still the escape skill with the highest range in the entire game even with 1200 range.
Ride the lightning description says 1200 range but it is 1500 range
https://forum-en.gw2archive.eu/forum/professions/elementalist/Ride-The-Lighning-Range-Bug/first#post1457520
Superspeed (toolbelt skill from slick shoes) says double speed for 5 seconds but it is only 33% like swiftness which makes this skill completely useless since we have perma swiftness anyways.
https://forum-en.gw2archive.eu/forum/professions/engineer/Superspeed-bug
Superspeed is the Toolbelt utility from Slick Shoes. The description says that you move at “double” speed when using it.
What it does now: It grants you a speed buff with a special icon for 5 seconds but it is exactly as fast as swiftness which is really really weak and completely useless.
We have unlimited quickness already and a buff which lasts only for 5 seconds should really offer us the double speed or at least 166% for the 5 seconds. This would be the escape utility / gap closer which the engineer is really missing.
I guess this ability was made for exactly that purpose but somewhen while coding you made a limit at 33% speed and forgot that there was this special ability which should probably be about the same speed as the greatsword rush from guardian.
It would be really nice if you fixed that issue. Actually that is a annoyance about my engineer that he doesn’t really have a gap closer.
I did some testing with a friend and we found out that Ride the Lightning actually moves you 1500 range instead of the 1200 range it should do.
We double checked it. Ranger swoop has 1100 range while RTL has 1200 range and it was about 400 further than swoop while moving at the same speed.
So there were two possibilities: Either swoop range is wrong or RTL. I then looged on my engi with 1200 range grenades and one RTL was still about 300 more range than the grenades could reach.
Since there is so much OP-calls about the mobility of elementalists thats probably the reason why. 1500 range is just too far. No other profession has anything even comparable and the skill should be 1200 like it’s in the description, not 1500.
The main problem is that you cannot reach an ele with a 1200 range weapon after RTL even if you run while he is charging. If it was 1200 range you could still reach him and there might be a possibility to stop him or do the final hit that was needed to bring him down.
You might want to take a look at it since this might change alot balance wise. Maybe it’s also a bug when not having a target that it goes further than if it hits a target. We didn’t test with targeting.
While we all know that our pets don’t follow any rules of logic it would still be nice if our pets could run faster than max 33% faster (switftness).
If someone has perma swiftness + uses a charge once our pet will never be able to catch him while especially pets should be the ones who run faster than people. Pets usually outrun every human easily.
We even have a trait for the pets which offers them 30% more speed but from my testing the pet simply won’t run faster than swiftness level if it moves away from you to chase someone (except maybe sick em – didn’t test that and it’s only short duration).
Pets run really fast as long as they only come back to you but once it runs away from you to a target it doesn’t run faster than I do with swiftness. I guess they did this for balancing purpose but since rangers damage is balanced in a way that we need our pets damage to have our full potential they should be able to deal damage even if someone runs. I can hit that target too with my bow but my pet simply won’t reach it except if I slow the target.
What I ask for: Make it 5-10% faster than swiftness. I don’t ask for an insane speed buff for the pet but make it faster than swiftness. This would also help alot with the issues we have with pets hitting moving targets because as it is now your pet won’t hit a running target more than once because it has to stand still for a short moment to do it’s attack and won’t be able to ever catch the target again.
So max 40% speed instead of 33% speed would be a really nice change for pets. If this seems unbalanced to you you could make a change that this increased speed only works while the pet is in a range of 1500 where the ranger himself is also able to attack. This would be to prevent having a pet follow someone over half of the map to chase him down.
If someone found a way to make the pet run faster than 33% let me know. I guess sick em is the only way to make it perhaps run at +40% speed for 10 sec but I’m not 100% sure if this works and it’s only for 10 sec which is worthless because that means it lands one more hit.
The F2 thing is actually tricky. It shows a cooldown but when you press F2 you will see that you can still activate the skill even if it still shows a cooldown.
So for now nothing was nerfed about the F2 skill. But we don’t know if this was only a first step to really introduce a F2 cooldown which would be bad.
Please give it a try. For me and others it worked. Just use F2 even if it is on cooldown and it will work.
What makes me wonder is that you don’t have any condition removal slotted/traited and you don’t have 5 points into beastmastery which give you 2 sec of quickness every 20 sec (16 if 15 points in beastmasterys).
How do you handle long lasting conditions? Do you use healing spring to remove them and rely on your high vitality?
I will give this a try and see how it will work out. I was already using longbow/gs with zerker gear and the damage was really decent. But I also died alot more often than you do. Let’s see if it really works out with the pvt gear.
And which runes/sigils do you use on armor/weapons?
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Thanks for the info Kamahl. On my ranger main I do the same thing. I have a berserker stats bow with the sigil for precision stacks and as soon as I reached 25 stacks I switch to the 2nd bow with the sigil of fire.
Grenade kit has the most long-term damage compared to any other kit. This doesn’t mean you can’t run other kits – they slaughtered the grenade auto, but now it hits almost as hard as it did back in october through careful sigil usage.
Which sigil are you using and what do you mean with careful usage? My engineer is on his way to lvl 80 and I will have to decide how to gear him up so I am very thankful for ideas.
Until 20 I ran FOTM with a beastmaster build but with each level above 9 it was getting more and more annoying because micromanaging pet is becoming harder and harder because of agony almost insta-killing pets at higher fractal levels even if you have 30 agony resistance.
At 25+ I went with a damage build (berserker mostly, sometimes knight in tough situations) and was doing rather fine with omnomberry pie consumables. As Pet I was using a devourer and red moa (fury buff) and kept the pets close to me especially as soon as there were agony fields on the ground.
It’s best to rely on yourself and not on your pet until pets get agony resistance. I hope today’s patch will finally bring agony resistance to pets. If they do pet’s will be usable again.
But still in some high lvl fractals like ascalon the damage from even trash mobs is so high that you don’t want to let your pet tank them, except maybe a bear
If it wasn’t a deal you wouldn’t defend it that much. You would simply take another buff-food and it wouldn’t be a deal.
BUT since it makes such a big difference people defend it.
No omnom berries means people have to specc more for toughnes/vita/healing to deal with certain encounters or duels. PvE and WvW will be more difficult and fair for those who can’t afford 5 silver per omnom pie.
I have 100 of them to show you I’m not one of the ones who can’t afford them and for that reason is QQing here. I’m for balance and that buff-food is bad for balance since it encourages ppl to not care about surviability but go full berserker because the lifeleech is godly.
You then have videos of people soloing arah/ascalon dungeon and whatever also thanks to this food. Without that food they would have to specc very defensive and then the damage is not enough to kill especially trash mobs fast enough.
@Pannonica: That is true but still if you compare the buff-foods. Let’s take the one that adds healing power for example (100 healing power, 70 vitality) or the other for regeneration (70 vitality, 40 heal per sec). Those foods dedicated to healing and regeneration are like 10 times or more weaker than the omnomberry in many situations.
That one food is so much better than the other foods and that one food is stronger than even sigils and defensive traiting cannot be working as intended.
Like I said I use it too because it’s there but it’s insane actually.
I think they have to make rezzing a really dead character not possible or very slow while in combat because that is one main issue of neverending fights between zergs.
Well for the devs here is a video that shows what we mean with omnomberries are too powerful and make it possible to make huge damage builds with insane healing.
https://www.youtube.com/watch?v=2WOonDJfRDk
This guy shows the effect at 11:10. It is just OP. I’m pretty sure thats also a reason why many glasscannons survive whirling through a zerg.
Consumables are fine, they just need to buff some of them so that there is a larger variety of useful ones.
It is kind of stupid though, that crit builds give you more survivability, than an actual defense build that costs you some damage to attain.
Consumables are really nice ya except the omnomberry pies/ghost. They need a CD. They are very OP^^
Like Lord Aargadon wrote standing on a wall placing a barrage on a crowd lets you survive at least 2 AoE’s on you without any problem because you leech insane amounts of life.
The problem with this food is that you gain huge survivability by not sacrificing damage. If you see a video somewhere where someone does insane amounts of damage and heals himself up at the same time you can be pretty sure he uses this buff-food. Was the same with the warrior soloing lupicus.