Anet will never say yes because they do not own the software. They cannot fully support any product that modifies the display because they don’t own the code. Plus, when they break it, and ANet has in the past with server merging patch, they also don’t own fixing it.
Here’s the other extreme and let’s assume ANet approves of this software. Then the software creator updates GemFX to suddenly allow you to remove the wall textures (yes, possible) and in turn, this allows an unfair advantage to see enemies in WvW. How would ANet enforce? It’s just a host of potential headaches so better to leave it alone and point to the legal language.
(edited by Artaz.3819)
1. %s by themselves can be misleading
2. Profits are not shown here (high revenue when a game is released is a recuperation of prior expense)
3. Development cycles creates peaks and valleys that doesn’t fall into fiscal quarters
4. NCSoft is more focused on the Nexon issue right now
5. What’s the comparable to the industry?
Wizard, uses Sword
(think about what was happening you Gandalf-lovers when they were developing during that time)
My guess is that the abilities/utilities and most traits will not change with specialization. Two things will happen, you’ll get use of a new weapon (sword or less likely, greatsword) and the class mechanic will be changed/tweaked.
For Wizard, the class mechanic will be a focus more towards a specific element types (you get two elements but can swap weapons with a cooldown between weapons while in combat). i.e. you can play as a Fire-attuned Staff and Sword/Dagger-attuned Air only.
^ Warriors are pretty much the opposite of glass cannon. They have several active defenses/delay the inevitable abilities + Healing Surge/High Health pool. And Warrior DPS is also garbage but there burst damage is still somewhere in middle/high end (and they have good group help via vulnerability stacking/banner utility).
The problem with Warrior is it went from a top tier solo damage dealer to lower-middle solo damage dealer class with -0- changes in playstyle and -0- adjustments in defense. You could argue that Warriors were paid forward with the Healing Signet/Cleansing Ire changes (which got them to the whine-stage) but what you are missing is that all classes more or less were adjusted accordingly to deal with those changes or given just as huge buffs in comparison AND then Warriors still were class mechanic Adrenaline-nerfed/broken.
Even if you only talk PvE where Warriors are not versus “x” class, they inherently still are because why bring a knife (Warriors) to a gun fight (<insert non-Necro class here>)?
That being said, Warriors are fairly balanced around the sPvP game and in that specific regard, they are “close” to where they should be. It’s all relative because there are better classes in team environment but it’s worth having one per team still (which is still better than some of the other run over/ignored sPvP classes).
To answer the OPs original post, Warrior bring banners and heavy CC. That’s what makes them different. That’s really it in a nutshell. Warrior are by definition, banner bots, in PvE. And in PvP/WvW, it’s all about the Hammer/durability.
TL;DR Once you’ve “mastered” to use banners in PvE and “mastered” to use Hammer or durability annoyance in WvW/PvP, Warrior is by definition, boring. Those are the two unique aspects of Warriors.
(edited by Artaz.3819)
It is working as intended now. The original trait used to be far worse (worthless).
It’s fairly powerful as is but it’s just there are other more powerful competing traits in the Toughness line.
Guardian - Crusader, gets warhorn, mechanic F1-F3 changes to condition based next attack offensive (similar to Thief Venoms)
If Revenant is primarily ranged, heavy CC and/or passive defense class…well, Warriors will become nigh-obsolete except for banners.
It changes nothing. You’re still going to play warrior.
Actually, besides PvP – no, I’m not. ANet also has this wonderful metric of how many Warriors are played (changes since September) and how it correlates to players leaving/not engaging…
Simply put, Anet killed the class mechanic, Adrenaline.
(edited by Artaz.3819)
The key is having the commander actually be surrounded by the other players so that the commander is “obstructed” when it should go off. Another option is running Warrior with Last Stand which has boon stripping as a counter too but by that time the commander is typically well aware of being targeted.
But in the end, I foresee ANet eventually nerfing Engineer Magnet pull soon (i.e. removing the unblockable component/making it a projectile like Scorpion Wire or Spectral Grasp with a travel time) and having it do damage instead.
The problem child in the room is Magnet pull.
(edited by Artaz.3819)
Warrior - Trooper (aka Cowboy/girl), gets dual pistols, class mechanic changes to defensive options (something like F1 becomes a short (i.e. 0.5s block)) per Adrenaline bar
FYI, Other predictions
Ranger - Druid, gets a staff, likely will “merge with” animals or transform and allows direct use/control, Staff will be Regeneration boon/other support focused (cast your boons and transform based)
Necromancer - Dark Eldritch, gets Greatsword, addresses in combat mobility issues
Engineer - Golemancer, gets a hammer, allows use of mobile turrets (follows character)
Elementalist - Wizard, gets a sword (will be added to focus or offhand dagger), allows in combat weapon swapping but you only get one attunement
Mesmer - Chronomancer, gets a Shield, new clone mechanic based on movement impairing and haste
Thief - Assassin, gets a rifle and addresses the ‘lack of long-range (1200) option’, living story Caithe-like abilities
Guardian - Crusader, gets warhorn, mechanic F1-F3 changes to condition based next attack offensive (similar to Thief Venoms)
Revanant - probably Ritualist, no other ideas yet
(edited by Artaz.3819)
The problem with the new dailies is that it actually discourages a single playstyle to complete.
i.e. if I want the dailies, it’s best to play 1 PvP game and be done (even if you only get 1 or 2 of the 5 available) because it’s quicker to go to PvE game mode and do the easy one/two (vistas or material collection), then go to WvW and do the easy modes there (Ruins or follow the zerg occurs). If you want as many of the dailies as possible, you have to do this so it forces the wrong depth of play as you want.
Here’s what I think. The salvage-10 items, the defeat veterans, the daily healer, the daily kills, daily crafter, daily dodger, daily laurel vendor, daily kill ambient, etc. ALL need to be on the daily chart without rewards. Then take the specific game-mode rewards as they are right now and have the chests added to them.
It’s a simple hybrid of what is best of both types of dailies.
Trademark laws only apply to specific service or industry used within the context of the phrase. Taylor Swift’s legal team is likely only able to trademark those phrases in the context of “music” and/or related “entertainment” (like TV/radio). I would be very surprised if you could construe in court that the trademark applies to online gaming unless used as part of an audio clip to music.
And I’m pretty certain (without reading the story) that the intention is similar to her issues with Spotify when Taylor Swift and her infamous quote “music should not be free” to fight international channels distributing her music. The problem is she is inherently setting up legal barriers where everyday TV/radio/internet groups and her fans will stop even playing/listening to her music for fear of Corporate legal issues. ie. Read, she has all the money she’ll ever need so it’ll only harm her career/music in the end. History tells us that every artist that has done this in the past has only set themselves up for a long hiatus of stonewalling.
After digging up some more information about the Specialization on the HoT forum, I’m guessing it will be available to WvW as well, don’t know about PvP. But that the new skills, traits, unique upgrades and the weapon, are all tied into the “Specialization”, so you’re not likely to be able to use them without it. And at the same time it looks like you will lose/sacrifice existing things in order to use/get the Specialization.
Was also mentioned that they where changing the class’s core mechanics for this, but no mention how or what. Like thief’s steal, rangers pets, etc.
Example, Ranger can Specialize into a Druid, by doing this you gain access to Staff as a new weapon, 1 new Heal, 1 new Elite, and about 3+ new utility skills, some new traits (probably replaces existing ones I guess). But you’re probably going to lose access to existing ranger things (no idea what, say for example you lose troll ungent, rampage as one, all traps, and short-bow: as an example of something possible).
They are going to be alternative play styles for each profession. Interesting take, I like it so far. Will have to see how it turns out naturally.
Think of Specialization as swapping your class mechanic for something else and/or with a different tweak to it which also allows you to use different weapon sets when in that specialization.
For Ranger, that may very well mean losing your current pet (and damage from pet) for something else in Druid Spec (which might be a different kind of pet like spirits). It’ll likely be the same kind-of AI control.
From a long-time MMOer (and predecessor) perspective, and while GW2 is no longer “in its younger years”, its also definitely going to be around for several more years (short of some giant financial catastrophe or releasing ToA into a primary RvR game like DAoC / Mark Jacobs did back in the day). GW2 development could do the ToA error and kitten off its entire player base but the chance is fairly remote given its 3-game modes versus 1.5-game modes for DAoC.
CoH (along with CoV) was around for quite a life cycle. If you didn’t think CoH was on its last legs when Champions Online came out, I’m not sure what to tell you. While I personally went back to CoH/CoV back after about a 2 year hiatus to compare it to CO (just before it released), I could easily tell how “ancient” the feel and flow of CoH had become. CoH had a life cycle of around ~8 years and plenty of warning before it became apparent of its doom at around year 6 when staff started leaving/players were creating more content than development. In comparison, GW2 has been around under 3 years and has none of these early signs.
Original GW is still around because its “a feeder” of players to GW2. You can’t deny it. More players from GW have converted to GW2 and any mentioning of shutting down original GW will definitely upset the old-GW players (that still enjoy the old GvG mode). It’s a different game now that satisfies a different niche. And at this point, GW continues to run as is with very low support. Accordingly, NCSoft is not going to touch it until business metrics state otherwise.
TL;DR Not investing yourself in a MMO means you’ll never fully enjoy it for what it is. Just keep your eyes open for the next-big-thing. If the next-big-thing is a dud (there have been a few contenders since GW2’s release), GW2 has the model that you can come back and it doesn’t cost you a thing except some minor personal character goal/account goal advancement.
(edited by Artaz.3819)
IMO, the design/layout is great for an experienced and/or die-hard GW2 fan.
The problem is that it is a cluster (too many images, too much in your face, and not enough “white space”) and especially if you are new to GW or GW2. Less is actually more.
Don’t get me wrong. The effort put into this is absolutely astounding (and quite frankly, looks like you want a job or a consultant gig with ANet). But from my eyes (and I have seen a lot of this), it has way too much cramped into so little. Generally speaking, audiences want intuitive drill down menus (we all want graphical versions) but there should be no more than a left/top bar for options and no more than 9 images to click through on a single layout. Some of these mock-ups have way way too much (it takes way too long to read through all of the options per page because of all the data shown).
Honest feedback, you need to create far more click-through depth and then cross-reference to related topics (especially when you get down to the end of the drill down). It’s a great draft with some interesting benefits (like the character paper-doll UI redo).
It depends on how the undocumented “leap” component works. If it’s like Ranger’s Swoop. That being said, it may also break the close-to-target usage… Wait and see
Per https://www.guildwars2.com/en/news/preview-of-upcoming-balance-changes/
Might: The power and condition damage provided by this boon have been reduced from 35 per stack to 30.
Since Empower is being nerfed, why wasn’t the Detonate timer on Orb of Light (which is 4x longer cooldown) also removed to compensate? Just like :
“Zealot’s Fire: The increased cooldown component has been removed.”
This leaves Guardian Staff somewhere near middle ground of where it was before the update but focused more towards support.
As an avid Torch user, this is quite a big change for it. Shield finally got some loving too.
To top it all off, they nerfed Might and every Might stacking build. Killing these cele classes are ever more easier with burn guards now.
Not that it was any type of difficult before.
Don’t be deceived. It’s a 0%-14% decrease (at maximum stacks) DPS nerf to Might enhancement damage bonus which for my own optimized Celestial build is a ~4% damage nerf. It’s significant but not going to break the bank.
The problem still remains for Fire Field blasting being 3 might stacks and 20 second base duration. It’s crazy that this was not touched while Superior Sigil of Battle was (which will be simply replaced by Superior Sigil of Force or Superior Sigil of Strength instead.)
(edited by Artaz.3819)
Warrior builds may change slightly since there are alternative % power increases besides from Might. In PvE, there is even more (banners/signets).
Might nerf, hit Signet of Rage (sadly again) and Greatsword/Phalanx support Warriors in PvE. The biggest downside is the overall party DPS decrease for super coordinated groups but it does make more sense (not that there are any other alternatives given).
In sPvP, Hambow is hit but not nearly as hard as a 20-25 Might stacking Ele or Engineer build. So maybe even more Shoutbow will be seen ?
Warriors still have the sad state of Adrenaline nerfage to contend with…
As for Superior Sigil of Battle nerfage, all that means is that people will convert over to either Superior Sigil of Force or Superior Sigil of Strength (depending on crit rate/already used Sigil) so … it’s a maybe 1% or less DPS decrease change in disguise.
Just buy the gemstore item that allows you to golf clap and bow when defeated.
doesn’t a warrior have enough of weapons available already?
[et al.]
No, not at all. The Warrior skill ceiling needs to be moved upwards and more options in weapon choices/activated abilities is how you can get there.
I like the staff but that’s more for the two-headed plant head piece moving part. What annoys me most is the white mist … why blue/white mist with a bright red and/or bright green primary colors skin?
The longbow/shortbow hafts are way too thick (reminds me of the not-so-well received other skins like it). The head of the hammer skin looks way too small. The greatsword/sword skins are OK from a design standpoint but really needs movement attached to it. The torch/focus/warhorn skins are just absolutely horrible looking (why not a tentacle base?)
I can’t imagine anyone using these or even wanting them. It doesn’t even match the carapace armor color scheme which seems like would have been a no-brainer.
I imagine the art departments didn’t coordinate at all on the Mordrem pieces.
Feel free to post your thoughts, but please stay on topic and make positive, meaningful suggestions.
You can learn from mistakes too. You should learn from mistakes.
That is the problem with Anet, only want nice comments. Constructive criticism are good too, this is not kindergarten. You should understand why WvW is what it is now and is not because good decisions. Don’t repeat that please, listen the community, you repeated it AGAIN one month ago with this last, swiss style, tournament.
Don’t take this wrong, I am trying to telling you you shouldn’t repeat the same mistake over and over. Just that.
QFT, cause this is the most constructive criticism I’ve seen contributed and I find it funny that since then, no one else from anet has commented on this thread for nearly 3 months.
lolfunny.
There’s a new WvW boss in the house since 3 months ago and I’m educated guessing that means a new tone of what is allowed to be communicated.
http://wiki.guildwars2.com/wiki/Combustive_Shot
i think you need to blast a bit closer to the epic center of combustive shot.
from the notes:
“The radius of the fire field is 240 while the radius of the damaging effect is 360.”Not true. At least for me.
Server positional lag is likely the cause. Unlike many other class abilities (i.e. Rocket Boots ) that blasts on your position when you fire the weapon/utility, Longbow Arcing Arrow’s blast is where it lands.
When it happens to me, it is usually WvW zerg v zerg happening at the same time.
Most needed – Pistol
(one handed range main hand, and preferably autoattack skill should bleed like Rifle used to do)
Doesn’t obtaining Eternity also unlock the skin use for Twilight and Sunrise? If that’s the case, there’s the added benefit of getting access to three legendary skins, not just one.
Yes, but only upon equipping/binding it to your account.
It’s for the uniqueness of Eternity (it’s expensive, it’s very prestigious, and IMO, it goes very well with Hellfire armor skins as the smoke aura gets much more prominent.)
Also, second benefit, since you have Eternity, you can always change your weapon skins for other characters on your account to Twilight and Sunrise (or if you are really strange, change your legendary Eternity skin back to Twilight or Sunrise).
(edited by Artaz.3819)
everyone will just max in a few days anyway.
buy a bunch of blue greens every day salvage it, and you max.
Only thing putting additional rewards is increase the price of blue and greens. since people get more from buying blues and greens from TP to salvage.
It would appear that very few know what to do with using the TP to raise their luck to maximum for relatively very low cost (but takes time) or simply lack the dedication to get to maximum level. I know I personally sat at +200%ish for months because I didn’t want to spend my time “playing” just to raise a number that may or may not matter.
1. That being said, I think the problem with reaching maximum luck is that there is no exponential amount per level. Right now, we have a step straight-line per point every 50 levels. (i.e. levels, +201% – +250%, +251% – +300%) This should simply double every level after 300 so that the theoretical maximum is infinite but it has no reasonable ability to gain after +320% or so.
The difference in an ~+20% magic find is minimal to the overall game economy but it still serves the luck purpose. The above change also would help support the in-game economy for Globs and blue/greens going forward.
2. And just as important is the crafting of exotic essence of luck to legendary essence of luck recipe is missing in Artificing. The fact that this recipe was missed seems, well, odd even though it doesn’t apply to the average person but less clicking (and more consolidated storage) is appreciated, ANet.
PvP: Players on winning teams will now receive a bye if they are victorious against a team on which one more players disconnect during the match.
PvP: Players on losing teams with one or more desertions will now receive a forfeit.
PvP: Players’ win totals will now include byes.
PvP: Players’ loss totals will now include forfeits.
PvP: Matchmaking ratings are not adjusted if a match results in a bye or forfeit.
PvP: Ladder points are still adjusted for all wins, byes, losses, and forfeits.
So if you win and one of your opponent’s team disconnected, you get a “buy” aka a lesser win. If you lose but one your own team was disconnected, you get a “forfeit” aka a lesser loss.
It’s not stated (implied) that if you win with one of your own team disconnecting, it still counts as a win. This should be clarified.
My concern is the “griefing” aspect or say I’m dominating an opponent’s team and it’s 5v5 for 99% of the match time. At the last second before we win, one of the opponent’s team purposely disconnects which now counts my win as a “buy” aka lesser win.
What’s also odd is that it affects matchmaking only and not the ladder placement. Shouldn’t it be the other way around?
(edited by Artaz.3819)
Gaile just announced this as being a “good thing”.
Yes, I believe it is a good thing. Here’s why:
- The items needed to make the recipe from prior years no longer are fully available. This means that that players could have been locked out of highly-sought-after items (unless someone happened to retain items from previous years).
- With the new recipe, those who choose to do so may try for the popular tonics and other rewards. As you can see in this thread, both tonics are confirmed as available and forge-able.
- As with everything, this is a voluntary activity. Nothing requires a player to do this. No one “needs” one of these tonics to play. But if they want one, they now have a means to get it.
In the end, this recipe is voluntary. The item is desirable but not essential. Players may decide for themselves if going for a particular item is right for them. In the end, I believe that it really is that simple.
Word of advice, take a post-it note out, write on the top, “Words to never use while posting”, underline it, and then write “Voluntary” underneath it. And then attach the post-it on the bottom of your monitor or in eye-view of your machine. It’s like talking about religion or politics on the internet. It’ll never end up with anything accomplished in a positive manner.
Have a great day!
while it usually will produce a gift box, may produce one of those valuable tonics, instead!
I wonder which part of this 15 page thread about RNG and this 13 page thread about Halloween mini, or the multiple threads about Black Lion Chests, Mystic Forge and Tequatl weapons made the designers think that players love RNG.
Because even if they made it a guaranteed item if you put in [x] number of items for, players would complain that it’s too grindy.
Make it an item easily attainable, and people complain it’s not special when everyone has it.
What’s your suggestion that pleases everyone? Because I (and I’m sure Arena.net) would love to hear it.
this guy gets it
The balance is hard to get now is that it should be grindy/hard/require lots of resources during the event and then there should be an easy means to get after the event/next season.
This is a much broader topic and doesn’t belong in this thread though as it could be stretched to precursor and original Halloween skins for instance.
Holding out for a miniature Glint mail carrier delivered via egg dropping on head
Empower Allies is very strong but is not taken often (except in PvE PUG team builds, as well as typically built for Phalanx Strength) because it is not in a popular spot in a popular trait line.
TL;DR Warriors do not have the trait points to throw into Tactics because they are needed for Adrenaline traits in other lines.
Clearly WvW is currently monetized by server transfers pre/during seasons.
However, imagine a “custom” skinning of castles/towers/camps based on claiming (doesn’t have to be tied to guild). No other benefits, just add stone gargoyles or power line Asura effects to the walls/doors/stairs.
Imagine clothing the NPC guards in guild insignia (or your own gem-store version buff). Imagine picking races (like undead skinned like Halloween) for the NPC skins with a gem store buff item. Or have them spew toxic effects with another buff.
Imagine deploying siege with unique skins from the gem store.
Just imagine all the art assets that could be poored into WvW to make the standard maps with the same feel more like EotM (just the terrain dried-out/snow & ice/jungle feel); and then add a few more like crystal terrain or undead/rot terrain. No benefit, you just get your own personalized stake of the battle field. You could even just make this client-side only …
Don’t tell me you can’t monetize WvW. That’s completely false.
But how many wvw players are likely to spend their money on items like that? As an overall percentage of the wvw playerbase. I have a feeling not a huge portion of them, not enough to make it worth the while to implement.
It is also a pretty damaging way to monetize that game since transfer = unhappy. You can only make people unhappy so many times before you start loosing population. Loosing pop is way worse, to me at least, than making a one shot deal.
You may not want to transfer but there is thousands of players that do … every WvW season for a few measly tickets/rewards. It sounds dumb (and probably is) but it keeps working so ANet is likely never inclined to change it. If you think I am crazy, think of the large guild transfers every season (especially to T1 servers)… I’ve seen it first hand myself.
Who would pay for those cosmetic upgrades to WvW buildings, siege, terrain and NPCs (if done right)? I would. And I’m guessing I’m not the only one.
Nothing will matter (passive or active playstyle) until Adrenaline is reworked after the massive nerf from Sept patch. The reason you are bored as an experienced warrior is directly because Warriors were slowed down even further with the Adrenaline nerf.
The adrenaline rework was the best thing to happen to the warrior. It gave it a more intuitive game play. Took away the ability to open with over powered skills/traits combinations, and allows for more interesting changes and additions in the future, with out over tuning the profession.
If anyone is bored, it is due to the fact that as a profession, it has some very simply builds to play and likely the bored folks have been playing it for 2+ years. Personally, I hardly feel your blaming of the fix to adrenaline as a cause of boredom holds water. It comes across to me as ire, due to the fact that an over tunes mechanic was readjusted to what I feel, should have been its functionality all along.
To explain why a bit further…IMO, Warrior is an extremely slow combat execution of weapon abilities. This is not to be confused with DPS but more about the cast time plus aftercast of Warrior abilities is at times excruciatingly long.
The Adrenaline changes basically means that Warriors are no longer able to use a burst near the beginning of most fights (as needed). Because of the super fast decay of Adrenaline, even a slight time out of combat means the Warrior is starting “fresh” (which you can be start at -0- Adrenaline and not even full health). During combat, if a Warrior is not using a full bar of Adrenaline (small caveat here for Longbow and Hammer/Mace), they are not using Adrenaline to its full potential (Level 1-2 Adrenaline abilities may actually do less damage/less utility than a comparable autoattack/combo in many instances). In other words, the Adrenaline mechanic is wasted as Warriors only get to use autoattacks more and F1 abilities much much less. All in all, it dumbs down the Warrior further and makes for less interesting gameplay (not even mentioning the blind/block/dodge/etc. opponents get that removes the Warriors unique mechanic entirely – even Mesmers can use Distortion, a defensive ability, without it being dodged).
Second part of Adrenaline nerf is the build types for Warriors. In order to be the most efficient bang-for-the-buck Warrior build, Warriors are required to either use a build that either completely ignores Adrenaline (ie. going for Berserker’s Power and/or Adrenaline Health and being completely passive to it) or build completely to generate Adrenaline (ie. Cleansing Ire, Berserker’s Stance, Versatile Rage, Burst Mastery, etc. way too many to list) because you need those traits/abilities in order to even use F1 most combo skills in ANY fight. Standard passive Adrenaline through typical weapon strikes (slow animation times) is just not fast enough (READ: boring).
So the “nerf” to Adrenaline isn’t a boredom with Warrior, it’s that the class’s unique mechanic was broken. If you think of it similar to Thief Initiative class mechanic that was changed back in December 2013, Thief was mechanically being crippled in build types because Thieves were automatically building for initiative regeneration. Warriors are now exactly in that same place Thief was pre-December 2013 (without the Stealth ;p ).
In other words, create a Warrior build one way and be bored (passive play) or build Adrenaline gaining (same as every other Warrior meta build) and be bored. And all of it because of one simple reason…Adrenaline mechanic is now broke.
(edited by Artaz.3819)
Nothing will matter (passive or active playstyle) until Adrenaline is reworked after the massive nerf from Sept patch. The reason you are bored as an experienced warrior is directly because Warriors were slowed down even further with the Adrenaline nerf.
IMO, it really depends on your team/opponents build of heavy conditions/removal versus good ‘ole reliable Hammer CC. Both work but I’m with Hoaxintelli in that Hambow just works overall better (mainly because you don’t need full Adrenaline with Hammer F1 to do its job). Hambow is just more of a stomping beast and Cele x/S/bow is more of an attrition beast.
Bonuses on ground movement speed does not stack even if from different source types (ie. runes, boon, food, etc.). The maximum out of combat boost is +33% and the maximum in combat boost to running speed is +25%.
Clearly WvW is currently monetized by server transfers pre/during seasons.
However, imagine a “custom” skinning of castles/towers/camps based on claiming (doesn’t have to be tied to guild). No other benefits, just add stone gargoyles or power line Asura effects to the walls/doors/stairs.
Imagine clothing the NPC guards in guild insignia (or your own gem-store version buff). Imagine picking races (like undead skinned like Halloween) for the NPC skins with a gem store buff item. Or have them spew toxic effects with another buff.
Imagine deploying siege with unique skins from the gem store.
Just imagine all the art assets that could be poored into WvW to make the standard maps with the same feel more like EotM (just the terrain dried-out/snow & ice/jungle feel); and then add a few more like crystal terrain or undead/rot terrain. No benefit, you just get your own personalized stake of the battle field. You could even just make this client-side only …
Don’t tell me you can’t monetize WvW. That’s completely false.
(edited by Artaz.3819)
Really strong … on paper
The problem with the build is stickiness. It has no uptime on Swiftness and no way to keep opponents in melee range besides the a minor GS pull (which you need for the high condition damage), JI (used just to get to the opponent) and GS Leap once engaged. And as stated in this same thread, the lack of condition applying weapons (think spam 1 bleed/torment weapons on other classes) diminishes any pure condition build the Guard can have (see below though).
The second problem with the build (in addition to no stickiness) is that burn uptime is really based on you blocking at least some of the opponent strikes. If the opponent decides to run, you can’t really kill them.
IMO, the real power of a viable Guard condition build is actually using Tome of Wrath but it’s hard to get it and Elite Focus in a viable build together (not enough points) because ToW has Affliction and spam Conflagrate. But then it is entirely tied to the elite cooldown.
You are wrong on many levels it is not just strong “on paper”
Make your way to the King of the Hill duel servers and watch it in action – it literally destroys 90% of the zerker builds
Before you make any claims on the skill level of the people on that server please make your way over there and join the fight – plenty of high skilled players – especially in primetime
He’s not wrong. If your opponent knows that hitting you when you block is going to kill him, all they have to do is avoid that and any other way you can apply burning.
You are wrong also, and clearly have never fought against anyone using the build.
Killing Zerker builds with a defensive condition build … who’da thought? Yes, I agree that works. It also works with just about any other meta build.
You are talking about dueling and well … that doesn’t make it viable in any sense besides, well, dueling.
Yes, I agree, I’m so wrong that I’m actually right.
Full condi guardian. Er, I mean- Anet is advocating for it, so it must be a real thing, right?
PvP Medi Guard build
6) II VII XIII
2) III
6) I II XII
0
0Krait Runes
Carrion Amulet
Doom and Geomancy on both weapon sets.really strong
Really strong … on paper
The problem with the build is stickiness. It has no uptime on Swiftness and no way to keep opponents in melee range besides the a minor GS pull (which you need for the high condition damage), JI (used just to get to the opponent) and GS Leap once engaged. And as stated in this same thread, the lack of condition applying weapons (think spam 1 bleed/torment weapons on other classes) diminishes any pure condition build the Guard can have (see below though).
The second problem with the build (in addition to no stickiness) is that burn uptime is really based on you blocking at least some of the opponent strikes. If the opponent decides to run, you can’t really kill them.
IMO, the real power of a viable Guard condition build is actually using Tome of Wrath but it’s hard to get it and Elite Focus in a viable build together (not enough points) because ToW has Affliction and spam Conflagrate. But then it is entirely tied to the elite cooldown.
(edited by Artaz.3819)
I’d argue that condition duration/boon duration is fine. However, it’s the generic +40% condition duration foods (the stacking) that makes it out of control (especially considering the specific-condition foods are 62.5% less effective (i.e. Chili versus Pizza ).
Fix food first. Then look at Runes if this doesn’t fix it. Boon durations (indirectly through Rune set changes) have already been nerfed.
(edited by Artaz.3819)
The counter-argument is does FotM = OP ?
The point is: Yes, yes it does. If you need to look further, look at the once-mighty other FotM classes, like Warriors. Or the OP thief stealth/backstab spam. Or pre-nerf Ele. Or … You get the point. LB Ranger is not unique in this realm.
Easy to play is just a bonus of the class (honestly, the Ranger pet mechanic is actually very clunky but because of new update, Rangers can be pretty much ignore it for the average 95% A+ rating effectiveness).
Are there counters to the Ranger’s cannon? Sure. But there are counters to all the other FotM classes that were also nerfed into the ground. Dodge/block/use LoS to avoid burst damage is same counter for all other OP’d abilities that were nerfed prior. It’s akin to yelling L2P while not-so-secretly laughing your kitten off for how easy it is.
That’s why it is OP. Because no other abilities/combination trait/utility/gear setups with as much game changing impact on combat were allowed to stay so why should LB Ranger stay as is too?
(edited by Artaz.3819)
What probably should have happened is when Anet updated Elite Focus is to have added another element to Renewed Focus like adding +100 Endurance immediately on activation besides adding just another 1s to the duration.
… Elite Focus is a master trait after all …
Edit: I am down with increasing the limitations of Steal though, but I don’t agree with introducing counterplay by allowing good players to rofl-dodge it. Respecting the rules of LOS would be fair.
You mean like Warrior’s F1 skills ? Because that is where the Warrior is currently at. Thieves at least would have stealth/range/teleport to “auto” connect.
IMO, I don’t even think the ‘let it be dodgeable’ suggestion would actually change much with typical Thief play actually.
EDIT: I agree it is too much investment for a class mechanic (Steal traits should be combined and then spread out as GM traits in different lines).
The conjures are balanced against limited usage and sharing with other players. If you remove usage limits, you need to remove the enhanced powers. After all, there is an elite conjure weapon … and elites are balanced to be 100% uptime.
That is some reasonable math, but when the engineer meta builds are those that do not stack might or have a fire field, what is your math suggesting is a problem with celestial engineer?
That is a fair point. If AoE might stacking becomes nerfed to a more reasonable level, will burst AoE healing (from water fields) be next?
Burst healing is also currently on the hotlist (especially with Celes Eles condition removals and stability /no poison condition/no interrupt counterplay). Hmmm
Vengeance is probably the strongest of the downed state 3 skills..
I disagree in the PvP/WvW context. In PvE, I agree, and especially true against multiple trash mobs.
Any downed state that allows you to contest a point further and/or extends your downed state without a finite requirement is in practice, better.
Smoke Bomb and Lick Wounds are better for no other reason than they are more likely to be used in a downed state because the Thief can avoid the first stomp attempt (or move away) with Shadow Escape (everyone loves the multi-stomp attempts each and every single time (unless you happen to have a teleport or insta-daze up)) and the Ranger can use it more often because of a pet (specifically Wolf charge interrupt + AoE Fear) extending duration of time.
Vengeance rarely ever is able to be used simply because Hammer Toss is incredibly weak. It’s not a teleport/stealth nor is it AoE and because it is a projectile, can be more easily avoided through multiple player opponent abilities.
Even when used, you revive at 1/2 health and can easily be bursted down again well before 15s.
In other words, the power of the 3 skill needs to be higher the lower value of the 2 skill. Vengeance is actually kind of weak against player opponents.
(edited by Artaz.3819)
HP Lovecraft inspired, a gigantic, slimy worm with a mass of black tentacles surrounding its maw:
Shlithneth
Maybe we’ll get a “name the GW2 dragon contest”
To give one suggestion, and I’m open to constructive feedback/criticism would be it would be interesting to see how healing signet operated if it’s heal was based off of the warriors toughness stat.
A pure berserker/assassin w/ great sword-axe/shield feels about right with healing signet. Any other zerker amulet profession can shred holes in the warrior fairly quick and the warrior themselves can deal high damage.
A hambow with soldiers/cavalier/knights w/ the 6 points in their healing/toughness line you can really feel the difficultly increase to down them with increased toughness/healing score with healing signet.
The lower the toughness the better results you get from healing signet. The higher the toughness stat the more diminishing returns you get from it.
However, universally every profession in game has their primary heal affected by their healing stat, so it is entirely reasonable for warrior’s to operate the same way. It is fair their heal operates under the same rules as everyone else’s.
Anyway, just a concept to chew over.
To be honest, on tougher hambow like builds healing signet can be a pain to deal with..however on fractal level 35+ healing signet is not a heal that is ever going to save you perse’ because it is ‘Too strong.’ This needs to be remembered considering all skill changes affect level one starter zone players, level 50 fractal players, top 20 Tpvp players and casual dungeon runners. Nerfing it again because ppl are finding it hard to deal with in broken field hotjoin matches is very different to say, that it allows warriors to stand directly on top of fire shaman at lvl 50 and tick heal through any ol’ thing shaman can throw at them.
All in all, the signet is fine. Is it boring?..arguably..but this is nobody else’s problem apart from dedicated warrior players. If they don’t have issue with it, then realistically, non warrior players shouldn’t have issue with it either because it is not a skill that is making their skill bar boring.
Better idea, have it scale off the +healing stat like every other heal to a far greater degree. Defense, Warrior’s Toughness line, secondary stat is already +healing.
Of course, I’d rather see this across the game and not just for one Healing ability. But that’s just me. To me, + healing stat should be synonymous with sustain.
