Do a stun break to remove the RNG with the stomping rocks.
What leaks are you basing this off of? All that I’m aware of is the terribly taken screenshot of Amnoon Oasis many months ago. I don’t recall any leaks on the rest of the LS episodes, where the LS maps will be with their sizes, and where the expansion maps will be with their sizes and number.
I know you said it’s just your theory but I’m curious about how you’re basing it.
There’s no explanation really given just like there’s no explanation why we didn’t see any Tarir structures in GW1.
People farm crests to buy keys and then do chest runs. Typically they open those bags on level 50ish characters to get the lower tiered materials which sell for more.
One thing to note is that a lot of people exaggerate that farm as they often exclude the time it takes to get the crests for the keys.
Only if characters that use that can no longer get map completion awards as well as the world completion award.
Outside of Wintersday, probably farming kills in Ember Bay with the T3 karma buff from unbound magic vendor.
You may be on the English forums by mistake instead of the German one.
https://wiki.guildwars2.com/wiki/Crude_Leather_Book
https://wiki.guildwars2.com/wiki/Tiger_Training_Guide
Probably a driver issue. Go through and update all of your drivers and not just the Nvidia one.
I’ll add this to the discussion:
A couple notes about farming.
We’ll have to fix Auric Basin multi-looting in a future release. Shocking, I know. It’s a fun farming spot, but there are lots of fun farming spots, and this one is exploity and is trashing the ecto market. So consider this fair warning.
We’re trying to be as hands-off as possible with item prices, recognizing that players ultimately drive item prices by hoarding things they perceive as cheap and by unloading or farming things they perceive as expensive. On the other hand, it’s kind of unfair for us to say that about hardened leather, because there’s not a good way to farm hardened leather. So we also want to give this early warning that we’ll introduce a way to farm leather in a future release.
Mo
I’ll post an answer, but understand that this is an open discussion, and this is just my current thought. My thought is that we should as much as possible give players the tools to balance prices themselves. When items are consciously farmable through a specific activity, players get to choose whether they’re worth farming, and that choice is a vote on the market price.
Mo
Mainly because changing crafting prices has a HUGE impact in supply vs demand. Where as creating a place where people can farm x item creates a resistance which can keep a price in check. This creates a more self balancing system where reduces the amount used in a recipe is a static drop in demand which doesn’t often balance itself out.
When reading this, ask yourself the following:
- What was the intent of the leather farm?
- What was not the intent of the leather farm?
(edited by Ayrilana.1396)
Update: You know, after doing world 2 zone 2 a couple times, I gotta admit it’s not so bad. I’ve gathered about 13 tokens now, and just need three more
.
HOWEVER, I discovered a bug with the trampolines. They seem very glitchy when ever a player jumps on them, and sometimes won’t even launch a person into the air. Also, they have a weird behavior of moving players to the center before it launches them up, which seems like a server-sided mechanic. Anet devs should probably change the way they work…
Happens with the checkpoints too.
Must be playing on normal and wait for the timer to elapse.
I was and did the first time. Pretty sure its a range issue as i had jumped onto a nearby part of the cliff-face the first time.
Did you get event credit for finishing the zone? Strange though. I guess I’ll test it out tomorrow after reset.
Must be playing on normal and wait for the timer to elapse.
Of course leather prices fell because of the announcement. I’ve stated this numerous times with you not ever mentioning it or addressing it when I brought it up. I don’t know why all of a sudden you’re turning it around as if I knew nothing about it.
You’re cherry picking. You don’t just pick one data point from before, and then another after, to argue that prices are “worse”. You use multiple points over a time period to analyze the trend. Something that I thought someone with years of experience in finance would know to do.
You’re cherry picking a price point the day before the patch came out? Really? The announcement of the patch occurred well before then and the impact from speculators already had an impact causing prices to be lower. That price point is a poor choice to use as a baseline as to whether prices have gotten worse.
I never made up any player numbers. Please point out where I gave player numbers. All I said was that content releases tend to bring back players temporarily. There’s also increased player activity on those maps which drop the salvageable items that produce various tiered materials. I’ve also said that this impact was minor compared to the speculation.
Poor analogy which had nothing to do with what I was saying. You’re also over-emphasizing my statement about player population despite saying it was minor in its effect on the downward price compared to the farm announcements.
Yeah but…hes talking about before the announcement…before…before…omg BEFORE this is driving me nuts reading this convo BEFORE BEFORE BE-FO
They cherry picked one point to use as a baseline. They said patch notes and not before the announcement. Going off the date that they gave, thick leather price had been stable and flat since 12/21. The price of hardened leather had been stable and flat since 12/29. All other leather had been stable since November. Again, this is from those dates up to the date that they gave.
So their argument that the leather price situation has gotten worse is wrong. Had they done their checking correctly, and not cherry picked a single point as a baseline, they would have seen this.
(edited by Ayrilana.1396)
You can probably get around re-installing the game by repairing the game client.
https://help.guildwars2.com/hc/en-us/articles/201863008-Repairing-the-Game-Client
(edited by Ayrilana.1396)
The problem is that you’re making the mistake of using a data point right before the update that gave the leather farm. You’re essentially cherry picking the low point while completely ignoring exactly why it was low in the first place despite me telling you numerous times. It’s no different than the price of oranges going up because of a supply scare, going back down where nothing happened, and then you using the price difference to argue that orange prices were out of line because they were dropping.
OMG WTF are you even talking about. Leather prices fell because of the announcement of the leather farm area which nobody knew what it was going to be. They speculated it would be good for players and lower prices so they fell. I am taking prices from THE DAY BEFORE THE PATCH WAS ANNOUNCED.
Here’s me: Fact: the patch notes came out on 1/27, I am taking prices from the day before.
Here’s you: Making up some player numbers and making up what is going on with no facts whatsoever.You want an apples and oranges argument? Here’s my analogy using what you’re doing. The news comes out on 1/27 that a GMO orange is going to hit the market and yields are going to be huge. People start selling orange futures because they think prices will go down. You say “I haven’t taken any measurements, and I have no proof whatsoever, but people might be eating less oranges maybe”. Orange prices go down but it turns out the GMO orange doesn’t increase yields and causes cancer. Prices for oranges go back up. I am measuring prices from 1/26 when nobody realized the GMO orange existed. You are saying that’s not valid because of your super scientific opinion that “maybe people were like, eating less oranges or something”.
Of course leather prices fell because of the announcement. I’ve stated this numerous times with you not ever mentioning it or addressing it when I brought it up. I don’t know why all of a sudden you’re turning it around as if I knew nothing about it.
You’re cherry picking. You don’t just pick one data point from before, and then another after, to argue that prices are “worse”. You use multiple points over a time period to analyze the trend. Something that I thought someone with years of experience in finance would know to do.
You’re cherry picking a price point the day before the patch came out? Really? The announcement of the patch occurred well before then and the impact from speculators already had an impact causing prices to be lower. That price point is a poor choice to use as a baseline as to whether prices have gotten worse.
I never made up any player numbers. Please point out where I gave player numbers. All I said was that content releases tend to bring back players temporarily. There’s also increased player activity on those maps which drop the salvageable items that produce various tiered materials. I’ve also said that this impact was minor compared to the speculation.
Poor analogy which had nothing to do with what I was saying. You’re also over-emphasizing my statement about player population despite saying it was minor in its effect on the downward price compared to the farm announcements.
In regards to leatherworking, it’s misleading because you’re claiming the total cost is out of line and blaming all tiers of leather when the primary cause is from only one tier. The difference to reach 400 is roughly 4-5G. It’s not that large of a gap.
Which sounds low until you put a % around it and then you realize it’s off.
As far as player stats, isn’t it widely accepted that new LS content doesn’t cause players to not play the game but instead bring back those that do not, even if only for a couple days? Your pre-patch pricing is misleading because you’re using numbers that are impacted by the return of people onto the maps and most importantly which include the effects of speculators in regards to the announcements of the leather farm.
Can you prove any of the above statement with actual facts?
I get enough leather within about two hours of farming. DR doesn’t take affect until about five hours or so in which you can just hop off to another maps and do some things to reset it. You could also hop onto another character as well. Had you paid attention to my post, I said that it was not intended as a gold farm. It provides a direct source for leather which had been requested by players for years.
Got it, so the leather farm is a success because you only have to mindlessly farm for 2 hours a day to make 1 time gated leather item… Are you arguing for or against the leather farm?
You’re completely ignoring how much leather gets exchanged on the TP. The amount farmed by players are but a drop in an ocean. I place orders for to make 210 elonian leather and they easily get filled within a few hours depending on how often I get outbid. The amount farming the leather are not large enough to impact demand. Demand which fluctuates throughout the day.
You’re missing the point that prices have gone higher DESPITE the farm existing. If you want to make a counter-factual argument that “it would be worse without the farm” you can, but that isn’t the point. If the farm was at all useful it would have at least put a ceiling on T5 leather prices which is the vast majority of the leather farm output.
Edit:
Thin and coarse leather prices since November have been flat.
Rugged leather prices were flat since November with the price level increased by about 20 copper in March along with some spikes. Supply has greatly increased recently so price could fall.
Thick leather was trending down until they had more sinks for it. It also has a farm that produces quite a lot of it.
Only hardened leather has had an upwards trend and it’s a very small one.
So yeah, you were being misleading by lumping all of leather together.
I have no idea why you are measuring since November considering the patch announcement is from Jan 27 but Thick Leather is up by an entire silver (50%) and Hardened Leather is up from 31s to 34s (10%). All the rest are basically flat. Unfortunately, the leather people most care about, Thick (for elonian cord) and Hardened (for gossamer patches) are both up, one of which significantly up.
Percentages are percentages which are meaningless without context. Something costs 1 silver and then increases to 2 silver. That’s an increase of 100% but the amount itself insignificant. The 4-5G is fairly insignificant with how easy gold is to earn and how much prices fluctuate.
You don’t need to use numbers to show that the active game population increases upon release of living story updates. The only thing that can’t be proven is by how much. Regardless, however much it increases by is insignificant to the effect that speculation had on prices. Whether or not you get your facts doesn’t dispute what I said.
Players asked for a direct way to farm leather. Anet provided a direct way to farm leather. Whether it’s more efficient than farming gold wasn’t the point. Is that really hard to grasp?
Prices haven’t gone higher. Other than thick leather because of new sinks and hardened leather which has had a small upward trend. Both of these I had already mentioned. The rest have been flat. Well rugged did see like a 20 copper price level increase during March.
The problem is that you’re making the mistake of using a data point right before the update that gave the leather farm. You’re essentially cherry picking the low point while completely ignoring exactly why it was low in the first place despite me telling you numerous times. It’s no different than the price of oranges going up because of a supply scare, going back down where nothing happened, and then you using the price difference to argue that orange prices were out of line because they were dropping.
I’m finally done with w2. 18 minutes was my fastest time and I never made it passed the trib cloud needle arena without dying. I think I will upload a video of my swearing. What an ordeal that was. Starting on the final zone tonight!
It’s possible if you know the order and can fake out the cloud to do its AoE attack out of the way.
I found its aggro to be very random, sometimes it would walk away after i moved behind a pillar, other times not. I saw a speed run where the cloud didnt immediately aggro upon bouncing up into the arena, I never managed to replicate that.
It not aggroing at first is just one of several bugs that haven’t been fixed. Its attack pattern, however, is very predictable and telegraphed.
The cost of leatherworking going from 0-400 is ~30G which is roughly on par with the other crafts using the other two materials. The difference comes with T6 which makes it ~70G to go from 400 to 500. It’s a little misleading to lump all leather together when the issue is just one specific tier.
It’s not misleading because the only reason to craft is legendaries or ascended. Basically every exotic can be bought except things like viper’s but if you’re going to craft viper’s you might as well craft the ascended version. Also, from 0-400 it is still 24% and
13% more expensive.Speaking of misleading, expand the graph out more than immediately before the update that brought the farm. Account for increased players playing as well as the announcements of the leather farm. These all contributed to the temporary downward spike in prices with the latter having the greater effect. Prices have more of less been stable.
Do you have stats that show increased players playing? I have never seen Anet publish population numbers. Also I did mention pre-patch pricing. My point is that the prices have now exceeded the price that they were pre-patch announcement.
The leather farm works fairly well if you intend to use the leather. When I farmed it, I usually got all of the leather I needed for the daily T7. It’s not intended to be a gold farm which is why not many players bother with it. I think I was making about 14G/hr from it if I sold everything.
I’m going to pretty much call BS here unless you were farming for hours and swapping characters to offset the DR at which point you should have just been farming SW, fractals, or something else for 1/2 the time and then buying the leather on the TP.
With so few people doing the farm, you’re not going to see a noticeable impact on the leather market. So much leather gets exchanged on a daily impact which easily outweighs how much that is being brought in from it.
The number of players farming with the intention of using leather further reduces how much eventually ends upon the TP.
So few people do it because, as I mention above, it makes no rational or economic sense to do the leather farm unless the content there is something you really like (which is doubtful for the majority of the population and is evidenced by how few people do it). Players doing the leather farm and then using that leather would impact prices because they are no longer buying leather in the open market. That in itself should cause lower prices. The only way it wouldn’t is if all of those people never bought leather in the first place which is incredibly unlikely.
In regards to leatherworking, it’s misleading because you’re claiming the total cost is out of line and blaming all tiers of leather when the primary cause is from only one tier. The difference to reach 400 is roughly 4-5G. It’s not that large of a gap.
As far as player stats, isn’t it widely accepted that new LS content doesn’t cause players to not play the game but instead bring back those that do not, even if only for a couple days? Your pre-patch pricing is misleading because you’re using numbers that are impacted by the return of people onto the maps and most importantly which include the effects of speculators in regards to the announcements of the leather farm.
I get enough leather within about two hours of farming. DR doesn’t take affect until about five hours or so in which you can just hop off to another maps and do some things to reset it. You could also hop onto another character as well. Had you paid attention to my post, I said that it was not intended as a gold farm. It provides a direct source for leather which had been requested by players for years.
You’re completely ignoring how much leather gets exchanged on the TP. The amount farmed by players are but a drop in an ocean. I place orders for to make 210 elonian leather and they easily get filled within a few hours depending on how often I get outbid. The amount farming the leather are not large enough to impact demand. Demand which fluctuates throughout the day.
Edit:
Thin and coarse leather prices since November have been flat.
Rugged leather prices were flat since November with the price level increased by about 20 copper in March along with some spikes. Supply has greatly increased recently so price could fall.
Thick leather was trending down until they had more sinks for it. It also has a farm that produces quite a lot of it.
Only hardened leather has had an upwards trend and it’s a very small one.
So yeah, you were being misleading by lumping all of leather together.
(edited by Ayrilana.1396)
The cost of leatherworking going from 0-400 is ~30G which is roughly on par with the other crafts using the other two materials. The difference comes with T6 which makes it ~70G to go from 400 to 500. It’s a little misleading to lump all leather together when the issue is just one specific tier.
Speaking of misleading, expand the graph out more than immediately before the update that brought the farm. Account for increased players playing as well as the announcements of the leather farm. These all contributed to the temporary downward spike in prices with the latter having the greater effect. Prices have more of less been stable.
The leather farm works fairly well if you intend to use the leather. When I farmed it, I usually got all of the leather I needed for the daily T7. It’s not intended to be a gold farm which is why not many players bother with it. I think I was making about 14G/hr from it if I sold everything.
With so few people doing the farm, you’re not going to see a noticeable impact on the leather market. So much leather gets exchanged on a daily impact which easily outweighs how much that is being brought in from it. The number of players farming with the intention of using leather further reduces how much eventually ends upon the TP.
(edited by Ayrilana.1396)
They fixed the ice in z3 which was really nice, but it was completable before via jumping backwards to not slide everywhere (but would bug out if moving forward/sideways so was really hard. Thanks for the fix arenanet!)
Zone 2 isn’t so bad but I have had one instance where a checkpoint bugged and made me fall through the floor into a glitched rock or something, so I had to start all over from the beginning because there was no way out.
After completing them the first time, they were a lot faster and easier after that. Doing it the first time took me like 3 hours (with a few breaks) but after that it’s only like 45mins. I saw one video where someone did it in 10mins but I’m not nearly that good lol.
Use the shovel and keep digging until you get a rabbit. Let it kill you.
I’m finally done with w2. 18 minutes was my fastest time and I never made it passed the trib cloud needle arena without dying. I think I will upload a video of my swearing. What an ordeal that was. Starting on the final zone tonight!
It’s possible if you know the order and can fake out the cloud to do its AoE attack out of the way.
The problem with having agony provide condition damage reduction is that there’s no trade-off. You slot the infusions into your ascended equipment and that’s it.
You’re essentially suggested the equivalent of a game-wide (excluding sPvP) reduction on condition damage that’s only for those that shell out the gold for ascended gear.
If conditions are truly an issue then it should be resolved at the source and not with indirect fixes that only serve as a bandaid.
The best way is to contact customer support and explain the situation in as much detail as you can.
Dang, support was unable to help me. They said that in general they cannot remove account-bound items from any account.
Stupid me.
On another note; why isn’t this highly different choice for tokens at the top of the list instead of buried under all the skins… makes someone miss it easily… :/
Likely because the main reward from the chest are the Kaiser skins. Most lists tend to have ancillary items at the end.
I respect this game and its rules, but tell me, what is the point of the game, if instead of achievements and rewards you are given a disconect? A couple of times I endure but when it became farther it’s already started to enrage.
What is the point of playing any console game and then losing power?
When playing console games, such as on the Nintendo, what happened when you lost power which is essentially the equivalent here? They likely will not allow you to get back in as it opens up a way for people to “game” the system. Players should not be entitled to compensation because they cannot maintain a stable internet connection.
The traps not being seen was intentional and homage to another game from many many years ago.
Do you already know the recipe?
You missed one of the opportunities to complete the daily out of twenty one
(edited by Ayrilana.1396)
https://wiki.guildwars2.com/wiki/Class_I_Rift_Stabilizer
https://wiki.guildwars2.com/wiki/Class_II_Rift_Stabilizer
These are a great way to do the map event dailies.
They’ll likely just add an ICD to the trait.
.
.
Is there even a precedent to separate a particular condition by whether it’s “random” or not? I don’t recall them having ever separated a condition based on its various sources. It just opens up for too many things that could go wrong.
You seem to look at it as more advanced than it really is. A simple way would just be to make the trait something like:
“Any ability that cause chill now also add x bleeds to the target(s)”
That’s just like the Thief trait “Serpent’s Touch”, which cause stealing to also inflict poison. Only now, instead of just one ability it adds an effect to several (all those that cause chill). This way it will be strictly linked to necro abilities so it won’t work with any “random chills”, and the way to implement it is already used in other traitlines in the game.
Look at it as more advanced? Huh?
Again. You’re assuming that the game differentiates between the sources of chill. As if it can tell if it comes from a skill vs a utility vs a proc vs a environmental weapon.
No, I do not assume that. My idea is to avoid that all together, but it seems you misunderstood my previous post or something.
My idea is basically that you link Deadly Chill to abilities. It simply links it to the abilities, not to chill. Now, obviously they link it to those abilities with chill, but it’s not directly linked to chilling. It’s a rather simple solution if you want to remove the effect from “random chills”. Not sure why you insist on talking about telling the difference from skill / pro / enviornmental.
You state that it’s simple but as I have said at least twice before: the game doesn’t differentiate chilled between skills, utilities, procs, and environmental weapons. What you’re suggesting is really no different. Whether directly or indirectly, you’re trying to have that trait differentiate chilled between skills and everything else as well as between the skills that have chilled vs those that do not.
There’s precedent for adding ICD’s so we’re more likely to see that. It’s easier to add since other traits have had ICD’s added before as well as food procs. It’s also easier to maintain as everything is contained within that trait and not upon which skills have chill.
I try a third time, as you yet again don’t understand. You keep saying I want the game to differentiate all kinds chill sources, but my idea (as I’ve posted twice) don’t need to. It REALLY isn’t a hard concept to understand, but I’ll try to explain again;
Deathly Chill should add bleeding to SPECIFIC skills, and the skills Anet decides to put it on is those with chill. It’s attached to SKILLS, not CHILL. In case this still isn’t understandable, it’s like this from the games view:
“When Deathly Chill is taken, bleed is added to skill x, y, z, etc.”
The skills x, y, z are some that Anet decide. Now, Anet decides to pick all those skills with chill on it. it doesn’t have ANYTHING to do with chill as far as the game sees it, it’s just Anet that decides to put it on all those skills that have chill.
Which is differentiating between sources like I stated in my post. You’re just using specific skills as the “middle-man”.
You say the game can’t differentiate between sources and my solution doesn’t HAVE to differentiate. In my solution it has nothing direct to do with chill as far as the game sees it.
But it seems you just don’t understand it (or don’t want to admit it). Either case you are either too arogant to discuss with or you got no idea about how the game actually works – in both cases I think this discussion is at an end.
Im not saying that it can’t because it can do just that if Anet programs it to. It’s just that no trait currently does what you’re claiming and it only add more work.
You are trying to differentiate which I pointed out by holding various parts of your post. I even addressed the part about direct. I think you know full well what I’m saying as you keep mentioning “direct”. Choosing which weapon skills that deathly chills applies to is no different than choosing which sources of chill that the it applies to. The only difference is that the former is doing it indirectly. The end result is the same.
Which HoT adventures should be recalibrated
in Guild Wars 2: Heart of Thorns
Posted by: Ayrilana.1396
Actually, I posted the topic to talk about recalibration of a few adventures – not making a major shift in the game dynamics. (where ARE the moderators…?)
I recommended that scrap rifle and shooting gallery at this time are basically just for the elite – and a few other adventures just shy of that….
The adventures are part of the regular game play that everyone enjoys. We have tournament PVP, Raids, and high level Fractals to stretch our capabilities – but the maps and story (and adventures) are for EVERYONE.
HIGHLY REQUEST a moderator do a database search and report back the percentage of how many people have completed gold on each of the adventures. It would be good to know if I am full of hot air or actually have a reasonable point.
Hopefully, before you get back to us, Crustydog will have completed Shooting Gallery and completed all the adventures. :-)
One could potentially do this by looking at the all-time scores and comparing those with the cut offs. Are these available in the API to make this easier?
Not a waste but balanced.
Deathly Chill in its current state (3 bleeds for 5 to 10 seconds) should also have an ICD of at least 2 seconds.
Why?
Because Necro has so many skills and utilities that apply chills which allow them to stack up a large number of stacks. It’s even more of an issue for those skills and utilities which pulse. PvE also has an issue with an ice environmental weapon which has an auto attack that allows you to get and maintain about 40 stacks of bleed.
Adding an internal cooldown would bring the trait back into balance while still allow chills to add bleed stacks.
I don’t think it’s unbalanced, maybe underpowered. Necros are still behind any other profession in the dps department.
Underpowered? You just haven’t seen it in action yet.
I will guess that you are talking from WvW perspective, while the rest talks either from PvP or PvE one.
Yes, Deathly Chill in WvW is overpowered because, as with many skills, traits and effects, WvW shares balance with PvE where DChill was recently buffed. The solution to this problem is splitting Deathly Chill balance from PvE in the same way they did split Epidemic, not internal cooldowns.
I’m talking about both WvW and PvE (not dungeons, fractals, raids). That just creates more work when a 2 sec ICD should be adequate ir they can just bring it back to a single bleed stack.
But why would they do that if the solution is the WvW split and if you mean the PvE open world environmental gun shenanigans, nerfing said gun?
It just creates more work for balancing to split yet another trait/skill based on game mode -you say it, yet in previous post you include this: I’m talking about both WvW and PvE (not dungeons, fractals, raids). What I’m reading here is suggestion to split Open World PvE form instanced PvE and add another layer of balance split and that contradicts your next point.
ArenaNet buffed Deathly Chill for PvE deliberately so Necromancer can compete in raiding scene and it ended up as a success, why would they want to make the profession non-competitive again by reverting changes or putting ICDs? Out of spite?
You’re making a huge workarounds while the solutions are extremaly simple and likely already in works.
There are multiple possible solutions with an ICD being one of the easier ones.
There’s no contradiction as you misread my post or didn’t understand what I was saying.
Its “impact” is one game mode, so you are already just wrong. How difficult would it be for them to just say “WvW uses the PvP version?” Not at all. The split is already there, they’re just changing where the line is drawn.
It impacts WvW and PvE. So that’s two, not one.
Every unsplitted skill affect 3 game modes, i think.
Even Ancients Seeds could be called OP in pvp but i’ve never heard about nerf it in pve.
Deathly Chill is OP in WvW? Why? Because it affect player? What!?
In WvW ther’s pvp activity? Deathly Chill have a pvp version so.. why not use the PvP version then?WvW tends to be lumped with PvE. It’s more evident by your characters being able to move freely between those modes with minor adjustments unlike if you were to go to sPvP.
Ancient Seeds isn’t OP as it’s not spammable and rangers don’t have enough access as they typically use the skill with lb for rapid fire/quickness.
Nope, WvW stats are lumped with PvE thanks to the stats, cause you can chose how to mix it.
A10 icd trait that can do (even from range) the same thing of a 60 cd elite it could be called OP.
The RS#5#4 combo isn’t spammable cause, even if you use another ice field, the RS#4 have 30sec CD (25 traited) and you need to be melee. You also need to be in the target hitbox to fully hit your enemy.If the trait need a “fix”, surely shouldn’t be something that kill the gameplay, like prevent the most valuable condibomb of the necro, right? Cause an ICD will kill it.
Not sure what you’re saying nope to. Also not sure what you brought in stats either.
Whether a 10 sec ICD trait is OP depends on other factors than a comparison of their cool downs. For example, with that ranger trait, how often a ranger could actually take advantage of it matters too.
I didn’t say that the reaper skills were spammable. I was talking strictly about the ranger in the post.
Its “impact” is one game mode, so you are already just wrong. How difficult would it be for them to just say “WvW uses the PvP version?” Not at all. The split is already there, they’re just changing where the line is drawn.
It impacts WvW and PvE. So that’s two, not one.
Every unsplitted skill affect 3 game modes, i think.
Even Ancients Seeds could be called OP in pvp but i’ve never heard about nerf it in pve.
Deathly Chill is OP in WvW? Why? Because it affect player? What!?
In WvW ther’s pvp activity? Deathly Chill have a pvp version so.. why not use the PvP version then?
WvW tends to be lumped with PvE. It’s more evident by your characters being able to move freely between those modes with minor adjustments unlike if you were to go to sPvP.
Ancient Seeds isn’t OP as it’s not spammable and rangers don’t have enough access as they typically use the skill with lb for rapid fire/quickness.
They’ll likely just add an ICD to the trait.
I actually thought this trait was linked to skills that caused chill rather than any chill at all. It would actually probably be easier to balance if the source of chill was limited to that instead of any random chill. Thinking of the difference between a random icd procing chilling bolt combo vs guaranteed 600 chill shouts always procing as extremes.
Except I don’t believe the stacks last all that long so something like 2 seconds may be enough to make it not be so OP.
No,
I mean if you put an icd on it then random procs of things like chilling bolt can make you sadface because it denies you potential 600 aoe 5 target bleed if you cast a chill shout like .5sec after that. I think it would be better to tie chill bleed to the actual skills that cause chill for this reason.Is there even a precedent to separate a particular condition by whether it’s “random” or not? I don’t recall them having ever separated a condition based on its various sources. It just opens up for too many things that could go wrong.
You seem to look at it as more advanced than it really is. A simple way would just be to make the trait something like:
“Any ability that cause chill now also add x bleeds to the target(s)”
That’s just like the Thief trait “Serpent’s Touch”, which cause stealing to also inflict poison. Only now, instead of just one ability it adds an effect to several (all those that cause chill). This way it will be strictly linked to necro abilities so it won’t work with any “random chills”, and the way to implement it is already used in other traitlines in the game.
Look at it as more advanced? Huh?
Again. You’re assuming that the game differentiates between the sources of chill. As if it can tell if it comes from a skill vs a utility vs a proc vs a environmental weapon.
No, I do not assume that. My idea is to avoid that all together, but it seems you misunderstood my previous post or something.
My idea is basically that you link Deadly Chill to abilities. It simply links it to the abilities, not to chill. Now, obviously they link it to those abilities with chill, but it’s not directly linked to chilling. It’s a rather simple solution if you want to remove the effect from “random chills”. Not sure why you insist on talking about telling the difference from skill / pro / enviornmental.
You state that it’s simple but as I have said at least twice before: the game doesn’t differentiate chilled between skills, utilities, procs, and environmental weapons. What you’re suggesting is really no different. Whether directly or indirectly, you’re trying to have that trait differentiate chilled between skills and everything else as well as between the skills that have chilled vs those that do not.
There’s precedent for adding ICD’s so we’re more likely to see that. It’s easier to add since other traits have had ICD’s added before as well as food procs. It’s also easier to maintain as everything is contained within that trait and not upon which skills have chill.
I try a third time, as you yet again don’t understand. You keep saying I want the game to differentiate all kinds chill sources, but my idea (as I’ve posted twice) don’t need to. It REALLY isn’t a hard concept to understand, but I’ll try to explain again;
Deathly Chill should add bleeding to SPECIFIC skills, and the skills Anet decides to put it on is those with chill. It’s attached to SKILLS, not CHILL. In case this still isn’t understandable, it’s like this from the games view:
“When Deathly Chill is taken, bleed is added to skill x, y, z, etc.”
The skills x, y, z are some that Anet decide. Now, Anet decides to pick all those skills with chill on it. it doesn’t have ANYTHING to do with chill as far as the game sees it, it’s just Anet that decides to put it on all those skills that have chill.
Which is differentiating between sources like I stated in my post. You’re just using specific skills as the “middle-man”.
Its “impact” is one game mode, so you are already just wrong. How difficult would it be for them to just say “WvW uses the PvP version?” Not at all. The split is already there, they’re just changing where the line is drawn.
It impacts WvW and PvE. So that’s two, not one.
Not a waste but balanced.
Deathly Chill in its current state (3 bleeds for 5 to 10 seconds) should also have an ICD of at least 2 seconds.
Why?
Because Necro has so many skills and utilities that apply chills which allow them to stack up a large number of stacks. It’s even more of an issue for those skills and utilities which pulse. PvE also has an issue with an ice environmental weapon which has an auto attack that allows you to get and maintain about 40 stacks of bleed.
Adding an internal cooldown would bring the trait back into balance while still allow chills to add bleed stacks.
I don’t think it’s unbalanced, maybe underpowered. Necros are still behind any other profession in the dps department.
Underpowered? You just haven’t seen it in action yet.
I will guess that you are talking from WvW perspective, while the rest talks either from PvP or PvE one.
Yes, Deathly Chill in WvW is overpowered because, as with many skills, traits and effects, WvW shares balance with PvE where DChill was recently buffed. The solution to this problem is splitting Deathly Chill balance from PvE in the same way they did split Epidemic, not internal cooldowns.
I’m talking about both WvW and PvE (not dungeons, fractals, raids). That just creates more work when a 2 sec ICD should be adequate ir they can just bring it back to a single bleed stack.
Yet that solution would further cripple necromancers in raiding, fractals and dungeons. They aren’t separate from PvE. And yes, raid balance is the most important factor because anything works in open world. Open world balance isn’t even a thing.
It’s recently been causing some issues in WvW and especially when combined with epidemic. Just because something makes a class more competitive in raids, doesn’t justify there not being an adjustment to something that is a little over the top. It’s a similar rationale that I’ve seen some people use to justify exploiting. And no, I’m not saying this trait is exploiting in case you somehow reach that conclusion for some reason. Other areas shouldn’t go unbalanced just so necros can keep up in raids.
Or maybe, they do the split balancing like was suggested and you ignored.
It just creates more work for balancing to split yet another trait/skill based on game mode. Since it impacts multiple game modes, there’s no reason changes should be confined to just one.
And, by the way, I did address it. Please read my posts before making accusations. Thanks.
Not a waste but balanced.
Deathly Chill in its current state (3 bleeds for 5 to 10 seconds) should also have an ICD of at least 2 seconds.
Why?
Because Necro has so many skills and utilities that apply chills which allow them to stack up a large number of stacks. It’s even more of an issue for those skills and utilities which pulse. PvE also has an issue with an ice environmental weapon which has an auto attack that allows you to get and maintain about 40 stacks of bleed.
Adding an internal cooldown would bring the trait back into balance while still allow chills to add bleed stacks.
I don’t think it’s unbalanced, maybe underpowered. Necros are still behind any other profession in the dps department.
Underpowered? You just haven’t seen it in action yet.
I will guess that you are talking from WvW perspective, while the rest talks either from PvP or PvE one.
Yes, Deathly Chill in WvW is overpowered because, as with many skills, traits and effects, WvW shares balance with PvE where DChill was recently buffed. The solution to this problem is splitting Deathly Chill balance from PvE in the same way they did split Epidemic, not internal cooldowns.
I’m talking about both WvW and PvE (not dungeons, fractals, raids). That just creates more work when a 2 sec ICD should be adequate ir they can just bring it back to a single bleed stack.
Yet that solution would further cripple necromancers in raiding, fractals and dungeons. They aren’t separate from PvE. And yes, raid balance is the most important factor because anything works in open world. Open world balance isn’t even a thing.
It’s recently been causing some issues in WvW and especially when combined with epidemic. Just because something makes a class more competitive in raids, doesn’t justify there not being an adjustment to something that is a little over the top. It’s a similar rationale that I’ve seen some people use to justify exploiting. And no, I’m not saying this trait is exploiting in case you somehow reach that conclusion for some reason. Other areas shouldn’t go unbalanced just so necros can keep up in raids.
They were available for claim tickets before? I don’t remember this.
The two bauble chest spots in the water aren’t digging up for me. Is this daily bugged?
Were you doing it on infantile mode?
Not a waste but balanced.
Deathly Chill in its current state (3 bleeds for 5 to 10 seconds) should also have an ICD of at least 2 seconds.
Why?
Because Necro has so many skills and utilities that apply chills which allow them to stack up a large number of stacks. It’s even more of an issue for those skills and utilities which pulse. PvE also has an issue with an ice environmental weapon which has an auto attack that allows you to get and maintain about 40 stacks of bleed.
Adding an internal cooldown would bring the trait back into balance while still allow chills to add bleed stacks.
I don’t think it’s unbalanced, maybe underpowered. Necros are still behind any other profession in the dps department.
Underpowered? You just haven’t seen it in action yet.
I will guess that you are talking from WvW perspective, while the rest talks either from PvP or PvE one.
Yes, Deathly Chill in WvW is overpowered because, as with many skills, traits and effects, WvW shares balance with PvE where DChill was recently buffed. The solution to this problem is splitting Deathly Chill balance from PvE in the same way they did split Epidemic, not internal cooldowns.
I’m talking about both WvW and PvE (not dungeons, fractals, raids). That just creates more work when a 2 sec ICD should be adequate ir they can just bring it back to a single bleed stack.
Not a waste but balanced.
Deathly Chill in its current state (3 bleeds for 5 to 10 seconds) should also have an ICD of at least 2 seconds.
Why?
Because Necro has so many skills and utilities that apply chills which allow them to stack up a large number of stacks. It’s even more of an issue for those skills and utilities which pulse. PvE also has an issue with an ice environmental weapon which has an auto attack that allows you to get and maintain about 40 stacks of bleed.
Adding an internal cooldown would bring the trait back into balance while still allow chills to add bleed stacks.
I don’t think it’s unbalanced, maybe underpowered. Necros are still behind any other profession in the dps department.
Underpowered? You just haven’t seen it in action yet.
no one cares if you are talking in open world pve. all classes are OP in open world pve.
I’m talking about raids.
Well I wasn’t when you responded directly to my post nor did you give any indication that you were talking about raids in any of your posts.
I want you to take any chill application, like Reapershroud 5, it works exactly like this. Yes, the Icegun is stronger than any of that, and maybe the gun will get a patch coming it’s way but the trait works just as it is supposed to.
Of course it works like it should. The trait is supposed to apply 3 bleed stacks when you chill an enemy. It does that so obviously working as it is supposed to.
As far as Vinetooth goes, this could be a great way to get extra DPS.
Underwater combat confirmed.
Ayup. Also, the HP bars are smaller with small groups. Golem Mk-II with 5-6 people drops in about 2 minutes. With a whole map on it, 5 minutes. Vinetooth probably has similar problems in that not only do players have to manage CC for much longer, they have to DPS like crazy, without falling over, to smack down his bar.
Man, this almost sounds like teamwork could be required with EVERYTHING classes have to offer… like.. heal, CC, buffs, damage… wow… but.. yeah, no, that can’t be it.
Funny that you should sarcastically mention “heal” in there, as a buffed-up enough critter can three- or one-shot a player due to excessive damage scaling. But that’s not the point.
Breaking that bar is more vital to Vinetooth’s success than any other boss I’ve seen in HoT, specifically because he’s a massive HP sponge. Add in Vinetooth’s high mobility and very short CC window (cripple, chill, weakness are useless), and it takes a team of rather specific builds to beat him.
Eh, just bring a couple of necros along and it’s cake, my friend. Necro best at everything 2017.
Even more so recently with the oversight in regards to one of their traits. At least until it gets fixed.
I’m not actually sure to what you are referring, but now I’m super-tempted to google and see if I can’t figure out what I can abuse while I have some buggy OP trait.
…but, I was mostly meaning that condition necro brings some hard CC, and a lot of soft CC, to the table, as part of their normal rotation. The “best at everything” part was a joke based on the complaints.
The reaper gm trait that adds bleed stacks when you apply chill. Since you can do it with each application, anything that pulses chilled effects allow you to stack bleeds. There is an environmental weapon that does this.
I fail to see how that is supposed to get “fixed”, it’s overtuned in PvE because otherwise it would be too weak, the same trait, in PvP, does one stack bleeding for each application of chill.
It’s exactly like they wanted it to be from what i can tell.
So being able to produce that many stacks so quickly is intended? K.
Ayup. Also, the HP bars are smaller with small groups. Golem Mk-II with 5-6 people drops in about 2 minutes. With a whole map on it, 5 minutes. Vinetooth probably has similar problems in that not only do players have to manage CC for much longer, they have to DPS like crazy, without falling over, to smack down his bar.
Man, this almost sounds like teamwork could be required with EVERYTHING classes have to offer… like.. heal, CC, buffs, damage… wow… but.. yeah, no, that can’t be it.
Funny that you should sarcastically mention “heal” in there, as a buffed-up enough critter can three- or one-shot a player due to excessive damage scaling. But that’s not the point.
Breaking that bar is more vital to Vinetooth’s success than any other boss I’ve seen in HoT, specifically because he’s a massive HP sponge. Add in Vinetooth’s high mobility and very short CC window (cripple, chill, weakness are useless), and it takes a team of rather specific builds to beat him.
Eh, just bring a couple of necros along and it’s cake, my friend. Necro best at everything 2017.
Even more so recently with the oversight in regards to one of their traits. At least until it gets fixed.
I’m not actually sure to what you are referring, but now I’m super-tempted to google and see if I can’t figure out what I can abuse while I have some buggy OP trait.
…but, I was mostly meaning that condition necro brings some hard CC, and a lot of soft CC, to the table, as part of their normal rotation. The “best at everything” part was a joke based on the complaints.
The reaper gm trait that adds bleed stacks when you apply chill. Since you can do it with each application, anything that pulses chilled effects allow you to stack bleeds. There is an environmental weapon that does this.
They should be separate like how other festival dailies have been.
Not a waste but balanced.
Deathly Chill in its current state (3 bleeds for 5 to 10 seconds) should also have an ICD of at least 2 seconds.
Why?
Because Necro has so many skills and utilities that apply chills which allow them to stack up a large number of stacks. It’s even more of an issue for those skills and utilities which pulse. PvE also has an issue with an ice environmental weapon which has an auto attack that allows you to get and maintain about 40 stacks of bleed.
Adding an internal cooldown would bring the trait back into balance while still allow chills to add bleed stacks.
I don’t think it’s unbalanced, maybe underpowered. Necros are still behind any other profession in the dps department.
Underpowered? You just haven’t seen it in action yet.

