Top 25 solo condi rev S7
Showing Posts For BeLZedaR.4790:
Top 25 solo condi rev S7
As it seems there is no intention from the devs to add such a tool to the game or at least remove the threats on accounts using them, and I think this is a very poor decision as DPS meters solve a problem many people complain about.
Think about it for a second, why are raids not accessible for new players?
Truth is, because there is no DPS meter. Just to clarify, I don’t refer to only a DPS number but also boon uptime, heals, resses, damage taken etc. that allows you to see clearly who is dying from what, who does their job and who doesn’t beyond just DPS.
And why is that, that the lack of DPS meters push out new players?
People in LFG groups mostly just want the fast, least wipes as possible clear of whatever they’re going to do. As such they ask for people that know what they’re doing. The only gauge of knowing what you’re doing is how many Legendary Insights you have, Kill proofs, achievement points and so on.
ALL of these things are based on raw time spent in game. Think about it, for each 9 legendary insights you need at least one week spent already SUCCESSFULLY raiding. It does not gauge how many training runs you may had, or maybe you just got carried to get the kills, but only how long have you been raiding.
So what DPS meters offer, is a way for new players to prove they are an asset to the team, and if someone blames them for not having 9000 stacks of LI they can prove they do their job.
If anything, new players need to fight for the addition of adding DPS meters to the game so that they won’t need to suffer getting kicked simply because they did not start raiding 3 months ago, but 3 weeks ago, even if they perform better than people who’ve been raiding longer.
One more thing, not about LFG but still coming to raid accessibility. Once DPS meters are a thing, orginized guilds can give numbers of a bottom number DPS or quickness uptime or healing or whatever it is you’re supposed to be doing, that you, as a new player can aim for to know that you’re good enough to start raiding.
It allows you to see your weak points and improve upon them.
Also wanted to mention lastly that there basically exists a DPS meter in-game. WUT?? Yes. It’s called the combat log. The difference is that the combat log is completely unreadable and only serves to see how much a specific skill did in case you’re curious. All that basically is asked for is a revamped, readable, combat log.
Top 25 solo condi rev S7
I agree – I love the added challenge as well!
However, can you guys offer any tips to get around the 2nd ‘orb cap phase’ of the final boss? Last night we went at it numerous times but never could get past that part
Pretty sure you can jump above the red orbs (seemed to have worked for me), jump above the wave, you can see it coming because it comes in, you count 1 second and jump. dodge the orange circles and catch the blue orbs. Invulnerability works very well you will still cap the point. (If you’re an ele you can run mist form, it’s quite useful as a safe button).
“Also, please let more fractals get this challenge mote treatment.” YES!!!!! PLEASE DO!
Top 25 solo condi rev S7
So I’ve been doing fractals for about 2.5 years on its highest difficulty if you don’t include breaks I’ve taken from the game…
And the level 100 challange mote was, is, the best experience I’ve had doing fractals ever. This is what tier 4, 76-100 all should be like. If the daily was 2 fractals of this difficulty I’d be happy. (3 would be too long).
For the first time a PvE content has brought awareness and dodging key attacks to such a rewarding level and in such a strong way into the game.
Most (if not all) of the other T4 fractals are too prone to people getting carried even though they very partially know or play around the mechanics (I see this in PuGs all the time). This difficulty of content actually forces every single member of the party to prove valuable.
Some people would argue it’d be too difficult, but fractals have tiers for a reason. You could increase the rewards for all tiers accordingly and make T4 as challanging as the challange mote, to actually be as they’re supposed to be, for masters of the content. It’s called Master tier after all
Anyway this probably won’t be done, because people want to feel the best that they’re doing T4s when they’re often carried. I would not mind needing to improve myself if it turns to be needed.
Regardless, amazing job. I had a lot of fun. Give me more of this
Top 25 solo condi rev S7
Did not see a post on this on these forums and I’m quite surprised tbh.
The Afflicted instability if you don’t know, applys a random damaging condition on enemy attacks.
Obvious goal: pushing condition cleansing into the meta.
Why is this bad then? Ever wondered why the 4 necros meta was a thing? Because they don’t care about conditions, they transfer them back for more of their own damage.
But for every other class, this instability alone adds Matthias levels of condition pressure.
Theoretically you just bring condition cleansing and you’re set. Effectively you throw dodge management out the window, because every attack of every trash mob will do so much damage to you. And if you think about healing think again because 20% of the time it will be poison!
This instability is so bad that any group that goes to do T4s and has the appropriate AR for all levels, and can choose between Lv91-100 without Affliced, vs Lv81-90 with Afflicted for ANY FRACTAL, will choose 91-100. ALWAYS.
So what is my suggestion? Add a cooldown to the instability. Simillar to boon thieves (which thankfully is gone) this instability is out of control only because it has NO COOLDOWN.
A note to be made : pushing condition clenasing into the meta is not a bad thing! But do it through the encounter mechanics. Previously, guardians would bring Pure of Voice with shouts to Mai Trin lv 50 before HoT, because the encounter required it (Mai Trin stacks a lot of bleeds). This is fine. But when you add a global modifier, it cannot be this strong!
Top 25 solo condi rev S7
A Thief that complains rev is still op.
Give me a break.
You don’t even have to face retrib rev anymore.
The fact is you can’t beat the matchup you counter which means you’re bad, not that rev is op.
Top 25 solo condi rev S7
The event with scholar Nabbi did not spawn for me for 3 days now.
Am I going to have to camp a map that I personally hate for another 3 days just for it not to spawn again ?
At this point I’ll scrap it and go buy the kitten thing. I had fun doing this till this step.
Top 25 solo condi rev S7
Jalis hammer still disappear on walls cuz why not right?
UA still goes full cd when it interrupts self.
Shiro heal sucks even more.
Also let’s make Retribution stability randomly proc on your UA for the lols, cuz who needs reliable stability.
Meanwhile lets nerf everything that isn’t Invocation rev because we know our game and not at all have we indirectly nerfed condi rev again.
Any change in this balance patch caused each class to have 1 build in each game mode instead of variance. Ameizing. Pretty laughable.
Top 25 solo condi rev S7
@Shiyo
That’s a very good suggestion, actually. +1
Top 25 solo condi rev S7
“Best way to make leagues better ? Implement tier and division drops in all division except Amber . Split soloq from team q.
There done .”
Agree with that, and I made a post on division drops. But too many casuals, that won’t happen. What I proposed here don’t hurt the casuals, only those who think they’re good bec they grinded the hell out of the season and still could bearly get legend at the end when every good player is no longer playing to challange them…
And having division drop still won’t do kitten to people like me who hit legend on first week on 80%+ w/l and then get bored for 3 months. so reducing that to 3 weeks is a good deal for me.
Top 25 solo condi rev S7
Leagues in guild wars feel simillar to a legend climb in a game like Hearthstone.
I suggest the leagues being – just like hearthstone, shorter (1 month), to make it a harder challange to climb (because at the moment, anyone can).
Also, and important to make the above work, there should be no break between seasons. 1 ends, 1 starts.
These two changes work together to both keep the players who constantly want to pvp with the fun of climbing that is really gone when you hit legend, and for the rest it will require to step up their game to hit legend in a reasonable amount of time.
P.S. Also instead of prestige levels that are not even displayed anywhere unless you are top 5, a legendary leaderboard like the old QP leaderboard would be much better to keep a reason to play after legend.
Top 25 solo condi rev S7
(edited by BeLZedaR.4790)
I think having a leaderboard inside legendary instead of meaningless prestige levels would be good. I mean, legendary means kitten for a good player and its hard enough for a bad player so it’d be a good entrance bar to a more competitive scene.
Top 25 solo condi rev S7
“I am a fan of the idea of making players choose between resistance and protection in traits/utilities, and Resistance would be changed to suppress the effect of conditions by 33%, including non-damaging effects.”
That’d be fine if condition damage would require 3 stats to be full damage spec, but instead it requires 2 stats.
Condi damage must be adjusted to require precision to crit on conditions, and conditions without precision must be nerfed like power without precision. True that power has a better burst potential, so the overall DoT on full condi glass can be higher.
As of now, untill this is fixed, kitten condition builds and yay to resistance.
Top 25 solo condi rev S7
That’s true. I don’t really agree on the necro part tho, they have their annoying kitten to. People already know this for a long time tho, and AN doesn’t seem to care.
Top 25 solo condi rev S7
They could be fun, but its badly implemented like some reward track so… Yeah its pvp backpiece reward track basically.
Top 25 solo condi rev S7
Look at your build. I really dunno what did you expect. 1) Condi ranger is not viable except vs incapable noobs, and untill you’re experienced with making your own builds you should just go to metabattle, that’s what its for. 2) You should probably watch footage from actual good pvpers in twitch and such and proleague matches and learn how people move around the map (aka rotate).
Top 25 solo condi rev S7
They stated reasons that I personally not agree with but can accept for why you can’t que from anywhere. BUT. I hate how HotM looks. It could be so much better.
My suggestion(s):
-Change style. Current theme doesn’t feel heroic and/or like the mists. It looks like a broken castle. Just no. Something like tarir theme or the fractals lobby would be much cooler and fitting.
-Add arenas. Just like the ones in guild halls, that people can spectate from around. Like 5 of them. Some that only allow 1v1s, others just FFA to allow people to actually PvP while waiting and feel warmed up. The npcs are not an excuse. I already got tired of 1 shotting all the non-dodging npcs going in circles till que pops.
-Other side activities? This one isn’t burning for me but having a JP or something neat like that can also be nice.
I don’t feel like this is THAT much for something that will change 50% of my time and many other people’s time in gw2 (10 minute ques, 10 minute games) from just standing into having fun.
Top 25 solo condi rev S7
Yep guard sucks rn. Every other class is somewhere between somewhat competitive to completely broken, except dragonhunter. Considering this was the state of warrior in s1,2 and now warrior is also broken, i expect typical AN batkitten crazy buffs coming in s4 to make it competitive.
Top 25 solo condi rev S7
Legend is way too easy to get anyway and a joke. I’m happy that some people atleast won’t get legend. Mathematically, everyone with enough effort can get legend because of the winstreak system and because over time the better players will climb and leave him with inferior matchups to face. Honestly if you can’t climb, get good or wait till people climb.
Top 25 solo condi rev S7
Rev skills still do damage based on white sword damage range, half of the skills still bug out and work incorrectly, hammer still sucks, no ranged condi weapon, 2 legends still are unplayable in pvp, and probably atleast 5 more things that i forgot… and more nerfs. Good job.
Top 25 solo condi rev S7
To me its pretty obvious that this is what stops gw2 pvp from being an actual success (the fact that its not competitive).
If it was competitive maybe we’d have more sponsors for small tournaments between the main pro league events and people will have a reason to get very good other than a very small percentile that already have their place in that pro league event.
Even if the game isn’t meant to be VERY competitive, at its current state its ridiculous. It took me exactly 5~ games to master the condi mesmer build and it recks EVERYONE in 1v1, you have strong tf presence via moa and great rotation potential via portals. Nuff said right?
Don’t get me wrong, I love this game. But it could be so much better, and its not happening.
Top 25 solo condi rev S7
This is just an idea I had recently to make titles that allow you to display big progress on sPvP, and I don’t mean the legendary division titles (which, still, are imo meaningless for various reasons), I mean general progression of playtime, like you see Prestige levels on other games with unique icons/titles.
Basically, this is kind of in place. But its bs, we all know it. There are the titles Gladiator through Legendary Champion, but with rank farming servers and the titles even without them being only 500~ wins of playtime to acquire is kind of irrelevant after playing couple months of pvp even if you’re not playing hours a day.
Also, as far as i know, the Challanger – Legend “of the Arena” currently cannot be obtained, and I see these as cool titles that could be used. Ntm “Champion brawler” seems like a pretty unrewarding title for a huge amount such as 10k wins compared to for example “Ultimate Dominator” for wvwers.
So basically my suggestion is to make new achivements for ranked wins:
Challanger of the Arena – 500 wins
Soldier of the Arena – 1000 wins
Veteran of the Arena – 2500 wins
Master of the Arena – 5000 wins.
Legend of the Arena – 10000 wins.
Its not that the top titles will become common like Legendary Champion, because not that many people have this much wins. So they’ll keep their prestige. Maybe these should be limited to ranked wins only and not unranked, because in unr none plays seriously really, but then in the large offtime in seasons you won’t be able to make progression which is a shame.
Top 25 solo condi rev S7
Shinier? Hell no screw that its way too big already, please, I’m not a dam dragon in size. I made the ascension – disappointed bec its fairy tale wings. This is wings for a dragon-sized human or something I don’t know, but I’m not going to bother with another backpiece that falls short of fractal capacitor.
Top 25 solo condi rev S7
I’ve passed on these changes and they’re definetly required.
The class suffers some major issues in intern balance, as some weapons and legends simply outclass the others, same applies for traitlines.
A range condi weapon is also a really good idea as atm you can’t play a non hybrid condi build and you can’t have a kiting condi weapon. This class gained weapon swap but design remains as if it doesn’t have it. Quite a shame.
I more than hope to see AN balance team having a look at this.
Top 25 solo condi rev S7
I agree on the fundamental concept that the game suffered serious power creep. I disagree however on some of the suggestions you’ve made.
For example, druid dps more celestial uptime. I see your point in making dps ranger viable, I play it myself and its a fun spec I miss being viable. However, my suggestion would be only to nerf the healing part, because, as you stated, we need to reduce the power creep.
Now, obviously if you only nerf ranger without a nerf to other classes you make things worse, but the direction should be, imo, the following:
Aim to reduce the amount of things 1 single skill does. What do I mean by this? Look at warrior. The reason warrior is not viable is because its weapon skills (and a lot of utilities) are still functioning the old way, being for a specific purpose and doing mostly a single thing.
Looking at some of the elite specs or even just other classes utilities you can see the difference. One example could be warrior axe 5 vs revenant staff 5. Just damage vs more damage, evade, ton of CC.
There are plenty of examples for this not just from revenant, but also scrapper, necro, mesmer etc…
So why should we make skills do one specific thing like they were ? Because in this way the game is more about a move and a response and requires more thought process. At the current state, say a revenant want to break stun with Glint #7 and oops he also blinded your heartseeker and then bursted you.
Bottom line, Skills doing multiple things just makes the game a spam-all-skills-as-fast-as-you-can-and-win type of game which most of us want to avoid.
Except for what I mentioned I completely agree with your post and hope that AN takes it seriously if they see it.
Top 25 solo condi rev S7
Going out to LA/WvW the infusion seems to be applying the effect as intended. In sPvP lobby/match it has no visual effects. Is it a bug or intended?
Top 25 solo condi rev S7
“Additionally, some more powerful effects will take place on the amulets”
Meh I don’t like this idea. Amulets should focus on stats, and runes on effects.
The rest looks pretty good thou.. except overpowered. Burns daze? I mean cmon, no more passive op stuff please. But if these effects would be interesting and not stupidly overpowered then absolutely.
“- Celestial Amulet: +150 All stats”
I think you took it too far, we’re talking +560 → +150 that means you really really REALLY limit stat variation for all classes and I’d say it should still be +350-ish to allow for some build diversity.
Generally though, runes being more interesting and more of them being viable and interesting is something I want to see.
I’d actually go in a direction of making them sets of two instead of 6 and you choose 3 runes (with the current amount of runes this will never work though, too few) to try to compliment them into one another with your build, much like you do with sigils really, but a different approach on these effects, except sigils are out of balance.
Top 25 solo condi rev S7
Definetly HotM being completely boring is the most bugging for me personally and I also think is the easiest to fix. Either you could allow queing from anywhere, or from hotjoins, or just throw an open arena like the ones in the guild halls to let people duel while others watch or SOMETHING GOD PLEASE
Top 25 solo condi rev S7
So PvP leagues are the new thing that tries to represent how good (or bad) you are in sPvP. Each season you start in Amber division and you gain pips for winning and climb through the 6 divisions up to Legendary division.
So the Legendary division is meant to be high-tier play that means you’re fantastic in the game – right? Well, here’s why the league system fails to make it so.
Let’s start with the beginning of the season, everyone’s Amber. ESL players or relatively-high skilled players and/or parties will rush through Amber straight during the first day.
So let’s say that at this point all top-tier players are now emerald and a few mediocre players. What’s going to happen is the top players are going to win the mediocre players almost every single time till the top players are out of emerald, then the mediocre players start winning the players below them that start enter emerald.
After this the top players are in sapphire (the queue times get longer as there are less players, so they’re slowed down) and the mediocre players are slowly joining them, and the process repeats – the top-tier get to ruby, then lower-tier can eventually get ruby to.
Thing is, this can repeat all the way to “Legendary”. Because as a player can’t lose divisions, he can just smash the bottom of his division (or tier) untill all the better players are out of his MM range and then start climbing unless he really is a bottom-tier player.
This causes every player with enough patience and grind to be able to get top division. The system should as it implies put only the top-tier of the sPvP community in Legendary, and the rest should be spread in emerald-diamond. How else would having the legend tag title or wings mean you’re any good? At the moment, GW2 is the only game where I see people who are just bad players being in the top divisions. (see – any MOBA).
My solution to this is to make the league system more punishing – as it should be. I suggest the following change:
Amber – Have the current emerald/sapphire rules where you can lose pips but cannot lose tiers. Why? Because making a system over-forgiving does not encourage people to get better at the game.
Emerald – Have the current ruby/diamond rules where you can lose tiers as well. You still cannot drop a division back to amber nor back to emerald. IMO emerald is where relatively new players belong, and once they get better they’ll easily make it out, which is fine.
Sapphire through Legendary – You can lose pips, tiers and drop divisions. From each division the last tier is removed and replaced with a BO5 series where you have to win atleast 3 games out of maximum of 5 to climb to next division. If you are about to drop a division, You instead have a BO3 that if you win you stay in your division.
Those rules are meant to keep things competitive alongside trying to make it not over-frustrating.
Because this system is harder to climb the season length might as well be extended to allow players who simply play less to climb. No, this does not contradict my point as they still have to be good to climb, and the extra time won’t help you in this system unless you’re actually a good player.
A good season length would be around 3 months I think.
Along with this of course should come solo queue but this is for another topic.
To be noted I wrote this post as I believe that PvP is not another farming zone for PvE players. The legendary wings or titles are NOT meant to be accessible and available to all players. I don’t mind if I don’t find myself in Legendary again in such a system but at least I will know that if I do then it means something.
Top 25 solo condi rev S7
The PvP back-piece currently is not dye-able and well the current setup of dyes it has is made too much for the human female meta.. It just looks really bad on any dark-themed character because of the gold-pink-blue colors of it.
I suggest having it dye-able, as it is meant to be for ALL players and all classes, and as it is its really not. I’m not expecting having the effects dye-able, but the glass and golden parts. I think if it’s dye-able more people will want to get it and it will feel more a more unique reward.
Top 25 solo condi rev S7
People just want to do their dailies quickly.
Anet took all the fun out of fractals for me, and a lot of other people by giving all bosses an unnecessary large health pool and decreasing their damage.
There’s no challenge in them anymore, even at the highest levels, so its pretty natural that people will just do the fastest fractal over and over, even more than before.Rewards are already pretty bad, and if Anet would change them so that “easy” fractals give less, I feel like that would only drive more people away from Fractals.
That’s exactly why my point is not to make them completely unrewarding, but rather to give people that don’t wanna run swamp 24/7 a reward for doing the fractals that take more time.
Top 25 solo condi rev S7
Are you doing fractals? Are you sick of LFG filled with 2,x,10, 21,x,40 and 56,67,77?
Yes I know right, me to.
So for those of you who are not aware of this or don’t know anything about fractals, here’s how it goes: basically Fractals of the Mists is a dungeon that consists of 14 mini dungeons. The dungeon scales in difficulty starting from 1 all the way up to 100. Each level now has a specific mini-dungeon tied to it, and the mini-dungeon changes slightly depends on the difficulty scale you are in. Your main reward for doing the dungeon is doing 3 mini-dungeons (3 different difficulty scales) in a certain range of difficulties. 1-20, 21-50 and 51-100. As it stands, and this is understandable, some of the mini-dungeons are easier than others.
However here’s the issue: the Swampland Fractal and the Molten Boss Fractal are significantly easier than others and are just ran one in succession to the other to complete those dailies in a very short period of time. Yes, It has been stated by A-Net that completing higher difficulties such as 91-100 will reward higher chance for ascended gear, but what does it help in if 99 is a Molten Boss and 83 is Swamp? In addition the chance increase from my own experience appears to be minor.
There are a few ways to resolve this issue.
The first solution would just be reworking these fractals to be more engaging and challenging especially in the higher difficulties. But these fractals are not all bad, apart from a few bugs that will hopefully get fixed they can be fun to run when they’re not the ONLY thing you run.
So the solution I came up with was the following:
Split the fractal mini-dungeons into three groups:
Easy:
-Swampland
-Molten Boss
-Molten Furnace
-Solid Ocean
Medium:
-Aquatic Ruins
-Uncategorized
-Urban Battleground
-Snowblind
-Aetherblade
Hard:
-Cliffside
-Thaumanova Reactor
-Aetherblade Boss
-Volcanic
-Underground Facility
Keeping in mind the goal is to cause people to run more difficult fractals more often and feel rewarded for doing so:
Completing an Easy fractal will give slightly less rewards than the current rewards.
Completing a medium fractal will give approximately 1.4x than the current rewards.
Completing a hard fractal will give roughly 1.8x-2.0x the current rewards.
This type of system will obviously require some change to the way difficulty selection works, and there are plenty of ways it can be done, but this is not the current issue.
To sum up, I think fractal rewards although better now, definitely need a shift in those rewards towards the harder fractals instead of rewarding those who choose to repeat the easy ones over and over.
Edit:
As it might be unclear, I don’t seek to punish those who want to complete their daily fast, but instead give an incentive to do other fractals that involve more mechanics and take more time.
Top 25 solo condi rev S7
(edited by BeLZedaR.4790)
Same issure here. would love a fix.. for now i know hitting legend x2 works but why should I get punished for hitting legend prepatch?
Top 25 solo condi rev S7
I wanna ask a few questions about a couple of things about Revenant for next bw.
First of all, the staff skills #4 and 5 cooldowns seem too high compared to other weapons and I wanna know if there’s any attention going on that and if it’s going to be changed.
Secondly, concerning the sword auto-attack, I have to say the animations are way too messy it just looks akward and the projectile part doesn’t work too well because it can be obstructed or even reflected, preventing the revenant from applying any pressure in such a situation and limiting him to sword #3 only.
If the projectile stays I think it should become unblockable, same applying to Shiro’s heal and Jalis’ taunt. But if you do plan to keep it as is how about making it like the recent addition to mesmer shield #5 that will “attempt to bounce back if it hits a wall”?
Thirdly, now that sword #3 is fixed will it track opponents in stealth? Also, were the hammer terrain issues fixed?
Lastly, I think two traits for sword in the adept slot are unnecessary and should be merged, moving dismantle fortifications into the adept slot and making room for a a new GM trait.
p.s. Could Chaotic Release get a cooldown reduction? it feels too high for what it does right now.
Top 25 solo condi rev S7
skowcia nailed it. I can definetly see myself enjoying the class with these changes instead of being completely disappointed and giving up after doing Ascalonian Catacombs with a Level 30 warrior in my party doing the same DPS as i do (I tried both power based damage and condition based damage).
Top 25 solo condi rev S7