Just because the game advertises fast “action, active and reactive game play”, doesn’t mean it can’t have a few slow skills, especially when they are pretty strong for the most part.
In regards to the Engineer’s Magnetic Shield, it a reflect with aoe knockback that also counts as a black finisher. It a proactive skill ( which we need more of imo) that can reward proper timing, and can be cancel at anytime for the secondary effects when needed. It really good utility based skill, wouldn’t it be a little overpowered if it allowed u to move also?
just buff back the boon steal of the thief again >_> problem somewhat solved
Through my skill and ability I managed to bring down the Berserker and allow my party to res in order to take the other boss down and finish the instance.
It was one of the most fun experiences I’ve had in the game – because even though 80% of my party was dead the game didn’t punish me for their mistakes and it made a difference.
The cool thing about what we’re asking for is that, it doesn’t really over-complicate things.
What I’d like to see does not have to be to the level that GW1 did it. It just has to incorporated in places that need it. Like the new Adrenaline bar. The use of adrenaline when you miss an attack is not hard to understand for a casual player but it wasn’t there to begin with. These are the kinds of things that need to be modified so that the game can grow.
The bad thing about making your game too shallow is that the really good players will get bored or frustrated with the game really early. This may end up in your game falling by the wayside because the people everyone aspired to beat, end up leaving.
People will either leave because it’s too complicate, or leave if its not complicated enough, in the end it who ever makes the company more money that gets most of the attention. Can’t really blame anet for going where the money is (i’m sure people will though)
Rangers’ mechanic can’t be compared to warriors’ mechanic, they don’t function anywhere near the same way. The closest analogue to ranger pets are mesmer clones, and the closest analogue to burst skills on warriors is guardians’ virtues – provides some benefit when skills are not used, more benefit when the skills are used but removes passive effect.
1. I dont compare Mechanics, simply 2 Skills.
2. Warriors only benefit from thier Adrenaline when they traited for it.
3. It is not like the 3 Adrenaline Bars would be much to offer in order get such a huge Bonus. Considering a traited Combustive Shot costs only 2 Bars instead of 3 and provides a condition cleanse every 7 Seconds, noone can deny Bonfire is a Joke.
it’s also warrior’s only combo field and ranger were never meant to have nice things
If max stacks were at 15, that would mean in 3 kills you’re fully stacked. It might not be broken, but there are sigils that have effects once fully stacked. Keep that in mind.
As it stands, in WvW and PvE, 25 stacks is 25 kills. There are easy mobs to kill to get these stacks and then you can use them against harder mobs (or players).
In PvP, you actually only have 5 stacks. Reducing the total stack count to 15 would bring this down to 3. See first paragraph for unintended side effects.
To play devil’s advocate, all you would have to do is make each kill worth 3 so that you can get a stack of 15 in 5 kills
That kinda skill I was hoping to get for a future off hand sword
and to add why do other professions get blue traits like more damage if attuned to X or more damage if target is on fire (guardian too)
why do those traits are blue and not yellow AND it co-exisit with read the wind so you cant have both?? that cant make sense
Ranger do have +% damage traits in adept (blue) and master (green) slots
http://wiki.guildwars2.com/wiki/Two-Handed_Training – nature magic
http://wiki.guildwars2.com/wiki/Steady_Focus – marksmenship
plus you got the minor traits in marksmenship that is all about increase damage (vulnerability) .
i hate it when people compare abilities from one profession to a similar ability on another. “Why does x class get this and and y class has it slightly worse”. cause they are balance differently and do different things
^36 seconds when treated is not long at all.
Currently the longest un-traited profession healing skill in the game, when traited it beats healing breeze ( which can’t be traited), and beats all the 40 s un-traited healing skills,
And all those have rather decent effects like removes conditions, or healing allies
Thieves get a 45 cd heal ( because venoms) which heals for a good amount, if u don’t get block or blind, and require further traits to make it heal alies.
Is that really worth it?
http://www.youtube.com/watch?feature=player_embedded&v=Cg7mXXKqRI8
(edited by BobbyT.7192)
Hey guys, I recently started a new segment on my youtube channel called Discussions and I’ve done 3 episodes so far. This latest episode is called Caveats and I talk about how the GW2 gameplay and build diversity could be improved by injecting certain skills, runes, sigils and traits with drawbacks, as many of the skills in GW2 do not have any.
I give an example using a trait for the Guardian called Inner Fire and how that trait is totally useless to the Guardian as it stands right now. What Inner Fire does, is it gives the Guardian 3s Fury when burning is applied to him but you can’t always guarantee that you’ll get to fight a character or characters that allow you to proc that trait. But if we decided to add a caveat to that trait, for instance, if the trait said; Gain 3s of Fury when you receive burning. When you apply burning to a target, you gain 1s of burning yourself.
All of a sudden the Guardian could play off of that trait by applying burning to a target every 5 attacks and then using Smite condition to remove the burning to do extra damage.
This is, in a nutshell what I discuss in the video I linked above. How the devs could improve the game by adding caveats to not just traits, but skills, runes, sigils and everything that makes up a build. These Caveats don’t necessarily have to be all negative but you can watch the video for more on that.I just thought I’d share this with you guys to get all your opinions. So let me know your thoughts even if you don’t click the link to watch the video.
Do better research first. Torch skill 4 sets the guardian himself on fire. This will work synergistically with inner fire.
Doesn’t actually sets you on fire nor does it actually work with inner fire
With this preview, seeing the change to venomous aura and having it being talk about again reminded me of when they add Skelk Venom.
One of the devs (karl i think) said on a stream back then that “Venom’s were almost there”.
I would to say they are not almost there, they have no idea where they are going, they are just as lost as the day they started.
They are being driven around in a thing called venomous aura. They wish they had their own vehicle but they can’t afford it, and it’s better than walking.
Skelk venom didn’t change anything when he joined, it has no idea either. A bit slow in the head, but at least he brought drinks and snacks.They have Basilisk Venom driving, who is a fast driver, and that has gotten him ticketed a few times.
Last time they got pulled over his hot girlfriend Lyssa got arrested, so now he is kittened.These updates are basically pit stop for gas, which allows them to let people know they still exist. When they ask where they are, no one really talks to them.
When someone does give them any direction, they get long lengthy instructions which they soon forget as they get back into the car.I agree that venoms are in a bad place…
but your attempt at metaphor makes my head hurt.
oh good, and here i though i made an analogy, thanks for clearing it up
I would like to point out that even the energy system in gw1 was kinda its own caveat that gw2 forgo’d.
It rewarded smart efficient play, and proper management, allowing you to use any skill at anytime if you were careful enough, but could easily run dry leaving you vulnerable if you weren’t. The choice of how much and the type of energy management you had dictated the play style of your build or speed of combat.
That’s the one thing i missed about gw1, imo it was really different then most other games out there, in the way they do a mana system. For better or for worse, the closes thing that they got to that in gw2 is the thief’s initiative system.
http://www.youtube.com/watch?feature=player_embedded&v=Cg7mXXKqRI8
(edited by BobbyT.7192)
I’m one if those few guys that want to see condi DD work, I really do. Unicorn build of the old days. :P
I don’t know it seem to me it wouldn’t make much difference between what we have now and your suggestion with the internal cd, (I just know anet wouldn’t do it without)
Spider venom, 6 strikes of poison, or 6 seconds with 1s seconds icd ( and I have a feeling they wouldn’t do a 1/2 icd either). Seem pretty much the same IMO.
On one hand we wouldn’t loose stacks because of blind, blocks and etc. On the other, we loose stacks if we can’t attack/being CC’d.
You don’t need crazy amount of stacks on shadow strike, 2 stacks of torment for 5sec does it just fine,
For dancing dagger, one stack of torment is enough since it’s range and you can bounce it.
Yeah sure p/d might take a little hit, but it’s not like it would make it a bad set.
And let’s be honest, thief’s weapon sets took worse hits and survived. :P
And I kinda want to see the auto attack get the treatment that warrior rifle will be getting, x with a certain condition on target,
Initiative or endurance gain vs immobilized foes maybe, can call it cheap shot.
Interesting idea for venoms, but know what their going to do right?
Add a 1 sec internal cd, kinda like the nerco’s Signet of Vampirism :/
Imo, The bleed on Vital shot if it ever hope to get any sort of buff.
Take the bleed and put it on shadow strike, replace it with the torment on it and move the torment on to dancing dagger along with the cripple.
P/D doesn’t loose the bleed, just changes the location to a skill already used quite a bit,
p/p becomes a pure damage set now, and condi d/d gets a little love, and doesn’t really hurt s/d.
, and op, do you mean vital shot, the bleeding auto attack? or body shot, the 5 stack of vulnerability and immobilize?
http://www.youtube.com/watch?feature=player_embedded&v=Cg7mXXKqRI8
(edited by BobbyT.7192)
With this preview, seeing the change to venomous aura and having it being talk about again reminded me of when they add Skelk Venom.
One of the devs (karl i think) said on a stream back then that “Venom’s were almost there”.
I would to say they are not almost there, they have no idea where they are going, they are just as lost as the day they started.
They are being driven around in a thing called venomous aura. They wish they had their own vehicle but they can’t afford it, and it’s better than walking.
Skelk venom didn’t change anything when he joined, it has no idea either. A bit slow in the head, but at least he brought drinks and snacks.
They have Basilisk Venom driving, who is a fast driver, and that has gotten him ticketed a few times.
Last time they got pulled over his hot girlfriend Lyssa got arrested, so now he is kittened.
These updates are basically pit stop for gas, which allows them to let people know they still exist. When they ask where they are, no one really talks to them.
When someone does give them any direction, they get long lengthy instructions which they soon forget as they get back into the car.
http://www.youtube.com/watch?feature=player_embedded&v=Cg7mXXKqRI8
(edited by BobbyT.7192)
Invogating presicion diserved a 10% buff. Not that I’m not happy, but for it to be usefull without that the healing signet it must go as up as 15%.
sadly you can not look at those abilities in a vacuum, you do get alot of healing combine with SoM. Effective? not really. will it get balanced for it, yeah.
:P healway thieves 4 reals yo!!
Engi was already the anti thief…..
S/D and D/P will still be META stop the crying
if the boon steal goes back too 2, then yes, S/D will still be good.
S/D is not meta because of boon stealing…
S/D is meta because of 2/0/0/6/6 and acrobatics allowing ridiculous evades sustain and respectable dmg because of sigils… it is a balanced build not a bursting bunker killer
i didn’t say what was or wasn’t meta about it, i would just like to see it go back to 2 boon steals, i would like to see it as a bunker buster,
This isn’t really helping you know, more fuel for the flames.
S/D and D/P will still be META stop the crying
if the boon steal goes back too 2, then yes, S/D will still be good.
One thing i’ve notice, Stealth hardly got touched…. meaning anet must be fine with it.
So can the stealth haters give up now?
Another note, i understand the thief can be a volatile class, where a small changes can mean big problems, but can’t they make it sound cool :P.
i mean; 1 3/4 cast to 1 1/2 ……… increase 1 to 1.5 seconds duration….. exciting stuff -.-
For a second there I thought karl said Ricochet would increase pistol to 1500 and i was like OMG!!! then i realize what he said i became really sad
plus i hope they think about increasing the boon steal back to 2 on Larcenous Strike, the requirement to hit alone should balance it out
http://www.youtube.com/watch?feature=player_embedded&v=Cg7mXXKqRI8
(edited by BobbyT.7192)
Panic Strike: Reduced immobilize from 5 seconds to 2.5 second, reduced CD from 30 to 20 seconds.
Invigorating Precision: Increase healing % based on damage from 5 to 8%
Ricochet: Now also increases range to 1050, along with a few bug fixes to make it hit more reliably.
Assassin’s Equilibrium: Increase stability from 1 to 1.5 seconds
Venomous Aura, Allies will now use the thief’s condi damage and healing when applying the venoms.
Dagger 1 Combo will now hit max 2 targets, Posion will stack, but not the endurance gain.
Pistol 5 Black Powder: will now pulse every 2 seconds for 4 seconds instead of 1 second for 4, and the aoe blind has been reduced from 3 seconds to 2 seconds per pulse.
P/P Unload: cast time as been reduced from 1 3/4 seconds to 1 1/2, also applies to your summon thieves as well.
Short-bow 4 Choking gas: now delivers a strike when it lands.
S/D Flanking strike: initiative cost increase from 3 to 4, and now requires to hit before it can combo into Larcenous Strike,
S/D Larcenous Strike: Initiative cost reduced from 2 to 1
http://www.youtube.com/watch?feature=player_embedded&v=Cg7mXXKqRI8
(edited by BobbyT.7192)
They are not bad, they just really limit you, you really need to spec heavy for them, at which point you need to take more then 2 to make the investment worth it, which leaves little room for other defences, It would be so bad if one of them was a stun breaker, but that feels really awkward even if most are instant cast.
If they played more into the thief’s defensive play style or offered some form of condi removal, they would feel better to take.
I thought of this idea, be kinda cool
New trait: when you have a venom applied, avoid the next incoming Stun(daze, fear, whatever) and apply a charge of the venom to the attacker, XX CD.
Gives the thief a proactive way to prevent CC that isn’t stability,
Pet AI definitely did change a few months ago. The pet used to automatically attack your target and now you need to tell it to attack. When you are leveling, having to tell your pet to attack every creature becomes a pain. You used to just use Hunter’s Shot and Sic’Em and your pet was all over your target. Now you fire, look at your pet standing around and tell it to attack. In dungeons, I sometimes lose track of my pet, assume it’s in combat and then realize it’s just hang’n out next to me doing nothing.
I also think that the pet used to attack any creature that was attacking you, so when you were harvesting and some creature attacked you, your pet took care of the pest.
If you use the Concentration Training trait (increases boon duration from pets by 50%) then you always remember to tell your pet to attack before using (e.g., Furious Screech or Mighty Roar) because the pet must be in combat for the trait to function. You can tell the pet to return to you immediately after it screeches or roars.
The reason, I think people wanted pets to be more directly obedient. Also, other players were getting upset at players with disobedient pets.
Totally off topic, but I just leveled a thief to 70 and it was not fun at all compared to playing a ranger. Boring little weapons, no pets(!) – it’s been a chore.
That definitely sounds like you have your pet set to passive, it won’t attack anything your are attack or anything that attacks u, it will only attack when you tell it too.
Personally I prefer this way, the pet is a lot more responsive when tell it to do something vs it deciding. And it’s become second to press f1 along with my auto attacks,
Now that I think about it, I use my f abilities more then an elementialist. :/
Nothing from Personal Story matters at all. Your race, Order, chosen Study Race or any of the decisions you made. None of it makes any difference to the story outside of the PS. You may as well forget it exists.
That is actually outright lying.
The race at least does effect dialogues quite a bit.To a very small bit, yes. But Taimi still treats my asura like she is a norn without any technical knowhow.
most asuras will treat other asuras like norn :\
Again a bearbow topic?
OP, play as you wish. DON’T impose your style on others!This is still the truest thing said on this thread.
Bearbows are never going to go away, so you guys should probably just accept that as fact.
You don’t just love when everyone melee something and you have a Warrior/Engineer/Elementalist that knock back the mob you just want to …
Fixed that for you. All three of these professions are just as notorious as Rangers are at knocking things back at the worst possible times.
Any class is able to do that, guardians, mesmers, nercos fear,
except thieves, which means everyone loves them….unless your a bad pvper.
OP’s obvious goal (needed or not) is to get infusion slots for Exotic gear, so I fear all these (very good) suggestions are being shoved aside to continue focusing on the OPs real goal. All the suggestions being made are wasted (IMO), as the OP is likely already aware of them and doesn’t really want those “solutions” to the “dilemma”.
If some content (besides higher Fractals) presents itself in game that requires AR in a more general sense (i.e. Mursaat show back up), I’ll back this request, but until then, it’s simply not needed. It also removes some incentive for pursuing Ascended gear (in a very narrow segment of players), which I doubt Anet wants to take away.
I also find the idea of Fractal player without access to Laurels rather far fetched.
Pretty much to give infusions more use and to extent possibility for Mursaat, their homelands and other possiblilties of Agony using monsters to have a chance of appearing, rather than having dragon slaughter them all in the background…
Yet again, did GW1 players have incentive to get Elite armors…
Forget the mursaat, bring on Cantha for the love the six.
I am a bowdrake and constantly swap to raven and gs, I move around, I’m in bow when it hurts to be melee, pet swap for the quickness and do a little burst with the gs.
Very rarely do one of my pets die, (6 into beast master helps), and that with aoe flying everywhere. If they do go down, it’s usually beside me and few warriors.
If played right, the longbow ranger can do a lot, but I agree, most sit on the longbow and aa while having a pocket tank. I really excited about the new updates, maybe people will start seeing rangers in a new light, but I’m kinda worried because it will just help promote the lazy bowbear playstyle
http://www.youtube.com/watch?feature=player_embedded&v=Cg7mXXKqRI8
(edited by BobbyT.7192)
i hope thieves share their episode with guardians.
guardians get “you’re good on every game mode, on every spec, moving on”, then thief gets a whole show
Of nerfs.
For greatsword, Wider arc on maul, increased damage on the 3rd skill of the auto attack, reduced after cast on #4
Denied.
Too heavy handed just to nerf Warriors and to soak up Elementalist tears.
Rangers are already one of the least effective classes in this game. Removing their mobility for shiggles is [censored] [censored].
It will not chance enyfing to elementalists and it would just makes leap skills work on theyr description
If it was a skill description problem, then they can be change to exclude the wording “your target”
Problem sovlved,, and anet is pretty good at updating skill fact info.
Balance patch update, just in time for Halloween, yay,
Yes, nothing confirms, but it will be sung by Brahman.
To be fair, my norn doesn’t shapeshift either :/
it’s funny to call players who want to save time (and don’t have much to begin with) lazy……
I’m talking about players that don’t want to run anywhere and complain profusely about contested waypoints (running an extra minute from here to there). I’m also talking about people who rely on WP’s to champ train or event train or quick-farm nodes or spam-rush world bosses. Basically, the extremes. Yes, I find most of the people who do these things to be “lazy”. They want, quick loot or quick levels or quick achievements. Then they complain that there is nothing to do..
I use WP’s too and like their convenience. I also don’t have a ton of time to play this game anymore either as I work multiple jobs, but I would enjoy there being a bit more exploration in such a beautiful game. Instead of mindlessly grinding away at map completions and world bosses and champ trains. Sorry, but I don’t think thats the way any game was meant to be played.
That being said, I don’t think that all WP’s should be removed and we should have to run everywhere all the time. If someone wants to emerge themselves in the game that much then they could simply not use WP’s and run everywhere. Problem solved. But I don’t think that removing a good portion of them is a totally bad idea. It would add more to the game play experience and enjoyment of scenery built in. But that’s also just my opinion.
And? let them play how they want to, don’t kitten eveyone off because of some vendetta.
Serdoc,
how about this?Glacial Heart Trait line Valor | Tier Master | Type Major
10 s Recharge time
Critical hits with hammer chill enemies.
Chilled: 3 s
Chance on critical hit: 100%keep it simple heheheh.
i was comparing it with this ranger ranged axe skill:
http://wiki.guildwars2.com/wiki/Winter%27s_BiteWinter’s Bite
“Throw an axe to chill your foe. Your pet’s next attack inflicts weakness.”
Damage: 168 (0.5)?
Chilled: 3 s
Weakness: 10 s
Range: 900i think a 10 s recharge along with a 3 s chill would be very fair and reasonable.
what do you think?
You forget guardians are not meant to have reliable soft CC
CoOOOooOOOoo!
(Unfortunately Quaggan doesn’t own a Kitty or Mini Dolyak Calf Tonic T_T)
One small step for Quaggan…
Why balance for something that’s not meant to be balance ?
Plus sword as more defensive and utility abilities, sword a pretty strong set
MaryXkas is the new scarlet,
People will hate it,
People will defend it
And the rest won’t care.
Ranger new elite will be a 60 CD trap, i guarantee it
Nope that going to be for the thief, it’s going to be a single KD
Yeah it can be easily avoided, but if you get caught by it with a full zerker thief you’re going to go down. Which leads me back to saying that you shouldn’t be able down someone from pretty much full health with one attack. Just my opinion but it seems pretty unbalanced to me.
At this point, and at anet’s current g.a.f. levels. I’m pretty sure it’s legit
Can’t tell if you are trolling, if you are quit it, people will take this suggestion serious and actually want it
-_-
Or interrupt it seeing that it is a lengthy 1 and 1/2 sec cast. Or dodge it.
They just took it two steps further and limited the skills we could actually choose from, we had 8 slots in GW and now we have 5 in GW2 (Heal, 3 Utitily, and Elite).
And this is a bad thing how exactly?
I mean sure I can’t prove that it’s a good thing, but you lament it as if it’s obvious that it’s a bad thing.It’s a bad thing because it limits build diversity severely. It’s why we have only 1 meta-build for some professions and those are usually the professions that are on the bottom (Ranger and Necro).
Doesn’t really help create diversity because people will still be using 1-3 builds for depending on content, even some class barely had one build that was concidered meta in gw1
Off hand sword for thief,
And cross bows
I never really thought the lack of boon management to be a down side, up side yes,
But really, is a warrior really missing out?
To me to be able to remove a boon is like " oh nice, that’s cool"
Where as not being able to do it is like " meh, oh well"
Certainly nothing I’ve seen cried about, unlike say lack of range or condi clear.