Some of issues in my opinion is the division of stats drawn from build (trait lines) compared to the amulet and rune sets.
It’s just convenient segway between content updates (really all annual festivals are). Lunar new year followed by april fools day, then some sort of summer themed (doubt dragon bash will reoccur, but something), halloween and then wintersday.
If conquest mode wasn’t the original point from which all balance flows I doubt we would be having this discussion.
Sound like quene solo woes there, if you don’t like it there are a couple options you could attempt to premake a team.
If that stuff is happening within your premade then I don’t know what to tell you..
Slightly related question would you rather lose a close match while fighting tooth and nail or be able to toy with the other side to prevent a blowout before winning?
(edited by Bran.7425)
Not sure if I missed someone else stating these:
I would like the full color palate of an account available for the accessories/armor.
Secondly maybe a wardrobe access to check body type/hair/etc clipping before making that decision.
Lastly perhaps a prompt stating (if you have any on your account) hair/makeover kits to allow you to start with those options unlocked (and if any are used to consume the kit).
That’s assuming they don’t nerf it a week after release.
Devs typically release a class overpowered and nerf it down in the weeks and months after release.
That has more to do with the quality of the play/skill of the ones doing the testing, than the nature of design. I the first few rounds of adjustment post launch were a bit premature as the player base was skill learning to play at that point.
It is a good thing that you enjoy your futuristic trenchcoat while others that prefer a more traditional fantasy look can fine a rustic/piratey trenchcoat that they like as well.
At this point I don’t think anyone is in the right, the general toxicity that is anyform of boss training is likely going to see development away from that kind of skinner box content.
As for the ‘greater good’ or ‘need of the many’ that is a bogus as most that use that mentality fail to add the cause that is ‘as long as I get mine’ Anet tried to build a better system, but you can’t change people.
On this whole order before the NPE queensdale trains were approaching religions zealous over different orders occasionally. If there was any permanent order Anet would have set it so there is no way to start the aforementioned event outside of the window post Fire Elemental.
In closing this behavior (on both sides) does not bode well for the state of the game and healthy community.
If it is only that mobility enabled by those map sound like the designer failed to see the clear mechanical advantage give there and should just adjust those skills accordingly, or just give a statement of intent and reaffirm what is is they want the profession to be doing (also possible try to do something about the efficiency of stacking certain profession within team composition, but I doubt that can happen without the complete redesign of the stackable professions).
I can see it now 3 second taunt 10 second activation time.
Banish isn’t a knockback it is a launch (there is a difference mechanically) and the both skills have a activation times. Point Blank Shot is also a projectile with all the inherent weakness there in so…
But beyond that you are comparing different abilities on different profession basically in the vacuum and why do that on one skill and not all the skills/traits in the game. I don’t anyone want to play a game with only one profession a one skill as balance much more than that would be unruly there is the need to evaluate the profession within a more proper scope of different, but equal (that being a state that plagues any class based system).
Leave it alone when they had to fix bird wing animation a while back it (seemed to somehow) break trap traits. Fixing that might unravel the profession entirely.
A good time ago pets got a buff in their HP but only in PvE. So no, there was no nerfs lately in our pets.
Pretty much this, in my opinion the generally poor implementation of the pet system is nerf enough to last the profession until Guild Wars 47.
I don’t understand the change just i’ll say one thing: RANGERS ARE THE ONLY CLASS IN GAME THAT CAN NOT STRIP A BOON WITH AND SKILL/WEAPON.
We need sigils/runes to get the same effect than for example the mesmer.
There are a couple of others that do not have strip/steal, but at least one of them has a different design of ‘boon-hate’. The problem lie in that (at least as far as the last time ANet let us in on the glorious vision of profession design/balance/intent) ranger is being design around the idea of not being able to (on it’s own) handle boons of opponent. This has a lot of potential for problems if boon remove became complete essential for success in any mode of the game.
Tired of totally lopsided Team[player name] vs. Team [Guild Name]
Fact is, no algorithm is going to compensate for the coordination and potential voice coms on one side and not the other. Let’s stop pretending it can.
This 100×. It happens so often its not even funny. I am so tired of these stomps that inevitable happen once you see you are not against actual solo players but a coordinated team. It makes the whole match futile. A team q should exists.
Every time I’ve gone in during the last few days, I’ve been a solo player in a pug team going up against a full guild team. Sometimes, they’re a less skilled guild team or you happen to have a good pug group and you can actually still have some fun in the battles, but at some point their greater coordination is likely to give them a big edge. Other times… it just really isn’t fun at all.
Admittedly, being Australian and thus often playing on low traffic times doesn’t help (for a number of reasons, last time I was able to play at a high traffic time was the weekend before last). However, it does seem counterproductive to have the PvP101 thing in Points of Interest encouraging people to dip their toes in – but have a system that means that once people start venturing out of practise games they’re just going to get eaten alive by guild teams and have no chance to have fun at all. I know it’s starting to put me off – losses can still be fun, but a game where it’s clear from start to finish that you never stood a chance simply aren’t.
Makes me wonder sometimes what would happen if solo sPvPers got together sometime and agreed to just simply not play if they found they were up against a guild team.
I’d say it this point it is mostly about getting warm bodies in the mode to keep queues from getting so bad that people abandon the mode/game
As for doom sigil.
Yes it is powerful but is also central to several condition builds because they are overly reliant on a single condition (either burning in the case of guardians or bleeding on the case of warriors.)
If it were to be removed or even reduced in effectiveness then those builds would suffer quite badly.
Limited access not none. Not placing a value judgement of whether or not more/less is needed. But just that there is a way to get it.
Any and all of the on swap sigils are going to be problematic while balancing them around the existance of profession that greatly differ in ‘swap’ timers (i.e elementalist, engineer and fast hands warrior) in which case the sigils are much more valuable than to the other professions/builds.
It’s hard to see how you came up with Stability being “god-boon” in PvE. In PvE, if you don’t dodge you’re dead (most of the time). The changes on stability won’t really affect PvE (except maybe for people on modniir world boss).
On the other hand stability will become a really strategic boon in wvw. Which will male the fights… shorter in most of the case and buff even more the populated server.
Lastly, in PvP, this kind of change will probably be somewhat balanced.
It is a god boon it its current form as it completely negates options (want to design a control heavy encounter, best not as the profession with high stability uptime will trivialize it if profession with little/low access are to have a chance) , but pve at least now is becoming a find and hide the exploit to the faster rewards so I can see that looking at anything that doesn’t increase damage will trigger tunnel vision.
But these points are getting a bit offtopic,
As for the gaining stacks on pet attacks until they can make the pets more reliable in all content then I would prefer that they not put more dependency on a mechanic that the developer themselves find to be too much work/time spent on to fix.
This mist is already already a place of paradox so just because Jalis is a legend doesn’t necessarily mean he is dead.
For all we know there is a section of the mist where the God’s never left and the charr were destroyed, only to leave Tyria poised for a mass extinction by the elder dragons due to the lack of the Vigil to balance out the Pact (or lack of a commander of skill if you happened to play a charr for your story)
I would hate to deal with forage underwater though I could see it just being a pain. Too close to a wall/floor bundle is now in the terrain.
I would guess that the stability change is probably coming very soon as to give the player base time to adjust/relearn how to play and give the developers time to make the needed balance changes to close to three dozen skill/traits that are related to stability,
Not belittling anyone’s concerns as I do think that this is probably one of the biggest mechanics changes the game as seen to date.
I must just run into more rerollers than most, as I usually see level 2’s with basic armor most of the time I attempt to pvp might just be my playtime though.
So I sound touchy, whatever he’s the one splitting hairs over status effect over condition.
As it stand there is confusion on how Taunt will interact with existing mechanics. But not like Dirame is adding anything to the discussion other than calling me out.
But text isn’t the best medium to infer emotions, outside of choice of words and context of statement.
I think chill will lower the number of > pips by 66%. At least that’s what it should do…
If I recall they early on in development they were planning on having chill effect initiative in a manner like that, but dropped it by the time the game launched. So beside the class mechanic the revenant might not even notice chill beyond the movement speed reduction.
How many profession are thinking the revenant it their profession mark II now?
So how do you all think Revevants and the energy mechanic will interact with chill?
Defensive/Touchy much? Must come from all that doom and gloom in the necromancer subforum.
You do realize that threads of this nature are never going to result in a positive discussion as the general wording of aforementioned opinion could very well be view as an attack.
I will point this out those if longbow on ranger as a whole is overpowered and reflection nearly complete shut it down then by definition would no reflection then too be overpowered as well? Futhermore there are numerous non-projectile based ranged skills that are not effected by reflection, which by shutting down longbow on ranger, is overpower thus rending those skills regardless of what else they do overpowered by bypassing an overpowered mechanic.
Taunt is not a condition, neither is daze.
And what does that the designation have to do with how they interact? As for right now one can be both dazed and knockdown.
They really just need to go a full breakdown of how the new mechanics will interact with the existing ones.
The most recent applies, most likely. That is how it currently works, as far as I know, since there are PvE mobs that will knock you down then fear you, and the fear overrides the knockdown.
Might not be the correct situation to compare it to as knockdown isn’t really a condition as taunt and fear are/will be. I could be more akin to being dazed and feared.
SPvP is a small part of the game.
A yet, like it or not it has been the mode that the majority of skill development and balancing is focused on, with only small amounts of consideration on how changes needed to keep option working well in conquest spvp. Now that they are attempting to bring more modes online I fell that that initial “We want to focus on one mode and make it the best we can” is going to bite them on the tail as what is balance for one focus/objective may not be even remotely near balanced in another. As of right now there are what only 3 maps used in ranked? And if I recall there was then need to adjust the decaping portiental of engineer not too long ago.
Only time will tell what will happen with the introduction of Stronghold and any other game types/maps that could add to Gw2.
I think they would need more general systems overalls to really make 5v5 a positive experience. Otherwise it is the same square peg, round hole design that plagues the rest of the game.
Or it could turn into a similar issue of general (damaging) condition application when compared to general condition removal.
Fine nerf it non-use, then what’s next shortbow rate of fire is still too high, sword too sticky/swings too fast.
This clannish campaign to destroy one profession by hoping the develops will placate a crying, immature, and selfish community has too stop. And if you are having such a difficult time in dealing with a profession ask within your profession of choice’s subforum about how to overcome a particle strategy used against you.
If is threads like this why they could not keep a general profession balance subforum around.
Funny thing is lately all I see is greatsword mesmers doing the same knockback for no other reason than another player is trying to engage a target with melee and yet only rangers are an issue. So should all knockbacks be removed?
So what happens if a taunted target is feared or a feared target taunted?
Specializations, i’m hoping that they have the same level of new tech as the revenant has.
Would be nice but I doubt it. Kind of make you wonder which existing profession would have been better off delayed until the after the development of the new tech.
Some creatures will be immune to taunts. But for situations like this, I expect the Taunt to override each other till it reach the hidden cap point then the NPC becomes immune to more Taunts being applied for a certain duration.
since when do normal NPCs have innate stun immunity if they get hit multiple times?
There are some mob ‘families’ with innate stun immunity and Anet has been know to grant immunity when they don’t want to have to worry about cc (hard/soft) interfering with the content they’ve designed.
I see it as a good thing.
They can give it to NPCs as a buff, making it much harder to harm them. (Let’s face it, even Berserkers tend to do conditions such as bleeds and cripple.) Even Vulnerability and Weakness will be countered by this, or so it seems to me.
What does that mean? It means that, for fights against things that can do this, a way to remove this boon just became VERY useful. It also means that any enemy NPC that puts this on their allies during battle becomes a VIP to RIP. (Imagine a corrupted sylvari spamming this buff on a bunch of husks.)
IF the devs use it well, this could make fights more interesting, without being an instant “I win” for anyone. If nothing else, it should make boon stripping more important.
While the application could be good ANet has been more likely to just grant total immunity to conditions that they don’t want to balance encounters around. As for boon stripe they have been a bit to stingy with the mechanic of boon stealing/removal going so far as to state it as an intend weakness in some profession, so designing encounters with that being one of the primary victory tactic is basically saying only profession with boon remove can participate and the rest will shunned (see all the mess that not properly balancing reflection/projectile absorption skills has on encounter design since launch)
I wouldn’t say it is only that the single best solution, but the fact that the game’s reward systems are not exactly in a good play I clearly recall the first time a Nercomancer friend of mine and I were playing after the megaserver went live, before this (at our usual playtime) we would not encounter may people and occasionally we would duo/solo the champion troll (mostly seeing what worked what didn’t and just messing with mechanic) So the first experience she had with the FG train was being one of many players that was at the event from the beginning, but due to lower burst damage (I think she was running a hybrid build at the time) she recieved gold credit for the event, but no drops at all.
Depending on how they balance the stack per skill/recharge they may have to start adjusting the recharges of the hard control skills. Sounds like it going to be similar to whole Dhummfire style of balancing. All so Revevants can gain stability on dodge.
This change wasn’t made for PvP. This change was made for PvE teams that can stack near perma stab and trivialize lots of content..
Not so sure of that with all the talk of counter play. Currently Stability is the god-boon in any mode. That and could anyone see the revenants gaining stability (current version) on dodge. As it is the other profession like to complain about Companion’s Defense.
Just some thoughts unless they are outright weaker then all the other profession then the revenant is going to move the general placement of at least one profession.
There is also how much of content is being designed with/without the revenant in mind.
More likely the profession will not perform in the way the developers thought it would once the player base gets a hold of it. Think of all the kneejerk nerfs not too long after launch all based on a community still learning to play.
I’m waiting for sword to be revealed so Colin can swing his sword.
How much hate would they get if revies can’t use sword or greatsword?
they can use a sword /fact
not sure about greatsword, i really hope they do, it only make sense
Sword is unconfirmed, recall that Rytlock carried/used an off-hand pistol in his time as a warrior so the sword might just be is connection to his past.
Not sure about the intention of the design. Didn’t they change a necromancer skill that was interacting in some odd way with objects?
I’m waiting for sword to be revealed so Colin can swing his sword.
How much hate would they get if revies can’t use sword or greatsword?
When the pvp community gets big enough, then I would agree. But it isn’t, so no.
Impliments like these are likely to make the community smaller. The only outcome I can see from this implementation is frustration. Infact, if there were a more organized que system, it might even bring outsiders in. In regards to the whole “scatter the player base” concept, I’ll have to retort by saying that there will be people who are interested in all game modes. I’m sure those people would rather wait a few minutes more to get in the game type they enjoy, than play a game type that frustrates them.
Will there be enough of them to keep each game type afloat and ensure that matches are good?
I do have a key bound to the 180 turn. Using it together with the reverse leap is really unreliable.
Workarounds needed to deal with shoddy design/implementation welcome to ranger.