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The ideal MMO module should be Start game—>Level Cap—>PVP—>Find out other people have better skills and gears—>Go to dungeons or Raids or Events to learn more about the game to higher your skill cap and find or craft better gears—>PVP again.
Hi, next to everybody still playing this game has always disagreed with that model, I don’t think there will be many who agree with your ideals.
You have no way of telling if the other players in that game were in queue for 6 hours or not. (Exaggerating) You were probably the high MMR player that made that matchup ‘balanced’ in the system’s eyes. Having high MMR often puts you against premades to balance having 5 solo players.
Isn’t that the point of their backpacks?
Quoted for truth
Sidequestion to fivegauge or if u ask your teammate nos.
Are there any similiar cancels for necro?
Axe 1 can be stowed using Stow Weapon to get around the aftercast.
Nothing too useful though
Nobody likes it, don’t hate the player, hate the game.
Not really fair for the game to provide an avenue to Stow your Mesmer Greatsword1 and attack faster, or Stow your Ele Dagger Air1 and get more healing.
There are other things that most people don’t know like you can remove the aftercast on Ele Dagger Earth2 by using the Earth3 leap. Removing the aftercast on Warrior Warhorn abilities, etc. There’s lots.
It’s unfortunately a pretty buggy game if you were to grab a magnifying glass.
These mechanics that become obvious as one plays a profession enough. At this point it doesn’t make sense to blame or call hax on a player for ditching a long aftercast when the game’s physics allow him to get around it.
A more constructive way to look at this would be: “Anet fix pls. Make aftercasts not so easily circumvented in this game if they’re there, enforce them.”
Burning speed, Arcing Arrow, Fire Grab, Final Thrust, I don’t see Pry Bar or Jump Shot as much better. Intelligence Sigil over doom is an investment people think is free. Pry Bar & Jump Shot with 10 might and no fury is pretty comparable to other Cele build spike attacks. 25 might vs. 10 might, fury vs. no fury is the big difference.
Engies do more power damage because they have multiple power attacks simultaneously landing. Individually I think none are noteably OP.
Denshee blasting 55hp’s Mesmer for 4.5k burning speed on stream today, etc.
(edited by Chaith.8256)
The trait shuffling, which has been done many times in the past, Devs have mentioned it’s kind of unrealistic now, since the way traits are acquired in PvE.
I’d like to see >Evasive Arcana, Healing Ripple, Elemental Attunment< these traits becoming baseline, in a reduced form, numbers TBD, and all affected traits could improve the new baseline abilities to current levels.
You do realize that that amount of baselining will basically demand a rebalancing of the nerf kind. It is basically just like the warriors are asking for fast hands baseline (next they will want cleansing ire for no investment). If a trait is so good that you are giving up something to have it then that is making a build choice, but to just hand out those effect for no investment is powercreep in its purest form.
Yep, it’d be a power creep if Eles could make a superior build with the Fire and Earth traitlines. That’s kinda the point, it’d be nice to be able to have options to being an offensively built Elementalist, where currently there are: Fresh Air Eles and Fresh Air Eles.
But I understand that it would shift things around in non-PvP use quite a bit, and I’m not qualified to comment on the Ele PvE or WvW Meta.
As long as it wouldn’t be game breaking, I’d be down for power creeping the sustain and boons of non-meta Eles. How big a buff connected with my suggestion is to be determined. Giving a little splash of healing on Water Dodge & Attunement, with a splash of prot seems merciful to how easily offensively traited Eles get wasted.
Just an idea. I think Ele traits are horribly unbalanced, lol. Anything without heavy investing in Arcana & Water is just an incomplete yolo build in PvP
Edit: And when I say ‘make’ anything ‘baseline’ I just envision it tacked onto the attunement tooltips. Not messing with minor traits.
ie: "Attune yourself to Water, healing allies. While attuned, heal allies at the end of your dodge roll (10s).
(edited by Chaith.8256)
The trait shuffling, which has been done many times in the past, Devs have mentioned it’s kind of unrealistic now, since the way traits are acquired in PvE.
I’d like to see >Evasive Arcana, Healing Ripple, Elemental Attunment< these traits becoming baseline, in a reduced form, numbers TBD, and all affected traits could improve the new baseline abilities to current levels.
These are all valid concerns.
On paper, the patch was the most significant improvement to PvP that has been seen since Tournament Tickets were overthrown.
It hasn’t lived up to the theorycraft in any way. The multiple matchmaking fields that were added (Profession MMR, balanced # of professions, balanced number of premade vs. solo queuers) aren’t working as intended (or at all?)
The solo queue playstyle experience took significant steps backwards. Without these crucial matchmaking fields working properly, it’s just suicide to solo queue into ranked as an intermediate to high MMR player.
There’s not been any communication from Anet as to why the ranked tPvP experience is not living up to the pre-set expectations, maybe there will be talk on that soon.
Without being overly emotional or exaggerating, I wouldn’t be opposed to a full roll-back of the matchmaking & separate queues for Solo and Team queues. The map vote system is great though, props to whoever made that happen..
I have yet to see one of those suckers.. snip smack me with a wrench. Every loss that has been dealt to me by an engineer has been due to turret and grenade spamming. I guess that is why people love turret camping so much.
Just double checking, you know that supply crate doesn’t mean it’s a Turret Engineer
Kinda like how having a pet doesn’t make a Beastmaster Ranger, or having phantasms means it’s a Phantasm Mesmer
Because no turret Engies are grenade spamming you to death. And the majority of grenade spammers will smack you with a wrench. If you think every Engineer has the same build, it’s probably because you can’t tell the difference, why not play the profession yourself?
All they would do is camp a spot and just stand inside their fortress of machines and cc anything that got close.
every engineer is the same. I would rather see alternative builds for them become useful in PvP, because the lack of creativity amongst engineer players is absolutely appalling…
No.. Engineer probably has the biggest diversity of functioning builds possible.
And fortunately most of them don’t play Turrets, in my experience.
Don’t be blinded by tears of frustration
Sigils and runes are all too powerful and is one of the main reasons I think the April patch was such a failure.
I still think double sigils on 2H is just wrong.
2 Sigils per weapon set makes a lot of sense to me. Why should dual wielding have a massive baked in advantage?
What didn’t make sense to me, and never did, was allowing same sigil-types to function together. Nobody asked for that.
Kit Refinement | Equipping a kit creates an attack or spell 20s
Change this to Equipping a kit creates an attack or spell 10s icd per kit.Trying to sneak this one there, huh….
Keep dreaming, that would be OP again.
Shhhhh
And anyway the on kit effects have been changed since it was strong back at launch. As for the changes to overcharge shot it makes the skill telegraphable. This means people can dodge it or you can cancel cast it. That makes the skill a lot better than it’s current press and win function. Also you can’t just exclaim non celestial builds would be destroyed by that one change, explain to us how before saying it just will.
Yep, the new Kit Refinement is maybe 25% as powerful than the original was. The trait was completely obliterated.
10s ICD, no shared CD between kits, I probably still wouldn’t take it. If I had bombs, I would.
All the sigils are passive, stop the QQ about on swap been passive. Compared with the other sigil types this is the least passive kind.
-condi duration sigils: passive
-permanent bonus: passive
-on kill: passive
-proc on crit: passive
-on weapon swap: passive you were already swapping weapons
on hit: passiveThat is the nature of sigils and runes, they add passive effects to the character.
IMO sigils are the only thing that keeps this game a bit balance now. Without those sigils, DD Eles, Cele Engis will be a lot harder to kill.
From the perspective of a Warrior running quad swap sigils, that’s correct.
From the perspective of anything else, sigils are the thing that is causing Engi/Ele to pull away from other professions.
Swap sigils are massive components of the Cele meta, Engi, Ele, War, the best Cele professions, get way more battle power from swap sigils than the rest of the professions get from crit, or swap sigils.
If the game was less ‘sigil heavy’ these professions wouldn’t be as meta.
Sigils are the enemy if you want the Cele meta to be toned down.
The condition duration reduction is a permanent effect. The regen is the only component with an internal cooldown.
Slick Shoes | Spray oil behind you, knocking down foes. If underwater, foes entering the field are blinded kitten
Change this by increasing it’s cooldown to 60s. The tool belt skill should remain at 30s.why?
Elixir R | Drink Elixir R to refill your endurance and remove immobilizing effects 30s
Change this so that it has no cast time and is a stunbreak again. Signet of agility is instant cast for obvious reasons, and this should be too.if it saw use in a meta build, people would complain about too many dodges. anet has been trying to reduce dodging to keep it skillful instead of spammy.
It would not play out that way, it’d be a stun break that should be saved accordingly, it would get used when you were full endurance on occasion, and it’s cool down is sufficient enough to prevent a ton of random dodging. I think it would be border line OP though, especially on a cele rifle. For the revive utility.
They should just remove the CC from the rocket turret on overcharge. And then turret engis are fine. They are already beatable in 1vs1 but it is very hard to see the rocket overcarge and once you are in the CC chain you will die.
New Rocket Turret overcharge ability: Overcharge your Rocket Turret to fire a large arcing rocket that does the same thing as a regular rocket. 20s recharge.
Hell to the no, its pure 100% pure un-adulterated power
Well, thats a terrible shame, considering it was the better of the two long-range weapons. I hate longbow for condition builds, because people slap the tag “condition weapon” on it, because it deals burns…those burns are so short, no amount of +burning% can save it, therefore it is not a condition weapon, because it’s conditions are so short, they might as well not exist.
Thats really annoyed me now. They nerfed the only real long range condition weapon to the death.
Combustive Shot is far from a short burn uptime.
Jokes aside, very well done, Phanta.
Hell to the no, its pure 100% pure un-adulterated power
Oh dear I have thought about that, so I made such suggestions.
Re-balance the Healing Power scale with Water Attunement Heals.
So power ele/berserker ele won’t get any impact from this balance change.
Support ele must have to run full cleric to be effective like it supposed to be.Re-balance the Skill base damage on Pry Bar, Throw Wrench.
This one might be my typo, should be re-balance the Power scale with Pry Bar, Throw Wrench. So in this way power engi/berserker engi can still hits hard while Celestial Engi can’t reli pull out any burst damang like berserker engi.You have a fair point in saying that reducing healing skill coefficients won’t hurt Zerker Ele.
When you say that it’s a good thing that Ele will have to go clerics to be support like it’s supposed to do, if healing coefficients are less, than building your character for healing means you get hit the hardest. It just throws mediocre playstyles under the bus even more, in order to balance the current meta. There are better ways..
Also, Zerker Engi builds run with about the same power as Celestial Engi builds (battle sigil, and/or 6 points in Explosives fills the gap), so reducing power scaling unfortunately doesn’t hit Celestial Harder than Berserker. It’s the same nerf to berserker builds, it’s not targeting Cele.
Listening to the Bird of Fire and removing Cele amulet would be a smarter fix than messing with the scaling coefficients in the way you are.
Flame Shield on for the tired argument that I’m against nerfing Ele/Engi. I’m not. I’m just against bad changes that target non-Cele builds as hard, or harder than Cele builds.
Doesn’t matter, “it will hurt lesser builds” is not a reason to not balancing OP builds.
Because it will always hurt lesser builds. theres not a single nerf that does not affect lesser builds, because there are just so many builds.
also, they can always buff the build up right back, like buffing SD damage or what not.
Option B, solely targeting on swap sigils, blast finishers, celestial stats and staying the hell away from Ele heal scaling, Engi damage scaling. They’ve been balanced for years. What’s not balanced are the things in common with Cele builds.
Zerker Engi’s power stats pretty much same as celestial, are we playing the same game? If re-balance power stats on your class happened, which will balance the damage on celestial engi and you also still have decent burst if you decided to go berserker engi.
I’m not sayin’ you’re wrong but..
Static Discharge:
http://gw2skills.net/editor/?fdAQFAUlUUpmq1XxkLseRCdBNypEGQ3gFUBRtwPFAA-TJBFwACuAA12foaZAAPAAA
2133 Power
Cele Rifle with 10 Might Stacks:
http://gw2skills.net/editor/?fdAQFAUlUUpEr1XxkLseNCbBNyxEHRuxq85IEgkC-TJBHwAAuAAGeAAl2fAZZAA
2189 Power.
Nerfing power coefficients = equally affecting Berserker and Cele builds, you gotta look beyond the amulet for a second.
My only point that you don’t really understand the full implications of what you’re suggesting. Any Engi who plays static discharge will be like: “Anet WTF, I already sucked, thanks.” I don’t think they’d be like, “o well at least I can still do a decent burst,” like you say. Lmao.
Don’t get me wrong, I agree with most of your changes and end-game. But I think you should go back to the drawing boards on coefficient rebalancing
Oh dear I have thought about that, so I made such suggestions.
Re-balance the Healing Power scale with Water Attunement Heals.
So power ele/berserker ele won’t get any impact from this balance change.
Support ele must have to run full cleric to be effective like it supposed to be.Re-balance the Skill base damage on Pry Bar, Throw Wrench.
This one might be my typo, should be re-balance the Power scale with Pry Bar, Throw Wrench. So in this way power engi/berserker engi can still hits hard while Celestial Engi can’t reli pull out any burst damang like berserker engi.
You have a fair point in saying that reducing healing skill coefficients won’t hurt Zerker Ele.
When you say that it’s a good thing that Ele will have to go clerics to be support like it’s supposed to do, if healing coefficients are less, than building your character for healing means you get hit the hardest. It just throws mediocre playstyles under the bus even more, in order to balance the current meta. There are better ways..
Also, Zerker Engi builds run with about the same power as Celestial Engi builds (battle sigil, and/or 6 points in Explosives fills the gap), so reducing power scaling unfortunately doesn’t hit Celestial Harder than Berserker. It’s the same nerf to berserker builds, it’s not targeting Cele.
Listening to the Bird of Fire and removing Cele amulet would be a smarter fix than messing with the scaling coefficients in the way you are.
Flame Shield on for the tired argument that I’m against nerfing Ele/Engi. I’m not. I’m just against bad changes that target non-Cele builds as hard, or harder than Cele builds.
If theres no Leader Board people have nothing to complain about.
Except for the PvP experience in general when trying to play ranked without a team.
kitten
And moving on
Does everybody really think, “guardians are in a sweet spot”, or has the guardian simply been given up by the majority of players for being pretty useless in everything, because all other classes can do it better. Guardians have been neglected by the developers to a point, where your team is weakened, if you take one with you. Yeah, bunker guardians are great, but, only if his opponents don’t know how to chain interrupt him and finish him off in something under 3 seconds. The offensive guardian needs to be extremely well timed while playing and quickly loses a fight, if he makes a single mistake or gets interrupted. And if a guardian has to run, it happens now and then, he can’t go invisible, poop grenades, illusions, turrets, marks, traps, … he has to “sit in his silly staff-speed-buff” for 4 seconds, if it is to last a while. the guardians spirit weapons are close to useless, because skilling for them makes the overall build silly at best. perhaps, if the spirit weapons allowed for the same kind of healing mechanics as the meditations, the’d be viable again. guardians are also clearly lacking in mobility while also not being able to go into any invisibilty (god) mode.
if guardians are to be played as “first in and last out” they clearly need to be rebalanced and improved.
obviously i’m putting in a few words in here FOR the guardian.
cheers.
I too feel that Guardian is not fine as it is right now. When Cele Ele/War get brought down as pointholders, the Guardian (and Ranger) will be able to compete for their job again.
I think bunker Guardian is a good balancing point. Guardian has always been closely monitored as to not out-perform on the bunker aspect. When their normally huge teamfight utility is negligible due to certain playstyles & comps, I think it’s a good indicator that the roles are out of whack.
how is ele suggestions unreasonable in anyway.
I believe a suggestion thread are only suggestions which some can be ignored and some can be picked.
we are not necessarily to apply all of them.
Well you asked ‘how are ele suggestions unreasonable in an way?’ to ‘well you know we don’t have to apply all of them’ I was just answering your question.
The point of personal score is to often mislead people into making poor rotations and poor strategic choices, and feel good about those decisions because the game is spoon feeding them gold stars by their name.
The OP has some very poorly thought out suggestions if you ask me.
He demands things like magnet pull be visible from stealth, then claims thief is fine, when they can pull from stealth. Gear shield is fine, what a ridiculous request. IP should probably be reworked entirely rather then to have an icon for being off cooldown, at least that would be my preference.
The elementalist suggestions are unspecific and generally unreasonable.
Why do necro marks need new animations, they are clearly different now. Talk about a waste of time.
Please stop protecting your own class, so we can make this game better.
Could your post be more riddled with hypocrisy and irrational bias?
Warrior,Ranger, Thief, Guardian
In a good spot.Because pull on engi is in most meta builds and oftenly used paired with other useful skills while thief scorpion wire has no team viability.
about gear shield, even the best engis would agree that CD on this skill is ridiculous.
and marks, no they are not different, only 5 is different, while 4 is extremely op as well while share the same animation.
how is ele suggestions unreasonable in anyway. reduce the burning which the best ele suggested this as well and air whip abuse, and vigor also suggested by the best ele.
You’re just cherry picking the most sensible Ele changes he’s suggesting and ignoring the ambiguous and potentially devastating change like this:
1. Re-balance the Healing Power scale with Water Attunement Heals.
And then on Engies
3. Re-balance the Skill base damage on Pry Bar, Throw Wrench.
Support Eles and Power Engies not unviable enough guys. Burn them along with Cele Engi/Ele
L2P already people, Warrior being braindead is a thing of the past. Warrior takes skill now.
L2P, just please.
Meta Warrior build takes less skill than before. You’re not right on this. Warhorn, Shouts, these are really bad at reflecting a player’s skill. Hammer was much more indicative of who the bad and good Warriors were. If you whiffed your hammer skills, you would simply die due to less sustain.
Also Tarcis you make a few really hilarious logic twists
Lol.
You tell me this after my post said nothing to oppose your Engi changes, and then you are arguing that Warrior is so behind Engi/Ele that it won’t be OP as the go-to side node bunker, when Engi/Ele get 6 nerfs, I mean negatively affecting balance changes. The irony is not lost.
(edited by Chaith.8256)
The shout build is much more defensive than d/d ele, though. A warrior with those traits and soldier runes puts out an extremely low amount of pressure compared to an ele, it’s like comparing apples and oranges to be honest.
We’re already in a condi meta, honestly. The rest of my changes nerf the strongest condi classes, so ele’s clears can also stand a small nerf. It won’t wreck the class.
I think that the Shout Warrior is very comparable to the D/D Ele in playstyle. They run for maximum sustain, and both pack in the neighbourhood of 30 condition removals per minute.
Cross profession comparisons are for sure, apples and oranges. Despite both Cele builds having a similar trait spread & identical roles, there are many things that both professions do better.
IE:
Cele War does some things better than the Cele Ele, and vice versa. I think the damage gap is not as big as it’s sometimes perceived, either… Cele War takes advantages of Sigils better, proccing twice as many sigils as Ele can, bringing Geomancy and Energy/Leeching to the table in addition to Battle/Doom. Wars having just as consistent burning, on point, and does comparable power damage to the Ele. Arcing arrow and Final Thrust do some fat damage with 25 might stacks.
The balance could shift either way. If Ele & Engi gets 6 nerfs each I think War will be too good. The goal is for everyone to be nerfed enough to not be an easy pick over Ranger/Guardian/Mesmer. Warrior is still a far superior pick in the point-holder role that Ranger/Guardian also compete for, sorry, but if the celestial Ele/Engi is going down, Shout Warrior is going down with it.
After OP’s nerfs: 3 Shout Warriors per team
No, you’ve drawn a wrong conclusion. Personal score that is shown by each player’s name is completely worthless.
You’re thinking of the personal score.. I’m talking about the score of the game that increases when you have points captured. IE: Were the scores 500-0, 500-499, etc.
Focus on winning games… do your best to carry against the crushing odds you will inevitably face at some times.
Now, the leaderboards are sorted based on who has more ‘points’, which you can either earn or lose, based on how well the score went for you your team, in each game.
It’s weighted by how your odds are of winning, based on many factors.
IE: The odds are hopelessly crushing you team, but you score 400 points, and lose 400-500, you will still gain two ‘points’ for the leaderboard.
So the leaderboards are a function of how many games you’ve played, but generating extra points by beating the odds can propel you faster.
What you said, and then add:
- Times defeated
- Damage done
- Healing done
- Conditions removed
“Damage dealt” Would just be held by the people bunkering point constantly AoEing targets, I really don’t think this number would really mean anything. Although I do think the others would be cool to see.
Hmm.. I’m not sure why you draw a correlation between bunkering a point and AoEing. What about the people off point spamming AoE?
Everyone’s going to be busy in a conquest game unless you’re babysitting a point. If you’re an AoE cleave based profession and you’re in the right spots, AoE cleaving, how much damage you can do compared to other professions & players is dang good information to me.
Team’s are inactive because they have no reason to play. They can’t beat CM because they have no way of practicing anymore
Not with that attitude they won’t..
Ask your allies to scrim you and grow as a team together, that was the standard training method NA did, leading up to the WTS. Queuing Team Queue has never been what a team needed in order to beat the #1 seeded team.
Even if the rate of top players finding other top players has nosedived with the patch, it doesn’t mean game over.
celestial ain’t the problem, it’s might stacking.
Having a 30% gear advantage isn’t a problem? Cool story bro.
(So others know it went from 318 to 448 per stat. Celestial got an increase of 130 per stat or 30% buff.)
So were do you draw the line? Drop celestial to 20%? Nerf these specific might stacking classes? The runes?
Pretty sure it went from 331 + 45 from the gem = 376 -> 448. Went up 72 per stat.
Edit: Unforunately, my memory is kinda hazy, whether it was originally 331 or 318. However, the +45 from the old Gem system needs to be taken into account when seeing how much the amulet was buffed when the Cele amulet buff happened.
(edited by Chaith.8256)
@ Chaith.8256
well, 480 radius is not very big and would require the team mates to be near the healing turret when the engineer activates the cleanse.
It’s bigger than the Ele Water Staff 5, traited, which is 420 radius, so you can have a sense of scale.
It’s twice the radius of Ele’s Water Attunement and Cleansing Waves.
Dang dude.
Conditions removed makes my engi cry.
I think Engineers can do pretty well on this. Do you know how huge the condition removal of Healing Turret is in a teamfight, with it’s 480 radius?
What you said, and then add:
No, it’s not bugged to my knowledge.
Just the basics, please don’t be offended:
In Smite, to play ranked you have to master X amount of Gods. I think that is a good thing.
I hate to offer exclusionary sounding suggestions, but it’s more key because we don’t have a big playerbase or any league type system in place.
I would think the system would be much improved if Ranked matches were unlocked on a per profession basis, only available when that profession has reached the 200 match Achievement: (Magus, Genius, Paragon, Phantom, Illusionist, Hunter, Shadow, Legionnaire)
I would then support upping the Reward Track & gold contribution for ranked gameplay, as well. This would add a small carrot in front of progressing through PvP, getting the Titles for each profession.
This is such a short sighted suggestion I find it hard to believe it came from chaith.
The logic of a player base being small and requiring a gate to play for the leader board makes no sense.
“We’re going to gate you out because our community is too small”
What? You want to limit growing an already small community?
Why? Cuz logic.
Also the suggestion of players needing over 300 hours of pvp matches on a profession before they can play a profession for the leader board is another nonsense notion.
If all the good players are playing in ranked and you have to play unranked how are you going to learn to play against good teams? Also this is again restrictive which is bad for building up numbers in the community.
Edit
Read the 200 part incorrectly. It’s matches not hours. Still restrictive but not nearly as much.
Yeah dunno where you got 300 hours from. Indeed, 200 Matches of any game mode.
Agree to disagree then. What’s happening now:
People new to a profession are being meat-grindered against premade teams. The system usually compensates by throwing a high MMR player or two on the side of the highly disadvantaged side, to even the odds of winning. It’s very often just frustration for everybody. The high MMR players on a team of new players facing premades feel like the universe is conspiring against them, the new players die a horrible death repeatedly, and the premade team is still bored.
That’s why simply brand new players to a profession in the ranked queue may speed up the queue times, but I’m not convinced the matchmaking is functioning well enough for those new players to only fight amongst themselves, and have an enjoyable experience. Starter MMR probably still too high.
My suggestion is just that, anyway. Many other things will likely soon change.
Devs play engi/ele.
Nothing will change.
/thread
Devs emotionally invested in their in-game characters?
Is that what I said?
Nah thought not. Once again you seem to be unable to actually read posts and discuss what is actually said.
(Edited, because an unsupported claim that Devs play only 2/8 professions should be taken seriously, and I don’t want to offend.)
(edited by Chaith.8256)
Can’t they fix this problem by just making immobilize not affect the vertical axis?
Possibly easier said than done, who knows?
It’s easily reproduced by .. jumping or using abilities that put you in the jumping state while getting immobilized.
It seems like it goes like this: Reproducible Bug → Bug reports → Recognized as something that should be fixed → Working its way to the top of the pile → Fix in progress.
I think this issue is probably at the stage where it’s gonna be recognized as something that should be fixed soon.
Also, hotfixes randomly re-break tons of old bugs. Moving forward without taking steps back is a big concern.
“I’m special and I need to say it to everyone!!! "
K.
#original gangsta
#day1 homie
#turrets4life
#im skilled at using turrets
Issues like the jumping immob stun are a problem, and it is game breaking when it does occur.
These are all common issues that never get acknowledged, +1 for visibility
In Smite, to play ranked you have to master X amount of Gods. I think that is a good thing.
I hate to offer exclusionary sounding suggestions, but it’s more key because we don’t have a big playerbase or any league type system in place.
I would think the system would be much improved if Ranked matches were unlocked on a per profession basis, only available when that profession has reached the 200 match Achievement: (Magus, Genius, Paragon, Phantom, Illusionist, Hunter, Shadow, Legionnaire)
I would then support upping the Reward Track & gold contribution for ranked gameplay, as well. This would add a small carrot in front of progressing through PvP, getting the Titles for each profession.
Why?
Because unlike 2 years ago, personal score means even less now. If that was possible..
A better discussion would be “when can we stop seeing personal PvP brownie points on the scoreboard, and start seeing information that’s more helpful to gaining actual insight to who’s accomplishing what.”
if i had to suggest a change for cele amulet i would increase all stats by about 7-10%, but then you only get to choose 6 stats and not all 7. you’d have to give up one of them of our choice. so you’d essentially have 7 different celestial amulets (cele without ferocity, cele without vitality, etc)
Best idea 2014
Ok that’s enough forum for this year, cya all Jan!!
We might as well get rid of amulets all together and have stat points only added via traits.
That is what the celestial meta has really done, made amulets uneccessary.
i always thought they should just give you like 2500 stats nad let you allocate them however you want.
but with restrictions such as
power precision ferocity cond dmg combined cannot exceed 2k
toughness vitality healing power combined cannot exceed 2kno one stat can exceed 900
Yes…
Then the builds could be balanced based on their performance with actual proper itemization, and balance wouldn’t be thrown for a loop when a useful new (or buffed) amulet surfaces.
But it won’t happen because that would complicate the character building process.
Maybe there would be more good Mesmer players if it was worth playing?
I’m also not suggesting Mes should be buffed.
Wouldn’t a normal and sane person think that Mesmer should be buffed based on the way you worded that first sentence?
I like your analysis Zoose.
On swap sigils being so heavily used and the professions that can trigger them the most efficiently being heavily used probably isn’t coincidence.
Instead of implementing global changes to on swap sigils overall mechanics though, wouldn’t it simply be more efficient to target the strongest sigils and apply a straight nerf.
Regarding might stacking, perhaps it would be better to have a PvP version of Might that applies 25 stats instead of 35, this would close the gap between professions utilizing heavy might stacking and professions that hardly use might at all.
If you have 25 might stacks the difference between 25 and 35 per stack is:
25: 625 total to power/condi
35: 875 total to power/condiThis would impact Ele and Warrior more than the engineer, as the change would be 62.5 burning damage per second at max might, and engi only tops out at 9 might.
The strength of engineer is it’s rifle and tool kit skills having high damage coefficients.
It’d be an intelligence sigil nerf or nerfs to those coefficients and IP that’d most easily bring engi in line.
Doesn’t make sense to touch Rifle power coefficients. That’s because it’s the only power focused weapon Engineer has. Nades, Bombs, Toolkit, Pistol, E-Gun, Flamethrower, none of them are going to scale properly by building Power/Precision/Ferocity.
Static Discharge and the Firearms traitlines are not up to par. If anything, Engineer needs more viable power options that don’t involve mandatory conditions in the scaling.
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