Jumping from 0% to 100% Life Force in under 5 seconds doesn’t feel right any more than the insanely slow speed it fills in 1vs1.
Gotta disagree there lol. One good zerg fight and you’re set for smaller skirmishes. That LF bar drains fast if you get caught in the cross fire of those zergs, it’s only fitting that it fills up just as fast if you’re cautious.
That and the bags from awesome epidemics and the AE spam that we have is really the only good thing we have going for us right now.
I don’t think it’s fair that Thieves and Mesmers have to deal with LoS issues like every other class in the game.
That’s pretty much the only thing I’m getting from this entire thread.
I do believe that the teleports are glitchy and should be looked at, but what people are asking for is like listening to a spoiled 3yr wanting a piece of candy and throwing a tantrum because it can’t have it.
score means nothing. it should be removed and glory awrded on for wins or losses
This.
Totally agree.. Would get rid of this zerg mentality and force people to follow the mechanics of conquest mode.
Score really means nothing in any form of sPvP honestly. In hot join, it just means the person didn’t die much; arguably this could be a measure of skill or it could be that the person spent a lot of time running from fights between points and just hitting downed players or getting the final hits in on someone who was low during another fight.
In tPvP you get practically nothing for defending points but those are the guys you are pretty much carried by. You can roam back and forth all you want, and will probably get first place on your team, but if you have no one defending points you will lose and lose hard.
hello,
i am thinking to explore the custom arena option for the guild
wonder if anyone can share some information interms of how to get this done?
i can see the custom arena kits from TP and is that all we need to make a custom arena and is the kit comes with ticket ? any information would be great! thanks.regards,
Custom arena’s are not open to the public yet. But the tokens are all you need to start a custom arena, yes.
Autobalance is required, hate to say. What I think should happen though is it should be rewarded more than it is. I don’t even see an amount rewarded for being switched like there is suppose to be. I think what would be better is getting a random armor piece fr your rank or a random dye or something instead of miniscule amount of glory; all for volunteering of course to be switched. But then I can see this being highly abused so I think this crappy alternative for an even crappier pvp system s what we have. When custome arenas come out I predict it will be somewhat better. I for one plan to make a 6v6 instead of a 8v8. That way it’s still somewhat competitve but isn’t restricted to the tournament 5v5 setup that will no doubt be in abundance once customs are open to the public.
The degeneration was part of the mechanic from when DS had no CD iirc. But now that it has a 10s cd 4s traited I’m not sure it would be such a bad thing to just remove it and would probably make us a little more tanky. I can’t really see it being a huge buff but it definitely isn’t efficient as it is now.
Once the match is over if it’s mid fight I usually finish the fight but if it someone comes up to me and starts hammering those keys and I’m just standing there I usually /dance until the next match.
Either way, I don’t care which we have but I do like the idea. All combat should just be haltered with characters being stationary and cleansed of conditions though if this becomes the case.
I wish spectral walk lasted 60s or at least the 30-40s that the swiftness lasts.
I tried it with a condition build using Carrion amulet and it worked good as a passive 213 damage per hit on top of bleeds ticking for about 103. It just didn’t feel like condi build I was used too because it didn’t have any real burst (not that condi builds have tons of burst but still).
I’d call it viable and can be fun to see all the numbers in hotjoin when someone is spamming you. Just wouldn’t use it in tournie since we’re more support damage than anything right now.
They to fix the rewards for spvp, sure, but I’m not sure putting gems in there was a good call. Maybe if the rewards were better they could add an exchange glory for gems option like there is for gold. Otherwise I don’t think they’ll put them back in.
I’m curious how our burning is going to match up with Guardian and Elementalist burning on targets when they have quite a bit of access to it as it is..
Will it not end up the same way Bleeding is now with other professions being able to apply it better than us? Of course this is just speculation since we don’t know yet how much access we’ll have or how long the duration will be on it. On that note, how does the Burning condition compare to the Bleeding condition in account to who the damage/duration goes too? Since Bleeding has a stack limit and burning just stacks in duration, I’m assuming that only one person can apply it at a time; has this been tested?
(edited by Chesire.9043)
Retaliation is pretty nice though. Does pretty nice passive damage on those spammers on top of your bleed stacks.
When you use a healing skill.
I saw a video posted by Jumper not long ago that actually has me concerned about the way things are working after seeing how severe it is.
The times it failed on him were very odd. I’m not sure how I feel about it now, but I personally don’t use teleports so it doesn’t effect me at all really.
That must be the one that’s bugged then. Hopefully it gets patched soon. Since they are starting the fireworks tomorrow it may get fixed then. Let’s cross our fingers. Glad to see it isn’t just on my side.
Thank you all for the replies.
I have four achievements completed: Fireworks, Dragon Ball games played, Candy eaten, and Moa races. For some reason it’s only giving credit for three achievements.
Does one of these not count?
In Soviet Russia, pinata break you!
Plague Signet has to be the most annoying utility. I use it in my condi build but I also hate it so much. There is no reason at all that Blind should stop it from working. Blind is a condition, why is not transferred?
/flipdesk
Without giving classes boon removal, I do agree that there needs to be more endurance hate not in the form of Weakness. Classes like the Necromancer would be ideal for this kind of mechanic since they themselves have no reliable access to vigor or endurance generation themselves.
Weakness is supposedly being buffed, but I’m pretty sure it’s only being buffed to affect critical hits as well as normal ones. It still leaves perma vigor to be an issue since I’m not sure how the uptime of Weakness is going to compare to the uptime of Vigor. There are more condition removals out there than there are boon stripping tools. Even a Necro can keep up with that much boon application on classes such as Ele and Guardian, or even thieves.
That’s actually a little more severe than what I was seeing :/
I may have to retract my previous statements.
(edited by Chesire.9043)
Endurance is fine. Vigor and dodge/evade/block on Weapon skills that make endurance seem crazy.
I’m with Iceflame on this. Necro’s have been dealing with issues like this for ages and no one listened to their complaints. I say suck it up and learn to play around it like they have. Mesmer and Thief are still among the most mobile classes in the game.
If you want to make it a positive thing, make it as relearning your class or the maps all over again like it’s brand new! Want to be all doom and gloom? Wait around for 8 months til they finally get to fix it the way Warrior and Necro had to wait for fixes.
This change isn’t breaking the game, it’s making you think differently. Different concepts entirely.
Odds are Burning isn’t going to be noticeable or will be hard to apply and we’ll be pigeon holed into some bunker build if we want to survive/facetank the way Anet wants.
Not quite finished but this will be the end result. It isn’t your average Necromancer look but I wanted something more unique. I really wanted that battle-maiden look to go along with that Scythe we get. It may be more suited to a Mesmer than a Necro, but I really don’t care. I <3 my Necro.
Bleed cap isn’t all down sided. If you epidemic those 25 stacks of bleeding they become your bleeds on other targets and use your condition damage.
But that’s about the only upside. Just thought I’d add that.
They should give necro’s a one hit kill skill. We are the Masters of death after all.
It would be nice if they removed RNG from armor sets and instead put different items in the chests, while allow players to use Glory to also purchase armor sets they wanted. There’s enough RNG in the game already and sPvP is a massive grind with no end so getting an armor set you want to stick with from the get go (or having more options available) would at least be more appealing than the same crap from gold chests every purchase.
I found that players would switch to a team where the better players were and after two games the score would be lopped sided, When the game starts over again they have the option of switching so they group up again. I found I was stuck with the same group of ppl that didn’t seemto know what to do. After 5 games of 500-200 I called it quits.
Same. I don’t plan on attempting the win achievement because of this. My current success rate is 6/20 due to that very reason, and before that it was because people were exploiting the food bug.
Was pretty cheese.
Am I the only one that really really hates this mini game? Only played the 20 games for the achievement :/
@Chesire, how is Close to Death Increases damage by 20% to enemies below 50% health, a defensive trait?
Fml.. It isn’t. I was thinking of Near to Death. Why are the names so similar? :\
A little late on my part but this started my day off so well when I logged in and toggled this option. Such a huge relief to finally have this simple little option.
Thank you so much for finally doing this, Anet.
The changes are due for the end of month balance patch. There may be a few bug fixes but theres unlikely to be any class balance changes.
prepare to be disappointed at the end of the month as well then…
I bet they won’t even have a fix for the downed health by then either.
I’m prepped for disappointment already. Will probably either reroll and work on that fourth 80 or /uninstall.
Infiltrator’s arrow is a weapon skill and it works on Z-axis. And i use it A LOT on my thief.
For me this is a nosense, all teleport need to work in the same way, or Z-axis work for every teleport or not.
Are you even reading the entirity of the responses or just stopping when you see that it doesn’t say what you want it to say? I understand that your english is bad but the point is the skill is behaving as it should have to start with and Infiltrators arrow should be “fixed” the same way imo. You want all teleports to work the same way? Fine, put 30s CDs on those weapon skills and we’ll talk.
Teleporting to different platforms is what I’m referring too. They aren’t meant to be able to do this, or weren’t as stated by devs in the betas ages ago mainly because they (for whatever reason) have a big issue with separating pve skills from pvp skills. So if they allowed these skills in their current nature to use the Z-axis to teleport to different platforms or heights WvW would be chaos with Thieves SBing/ShadowStepping onto keep walls. This happened once before and it was very unwelcome by the community.
Now you take the same thing to spvp, where you wuld have thieves/mesmers teleporting up onto, say.. the catwalk CT on Khylo to escape. For a utility skill I wouldn’t mind. But on a weaponskill it’s too much. I can say for that I would probably abuse it and I never abuse anything, but conisdering the CDs on these skills how could you not? I would also say that’s too much seeing as how the number of professions that can teleport and are considered OP or annoying to fight as it is go hand in hand.
It isn’t needed, imo, and isn’t intended for good reason. Just my thoughts. Not trying to sound harsh or anything.
To be fair, it was stated back even before launch that teleports were not suppose to work on the Z axis so whether it was intended or not it probably shouldn’t be fixed and if devs are smart and want to improve PR, it won’t be. At least not until they fix other larger concerns related to balance.
If ALL teleport are designed to not work on Z axis is ok, not problem, but if other teleport work on Z-Axis i don’t know why phase retreat don’t need to work.
It’s not easy to use to teleport on platforms, you need to know the exact position to do this, is not easy like a GTaoe spell and its range is very short.
So i’d like to see a dev answer about it. I think this spell deserve the same status like the other teleport, about Z-axis (like it was before).
All teleports ARE designed to not work on the Z axis. That’s why it isn’t easy and you need to exploit certain locations.
I honestly think DS needs more traits that trigger when we enter it, with 10s CD’s on them. I also think they should ALL be minors, while most of our majors focus on buffing our utilities and skill usage on weapons/DS skills. But that’s just a dream.
what would be the point of near to death when everything gets a 10 sec. cooldown?
and while i like the idea of customising your DS via minor traits, i donjnt think they should all be “effect-when-entering-DS”, that would be a bit boring. those minor traits could also have an effect when:
-you leave DS (like deathly invigoration)
-youre in DS (pulsing, like death shiver)
(theyre both bad cause of numbers, but the ideas of these traits are good)
I never liked pulse effects unless they warrant using up your defense for better offense gain. The current skills we have don’t do this.
As far close to death, it would be for balance. Getting Fury and such is fine on kitten CD but skills that activate like Weakening Shroud would need to be ten. I think having more skills like Weakening Shroud would be amazing and would give us more reason to use DS with more creativity. I also think it would make it just more fun to play in general.
Close to death, to me, seems more of a defensive trait anyway. The only DS skill we have that would even be close to CD (even when traited) would be Dark Path and you’d still have to wait a few seconds to use it if you were flashing DS on CD. I may be wrong, but I don’t think I am. I don’t really use Close to Death anymore.
To be fair, it was stated back even before launch that teleports were not suppose to work on the Z axis so whether it was intended or not it probably shouldn’t be fixed and if devs are smart and want to improve PR, it won’t be. At least not until they fix other larger concerns related to balance.
Yes. Highly annoying. Any idea when this will be fixed?
If you go through the patch history, most of the balance fixes short of hotfixes are done between the 24th and 28th of each month. So two more weeks.
It’s going to be a long month.
Summer is coming.
Disagree.
First the idea of a skill acting differently if you have a target and if you don’t will not work since we have autotargeting anyways. Currently I am in full control of when I want to blow them up. If we take your version of them chasing and blowing up on contact, then it would lead to more unreliable situations where you aren’t even in control of the explosions anymore as opposed to now. The blast finisher should stay at where the minions are, if you want to blast upon yourself just summon and blow them up instantly.
They’re made to be blown up anyways and are actually quite a good chunk of burst and death nova adds poison + weakness to it which is quite nice.=)
I can see both sides to this.
If you want them blown up mid combat, they stop attacking and then explode and may or may not be close enough to their target to deal damage. If you keep them put away til you want the burst, same deal. The only reason not to have them chase the target is if you want to use them for blast finisher and the only real blast finisher I ever want to use (until Weakness is patched anyway) is with Spectral Wall for chaos armor; unfortunately this one is really hard to land even with a placed ground targeted skill. Trying to land it with a bone minion is even more unreliable.
I like them when they work, but it doesn’t happen often currently.
Also, Tadsoul, this really was my idea. Just saying
I’m not sure it would be that OP honestly. We’re suppose to be facetanking stuff apparently, so why should we not have more ways to keep people from escaping?
I would gladly take it.
I honestly think DS needs more traits that trigger when we enter it, with 10s CD’s on them. I also think they should ALL be minors, while most of our majors focus on buffing our utilities and skill usage on weapons/DS skills. But that’s just a dream.
(edited by Chesire.9043)
Bone Minions should act like Mesmer clones when they are exploding, imo. Since getting them in one of our combo fields is so hard anyway, at least that way they would actually land their explosion more often.
(edited by Chesire.9043)
That pvp guide is really weird in some places.
His pros/cons list… umm?
“You lack any real “burst” besides stacking 9+ bleeds and poison on a target (which takes time)”
That’s so not true. 9 bleeds is supposed to be the biggest “burst” of a conditionmancer??I’m not surprised you would lose against a mesmer with the condition builds he posted.
Imo against a mesmer you should have: Greater Marks + Staff Mastery, Epidemic and Corrupt Boon. That’s half the battle right there.
It sounds strange to equip Epidemic in a 1v1, but land it on a clone with just 3 stacks of bleeding and it will be worth it.
And I hope you didn’t pick Plague Form, that elite is the worst in 1v1s. Golem ftw!
This.
I don’t think you really have a large chance beating a good Shatter/Phantasm mesmer though. The Phantasms on top of shatters just hit too hard and burst too often.
The active can be the difference of life and death in sPvP. I run with it almost all the time in my build. Doesn’t do much for teammates and can be annoying when you randomly pull a chill or cripple from a fight you aren’t even participating in, but helps counter other condition builds since it gives you more transfers than anyone else.
As for PvE/WvW, better off just using WoP if you wanna deal with conditions.
Guild Wars 1 had Random Arenas, which was solo que, had Team Arenas, had GvG and had HA, also had Hero Battles later on.
All modes were lively enough, so you argument is invalid. GW2 can do that as well.
It should have done that at the start imo.
There might be a few fixes tomorrow but I doubt there will be anything decent in it. Tomorrow is the Dragon Bash patch, because we all know that’s what the game really needs.
They haven’t said anything about the new condition or much of anything else in any announcements so I wouldn’t expect anything decent towards class fixes for tomorrow.
It’s.. Interesting. Honestly though for PvE it wouldn’t be worth it. Your damage would be low, even in long fights, and the only real benefit to your group would be Plague Signet and Staff 4. In theory it sounds good but in dungeons people can usually manage their own conditions just fine; it’s the raw damage that usually kills them. In Fractals, Agony is the only condition that really hurts and you can’t cleanse that. In WvW Plague Signet is a deathwish in large skirmishes. Staff 4 also only effects them if they’re standing it so you may or may not hit everyone that needs it.
Overall I wouldn’t call it viable, and you’d be more useful going with a supportive healing build as it would at least add to the groups EHP more than the long CD abilities you are traiting for.
It is an interesting idea, but it seems useless overall in my opinion.
Random thought.. Burning post Automated Response won’t matter either, nor will our new DS5 unless it Anet makes it that way. Just saying.
OP trait is OP.