Keep in mind that even if Fractal weapon skins are ‘exclusive’ to PvE,
PvP has nothing ‘exclusive’ at all. If one aspect of the game has exclusive skins,
another should get it to.
Tribal/masquerade armour was PvP only. The new addition of glorious or whatever armour is also PvP exclusive. The balthazaar back piece is also exclusive to PvP. So now that 3 unique items have already been mentioned, you were saying something about how PvP has never had, or does have exclusive skins.
If only they’d make the fractal skins tradeable for other other fractal skins through a vendor though.
I have too many duplicates and fractal skins I don’t want, and not the skin I really wanted.
PvP reward track would actually be much much slower than doing the fractals btw.
^This is a good idea. I have 2 x swords and a torch..what I want is scepter/pistol
I run Fractals regularly. After 2500+ fractals, most of which are high lvl 30’s-low 40’s I have obtained sword x2 and torch x1. They are entirely RnG to get and entirely RnG as to what skin you get if you ever get one. Sorry dear chap, but fractals skins are the only thing in game which can only be gotten from a particular area. What your asking for is akin to saying, “I am a full time chef, however I like the rewards travel agents get.” If you want the skin, time to stop playing PvP full time and dedicate enough time to run a daily fractal with all the appropriate ascended gear, infused trinkets and AR. The required investment needed to just run higher levels can’t be matched by reward tracks in PvP. However, on the brightside..I have run mid lvl 30’s with pugs that have completed all 4 in just over 30 minutes. With good treams it shouldn’t take you away from Pvp too much. Much the same as I won’t be getting Pvp skin armor from running fractals, the reverse is also true.
After reading the news about the new exclusive PVP armors, I cannot stop myself from wishing for a similar PVE counterpart. As it is now, the only prestige armor set in game, will be available for the 10-20 people that happen to win elite tournaments….
While I agree that top PVP players should get a special reward for their effords, I strongly believe that there should be a correspondant set for the people that prefer PVE.
I wish Anet would introduce an equally prestegius armor set, that could be craftable through PVE rewards and activities. I wouldn’t even mind paying 100 pristine relics per piece.
Before people start complaining that everything in PVE is easy so nothing will ever be prestigious: we have been lacking any kind of hard to obtain armor set, so now is the time to give us one of those. I am sure plenty of people will enjoy working towards one of those.
Wurm armor says hello: http://wiki.guildwars2.com/wiki/Wurmslayer's_armor
Why are people still ignoring this post?
also..
http://wiki.guildwars2.com/wiki/Sunless_weapons
http://wiki.guildwars2.com/wiki/Fractal_weaponsThere’s a lot of skins you can only get by doing PvE already. Let us PvPers have some too…
Thew skins displayed are nothing more than ascended armours with a new glow effect. Not a new skin by any means.
So if I am reading this right now not only will the skill fail due to very poor targeting now I will lose adrenaline when the mechanics fail?!?! Can you just remove all damage from Warriors while you are at it? I will be facing a target click a skill and it will jump backwards, swing and miss since there is no “in range” mechanic. In pvp warriors will become the unused class since everyone will be able to dodge every attack. Oh look a warrior is about to use a skill move 1 centimeter to the left and no damage will be done.
Sorry this sounds like a rant but I have missed more times than not due to the poor targeting mechanics and now I will be losing all the adrenaline when the mechanics fail just takes it over the top. I would like to know how do you target something that auto un-targets itself every 2-3 seconds? I will be almost touching someone and it misses just for no reason.
Please repair the targeting system and something to let you know you will hit what you are facing or remove all the ranged toons ability to follow their target (i.e. rapid fire will follow a moving target, mesmers confusing images does the same I can go on but I think you get the point). I could see if you get “Blocked” losing adrenaline but if the skill fails to the due to the broken mechanics than it should not be lost.
End rantIt’s been often said but leaving in the ability to retain your adrenalin on a miss encourages lazy game play. You should be penalised for bad timing/targeting/positioning. This is not a mechanic fail, this is a player fail. Many a time when I’ve missed an attack, either from blind, shortened range due to a CC, or whatever, I’m actually angry that the game just pats me on the back and basically says “don’t worry, have another go”.
Adrenalin management in GW1 gave the warrior a level of complexity that was on par with energy management for the spell casters. Without this, warriors are just a face roll class that requires little to no skill in playing.
Lazy game play? How bout good game play wherte your target evades the attack, no matter what set upos you took as a warrior to ensure it connecting? Now let’s exam the hit/miss rates of leap skills, the slow cast time of sword/mace etc. If a mesmer misses a burst, they don’t lose all their shatters. If a necro misses a death shroud skill they don’t loss all their life force. If a engineer misses a toolbelt skill, they don’t lose all their toolbelts skills etc etc. You are viewing thios from the lazy warrior perspective and not from the skilled target position. Warrior has the most telegraphed skills in game with guardian a close second. Full adrenaline loss is not in parity with other profession unique skills missing. Some loss of adrenaline is accepted, but 100% if typical knee jerk a-net balancing. The whole philosophy was to avoid whack a mole. With adrenaline gaining reduced by 40%, full 100% loss of missed bursts is heavy handed and puts warrior back to where it was 16 months..the profession in the dire need of help.
E-sports is currently a bad objective. Ever since a adult website successively managed to sponsor a team, the grunge has now gotten in the door and it’s only going to go down from here. Adult sites sponsoring teams and helping fund prize money…yeah, future looks grim for all e-sports.
I gave up on fractals today. Lvl 39..same reward as running AC path 1. Rings I already have and have thrown away. Nothing new. Can’t get the drops I want after approximately 2500+ fractals run. Massive waste of time for pathetically low RnG rewards and lack luster everything else.
Be careful with what you wish for. After a year of complaining that warrior was the lowest ranked profession in Pvp, A-net in one patch buffed warrior in a way that has seen them dominate ever since. Even with 3 successive patches toning down all their skills, and another patch on the way that will see them toned down, it has become apparent that sweeping dramatic changes are not always for the best. Players are so used to the new warrior now that many will resign on them again after this patch because they will feel puny again. It is best we don’t see the same thing happen to ranger and instead implement solid, but limited changes over time.
Also in regards to your statement, I standby everything I say. I will play at fractal lvl 40, all wvw content, all dungeons either full clear or speed and all spvp content. My information comes from all aspects of the game. I actually think your statement about me being the only one with issues with whirlwind is actually more a reflection that you play in a casual and easy manner, as suggested by your statement that you don’t care for pvp. So maybe let’s leave the talking to players who do play all forms of the game as to what the state of greatsword is. No offense, but your opinion is coming from self confessed limited experience with a warrior.
I am calling this post out. If you don’t have it on fraps, it didn’t happen. “easily pull out 15k+” as a warrior who has played every angle of great sword in PvP, even in glass canon zerker mode I have yet to see an ‘easy 15k+ minimum 100 blades.’ I simply don’t believe this happens easily..if at all.
PvE. Lol. I don’t care for PvP.
Greatsword is completely fine if is the best dps weapon for 70% of the game (WvW and PvE). Not every single bit of a class has to perform well in every single aspect of the game. The only valid concern is that rush has to hit more reliable. On the other hand, rush has to get nerfed because of the stupidly high mobility it offers.Simple outcome..greatsword rush and whirlwind attack don’t perform or behave as they were intended to. That means they need addressing. However instead hammer gets a another round of nerfs and these very well vocaled issues with GS don’t get touched. Was it never considered why great sword is so under used compared to hammer in PvP?
Whirlwind isn’t behaving like it should be? Seriously? You know, you have to click in the right direction to get to your enemy. The only one who can make this skill failing is you as warrior. And I never had any problem with rush charging to a point 300 units away from the enemy. It bugs sometime, so you will stop two steps before your target or the charge animation wont stop, but other than that I can’t see any problem there. If you have that serious problems with hitting targets, you should check your internet connection.
Yes. It is not performing. Rush at 1200 units carries a 100% miss rate, even though it is in range and target is still. Whirlwind attack often fails to strike hit 2-3-4 and when range indicator clearly shows it is in range at 600 units, it will miss all strikes. It is also prone to terrain fail. It fails to achieve it’s maximum range and is halved by inclines. So yeah, it fails to perform as listed. If this doesn’t answer your question then you’re playing some sort of naive card. When it doesn’t strike when in range, when it fails to hit the listed 4 times at point blank range and fails as movement skill if there is a gentle incline, then yeah..that a weapon failing to live up to its description.
I completely agree with this topic. It is nonsensical that the decoy utility skill and the desperate decoy trait ignore the revealed debuff. Fix this already! I have been asking for it to be fixed for over a year…
Developers address this a along ago. Decoy will remain a non stealth skill at’s core. However if you would like to discuss fixes for mesmer;let’s talk about illusionary elasticity not working, iwarden not working,greatsword AA being bugged, image being unusable, confusion damage being over nerfed, confusion damage being found in power line, all patches containing only nerfs to damage, far reaching manipulations not affecting all manipulation skills
If you’re being beaten by a mesmer, they are winning despite all the bugs and lack of damage..
Pvp players being offered the chance to play for Pvp only skins takes nothing away from anyone else. There is no reason for complaint here.
They are not Op..mesmer is just weak. That simple. Watch mesmer gameplay video’s..they’re impressed and excited when they do 4k damage.
I am not the only one seeing this. My guardian can reflect it, but my mesmer can’t with traited focus, but can with traited distortion. My warrior can reflect it, but rangers axe reflect can’t…in short, refection is not operating universally. In the above stated example of where reflections were seemingly making short work of bosses no new descriptions were added to their bylines. It seems odd with every living story update each profession gets enhanced skilled descriptions and range indicators, yet no profession courtesy has been added to inform players of boss changes.
In short, rules are only rules when they apply to everyone. If one profession can reflect it, all professions reflect should be able to do the same.
The devil is in the detail.
Beautiful.
In all fairness, 2 spike thieve’s just as difficult.
2 turretineers just as annoying.
2 mesmers clone spams just as aggravating.
Reflection:
Lot’s of problems here. Ran a guild mate through ascalon dungeon. We stated using reflection helps on queen spider. They responded they just ran twilight and was told reflection doesn’t work on Giant spiders. He is correct, it does work on one giant spider, but not on ‘that’ giant spider. Boss description needs to display anti-reflection description.
Imbued fire shaman: Guardian wall of reflection works on boss projectile. Warior traiting of shield will also reflect projectile. Mesmer tempral curtain, despite using warden feedback will not. Iwarden will also not reflect when traited, nor will it reflect projectiles when in its ‘save bubble’. Anything with a trajectory will not be reflected on wardens feedback. Mini spiders, engineer turrets, everything I have checked so far that arc’s the projectile will not be reflected by mesmer focus, but will by other professions reflections.
Simple quality of life adjustments are needed in this regard. It is difficult having to explain to people that reflection will work, but not with this profession this way, or it will work on this boss, but on that boss that looks and behaves exactly the same as the other one.
The entire warrior rework oozes profession discrimination>
“We are buffing flame thrower because it is underwhelming. We are merging multiple skills. We are making turrets home.”
“ranger we are buffing read the wind. We are increasing longbow damage. We feel longbow skills were long channeled, self rooting(sound familiar warrior?) and subpar.”
“We are nerfing greatsword start damage so we can buff the highly under whelming burst skill. (Others have had buff due to under performance on long channels, yet warrior has to receive nerf to receive a buff on their under performing skills.) We are buffing Axe, which previously we have nerfed 3 times to the point it did less damage using skills than just auto attacking. We are buffing mace, also a weapon we have recently nerfed…so in essence there is no buffs, just corrections of over nerfs from early patches.
Mend pathing issues on all phantasms. This is not a buff, just a fix.
Increase damage on sword and greatsword. Both of these skills do underwhelming PvP damage. The assumption is that shatters will make up the rest of the damage..say hello to no shatters. They do exist. Currently these weapons just don’t do damage very well.
Cones/phantasms alone are fodder in PvE. Try running CoF storymode and see how far they get. Spawn them and watch them walk into all sorts of instant death. TA is the same. Spawn and watch them die to poison in 2 seconds. They are just not durable for PvE, and do underwhelming damage even on full zerker in PvP.
Restore confusion. It got nerfed dramatically too hard. We all know by virtue no one has ever run a confusion build since the nerf. Currently perplex warrior’s do a better job of a confusion build over mesmer.
Install a trait that enhances movement speed. We all wanted it, everybody else has it now..no reason to leave mesmer out.
All mesmer elites are under performing. Time warp can be fun with a heavy ele face melt team, but outside of that there is no real reason to use them. If you play through storymode in it’s entirety, you will be struggling to find a single situation that you used your elite.
Address the stalling issues on greatsword.
Scepter is also under performing..why?..the confusion issue again.
This is just to start
Hmmm,. why the far reaching manipulation?only for blink? That trait could be used for phantasm fury. The reality is one blink at 900 units and a roll will take almost to 1200 unit range. I think you may get more over all use from phantasm fury. Particularly is you swap GS for S/P.
To the players:
What was patch that mesmer suddenly became less and represented among the professions. After multiple nerfs, and pathing bug issues they were still seeing some light of day. Now their representation is less than 4%. What was the moment they ceased to be regularly played and can this be reversed with changes similar to what rangers/engineers have received.( Some channeled skills increased in speed/dmg- AI making use of homing capacity.) Or is the notion of AI controlled damage removing too much from the player and that is basically why they almost faded to black currently?
We aren’t including the changes of ferocity to Pvp. We feel dmg in pvp is fine. We will nerf greatsword though, it’s damage is too high.
So what is it a-net?..dmg in pvp is fine or some dmg is too much, some is subpar? some needs tweaking?
You can’t say the weather is fine one day and then say it’s all dark clouds the next.
It works like this: Greatsword is already pretty balanced in terms of its damage+utility, but has a burst skill that is pretty bad and never used. They are making that burst skill 1000% times better in that is is WAY easier to hit and does way more damage now. For targets below 50%, Karl did about 5.8K damage in the video (aoe) compared to ~7K for eviscerate on the heavy golems (this is a TON of damage and will 1-shot squishies below 50%). To make it so that greatsword doesn’t become OP they had to remove some of the damage from the other skills to compensate.
I understand the change, thank you for explaining what didn’t need to be. My question still stays the same. “We are happy with damage/crit/crit dmg.” So, if you are happy with it..why nerf, reassign and buff multiple professions damage. One month everything, “In PvP we are happy.” They next patch notes, "Engi this and that is subpar. Ranger channels too slow and subpar. Warrior GS burst increased because subpar, leveling it out by reducing 100B. Axe goes up, thief dagger gets cleave, but damage goes down. So what is next for necro, mesmer etc etc?..one can’t be happy and satisfied with damage to the point that the entire ferocity changes were not applied to PvP and then go and release notes indicating a lot of damage is poor, being reassigned, nerfed or buffed. They are two contradicting statements. Think of it this way, “We are happy with your job performance. However we are lowering your pay, changing your job title, increasing your hours and moving your desk.” The 2 statements are not compatible.
lololololol 100b damage buff. Is this guy serious.
You’re complaining you need full berserker to do any damage, well obviously you haven’t played any other class on a power spec because I wish my ranger or necro could do any kind of damage.
So let me put it with you this way. GS/Mace can land a stun on a ranger and a full 100b from a zerker warrior on a 2.2k toughness ranger removes 60%+ of his HP.
60% of a bunker ranger’s HP. Not even a full signet build backstab does that, and an ele would need to crit all his 30+ sec cd bursts to approach that damage.
Moreover, warriors have by far the strongest autoattacks in the game, which mean the best sustained pressure. I wish my guardian hammer or ranger greatsword would even be doing the damage hammer autoattack does.
I swear some warriors and thieves should be FORCED to spend some months on a power ranger/necro before they go mouthing off about their poor weapons.
Again, I’m drawing a big picture while you think I complain while not thinking about other classes. If you want me to talk everything with other classes, I can make it a book, I rather not to do that.
When I pointing out that Greatsword needs full berserker to pull out its dps value, that means I want more builds diversity in this game. I don’t want to see warriors that must have to play hambow or axe/sword bullcrap to be viable. It is obvious that every classes have some overpowered spec, and that what I don’t want to see.
If you really want to talk about mace gs warrior, I suggest you to play the spec to see how horrible it is. (Please don’t tell me it’s viable when you have successful moment in Hot Join or Solo Queue.) Of course, there are more horrible specs from other classes. BUT like I said, I do not want to spend my time to talk about every spec unless someone from balance team want me to do so.
As a member of the Pvp community, I agree greatsword warrior’s can have some efficiency in hotjoin/soloQ moments;however outside of this greatsword is a Pvp unfriendly weapon with a known number of bugged issues. The required set-ups beyond bull’s rush>100B are tricky to achieve against skilled players and execute in organised tpvp. When this is paired with a self rooting, long duration channel that overtly obvious and movement skills that often fail to hit even when within striking range and trip at the slightest bump in terrain will always keep greatsword far from being a solid and reliable weapon option in pvp. A lot of greatsword success is based in what errors the target makes, not how effectively it is used. Greatsword if anything needed more pvp love. The damage reduction is nonsensical. The movement of greatsword is also a non affair when winning pvp is based around capturing nodes and downing players. The day pvp becomes a sprinting race, then this will be a realistic concern..until then it is a mute point to address. There is multiple other professions who can, and do possess similar movement speeds. The greatest movement speed skills are the same ones that have overt failure rates because of poor pathing and terrain issues. When 2 of your damage skills are better used for movement than damage, that only underlines that greatsword was more in need of love than nerfs that no one was complaining about.
We aren’t including the changes of ferocity to Pvp. We feel dmg in pvp is fine. We will nerf greatsword though, it’s damage is too high.
So what is it a-net?..dmg in pvp is fine or some dmg is too much, some is subpar? some needs tweaking?
You can’t say the weather is fine one day and then say it’s all dark clouds the next.
Warriors: Love the adrenaline changes. Benefits my teams bunker warrior more than other warrior builds.
Basically warriors will have to stay in combat as much as possible to keep adrenaline.
Next zerker stance gives less adrenaline, AND if they miss their f1 they lose all adrenaline.
The last part means 2 things: Longbow f1 fields will suffer slightly, before if they missed f1 then they could immediately full longbow field. Now they won’t get that opportunity.Awaiting clarification (screenshot anyone?) if missing f1 will proc cleasing ire or not
———————————————————————————————————————-Glad they nerfed warrior, thief but some were the wrong way to do it.
Warrior doesn’t work in this way.
Now, every F1, except Combustive shot (F1 longbow), triggers and you consume adrenaline bars ONLY if hits. If you don’t hit, you don’t consume adrenaline bars. And when F1 hits —> cleansing ire triggers.
Combustive shot (F1 longbow) triggers ALWAYS, if you hit o don’t hit doesn’t matter, it always triggers, it consumes adrenaline bars and cleansing ire triggers always.
After the next balance patch:
every F1 (combustive shot too? who knows), triggers and you consume adrenaline bars ALWAYS (if u miss or don’t). But Cleansing Ire triggers ONLY if you hits.
In theory combustive shot should work in the same way, it doesn’t really make sense that cleansing ire triggers always
So, in few words: you need to play with brain now.
cleansing ire= Remove conditions for each bar of adrenaline used. The description still implies for each bar used a condition is cleansed. If they now make it, “condition cleared for each adrenaline bar used while a target is hit.” Makes little sense. Arcing slice now targets 5 players. If i use to hit you, and you dodge, I still have up to 4 other ppl I can rely upon it hitting if you’re ina group. It is the same with hammer and long bow and rifle with piecring mod. I can miss you all day long, but as long as your near a person or target object the warrior is gonna cleanse. Think about engi turrets, mesmer clones, necro minions, ranger pets…
To be honest, here is the facts. If you’re going to implement something, you gotta do it right from day one. This is an area in my opinion that has not excelled in this game. Ascended armour provides no advantage over exotic. The increase in stats is barely marginal.The only benefit to it is that one can insert additional agony resist via versatile slots. To craft any one piece of ascended armour will cost a player at least 100 gold provided they are already at 500 crafting. Currently buying agony resist off trading post is 55gold for +10. This makes it is far better and cheaper to just make ascended trinkets, insert pre made AR and never touch ascended armour at all. To introduce new skins now only upsets those who have ascended armour and weren’t given the choice of look from the start.
Each birthday a player gets a magic bonus of 100%. The max MF one can have is 300%. I currently have 121% MF. So with my booster, foods and wvw bonus I got my MF to 268%. This gives me an idea of whether aiming for that is worth it. After running fractals lvl 39/spvp/multiple dungeons and mapping multiple times over and over I had accumulated 6 rares, 7 t6 materials. So this shows me it is not worth it. I would make more selling my drops than salvaging them to increase magic find. Again, not implemented well. Even at extra high MF numbers the rares and drop rates were unspectacular to be polite.
Legendaries have the same stats have ascended weapons. The only difference is that legendaries can swap stats out of combat. Now considering most players can’t swap builds without entirely swapping armour, sigils, runes and trinkets means most players won’t swap. Therefore once you have a legendary, there is no reason to make another. Just craft ascended weapon and imprint a legendary skin on it via wardrobe. The only reason to make a second or third legendary is if you want that particular skin,. If it is for any other reason outside of that, just craft ascended and buy any number of skin mods off trading post and save yourself a ton-o-gold, time and frustration and grind.
A lot of the implementation of the changes over the last year have good and smooth, but they have also narrowed any reason to set a goal in game and aim for it. Ascended armour is just another example of this. No variation in skin, no real stat benefit, not that useful for AR slotting nowadays= it was myopically implemented.
So players like me, who have done dungeons to death and now just play PvP and fractals are entirely short stopped. I have 100% map completion, I have legendary, I have ascended gear on multiple alts. So In order to circumvent bots and farmers, regular players who just stick to what they enjoy are poorest. I guess high level fractals and PvP is the most non challenging content to stick to and therefore if you only play them you should be rewarded less than champ train zerging. Makes sense now that i said it out loud.
However I can tell you this. If I move map zones, my Pvp chests reward me better. If I then play any content, the loot tables are better. So much for the notion DR does not affect chests. I played 20 hours of PvP with 240% MF and got 2 rares and 4 t6 Mats from chests. I move three zones and played a little while in each and returned to PvP. My next 4 chests all contained either a rare or t6 and that was after my birthday booster bonus had gone and I was back to 120% MF.
I play this game these days just for time wasting. I stopped thinking it rewarded players a long time ago.
(edited by CntrlAltDefeat.1465)
Returning player to mesmer. After playing across five other alts these are things that stand out for me as issues to mesmer.
1) Remove greatsword distance damage multipliers. Mesmer faces the same issue as longbow ranger. In order to achieve the greatest DPS of the power weapon it requires you be well outside the range of boon swapping. This is only compounded when there is signets that share all boons that can only be used at half the range you ideally want to be at to maximise DPS potential. It also makes mesmer game play awkward and truncated when their swap weapons only operate at 900 or 600 range. It becomes a task or coming a little closer, a little further away, a little closer, a little..
2) The trait lines seem confused at times. To maximise confusion damage I need to invest heavily in power damage line traits. Some traits would benefit greatly from being re-positioned in more appropriate lines and would streamline dedicated build types. EG confusing enchantment causes clamour skills to apply confusion. It is master trait found in power/condi duration line. Which ideally would benefit from glamour skills reduced CD/ longer duration which is found in inspiration, after which I need to invest in another tree to have respectable condition damage. All in all it is a lot of investment in things outside of what I am trying to achieve just to be viable at what it is I am trying to do.
3) A large amount of grand master traits focus heavily on interrupting. In the Pve sense of things interrupts are not overly hard to achieve, but more often than not they are a side effect of using a skill as opposed purposeful. In PvP interrupting the skills you want to target is a mixed bag. Some channels are clearly identifiable, some much more difficult. Targeting the key ones with shatter clones that will often only perform the task after they have been cued and then have travel time again puts interrupting into the fire and pray category. To have so much invested in what seems like 4 out 5 trait lines and then have it affected by skill cue times and pathing issues diminishes the whole aspect of interrupting.
4) Although mesmer has respectable spike damage, it is not ideal. Much like thief where botched Pvp play will most likely result in you taking large damage and the focus is to set up your target and deliver your damage quickly, mesmer would benefit from damage increases in this area. For a light armour wearing profession to remian ‘dangerous’ they need something dangerous about certain builds. Currently mesmer relies more on frustrating the target with clones and phantasms and teleports and grinds the target down. As a former warrior player, I never feared mesmers. I knew it was only a matter of time of lining them up for a eviserate and after that they are on the back foot. The big drop in health forces them to play defensively, because at no time can they threaten my toughness and healing signet abilities. Things would be different if I knew a well executed shatter could take a very chunk out of me. However currently, there is nothing to entirely fear about them. All one has to do is keep an eye on which one is the player and let them exhaust their skills.
5) Confusion damage was in my opinion a tad over nerfed. What confusion does and how long it lasts are in general underwhelming. Achieving high stacks of confusion on a ele that is using their healing glyph just doesn’t work as a punishment. The ele needs to keep casting skills some what rapidly in order to maintain a safe red bar. The mesmer confusion is there to ensure if they do that they will lose their red bar entirely. Currently mesmer has strong difficultly achieving the needed stacks and maintaining so that spam play is strongly hard countered. Particularly with bunker builds either needing to swap kits, attunements, cycle virtues quite regularly, this is a situation where mesmer should excel, yet it currently doesn’t in this capacity because confusion was over nerfed so that it lacks the teeth needed to short stop spam play. (Not insinuating spam play is bad, just that some builds require it and these builds have no natural predator to keep them in check;hence bunker meta styles are the norm currently.) Much like in days past, a string of mesmers in WvW could cripple zergs that stood at gates and just spammed blindly. This sort of teeth needs to be some what restored to confusion.
However, we should take a moment to recognise ranger and engi have a revamp in skills coming because they were considered subpar. Subpar gets the fix, broken gets the blind eye.
Let’s not forget terrain. If it is uneven in the slightest way, the clone stops at the first pebble, then proceeds. You can also forget about trying to cast up an incline. Now this doesn’t affect too much, apart from aspects of every map in Pvp. So no real big deal. The weapon that strips boons has pathing issues..shouldn’t affect Pvp too much and make mesmer undesirable.
No, it doesn’t. It doesn’t affect thief weapon skills or evade on use skills. You can chill them as much as you like. It will only affect their movement speed and utilities that are already on cool down.
I had transmutedexotic armor and crafted ascended armor. My previously worn (soulbound) exotic couldn’t be salvaged to redeem the runes from it. However about a week after crafting the ascended piece’s my previous exotic that couldn’t be salvaged are now able to be salvage, but other piece’s still can’t be.
Anyone know exactly why all of the piece’s couldn’t be salvage, but over time now some of the piece’s can be salvaged?
What kind of bunker engineer are you talking about, btw? A lot of people (i’m not saying you) uses the term “bunker” to indicate builds which are not really that bunkerish (i.e. D/D celestial Elementalist). For example, a Triple Kit Engi with Rabid Amulet may be somewhat bunkerish but, just like the D/D Ele, it is not a “bunker”.
Since you mentioned a flamethrower you problably fought a cleric rifle bunker engineer. My best advice is either to condi bomb him, or to CC him. Engineers have very few condition removals, and a conditionmancer can easily kill one of them, due to fear chain and conditions. On the other hand, a bunker engineer is insanely good against power-based builds, and can manage to hold pretty well against everything power based.
Any build that can stay on point against multiple foes and sustain it’s health to the point that it captures it is a bunker. It doesn’t matter if they are running a zerker amulet, as long as they can absorb and endure, that is the only requirement of bunkering.(I.E they can hold out for prolonged periods of time before team arrives to secure the node.)
Stop playing hot joins and play in solo q. Still get bullkitten going on but much better than hotjoin. I myself only go into hotjoin to test out a new profession, build, skill rotation, weapon set etc.
On your topic. hotjoin should act EXACTLY like an unrated soloq.
Problem solved.
Anet gimme a jobAdd in courtyard 2v2s 3v3s with this setup and I might even have fun in HJ!
I did what you said. Then I got;
2 × 4 vs 5
1x rage quitter at start because of no guard present
1x AFk player
1 x white wash cuz my previous 4 losses in a row now put me with beginners where three of them stood on a node because they wanted the points and not thinking about the win.
5 out of 5 miserable experience matches. This is why hotjoin needs to be improved. No one in hotjoin quits because there is no guard. No one in hotjoin cares if you double a node to get points. Any one can back cap. Anyone can run experimental builds without hate.
The ego, rage quitting, yelling, broken mechanics of soloQ ensured any person of reasonable mind would not want to do that again.
That’s why we should not over look hotjoin. Because you get ego centrist elitists in SoloQ who say things like, “who cares..it’s only hotjoin.”
This is the attitude that undone Pvp for this game. Who cares about hotjoin, you know, the entry point of ALL new players to PvP in this game. Hell, at work, who cares about the receptionist..you know, that person who is the human interface to our business that every customer who approaches us sees first.
This is why Hotjoin should not be dismissed, nor made a unrated soloq. The same attitudes will only drift over from rated matches and you will get players raging at no guard, or too many rangers, or warrior should be on hammer and thief has to do this and players shouldn’t try new builds.
Your attitude is exactly why a-net shouldn’t hire you. You dismiss too easily unarguably the most important aspect of PvP to this game..the place where ALL NEW players start and continue on from.
(edited by CntrlAltDefeat.1465)
How bout this fix rush so it will actually not over shoot target at 1000 range. Fix whirlwind so that it doesn’t miss on terrain and at 600 range. The reason they get used for mobility is because they are not reliable as a melee weapon. Think about that. I bought this weapon for escapes, because it is extremely patchy at regularly hitting at there stated max ranges.
New face ,anatomy, gender, hairstyle are fine. The only problem is that you can see any of these until after you have purchased a kit. A way to view the new selections first would be good. Hair colour should just be a merchant that accepts gold or karma. People dye their looks all the time, so being able to change hair colour quickly and easily would be good.
Simple answer is no. The illusionary elasticity trait which provides extra bounces of the staff attack and allows it bounce off clones has not worked properly for the last 3 patch updates. It is a known issue that still remians unresolved. In general mesmer has had a number of verified bugs that as of this post remain uncorrected. It is a fun profession, but it’s amount of flaws makes it not worth while rolling until/ if ever it’s long and comprehensive bug list gets resolved. Honest truth.
Some fixes have unintended consequences. The technical staff announced mesmer iwarden had been fixed. It in fact made iwarden almost unusable and instead image started producing significant amounts of damage per unique condition than was ever intended. This also coincided the elasticity trait of clones to not work as intended. However at this time iillusionary leap had issues, arcane thievery also didn’t trait properly and this si not to mention that mesmer scepter states “…Causes torment on block…” When in fact it only causes that on a melee block.
Indeed when it comes to those professions that are lumped with AI pets that move, it seems changing even a tiny thing can result in a lot of broken stuff that remains unfixed for what is now 3ish balance patches.
It seems some coding is more delicate and even small, straight forward changes just result in more problems with the original problem also remaining unfixed.
its just one of those things friend. tell me what part of warrior longbow generated too much adrenaline?..It got nerfed anyway..
Mesmer: You, flock of seagulls, you know why we’re here? Why don’t you tell my clones where you got the kitten hid at?
A-net community announcer: It’s over th…
Mesmer: I don’t remember askin’ you a Godkitten thing! You were saying?
A-net dev: It’s in development, but we don’t wanna talk about it just yet.
[clones starts looking in the upper cupboard]
A-net: No, no, we’re gonna make mesmer changes after ToL2
mesmer: We happy?
[clone continues staring at the briefcase’s contents]
Mesmer: clones! We happy?
Clones: Yeah, we kinda buggy.
A-net dev: I’m sorry, I didn’t get your name. I got yours, clones, right? But I didn’t get yours…
Mesmer: My name’s Pitt. And your kitten ain’t talkin’ your way out of this kitten.
A-net: No, no, I just want you to know… I just want you to know how sorry we are that things got so kittened up with us and mesmer. We got into this thing with the best intentions and I never…
mesmer: [clones shatter the man on the couch] I’m sorry, did I break your concentration? I didn’t mean to do that. Please, continue, you were saying something about 30 points in dueling. What’s the matter? Oh, you were finished! Well, allow me to retort. What does good balance look like?
A-net dev: What?
Mesmer: What MMO training are you from?
A-net: What? What? Wh – ?
Mesmer: “What” ain’t no MMO training I’ve ever heard of. They speak English in What?
A-net dev: What?
Mesmer: English, mother kitten, do you speak it?
A-net dev: Yes! Yes!
Mesmer: Then you know what I’m sayin’!
A-net dev: Yes!
Mesmer: Describe what mesmer game play looks like!
A-net dev: What?
Mesmer: Say ‘what’ again. Say ‘what’ again, I dare you, I double dare you mother kitten, say what one more Godkitten time!
When I play mesmer and go head to head against another mesmer in Pvp, and they try all their litle mesmer tricks against me, I like to put on wu-tang and sing, “Shame on a mesmer who tried to run illusionary game on a mesmer..”
Really impressively put together. Bump.
I just don’t like if you transmute an armour piece it becomes locked. I was on exotic armour and crafted ascended armour. When I donned my new ascended flashy stuff I couldn’t salvage the old stuff to retrieve the runes from it. I tried other pieces of exotic formerly worn stuff and they salavaged the runes out fine. It seems once you transmute a skin, it’s unbreakable.
I may be doing something totally wrong though.
Warrior:
Introduction new weap: 2h axe
Splitting healing power from toughness so they’re not in the same line
New elite: Shout
Mesmer:
Introduction new weapon: Main hand pistol
Reduce cool down on arcane thievery. Instant cast.
Clarification of skills. Especially scepter.
restoring some confusion damage back to previous patches.
Glamour fields remove all boons in 1.5 seconds. Prevent new boons forming if target still in null field.
New elite:Phantasm
Necro:
New weap introduction: Main hand sword.
Spectral armour also proc’s stability.
Increase casting speed of staff. Increase speed of axe.
Corruption skills proc physical damage on removing or corrupting boons.
new elite: Mass corruption skill.
Ele:
Introduction new weapon: main hand sword
Adjusting healing scaling power from water skills.
Creation of keybinds that make attunement swapping easier/quicker
New elite: Transform skill
Engi:
New weapon introduction: offhand net
Slight reduction in supply crate duration or crit hit/conditions now affect.
increase physical damage on rifle.
New elite: Unsure. Engi community would have good idea’s
Thief:
new weapon introduction: Off hand sword/net
Increase healing scaling on healing signet.
evades affected by chill/cripple
Better scaling in toughness
new elite: Stealing of target elite or disable healing skill 10 seconds.
Guardian.
New weapon introduction: 2h axe
Adjusting fury duration on meditations.
new elite: Spirit weapon.
Ranger:
Introduction new weapon: Staff or rifle
pet leash ranges adjusted.
Introduction kits>interrupting/traps. Remove all trap skills and contain in kit that alters forst 5 weapon skills. Change existing skills to ranger focus skills.
New elite: Pet transform
Overall:
Skills that produce % damage based on how many unique conditions are currently applied needs increasing. Hybrid builds would benefit. Hybrid builds become more viable. Mesmer staff/necro scepter good examples of where these attack damages sub par.
reduction in particle.
Increase what magic find does in Pvp on PvP obtained chests.
Bank/tradingpost/merchants added to PvP waiting area’s.
/resign button implemented for when server mechanics create 4 vs 5 matches accidentally. No affect on /resigned teams ranking by all /resigning before match starts.
Top 100 team matches recorded for spectator view like gw1. Let inexperienced teams see how exp teams operate before they have to face them one day.
sigil air/fire scale less under effects of might.
Just to name a few.
To continue this point, you seem to dismissed what is the crux of my point. All mechanics in game to lesser or greater extends have counter play capacity. However in a biased control situation of where I can spam evade endlessly between attacks my opponent has little to no hope of ever defeating me. This currently is balanced by the simple fact that one cannot spam evades endlessly. So if we narrow the focus to be an opponent has a lot more evades than everyone else, it cannot be denied logically that the player does a good advantage. So if we take a typical set up rotation of shadow return, larceny, shadow return back, teleport in, larceny, retreat step, steal in, larceny, roll evade back, sword teleport in, larceny, sword retreat..the counter play people seem to be suggesting to me is position myself well. What part of good positioning is countering this rotation?. All I am doing is playing defensively. I am not actually countering anything. If you fire a missile at a military boat and the boat simply sails away from that landing spot, that is defense from good positioning. If they fire an anti airborne missile to destroy the incoming missile, that is countering. There is a difference and the two play style tactics are being considered the same, when they are not. As stated above evade on skill use do not get countered by typical cripple/chill conditions. Because these skills evade on use, skills like power block are also useless because even if you did hit, thieve’s do not have cool downs on weapon skills and you can’t interrupt teleports forcing a mesmer power block. So using the logic above that one cannot down a target they cannot hit, or one will have increased difficultly countering a target they have higher percentages of not hitting and following through with the other fact established, that thieve’s have a far greater load out of teleport, instant cast, no cool downs and evade on use skills, this only underlines the obvious..the counter play to them is virtually non existent and leads to my original established situation much earlier on. Your best defense (which is not counter play) is just move, stealth, teleport and make yourself an annoying target. However this is nothing more than the naval boat just sailing in circles making itself a hard target. It is not pressuring, or countering the attack at all. When the thieve knows your dodges and evades will run out a lot sooner than theirs, this firmly establishes advantage goes to them. Why does it go back to them?..because high evade has no counter. Only limited defense. In fairness I don’t want to see this thief destroyed, just to see that mechanic laws in game apply to all professions. Currently movement kittening skills don’t impact thief play and some mesmer play the same way they do every other profession. This is not nerfing, it is just making combat mechanics apply equally to all professions. If you still can’t grasp what I man, imagine this situation. All warrior burst/movement skills evade on use. Rush>>whirlwind attack>swap>shield bash>eviserate>bull’s rush>swap>100B(the only time u can hit them now)>whirlwind..It is not impossible currently with solid play and good keybinds to create thief s/d rotations thru teleports(can’t be interrupted) evade on use skills, roll for initiative, steal, roll of recovery etc to establish longish chains of extremely high evade chains while still being able to strike your opponent at the same time.
There is no L2P issue when there is no counter to evade. Conditions can be countered, physical damage can be counter. Blocks can be negated with unblockable..what about high evade? there is no counter to high evade.
This is the biggest issue that most players tend to overlook. Going by what Anet said in their recent readyup about balance. Thief has no passive defenses, they only have active sustain aka evades and dodges. This is true. But when you look at the big picture in regards to passive defenses vs active defenses:
Passive defenses has ways to obstruct its function:
- Healing is countered by poison
- High armor is countered by vulnerability
- Defense boons such as prot and regen can be removed
So passive defenses has a definite counter. But when you look at active defenses:
- Dodge has weakness
- Evade has nothing
The difference between passive defense and active defense is quite large. What players need to understand is something simple: The greatest form of mitigation one can have is not getting hit at all.
High armor soaks up damage yes, but even lich form will hit a 3400 armored character for 5k. But with evades and dodges you can avoid hits like that entirely. This is what makes evade insanely powerful.
It makes even the most squishy character tanky because they aren’t receiving damage. Thief is the most complained about when it comes to evade simply because they have the option to choose when they want to evade instead of being bound to cooldowns. So this makes thief a non rotation based class, unorthodox in that regard.
The simple solution is to introduce across all eight classes ways to bypass evade. It can be one skill that does it or it can be a temporary buff like given to signet of strength that allows ones skills to bypass evade.
A mechanic that has no counter is toxic to the game. I can guarantee you that IF Anet introduced evade counter play among the eight classes then complaints about S/D would simply vanish.
So do you want to introduce another kind of mindless skill that requires even less skill than spamming AoE around without even get a target, just because it can hit anyway, no matter if the opponent dodge or not?
Realy, let’s make this game even more easy
The counter to evade is called “good timing”, but you know what? It requires skill but people are too used to AI passive playstyles and AoE spamming thinking they are outplaying their opponents. Timing? what is it!! let’s just nerf the only active counter to this mindless button smashing that doesn’t even require a target to be effective.
Do you know yes that good thieves don’t spam evades? they use perfect timing, strike when needed and only dodge what needs to be dodged, on the other side an S\D noob thief that think to be safe just by dodging all over the map, is just counter productive to his team, he does no damage and bring no support and also will die easily to all these bunkers meta build around nowadays.
How bout we make mechanic parity. Evade on use skills that move the player from position x to position Y are movement based. Much like rush, shield bash, whirlwind attack, whirling wrath, bull rush are all effected by cripple and chill. It makes the skill range reduced, sluggish and lethargic. It does what the condition is stated to do. It slows the target down. These effects do not effect thief roll skills. in fairness these the evade on use skills thieve’s have are not leap finishers, but neith er is the whirling skills mentioned. This means mesmer staff and thief on skill use are subject to what every other professions movement skills are. What I am talking about is laws are only laws when they apply to everyone. get it now?
Nerf AI damage= just get rid of mesmer
AI should be about support, not damage=If only mesmer support phantasms actually did do their support roles well.
nerf tank warrior dmg= sigil of intelligence/ berserker power/berserker precision/heightened focus. Its not the warrior, it is the 100% chance of critical hitting/damagae multipliers. When these are used on a tankier build they hit hard. When used on a pure berserker glass build they twice as hard. They have reduced their damage by 50% to afford the tank factor. This is build design success, not failure. You have increased your toughness at the cost of losing a large load of your direct damage. After maining a warrior for sometime and returning back to mesmer. The difference in tank vs canon is remarkable. Thieves I have to fight when tanking. When canon all i have to do if bob and weave for wait for the chance to hit them once. The same applies to mesmers, ele’s and rangers. Warrior as a whole represents some of the best balancing this game has to offer. It is only a couple stances and chained weapon attacks that make them formidable. This balanced by the fact they have largest pool of overt animations.
S/D thief. Highly annoying. Uses stealth seldom. So much of thief is tied up in the stealth mechanic. A build that lives without it is needed for thieve’s. It is just the no counter to evading. Everything in game can be counter or mitigated apart from evade. The only thing that helps cap evade is chill/weakness. Both of these conditions don’t apply to s/d thieves. That is what the issue is. Roll for initiative, shadow return, sword teleport returns, roll on heal..so much of the evade can be stopped in any way. Nerfing damage/survival skills won’t change this. Making chill, cripple apply to thief abilities that evade on skill use producing lethargic and less than optimal retreats will. Chill/cripple skills devastate warrior rush abilities, the same should apply to thief evade on skill use.
I have 6 alts, all of which I have played fractals.dungeons and a lot of Pvp with . I dropped mesmer for a very long time and after coming back to it and looking at how their stats are spread and reminding myself about some of their skills/traits it helped me immensely to look at them with fresh eyes again. So far in PvP I am beginning to wonder why more people don’t play them. I do think some of the skills/traits could definitely be refined and made consistent and some skills have their cooldowns reduced, but all in all I had forgot just how slippery they can be. Having played out a lot of professions and now being a lot more mindful of what their core animations are and typical ways people build them has only made my mesmer play stronger. I will admit this is entirely player side and not to do with the mesmer, but it has certainly improved my mesmer play greatly. The teleports are just too good. It is pretty sweet having those back as part of my play style.
Increasing streak effects contradicts a previously made statement about reducing particle in WvW and Pvp to clear up screen pollution. If I understand the built focus, it was to be a highly animated game. The effects are not important, being able to recognize which attack is which should be, and understandably so, be the main concern.
I can respect the asura were built with a design concept in mind. The swagger, topsy turvy effect to them is implemented well, but this only adds to the confusion of what they are doing. When this is paired that they also have unique animations quite different from the other cultures (See guardian staff channels. Human male crouches and pulses, female human levitates and pulses etc) Asura climb and swirl. It is this swirling that they also use on things like guardian hammer skills, evading and simply coming to a stop after running. The cue’s that start/finish a lot of their animations are the same.
I understand that stances, postures etc begin to run short if u try to assign different ones to each profession of each culture, and respectfully that is a a-net problem, the player problem is that with their tiny size and similarities in skill animations it is difficult to determine what they are immediately doing. I will also propose it is impossible to exactly tell if heavy particle effects are already in abundance.
However to weight this discussion fairly, one also has to mention mesmer builds on Char/norn. On a node capture where they are defending their clone images are large enough in size that trying to click cleanly and immediately on the player can be difficult because the clone images take up a larger space on the node. This can’t be entirely worked to their advantage due to how clones spawn, but at times if they spawn tightly enough together the animation space they take up make it frustrating at best to precisely target the player. It is just easier to move around the round, even though you did immediately the recognise the player, you just can’t cleanly target them at your current position.
From the bottom to the top tier (Multiple current players in the enxt ToL2) have all stated s/d is toxic. There is no L2P issue when there is no counter to evade. Conditions can be countered, physical damage can be counter. Blocks can be negated with unblockable..what about high evade? there is no counter to high evade. The only practical application to it is be become an annoying kitten target and use a lot of teleports, stealth and evades and upset their attack. This reduces encounters to annoy vs annoy.
I like s/d by virtue it does not use stealth as a go to every 8 seconds. However this is feedback about s/d from the newest to the most experienced players. They don’t like it. Just like hambow which no one liked, and yet still had the most obvious animations got nerfed purely for that reason. The Cc was just too repeatable. I can imagine the official nerf reason will be “To separate the damage from the evade.”