Stream lining jewels is not necessarily dumbing down. It appears clear the core of any possible build design or function a player may want to be achieving will be front loaded with selection of traits and weapons. This core build can either be consolidated or augmented with runes. This would leave sigils as a tool to put emphasis on niche aspects of the builds (I.E crit chance/additional condi/short duration chill etc etc) and the amulet now becomes the wing nut that gives consistency to the build overall.
Instead of a player now currently choosing what direction they wish to go in by choosing berserker/settler etc etc amulets they now have to invest in actual power/precision/crit lines (or whatever) etc etc trait lines and skills that enforce this direction and the amulet, as stated above, simply becomes a device of providing consistency to the build overall with runes and sigils now having a stronger emphasis on creating niche abilities within the build itself.
Ultimately this seems the runes and sigils reworks play a larger role. Being able to choose 2 sigils now, or not having them share ICD helps create a favourable situation for this change, however with many rune reworks not being disclosed as yet, they carry a lot of weight. Once new traits have also been added this ultimately leads to making builds simpler, but also far more specific by design where a lot of the play style of the build will depend upon player ability and what trait/skills they have taken and how they are used. This leads to players having to become better with what they have built and and reduces (Forgive me for saying this.) Lazy builds where extreme health regen, or near impossibly high toughness etc have carried a less than optimal player to get wins over more skilled players simply because any mistake they make is extremely forgiving with their current build set out.
This is a helpful thread. I do have a question regarding transmutation stones/crystal obtained via PvE content and the universal wardrobe. I keep hearing about transmute charges that may/may not be part of the reward system which I am assuming will allow one to change skins via these transmute charges, but what happens to transmutation stones/crystals. Having worked through 100% map completion for legendary purposes and leveling alts I have accumulated a large amount of T. Stones and a reasonable number of T. Crystals. Will these still be usable in a universal way for selecting/changing PvP skins, or will they only remained usable for PvE skins? either It does sound like a more stream lined system, I am just seeking clarification about what the future of T. Stones/crystals will be.
1) Practice makes perfect
2) youtube video’s are you’re friend.
3) with the rune rework a few more ‘builds’ will actually have a core mechanic through their runes that the build works off of.
4) Don’t waste life force for no good reason.
5) Don’t use evades/dodges when you’re not taking horrific damage. Save them for when you are taking horrific damage.
6) Know what builds to avoid. Duel sword condi warriors/pistol whipping thieve’s/decap engineers should be avoided for the moment. They are problematic and not often worth the time invested when you could be somewhere somewhere else gathering more reasonably obtained points.
7) if a map sits on 8 vs 8 hotjoin..exit and look for 5 vs 5 maps.
8) SoloQ is an ugly beast currently with alot of the above stated builds running rough shod over it currently. Beware of that when you enter it.
I still have not seen any warrior running my PvP build. I am still waiting. However the utilities are standard, it is only the weapon selection and traits that seem to go counter culture.
All that was buffed with warrior has been fundamentally nerfed to lower than what they were pre buff when the movement f certain skills and total redesign of others is taken into account. The 4 second immobilise became too much with immobilise stacking, to tone the longbow better all that was needed was to reduce the immobilise and bleed stacks, and make the stage 3 adrenaline fire field considerably smaller.
A good decap engie is literally impossible to kill 1v1. If you die 1v1 as decap pre patch you made some awfull mistakes. I could keep up vs multiple top 30/tournament level players at the same time. And i played like 10 games of decap in total so its not like im super experienced on it.
Are you telling me that you could do better than those guys?
Your first sentence is already wrong. If the de-cap have AR (pre-patch) and you’re running a full condition build, then yes, there’s no way or near impossible to kill de-cap 1v1.
But if you try something like a D/P Thief or damage sword Guardian, who both have a numbers of blind, teleport, and burst damage, in 1v1 the de-cap can be in a very uneasy spot where his CC will often miss due to blind, if the CC did hit it will become without meaning when Thief/Guardian just teleport back, and AR definitely can’t save you from high damage burst.
There are also burst Warrior who have good access of Stability, and Mesmer who can both kite and deal constant damage to you with phantasm or shutter illusion on a spot away from point.
People often complain because the builds they’re currently using can’t beat something, and rarely to really try finding the solution of it.
If multiple people go up against 1 de-cap and can’t take it down, there could be several reasons:
1) They’re all running full condition builds, which is just stupid in setup.
2) They don’t understand how to deal with a de-cap well enough yet.Everyone at the top of the ladder knows decap is over the top in its current state. The fact that less US players cheese to the top leads to less complaints and less of an issue. In EU where the ladder is a bit more active/competetive people tend to play to win…thats means a constant stream of decap engies pretty much every single game.
REAL people at the top of the ladder would know how to deal with de-cap properly, either by skill or overall tactic.
Thanks for proving everyone’s point. If you have to log in and create one to understand how to fully deal one, then that is game fail. Even if I never played engineer once, all the information I should need should be on screen in terms of animations and buff icons. The information I see on engineer is near 100% regen up time and 60% vigor up time and constant swiftness…Those three can’t be allowed to exist with 100% immunity/impunity to conditions at 25% health and enough toughness that a crit hit for 6-7K on any other scout profession will only hit 3.2k on decap engi. You don’t see a problem with this at all?
“Selling arah last boss p2. 6G”
“Zerker/heavies only.”
“No rangers”
“5k+ AP”
All of this becomes a thing of the past now. If you paid attention to PvP locker retirement and where they urged players to fill their PvP lockers and even offered all cultural/dungeons for glory/gold this was obviously on the horizon.
After reading the ready up notes, I am happy to see these three specific builds are being addressed. As stated above, when you see these builds actually making others just want to leave a match it under pins they were not just a tad O.P, but ‘Toxic.’
Even though I am a avid warrior player, I am happy to see these changes.
@OP: Shouts are not a problem on warrior. Most hambow seem to run stances anyway.
You also missed mm necro from your list. That belongs in the top 5.
I left MM out because i have not currently seen people leave specifically because of their presence. I have seen people drop out of matches because of the above stated FoTM builds. However, from your experience if you have personally seen multiple people drop out of a match on what appears to be ‘disgust’ reasons, then by all means let’s make it clear that even though debuffs and nerfs were applied to this build, it is still literally pushing people away from the Pvp scene.
(edited by CntrlAltDefeat.1465)
Shout regen condition warrior
Hint: no stability. Knock him down, wipe him out. An engineer can 1v1 beat it. If no engineers are present, it will require the spike damage from at least 2 people, though.
Decap engineer
There is no counter to decap engi. The only counter is to wait another 6 months for ArenaNet’s next balance patch.
I am glad you have found your method of dealing with the hyper regen warriors. However I still see people leaving matches when 1 or more of this build appears. I will admit their damage is much lower than what warrior can achieve, but it is the sheer healing volume that eventually leads to 2 or more players having to be present to adequately deal with them. This current build is the response to healing signet about to get lowered. People are already designing always to over compensate and rely purely on condition ticks via attrition to down opponents. If worse comes to worse and you can’t down them, you cab certainly hold the node for a near indefinite time in stale mate encounters. I won’t speak for everyone, but I do feel stalemate situations are things nobody enjoys.
In what way exactly is a Spirit ranger “toxic”? I’m not trying to defend, I just really don’t know. In what ways are the Spirits that different from a Guardian giving boons to his team or a warrior using Banners?
Why is spirit ranger get a Honorable mention? Let me bring you up to speed. Since release 50% of the spirits used over perform more than they were intended to. The healing spirit over heals and used to have a near unlimited range on it revive capability. It allowed the ranger to place the spirit near center and then head off to the other side of the map. If a fellow team member became downed, despite the range, the ranger could activate the revive. The burning spirit applies burning for 50% longer than it should. Both of these non intended duration’s and uses have been documented, commented on, recorded and displayed. It has been no big secret that they were being exploited for these purposes. The spirits unto themselves also created a build that could reliably simply use auto attack to effectively down other professions throughout different patches. It is a known broken build that currently is still unresolved, but featured in the PaX tournament show case. In short, on the first big outing for PvP since release top tier teams were using, and therefore exploiting a broken build. If this does not highlight a toxic situation were your game is being showcased via broken builds, that require a low skill ceiling and are still capably getting through to finals in a tournament, well I don’t know what is toxic then. As a result of this the term petting zoo became the unofficial name for spirit rangers, which only highlights the low regard many felt about them and who desired more counter play options that required skill and timing.
Shout regen condition warrior
Decap engineer
Pistol whip thief
Honourable mention; Spirit ranger
I do believe the balancing team are aware of these builds, but I am not convinced they are aware of just how toxic they are. These builds are literally driving people away from matches. The amount of rage quitting in soloQ and even people who logout of a hotjoin match simply because too many of these builds are present is becoming astounding. I have to admit that while playing a hotjoin match to kill some minutes one morning it was enough to make me leave after a single match. I know it is only a game and as long as I am having fun it doesn’t matter if my team wins or loses, but I personally just couldn’t stomach facing these builds over and over again.The open map chat has become belittling to those who run them which also indicates what a toxic effect they are having.
I appreciate that a lot has been going on with this up and coming patch and the staff haven’t been sitting on their hands, but as a player, I believe I am voicing a real concern the community has about this trinity of builds. I am looking forward to checking out the new traits and double sigils etc, but there is little incentive for me to want to develop a new build when I already know of a trinity of builds that are near invincible already.
Think of this post as a friend telling another friend about something that has to change about them, because it is quite literally driving others away from them.
What more can truly be said when you literally see people logging out because a team features all three of these builds in there ranks?
I would drop berserkers might. If you’re using cleansing ire then adrenaline will probably never being on full for long. With the 5 point drop from power, reinvest it in burst mastery to get quick hands. Equip one weapon with chill on weapon swap. This should help with slowing heals for interrupting. It would also allow to swap to greatsword faster for when you want to stick on target more closely. These seemed to be the uses you were finding and these adjustments would help with where you’re finding your playstyle is coming up a little weak against certain other professions.
The MM was ideally suited to allow new players to pvp to have a straight forward necro build that allowed them to be viable on some level. However these entry level builds should by rights be easy downed by specific and targeted builds that require higher skill ceiling to be effective. This was not the case. Rank 3 MM’s were consistently winning over much higher rank players who did everything right, just the sheer volume of minion healing and screen clutter was winning out. This ultimately has a detrimental effect on the necro community because there is no incentive for newer players to want to develop and explore all that the profession can offer.
Thank-you for clarifying this. Can notes be posted for those who are unable to watch RU so we’re clear about how this is all going to work in the future.
I agree pistol whip needs a change. For both the Thief and the target. After experimenting with a build to maximise up coming changes to warrior I found PW thief was little more than an inconvenience to me. My build had 2 legit stun breakers and one quasi “kinda” stun break with 6 lyssa runes. If you can survive the first few onslaughts whilst dealing 6-7K crit hits back on eviscerate you can manage them just fine. However my necro has none of this going for them.
Pistol whippers can easily be downed if you bring enough defense (Shield stance/endure pain/dolyak signet) and can wipe 50%+ of their health off in one hit.
However it does make me feel for the thief. Pistol whip currently seems to be the only viable build going for sword, and it requires them to heavily invest into being a glass canon. Any well set up 1-2 punch combination pretty destroys them and that creates the dependency on spamming pistol whip to help prevent this being done to them.
Ultimately this comes back to thieve’s ability to engage and not rely solely on massive burst and play a more engaged/sustained style. Currently if pistol whip didn’t perform how it does the thief would get downed in a mild breeze..however if you can’t pack all the stuff a warrior can on a specific balanced build that naturally has a lot of defense, then pistol whipping will simply run rampant on you and it does legitimately feel like you never got a look in at defending yourself.
“we won’t decrease healing signet until be have a better active for it…any suggestions?”
“…yes!! lower the passive but make the active scale better with healing power.”
“8% decrease..nothing done to active.”
Good to see these months have been well used gathering player feedback.
“We’re not gonna change healing signet until we come up with a better active for it.”
We’re lowering healing signet by 8% and leaving the active.
Slow clap…you strike again a-net with your flip flop attitude.
After working my tail off since pre-launch to be able to make two legendaries myself I’m pretty disgusted at them just giving away a legendary weapon.
I bet everyone over rank 50 has pvp’d more than youv’e pve’d and we have almost nothing to show for our efforts in this game.
Anet finally shows a shed of love to less than .1% of the pvp community with a decent reward and people are already whining about it?
Classy.
You mean the home defender that rarely has to do anything above or beyond 1 vs 1 with their usual OP build? Or you mean the Pvp giant guardian who stands on center node all game long? Perhaps you mean the rank 50 skyhammer farmers?..maybe you’re referring to the PvP vets who were accomplished pre mades that were placed against PuG’s?
Just because someone is rank 50 and may have PvP’ed more than PvE is not an acceptable excuse to justify this reward. Many people are still after almost 2 years trying just to get a precursor to drop, let alone a complete legendary weapon of their choice. All this shows is the reward for the tournament is lazy. A specific PvP skinned weapon where the stats can be selected was far more appropriate. It shows there is no love for PvP when you can’t even come up with a specific reward for a PvP tournament. Instead you just give items that can only be used in PvE.
It’d be absurd for it to not be capable of being reflected. It knocks down/interrupts AND deals a very nice amount of damage. As far as I’m concerned mace offhand 5 is perfect the way it is; it’s cyclone axe that needs changing. It interrupts a dodge roll (try doing a cyclone axe and hit dodge instantly after you’ve pressed #2, you’ll see what I mean).
I agree with the travel time part. It can be blocked or dodged, currently it is the only knockdown that can be reflected. This reflected knockdown is instant. There is a blurry fine line between projectile and leap finish. Guardian hammer, ele skills also have travel time, but can not be reflected purely because of no classification of the skill, or because it is loosely accounted for as leap finish even though the 2 mechanics operate on entirely the same design. This means flight time is not a consideration in whether something can be reflected or not, otherwise one standardized rule would apply to everything with a flight time to it. Which brings me back to my original point, why exactly is it classified as a projectile finish instead of a blast finisher? There is no true projectile here, it is a ranged knockdown where every other knock down in game that is connected to finisher is classed under blast finish, not projectile as this one currently is.
Because the dredge use the exact same skill and I cannot imagine the suffering we would have to endure if THOSE stopped being reflectable.
Very good point. We all love the dredge fractal.
Please use the forums history search. I, myself and multiple others drew a big red line under engineer months ago. It was entirely highlighted that the only reason this didn’t seem to be the issue it was becoming was because engineer was largely unpopular, so you didn’t see it much. There has been multiple responses about decap/rifle builds. The boon duration’s are too long, they are too easily repeatable, there is too much swiftness/vigor/regeneration and auto response is entirely an unsuitable trait to have on any profession. When this is coupled with supply drop, turret and/or nade/bomb spamming that only requires you to play the area, not the person directly aggressing you..where water fields and smoke fields can also be applied the problem clearly presents itself. TOO MUCH.
The slow and irregular balance reviews only allowed players the time to see one, do one, teach one with engineer and allow it to consolidate before anything could be done. This will only be continued in future because the big balance patch is entirely focused on what was envogue 3 months ago and not enough attention was paid to engineer 5 months ago when the first threads starting appearing about them needing to be bought into check or they will cause major problems in the future.
50% of the problem is the wild amount of boons and their duration’s and pure spamming of ‘stuff’ and ‘clutter’ every where. The remainder 50% of the problem is that no attention was detail was paid when it could have been checked before it started ruining the PvP experience for everyone much like hambow did for months before anything was done. However, in fairness when hambow was nerfed reducing burst mastery did affect every other build that used it. Nerfing longbow because it gained too much adrenaline..well, we all saw how adrenaline it did gained was 0..and moving unsuspecting foe was basically nothing more than trying to make the hambow build a little harder to point spread..Again the real answer was not investigated. The entire hammer weapon skills needs to be changed. Much the same as berserker/crit damage is currently being changed from the ground up. The entire weapon was the cause, so everything else got nerfed but the weapon itself.
Tremor can be reflected, it is also stop by wall of reflection etc etc. I am the only one that thinks this is kinda absurd? Wouldn’t be be more appropriate if it were a blast finisher rather than projectile finisher?
We say stability. They say more death shroud. We say escape mechanics. They say more toughness. We say blocks. They say more alternate healing functions. Can we all say dysfunctional relationship?
Distracting strikes works with;
1) shield bash
2) launch
3) kick
4) bulls charge
5) All mace knockdown/interrupts.
Running a condi build with perplexity runes or mixed perplexity/krait runes and a sword + x/longbow can be highly effective 1 vs 1 / 1 vs 2. In group situations though you share no boons, have no shouts and your point of focus in fairly narrow unless you can land launch in a clinch situation.
Good build for lone wolves..not so good for mucking round with buddies.
Necro. No stability without death shroud. It is one thing to tone down what appears to be slightly over powered, it is another to completely not give an element that is considered a must have for competitive play.
Just another reason to now see;
HoTW P1 lfg-zerker/heavies only.
“Warriors are extremely easy, their power level versus execution is severely in their favor versus an elementalist in the same role.”
You are blaming the warrior for a-nets mistake. It is not the warrior’s fault that by comparison they seem straight forward to elementalist. The ele is 10 pounds stuffed into a 7 pound bag. You may as well groan that automatic transmission cars need reworking because they don’t require the driver to change gear and use a clutch like a manual transmission. All you have highlighted that is that ultimately there were better and simpler ways to make a transmission. One is straight forward and user friendly, but lacks specific control, the other is more complex and has greater control and diversity..turns the age old design principle of “keep simple” is actually a good one. Manual tranmission is fine, but once you ad an internal cool down to each gear change and clutch use..well that’s when it just becomes fail. It is not the warrior’s fault that ele turned out to be fail. Reworking warrior just because ele was made to look cool on paper and it just doesn’t translate is not a valid excuse to change them..for the reasons you wouldn’t change automatic transmissions because of how they compare with manual.
Taking time to troll= your game is more fun to stop and belittle and pepper other people than it is to actually play.
So you can see your taking retaliation damage, yet you continue attacking any way and now want it removed for that very reason. I like where this is going..keep up the great posts.
Nemesis has a very usable hybrid build. I am using the basic template for it, but added a some tweaks to it that better suit my play style. Power damage can get around 7k. Conditions tick at 120 per tick. Once things like wells/epidemic etc all get included it is easy to stack and spread massive vulnerability for power teams can stack and spread multi conditions in DPS downtime situations to get damage rolling smoothly.
Like most hybrids, it does tend to run a tad glassy, so knowledge of where you’re taking it is advisable. (Higher fractals/speed runs/etc)
280ish. How did I get so many?..because they were over rewarded. How did they get over rewarded? Because there was a massive lack of variety in rewards given in sPvP. Why did I not use them? Because they last an hour. Often in soloQ the wait times are long enough that you spend more down time waiting than playing. Hotjoin is also only something i can stomach for so long..an hour in hotjoin is about 40 minutes too long for me. Am I upset they are all about to be removed? Not really, the rewards in PvP are so subpar that I never felt glory boosters were a reward to begin with. For what it is worth they may as well rewarded me dirty socks and then taken all those dirty socks back.
“…We developed PvP from the ground up along side PvE…” If this is true, then your Pvp team should be staring at their feet. The reward system for PvP has always been fairly and accurately described as underwhelming.
AR – Does not remove existing conditions, just prevent new conditions, if not running elixir gun, most of these engi only have 1 source (turret active) to get rid of some conditions, thus is not a hard counter to conditions class. Most condi spike will be able to burn their 25% health down with the ones left on them. If engi want to stay around 25% to prevent new conditions , they risk themselves to spike damage. And in the case of 1v1 a condi class, (necro: fear, mesmer daze/stun, thief daze, warrior stun) should be able to prevent the engineer from activating the turret.
Minion Necromancer – Take Fetid Consumption -> minion die fast
Does not take Fetid Consumption and use things like transfusion, weak against conditions. No break stun, once minion dead becomes quite weak. Take well of power for condition handling and breakstun -> 1 less minion, gimps dpsPU Mesmer: Mechanic is to go invis, which result in losing the points, that’s why u don’t see them often in tpvp. Quite strong in 1v1 but once taking PU, some spec lack condi removal, but depends. Damage is usually on the low and predictable side. Aoe (beware of D.Dissipation, thus recommend range aoe) + Smart targeting + prediction of mesmer movement will help.
Decap Engineer – gets straight up countered by guardian 0/0/10/30/30 and hollowed ground. Rampage as one, Dolyak sig + Balanced stance ham bow. Does not have any access to stability, thus can also be screwed by push back class. No break stun unless take elixir gun, then that will mean a drop of tool kit. Elixir gun blast finisher is nice but will move Decap engi off the point as well.
S/P thief – Cannot comment much, personally no problem fighting one with certain classes, but have not played the class well enough to give opinions.
Please don’t defend these builds. In your retort about them you illustrated why these builds are bad for the game. In order to be viable in any way against them you need to run a specific set of utilities and traits and then hope someone with strong duration conditions, or high burst capacity comes along. When a guardian ‘has’ to trait a certain way with specific skills just to counter one annoying build spec that is when the game is failing. Ultimately the goal should be a player can run whatever they want and it is their timely usage of it and positioning that will result in whether they win or lose..it should never come down to my rock beats your scissors, but losses to that persons paper. That is when it becomes apex build wars and build diversity just becomes a dream.
The build is probably mine… was it a female Charr in T3?
The full build: http://intothemists.com/calc/?build=-t7wg;1NKkP0g4NL-60;9;4T-J-J39A;118;209-6NF7;2KJG4KJG45Bb
Shield sigil may vary and amulet is Barbarian (power + perc + vitality*) if there are necros or engis (high condition spammers in general).
*main stat
Honestly, though, it’s pretty cheese especially in zergy games. Just run around auto attacking and fall asleep, lol.
Hope that helps,
-BlitzpawPS: Did the build have quickness at all?
^I would say this, but instead of zerker amulet they used barbarian amulet with either valk/zerker/cleric jewel if they had approx 27K health.
Without knowing how often they landed crits on you and what their movement speed was and a few other minor details it is hard to accurately state, but this most likely resembles the build fairly closely.
I personally find in sPvP and PvE that hybrid works best for me. My axe channels usually hit for over 7k and with some might stacking assistance my swap set can keep conditions ticking at 120 dmg per tick per condition. The ability to also spread these conditions quickly if enemies bunch is exceptional. However….
In sPVP the necro’s true weakness really begin to show, despite whether your power/condi/hybrid..no blocks or viable stability can make a good build that is being played well be destroyed in under a minute.
I perhaps could’ve been more specific. I didn’t add the PvX prefix to title as this was not intended to highlight vulnerability stacking issues in Pvp, just direct commentary on the application of damage, boons etc currently are hectic and just dog piling on each other in PvE, rather than being purposeful and/or specific to styled builds. A build that maximises damage output through condition stacking/duration and also adds condition removal/regen to a party (Such as a necro or guardian) is near obsolete in this support role as multiple other professions have highly similiar abilities whilst still applying the exact same damage maximizing conditions with little, to no investment in any sort of condition stat and still carrying viable DPS power builds.
Condition vs Power
My warrior has a 33% chance to passively inflict vulnerability on target with a critical hit. My warrior is deeply invested in power/precision/critical damage gear.
My necro Inflicts vulnerability on its axe auto attack and focus skills/wells. My necromancer is heavily invested in hybrid gear and carries a far greater condition damage stat than my warrior.
Both inflict a lot of vulnerability leading to vulnerability stacks easily reaching a peak 25 stacks quickly.
However my warrior benefits from this condition more than my necro does, even though my necro has the superior condition stats running. I guess this is called support. However support doesn’t mean being purely unselfish and acting like a shrinking violet.
It does make me wonder whether vulnerability needs to be split in vulnerability/frailty.
My necromancer is stacking superior condition damage and duration, but can only make 50% use of it being a hybrid and all other pure damage builds best benefit from it. How is it that my necro higher condition stat plays out exactly the same as my warrior vulnerability stacking even though they have no condition stat at all?
How is it my conditions do no more/no less damage from stacking high amounts of vulnerability, but the warrior standing next to me is now doing between 1%-25% more physical damage.
Is it just that a stat one profession has invested in can also be replicated by other professions that have invested nothing in it to the same point of efficacy?
Vulnerability= more physical damage received.
Frailty= Longer condition duration or higher condition base damage.
It just makes sense.
Pure condition builds that stack vulnerability can’t make any use of it because it does not affect their condition damage, and they soon become redundant when other professions are also stacking the exact conditions (Increasing physical received by 1% per stack to a maximum of 25 stacks) even though they have invested nothing into conditions.
Another reason the berserker method is running rampant. Guardians/warrior/power rangers can effectively stack their own vulnerability and don’t ‘need’ support players to do it for them. They also best benefit from this vulnerability stacking and anything outside of zerker/assassin is just their to fill the numbers. If ‘we’ want power builds to stop looking at condition professions with the view point of, “we found this rampagers condition guy out by the rubbish bins..we took him home and called him necro.” Changes like this would help. A good reason to bring a condition stacker is because of all their conditions they can also maximize our damage and keep a heavy amount of ticks going in DPS down time. This creates a ‘together we’re better’ attitude.
Just say’n.
I would like to see a giant red arrow above my head every time a thief stealth steals on to me with information revealing whether they are using hidden killer, or flanking strikes or execution in bright yellow words contained in a dynamic burst bubble so I know exactly how fast I could potentially die here.
Unfortunately, despite how negative this is..it does sum up exactly how I feel about the PvP. It is just too immature to be enjoyable and I just can’t see how it can mature and grow up to be a evolved and thoughtful game aspect. Too many different mechanics that need to be balanced individually and can’t be measured and plotted against other professions mechanics so actual balance can be achieved. The previous gw1 offering of cooldowns/nergy/adrenaline at least made a level playing field where balance could be monitored through controlling these aspects that each profession had to make use of in every build regardless of nature.
Wasting a thief’s initiative is counterplay.
It is only counter play if the initiative resource can be easily wasted, and regenerated at a moderate rate. Currently their is a plethora of skills that help reduce, regen and resupply initiative. This diminishes the notion of counter play. When paired with the fact that many thief ‘gives’ have little to no tells and other mechanics such as stealth not being revealed on blocked hits creates a situation where universal balance idea’s will always be unbalanced due to the fact that one profession operates in a completely different way to all the rest. The strongest balancing feature of gw1 was cooldown/energy cost of all skills in game. Whether they were augmented by adrenaline or not, the cooldown/energy cost feature was the common link mechanic that all professions operated off of. This meant interrupts held the same punishing effect on any profession if you managed to interrupt the wing nut skill/heal to their build.
Not so long ago there was a bug where players would lose sound effects, but incidental music would keep playing. If they entirely logged out and logged back in it corrected the issue. Over the last 2 days I have had this happen again to me in PvE dungeons and sPvP. If I try logging out, my entire computer freezes temporarily and gw2 can’t be exited via task manager and an entire restarted is needed.
44. Clear white lines have been drawn regarding exploitative tactics that diminish other players time invested into titles. If you exploit custom arena’s, such as skyhammer, your account will be reprimanded.
Really good personal feedback. Captured the essence of what A-net did so right with their original offering and politely underlines the thinking of, “If it’s not broken, don’t fix it.”
I will always be a A-net fan, but I think you’ve pretty much put into words how I feel about gw2. I can clearly see a lot skill and vision went into this. I can happily admit there is many moments in this gaming experience that have been done very right, but to me there does seem to missing elements from the first that I enjoyed heavily and just kinda miss in this modern version. I truly don’t believe they did any very-very wrong..just aspects that are missing.
I miss being kurzick. I could just never bring myself to be luxon. I miss the multiple pvp arena’s and halloween costume brawls. I miss the unique armor for each profession. I miss the primary/secondary profession system. I miss the roaming mobs. I miss the solo farming. I miss how major cities felt alive with all the WTB/WTS spam.
I hope earnest feedback such as this helps them with future idea’s for gw2. There was just so much unique stuff to guild wars 1 that should have not been left by the road side. One has to remember A-net was the people who bought as Mesmer. The most innovative, unique and new profession to be added to any RPG/MMO in decades. I hope they go back to their roots a little more in the future.
Condi wvw necro is UP compared to most condi builds.
There is no inherent con dmg modifier which makes necros possibly the worst class as far conditions are concerned.lol no, more like the other way around: condi necro > condi anything else.
The only time they shown was early dhuumfire patch, after that they have fallen back into obscurity. This is the number reason why they were elected as one of the top 3 professions that “Need the most help.”
The reason why necro was voted into those top 3 is because they are bad in PvE and have several bugs and useless traits like Death Magic minors or hp siphoning. Certainly not because condition necros are weak. This might sound harsh, but everyone who thinks he can’t do it without Dhuumfire: l2p. That’s all there is to it.
As far as damage goes, condi necros were doing very well before Dhuumfire. Definitely crazy op in its early stages, which was then mitigated a little bit by upping condition cleasing/immunity on other classes. Then came the Dire prefixes, Perplexity and Scavenging runes, -50% damage reduction in DS, fixed downed state and several other minor buffs. Necros actually have a lot less to complain about than some of the forum suggests.
Other than the general state of PvE, the only legitimate complaint imo is the bad scaling of our defense and (lack of) mobility against increasing numbers of enemies.
But that’s the same for all necro builds and will probably never change anyway.
They are ordinary. terrormancer has it’s place in Pvp, but it requires your opponent to have never seen it before and for the them to be naive enough to walk into all the fear. When a conditionmancer, as stated, can throw every condition in game, and corrupt every boon in game, and still their target is condition free and running 5 boons 4-5 seconds later= you’re obsolete. Warrior, guardian. engineer,elementalist, thief can all do this now with current meta builds. With no stability, few stunbreaks and little versatility the necro is quickly fading. Sure they could always do damage, but dhuumfire was the facemelter that made that damage tick in a reasonable time between cleanses. You mentioned it yourself, “Before they up everyone’s cleanses” This thread is about conditionmancer, and currently it falls well behind terrormancer which is by design more about control and even minion master is being more represented these days than conditionmancer.
Create a necro. enter spvp and duel a hambow warrior. This should answer all your questions. I love my warrior, but in spvp we are without a doubt stupidly difficult to kill with no real investment in skill. It is for this reason that people are also hating on engineer. There is certain builds within the profession that are notoriously difficult to down without any remarkable tactics being used by them and everything including the kitchen sink being thrown at them.
Proposal overview
Quality of life. To change/ammend certain aspects of fractals instances to improve enjoyment and immersion within the virtual environment.
Proposal Changes
1) Careful consideration to tone/ambient spectrums. Mossman and wolves in their environment are difficult to see. The entire area is so dark that anyone without the benefit of 20/20 vision with a high contrast monitor have difficulty seeing a lot of the animations. This is further made more difficult by excess particle effect. Many players instead enter melee range and execute burst according to time, then evade backwards as opposed to watching for animations and actually engaging mossman. This also holds true for arch diviner.
2) One-shot mechanics undermine too much core fundamentals of profession design. There is little purpose to blind, protection, increased toughness etc if a Boss type target can one shot you, regardless of whether you have all of these mechanics in your favor or just a few. Often the associated mechanics of these one shots in fractals are lost in particle, or the hit window is remarkably larger than the animation itself. A careful timed dodge on a animation tha is covered in particle still resulting in a one shot kill on a profession with 20K health with high toughness that also had protection and regen highlights just how much this undermines making a build and has contributed to the DPS berserker meta.
proposal outcomes
Changes such as these allow for players to actually engage the foes they encounter in fractals and not just rely upon stick and move tactics.
No. Against numerous professions now all conditions can be shaken off near instantly. Decap engi, all variations of warrior, specific ele builds, guardian all can take signet of spite and whatever else you throw at them+ corrupt boon and cleanse it all and have 5 boons running again in under 4 seconds. Only against newer players, rangers, mesmers does condi necro these days even have a chance. Their lack of stability, mobility and versatility have left the necro is a very ordinary place. Jack of a few things, master of absolutely nothing. The only time they shown was early dhuumfire patch, after that they have fallen back into obscurity. This is the number reason why they were elected as one of the top 3 professions that “Need the most help.” Any time you see a necro shine, it entirely because of the player, and little cred can be given to the well rounded capabilities of the build.
Again, there is a reason they were voted as one the three professions that needed the most help.
I play multiple professions, but was in a warrior phase when all the ill sentiment kicked off about them.
mesmer hate=nerfed every patch
Ranger=nerfed every patch
ele hate=nerfed beyond belief
thief hate=nerfed every patch
necromancer hate=nerfed every patch
guardian hate=massive health nerf straight out of beta
warrior hate=buffed once, nerfed ever more after.
Enjoy your day in the sun. Like all other professions that have risen, it is not long before the fall comes. History tells us that it will be nerfed more than it was ever buffed..the same as every other class.
Threads like this, and the other one with 350+ comments only lift this profession to the top of the nerf list. See you 4 months from now when every other profession welcomes you to the club.
The true shame is that it is only in 5 vs 5 decap mode that you excel, in fractals, dungeons and everything else you’re still considered the weak link. When the nerf comes, and it will it will only make you weaker in these other game aspects. That is what hubris does.
I like the addition of chill. In fact I like anything the warrior brings to the table that is non typical at this point.
I personally would run;
20-15-20-0-15
sword/shield (Chill/corruption)
Longbow-doom
Rampagers amulet
variations condition runes
equip distracting strikes
drop bola’s for launch
The up time on applying an ‘Annoying’ factor with being to able interrupt, break stealth, apply chill, poison, confusion, prime combo fields and detonate them or leap finish them= you’re just that guy who can interfere with others playstyle to point that it upsets their game.
However there is the personal mastery factor as well. If you get comfortable with this build, then anything is possible and no changes are needed.