I did the same thing and reskined my human t3 for this flame version. Wondering if I get my human t3 armor back or if i am kitten out of luck? For those that say before jumping to conclusions to wait and see you might like it I doubt that. Out of all the gemstore armor the only one I ever purchased was the Primeval because it was the same armor I wore in GW1 on my warrior. Everything else looked pretty horrible to me with the exception of this new armor.
Maybe Anet should let those that transmuted over human t3 keep this new look and give everyone else the new and improved version of flamekissed armor.
You can’t have one solution for some people and another for others. They have adequately addressed it. My guess would be it will become flamekissed winged armour. They are offering a refund if you don’t like the skin. You can use a transmute splitter and if you contact support there maybe good odd’s for those who did transmute that they will receive one via in game mail. Try not to jump to conclusions. In the mean time you get to still use it and will be reimbursed fairly if you don’t enjoy the change.
How does this make sense? COF path 1 takes roughly 10 minutes. Lv. 31 fractals take about an hour.
This scale would make a lot more sense:
Lv. 1-10: 1 gold
Lv. 11-20: 2 gold
Lv. 21-30: 3 gold
Lv. 31-40: 4 gold
Lv. 41-50: 5 goldThis would make a lot more sense, given the time commitment and difficulty required and a simple comparison to dungeons rewards.
Not to sound rude..but why don’t you take the 10 minutes to CoF, another 15 to do twilight..i’ve been part of team that did arah p3 in 16 minutes..45 minutes and you’ve got your daily gold..now go do fractals where agony infusions are currently selling 1.5G for a +2 and your reward. I played a lvl 9 today and although i have fairly usable magic find I received 1 vial of mist, 4 powerful blood, 1 exotic from chest and 3 rares..it made the entire lvl 9 worth all up 5.5g in drops/rewards. I personally think that is fairly adequate and I was only lvl 9.
I am happy to see this. I think the flamekissed light was attractive, but I could also see this situation evolving and suspected a rescind might happen. I am all for a-net making money for their work. Everybody does have the right to earn a honest income. This singular situation just caused too much consumer confidence to drop, which ultimately is unfavorable for all parties. I think this is the best decision.
This is actually the meta right now. Kite+Condi. Its not just you, many people are complaining about this type of gameplay since its nearly the lamest thing to encounter in any MMO. The only thing more annoying than the current meta is a stun-locking, speedkill meta. That existed early on with things like Pistol Whip and was further dealt with once Quickness was nerfed.
What is keeping the condi builds alive right now is the fact that they get the best of both worlds. They only need 1 offensive stat from their gear, condition damage, and the other two are normally put in defensive stats such as toughness, vitality, or healing. Combine that with the over-abundance of ranged condi application in this game and you’ve got a super-defensive kiter that damages your HP directly.
The solution to the Kite+Condi builds overpowering the meta is simple and two-fold:
- Make Toughness effect incoming condi damage
- Cap +/- Boon/Condi duration increases at the highest single increase
Stacking effect durations is currently way too powerful and because condi-builds are highly defensive, non-condi-built defenses should counteract them.
And before anyone asks, yes distance from a target is an innately defensive state. Range is defense. The only advantage you can gain from range is defense:
- If your range is greater, you cannot be engaged at the greatest distance of the fight
- If you have the same range, there is no distance that grants an upper hand
- If your range is lesser, you cannot engage at the greatest distance of the fight
At points 1 and 3, there is no offensive advantage. Only one party is gaining a defensive advantage by having the ability to engage without counterattack.
Your my new BFF. Wanna go into the garage and do some karate? If you ever make a game. I’ll pre order.
I feel you have a strong claim on wanting this considering all cultural armours were meant to be exclusive.
Exactly what I said to guild mate the moment i saw it. “They just gave human t3 light to everyone, but kept every other culture exclusive..this is not going to make people happy.”
In my opinion..a real big botch to do. There is every reason in the world now to open all armour types and just flag cultural armour altogether. No foresight at all on this.
I earn 80-100g per week and I play approx 2-3 hours per day. I play quite casually. Your not approaching your revenue earning correctly if a legendary is what you seek.
All I see is, “Things to look forward to..we’ll be giving out a ton-o-information next week.” So in essence we’ve waited 6 months for information. The legendary precursor craft didn’t change. The new skills/traits didn’t happen. We instead get information in the pipeline. This reflects nothing more than shuck and jive, bob and weave tactics.
cha-ching. 15 chara
I recommend the fractals. That way your actively playing, and not brain dead circling queens dale.
My biggest advice considering you mentioned legendary..is just enjoy the ride and set daily goals. Plan your work and work your plan and don’t over grind and kill the game for yourself. I aimed to earn 4-8 gold daily thru dungeons/fractals. I used the fractals for shards. I used the drops (rare) for ecto. I collected mats for weap/arm smithing/daily for mystic coin. I tried to keep it very varied so I didn’t get sick of the game by doing the same thing every day for 3 months. In the end my fractal knowledge/score grew. I got vials of mist essence for later use. Tonnes of mats. Salvage heaps to raise my magic find astronomically (In the end i could in one fractal get sometimes get 6-11 rares ranging from mask to cores.) And saved enough cash for icy runestones. Don’t be in a overt hurry to finish your legend that it kills the fun for you.
Character creation. A lot of fun right there out of the box.
map completion. A lot of nice scenery.
Music score. Never had to mute.
No gear grind for spvp.
Customization..although I’d love to see weapon dye kits.
“…warrior hitting you while also hitting clone…” You mean the same clone that if it gets shattered it does cleave damage?..or the clone that if destroyed does cleave conditions?..enough said? Nice to highlight the warrior when mesmer/ranger/thief/guardian/ele can all do cleave damage as well.
Tip: Cleave only works if your all standing in melee range to the cleaver.
It’s pretty ridiculous against classes not running many condi-clears who depend on teammates like guardian..
Condi Duel build Warrior makes me cry every time.
Zero skill required hit a couple of buttons Maybe Ranged torment Maybe do a flurry wait out the dodges Weaponswitch
LONGBOW
MUH
FUGIN
5
FIRE FIELD 5k crit Exploding Arrow ggOh and if you can frontload a 16 bleed stack with a necro to signet of spite>Epidemic it in a team fight? Full condies +17 bleeds on 2 guys at least gg.
Not everyone is after skillful..they just want wins.
Already been talked about. When every one was complaining about hammer, some of us said “wait til you see duel sword condi.”
They only stack bleed/torment..maybe poison if they run doom..not hard to cleanse. Their strength is that their condi cleanse, is their major condi stack. Get used to it. You all wanted hammered nerfed..your now facing the reaction to that up coming nerf.
<RANT>
I’ll speak up here and say that I personally also think these 100% immunity traits and utilities are not good for the game. They should all be changed, perhaps to -x% condition duration. Being built to do well against condi damage or power damage to a certain extent is fine, but when you have this binary switch where you are all of a sudden immune to a certain type of damage for an extended period of time (I’ll include Berserker’s Stance here because 8-10s is a rather long time in PvP when it comes to complete immunity) it’s just a “feel-bad” gameplay experience. Nobody feels like they were outplayed when a condi-immune warrior stunlocks you in a teamfight, you just feel like the game is not well-balanced. At the very least, complete immunity traits like Automated Response and this new Diamond Skin need to have a buff bar symbol, a finite duration, and then a longish cooldown. Can a skilled player find ways to play against these traits? Sure, they can, with good team coordination (something not very possible in Solo Q), and with prior knowledge of how to anticipate and prepare for these traits. Against lesser skilled opponents, these immunity skills/traits are just faceroll paths to victory with little skill needed from the side employing them.To say it a different way, these types of traits and skills are very easy to use, and very difficult for certain builds to play against. In the example of Automated Response, the use of the trait takes nothing from the user, it’s just automatic when they reach the 25% HP threshold. From the point of view of let’s say a condi Necro trying to fight the AR Engi, they have to specifically anticipate that the Engi has the AR trait, attempt to load the Engi with enough condis to kill them before the 25% HP threshold, and then hope that the Engi doesn’t have something like Elixir C or Elixir X with Lyssa runes or another condi purge from Healing Turret available to save themselves before they die. The burden of excellent counterplay is placed completely on the Necro, and the Engi has to do absolutely nothing except select the AR trait in order to place this huge burden. Having this sort of uneven play vs counterplay makes for bad game design and unhappy player experiences — people want to feel that they were beaten by the other player and not beaten by the unfair game rules.
</RANT>
When you say, “Not good for the game.” Do you actually mean, “Not good for conditions spammers who use 1200 range and AoE?”
You’re looking at crafting precursor’s the wrong way. The time invested to make a precursor, which will no doubt have some sort of time gate attached to it, will be on par with the time it would have taken you to just buy one. At the end of the day A-net has a vested interested in people wanting to use gems purchased via real world money to help speed along progress towards making/crafting a legendary. Those who have a legendary and didn’t just straight purchase it know full well each time you one, they may as well be called legendary grind weapons. This is where discipline and setting in game goals is important. I will run X numbers of dungeons per day to get gold/tokens for buying exotics to sell or mystic forge. I will run X number of fractals each week to help get obsid shards. I will do dailies in order to get coins. I will complete one map area per day etc etc..The key most ppl with legendary weapons knows is that you should be building one well before you’ve even got a precursor.
you can make an ascended quiver. It looks different to rox’s..but it is still a quiver.
I would enjoy this. Every time I step into PvP, working towards my legendary goes on hold.
Just an idea.
I keep seeing under rank 10 players running spirit rangers and minion masters. I think it is cool new people are giving spvp a go and choosing to run a build that is fairly forgiving and keeps them competitive, but I also played against a rank 11 ranger who had his build down and consistently put up good node defense and attack 1 vs 1 against me and I am rank 36.
This kinda illustrates some ppl are naturally more pvp minded and others need to kinda ease into it.
It could be a good idea to have a NPC skill template master that can assign solid and/or good builds..much the same as costume brawl at Halloween use to do in guild wars 1. It gives pre-defined skills/equipment and weapons to players who are looking at taking the next step or introduces them to other professions they’re not entirely familiar with yet.
Just an idea.
In the discussion about warrior regarding hammer the statement was made by the a-net brass, “If you want to do damage, just use greatsword/axe.”
I am fairly happy about the changes to hammer. I play all aspects of gw2 from spvp/fractals/crafting my legendary/dungeons/living story..and I was happy for spvp that hammer was getting changed, but disappointed those changes will also reflect in PvE.
Not being a hammer user, but a non-ranged warrior (Up-close and personal close quarter combat) The issue you have with that style is that great sword is not the most pick up and go weapon. One actually has to know how to use great sword first before using it. It has no defense, whirlwind is prone to hit-box issue’s on steeper inclines, rush is prone to over shooting if used at longer distances, the f1 has a small precast etc etc..it is still very viable, but you gotta learned it first. This is what makes mace/shield a nice compliment to great sword. It gives you a short duration and long duration block/2x short duration interrupts and a heavy stun that all work fairly well with setting up great sword to do what it does best, but also giving some defense where otherwise you’d have less. Most warrior’s will agree that raw dmg/sustain is a tad better than high crit/crit dmg/burst as it allows you more survival to set up those windows that you can let great sword fly. In terms of opponents..well, I’ve yet to have a player raging at me because i used this combination. Even if i do successfully keep them still for all of 100 blades 3.5 seconds and nail out 8k damage that is dotted with a few lower hitting crits in there.
This is where changes to burst mastery/unsuspecting foe begin to come home. The sustain great sword focus’s on raw power, so it is unsuspecting foe that puts a cherry om top of that dmg (Typical sustains will have 30ish crit chance/20ish% crit dmg/15ish% burst mastery) With it moved to master tier it now compete’s with forceful great sword,..or if prefer to run without forceful great sword and focus on all burst mastery you’ve been clipped there now as well.
There seems to be an element of truth when I say , “If you want damage..use great sword/axe” Is a lot easier said than done..and if you want to do damage and keep some survival viability it is traits like unsuspecting foe/heavy investment in burst mastery/reasonable cast times on skull crack and similiar that all allow you to do that damage when you’ve successfully angled downed a targets area’s to move and then pinned them down.
I do think hammer needed to be toned down. However I did notice with the release of up coming changes and some of the philosophy about what role developers felt professions should aim for (Thank-you for that.) That it was also mentioned nothing was written in stone yet.
As that is the case, if you get the time to roll a a typical sustain great sword warrior with GS-mace/shield w/ unsuspecting foe/skull crack/forceful GS and general handy traits then run one for a handful of matches with unsuspecting foe..then again without and the evidence begins to pile up that although these changes were aimed at toning down the hammer and the warrior mace/hammer CC train express..it does still indirectly affect the builds where they did get a great sword because they were aiming at damage.
with unsuspecting foe/GS f1/rage signet these are the things that help lift a sustain style’s average crit chance to a high crit chance for a reasonable window of time and allows great sword to do the damage it was meant to do.
I kinda have to cast my vote and and say moving unsuspecting to master is not perhaps the best idea, but lowering it’s crit % and changing merciless hammer from “increased damage against disabled…” to “Increased damage against stunned foe’s” is probably a better path to go down as it impacts less the traits/skills used with great sword to do “Get a great sword if you wanna do damage.” and affects PvE less and still retains great sword as a weapon that is not spam friendly, but requires good use of skills used in synergy to get the most from it.
TL:DR- feed the mind..a page isn’t much to read.
(edited by CntrlAltDefeat.1465)
They care about money which comes from PvE because people buy gems for clothes, minies, costumes, finishers … PvP does not care about that much and they do not care about pvp.
Have you not seen the assassin/ogre/skyhammer canon/8bit mushroom cloud/phoenix/phalanx etc etc finisher/armor models being used? All that came from the gem store. Pvper’s will spend some money when money they desire is presented to them. Problem, there is not much you can actually offer them outside of said weapon/armor/finisher animations.
How many people are keen for legendary weapons in PvP?
Pro’s;
They show your an excellent grinder.
Some people may confuse that with your an excellent player.
They look flash.
They may keep players round to reach rank omega-dragon-god. Kinda like a carrot/donkey thing.
Con’s;
They have the most pound for pound particle in game.
Whatever is needed to craft them may lay outside what is best for the team your in. Who wants to hold home when they require another 5000 kills for their legendary?
This keeps on appearing on the agenda of to-do stuff. How many would actually like to see them? and how many would actually like to not see them?
Apart from the most transparent argument being, “They’re in game, so all players should be able to acquire them.” Is that reason enough to bring them over? The amount of time/money/farming/RnG luck/crafting to make them in PvE should equate that it would require the same basic ‘massive effort’ in PvP..how can this be achieved in a pvp model where there is only the one mode of conquest?
Btw, why to normalize sizes when you can just normalize hit boxes for PvP?
Hit boxes are nomalized. The visual cue disparity between a Charr and an Asura is where the problem lies. People make tiny Asuras so they are harder to spot/follow.
Not mention things like staff 5 on guard on female human they rise up with arms out stretched. On human male they crouch down. On asura they climb up their staff and pivot round..etc etc..the same skill requires you to know not just it’s animation..but all the animations it has across all cultures.
It takes ~500 in game hours to make a legendary. Sitting and waiting for a precursor to drop is pointless, either save up your money to buy one or mystic forge one. Only had 1 precursor drop in wvw sold it, bought 4 others and crafted 1. Every person I seen complain about legendaries has waited to get the precursor last, knowing that the precursor is 1/3 to 1/2 the price of the legendary. Easy to see why people get frustrated about crafting one.
Agree. Starting obtaining everything first and wait for the precursor..once you have most things you need, your gold should have started accumulating nicely.
Title says it all……
An until precursor crafting comes (if it comes), its vaporware…..
You’ve used your time wrong then. 2000 hours is enough time played to have just bought one. Be thankful you don’t have one;
700.000+ karma (most events only give 200ish karma now)
100 gold just for icy runestones
400 armorsmith/weaponsmith
20 gold for recipes
2000 t5 materials
10 dungeon runs
500 WvW badges
100% map completion
200 minimum skill points spent
additional 100 charged lodestones (so 400 more dungeon runs or 220 gold purchase)
now you’re almost there to making one.
Some parts of the creation are fun..other parts are just grind-grind-grind—where it is easier to farm gold then actually try for the materials.
My advice..farm gold/karma and obtain as many fractals/laurels as you can whilst just monotonously farming gold and buy your way to one. RnG just ain’t no fun.
I mentioned this thread about a fortnight ago. I don’t mind the boons. I don’t mind how many they can stack. I respect it is a non passive profession..just SOME (not all builds) stack/chain the duration of the boons to be over board. (95% regen/100%swiftness/90%vigor/25-35%viable might/fury on certain builds.)
However, ya know..black powder-leap..rinse-repeat…hammer-hammer-hammer-rinse-repeat…it is by no means the only anti-fun build running currently.
I agree with the above guy..they have been fairly under the radar, but they fit the current design ideal. Soft armour necro’s tank better than medium armour rangers/thieve’s. Engineer’s medium armour solo node defends better than guardian heavy armour. Warrior heavy armour moves as fast as the thief..mesmer is just mesmer and we all pick on ele.
What happened..it didn’t happen. I’m currently sitting here checking out forums whilst AFK in spvp hotjoin..when i got the thief that black powder/leap 7 times..i knew no new skills are ever gonna fix stuff like that.
Something we all noticed on a dungeon run and I’ve been seeing in Spvp. Your skill bar/f1 bar flicker terribly and recharge numbers just kinda disappear. When you long in, there has developed a long snap in texture wait time. All of which I hadn’t experienced before.
I’m so close to a legendary. All I need is a few more crafting materials which are taking forever to get. It is a shame they are all bound, otherwise I’d use my credfit card to buy the last few….
That thought that there is why a-net has left so many of the things needed for a legendary weapon able to be purchased, rather than grinded.
DIRECTION OF THE META
Bunker sustain meta coming up.
Predictions
- Warriors will most likely move towards LB/Sx2 Condi builds after H/LB gets nerfed. (They will continue to be broken)
- Most likely the return of D/D eles with something like 0/0/30/10/30 Builds.
- Mesmer will come back as the main burst class of this meta.
- Necromancers will strongly shift towards power well builds after engineers/eles get buffed (No more free food)
- Rangers #’s will decrease by a lot after the spirit nerfs. (doubt BM or trapper will be to viable on the upcoming meta unless pet dmg is greatly increased)
- Thief will slowly fade away. Everything will be prove to be more challenging to kill forcing the average thief to go into faceroll classes.
I’d say it would be safe to place money on this bet.
after releases like this;
https://www.guildwars2.com/en/news/looking-ahead-guild-wars-2-in-2013/Lol, I was like oh cool new content, skills, traits and stuff… then i saw the date..
If i was a meta i would go here:
Just bought my ticket. 8 day/7 night stay.
Id like this… Except ill never get one :’(
Solo Q is hugely based on luck, and youre just so dependant on your team…
Id go as far as saying, winning requires more luck than personal skill.
I would personally love if they made a mode where you just duel 1v1s or something. It can controbute to legendary achievements aswell, but not enough. You still have to get revives and map specific stuff in conquest. With a duel mode, those of us who are good at combat and just unlucky/bad at conquest will finally get some “recognition”, maybe a seperate leaderboard that rates your ability in 1vs1 combat, instead of luck.
Again, Im not saying they should, im saying I would love it
I already spend 50% of my time in Spvp doing the 1vs1 custom arenas :/.
change 1 vs 1 to thief/mesmer vs thief/mesmer..because this basically what it will devolve to.
Account bounding is pointless. All weapons in PvP can be stored in locker for others to use, and like all PvP weapons..they stay in PvP, never to see PvE light of day.
Keep them out of PvP. We don’t need any more animation clutter.
Slow motion high five. The Amount of ppl stating they’ve played 2k+ hours of PvP shows they’ve never run dungeons where 4 out of 5 of your team has sunrise/twilight..the obscene amount of particle makes it impossible to see. You just end up kinda aiming for the blurry patch and hope one-hit-kills are not about to come your way while you have gamer sun strike in your eye’s.
Back to topic please, it’s an intereseting one for once.
I agree. I think it’s because people that play a new game thinks; “Hmmm what do I play… Warrior? Smash hard? Very yes!” I know I thought like that when I pre-bought the game last year. As it turns out, Warrior needs more time learning than many other classes. I have a set of different classes but even after this year that has gone I don’t feel like I use the whole potential of the Warrior, which is why I still hang on to it.
I think people can relate to the Warrior, since it’s a class that’s in almost every MMO out there. Therefore a vast majority chooses to play it, it’s the only thing they can relate to.
there is also only 3 main melee professions out of 8. Guardian is melee..but their purpose lays away from pure melee DPS. Thief is squishy and doesn’t have that warrior feel. So out of the two heavy melee professions, it is kinda natural to choose warrior so you can play an actual warrior over guardian.
Warrior has changed since gw1. The warrior i’m used may have looked straight forward to observers, but on the mic they were a shot caller. They knew when monks major heal was used, they knew who was over extended and choose the person/moment when a spike would be laid down. Generally they were players who had played all professions and knew most the builds and could recognize when someone was playing them in a spam style (Making them easier targets) and who was being prudent with their skills. Once you’ve played with a shot calling warrior like this you realised quickly that the build is straight forward, but how advanced you could take the profession was enormously high.
I came acros enough hammer warriors to feel i knew the build without having to play it, but on the nerf announcement I ran one for a week. Apart from all the stuff said, I just found it a fun build..but also felt if you weren’t using your mini map to target out heavily contested nodes..looking at players names and what conditions they have to figure out what they’re facing and joining 2 vs 1 situations to keep nodes or uncap them you weren’t really making the most of them..unfortunately players looking to steam roll solo players became the hip thing to do and too many took a selfish approach to it which only garnered the build a fair amount of hate.
One only of each profession would increase wait times. There is a big difference between a meditation guardian and a bunker. There is no reason both can’t play in a match. The system would them have to recognise that they are different and therefore allowable. You have to remember the Pvp community is tiny by comparison to PvE/WvW..this system has pro’s which all depend upon the player base being significantly large 24/7..which currently it is not. Looking at how many people are in spvp currently..I count 41…so match making in this exact instance would mean any player rank 40+ would be waiting a long time..especially if they are using a profession that is currently being over represented.
Probably towards the next game. It sounds super harsh to say, but the list of discontent players seems to be growing.
after releases like this;
https://www.guildwars2.com/en/news/looking-ahead-guild-wars-2-in-2013/
Read that article and tell me what of this in regards to PvP have you seen?..
Any sign of these new traits/skills?
Any sign of reward focus?
Any sign of expanded builds?
This is what is gutting players. No new builds, just making old favourites being made less viable. No rewards apart from some PvE stuff that didn’t go down well. No new traits or skills.
I personally would hate to see the guild wars franchise not succeed to the fullest. There is many elements I think are truly fun..but sPvP/soloQ/tPvP is not among them. With alternate platforms all about to be released before years end that only creates further competition of things players can log into.
You guys need to stop trying to force people into tpvp. There are reasons it has a miniscule population. Those reasons don’t magically go away just because you force people to play it. If you want more people to play tpvp, encourage anet to make it suck less kitten, and then people will actually want to play it. The legendaries should be attainable from every form of spvp.
Agreed. Considering I usually wait 20-40 minutes for soloq/tpvp that means it will take probably 5 years before I’m even half way towards a weapon that will only add a tonne more particle than is needed.
Again if we look at what players asked for and what we’ve got it is depressing.
We asked silver/gold/gems
Armour skins to reside in a store that can be purchased
exp for PvE leveling
karma
We get shards..another shard based objective that is achieved through hours/grind played.
Why they dont make legendary only for top 100 in seasons? Nooo, alll can get legendary, because, all ppl are legendary in spvp —’.
Sorry, english isnt my native language
“thing you’ll see before years end”
-Less particle
-legendary weapons
Already conflict there. legendary weapons produce the most particle effect
response on forum from dev to question;
“How are the end of year things going?”
“A lot are looking good, but the change in legendary creation will not make the dead line. It might be mid next year before those make the cut. We’re not sure.”
What we’ve seen so far;
No reduction in particle, instead an increase with with different finishers from 8bit mushroom clouds, assassins, ogre’s and the like.
I have little faith.
greatswords f1 has no functionality..apart from gaining a large window of fury which increases your critical hit chance by 20%. It also has no synergy, apart from cleansing ire which allows you to remove up to 3 conditions in close quarter combat with minimal cast and small chance of interrupt.
The animation is under impressive, but the more grandiose the animation, the more it is telegraphed to dodge.
F1 is fine.
The big question is how much of box sales and gem store sales goes back into gw2 and how much goes to aion 2 development?
Really glad I’ve got sunrise to work on and not juggernaut. I’d be spitting after creating a legendary hammer to discover it doesn’t work on most end game foes and does kitten damage.
Hammer
We are taking damage away from the hammer skills that do CC, because we don’t think it is ok for skills to do both of these things. I see a lot of comparison with Greatsword damage, but the Greatsword has no interrupts and a single cripple on the Bladetrail. We left the skills that do not do hard control alone such as Fierce Blow and Hammer Shock, as we are ok with those skills hitting hard because they do not actually disable. We also left Backbreaker alone because it has a long cast time and a long cooldown. The standard hammer build is still going to be very strong after this change, but it will open up options for mace to make a comeback as the control weapon.
Use hammer in a dungeon that has foes with defiant. If they have 1 stack of defiant and you use hammer 4 (Staggering blow) it does not remove the CC stack. If you use hammer 5 (backbreaker) It does not remove the CC stack. If you use hammer f1 (earth shaker) it does remove the CC stack. By your own under the hood mechanics all of hammers skills apart from f1 do not count as CC.
So walk me through this one..hammer has too much CC?..your own mechanics show it only has one CC.
The damage is coming from the fact they’re running lyssa runes which increases precision. The damage is coming from 3% extra damage per boon. Anyone who see’s a hammer now pops stability/aegis/vigor/protection or all 4..it is easy to escalate from 3% extra damage to 12% extra damage. This is compounded by having 30 points in crit dam/burst dmg.
Limit the maximum damage per boon to X number of boons. Reduce crit chance on unsuspecting foe to a adept level % and listen when players 7 months ago were asking for lyssa runes to be removed or changed.
I agree that some Engy builds are borderline overpowered. They are just flying under the radar because they aren’t all that popular and because Warriors are the focus of most balance topics.
I think that what makes Engies so powerful is their synergy with tanky stats combined with Condition Damage, just like Necros.
Aka. you can combine Toughness, Vitality and Condition Damage, thus getting a very tanky, but also very threatening build.
And then you have the fact that Engies can dump quite a lot of different conditions on their target….and you have something borderline OP.
Addressing this gear scaling issue would probably help bringing both Necros and Engies back in line without affecting their fundamental class mechanics.
Oh and the +/- 40% Condition Duration food has to go.
I said this a good month ago that while every one is hating on warrior…engi is actually the profession to watch. It is not so much their conditions, it is their play style that does not require them to engage the a target 50% of the time. Run in circles with perma regen/swiftness/vigor/40% might/30% fury and drop nades and bombs. They are given the excuse of high skill level, but the truth of it is that they are a rain or shine build. Doesn’t matter if they’re facing a rank 1 or rank 1000..you just use the same rotation over and over again and pay no real attention to what your opponent is doing. You may hit more buttons, but that doesn’t make it more skilled. It is called button mashing.
CC= crowd control
On enemy bosses they have defiant which immunes them to crowd control, however for each time they get hit with crowd control they lose one stack of it.
Staggering blow will not remove a CC stack. Crushing blow will not remove a CC stack. Earth shaker will. So a-net does not consider these skills CC…yet they have said they don’t mind warriors have lot’s of CC..but in truth they have only one by their own definition.(On hammer. It’s the f1 skill)
It is merciless hammer that does more damage vs disabled foes. Knockdown/knock back/stunned all count as disabled.
(edited by CntrlAltDefeat.1465)
Lot’s of great idea’s on how to make each profession interesting and fun. No fore thought on how these professions will now interact with each other over the long run.
Petting zoo’s are instant wipe in dungeons. Instant over kill in small map pvp.
Hammer is super strong in PvP. Super weak in PvE/dungeons
Stealth super helpful in dungeons. Super strong in PvP.
Really interesting professions, but few of them translate nicely into PvP and how they interact in group engagements. Usually it becomes a particle haze of video card rendering confusion.
Not sure if this can ever be toned down or bought into line.
We ask for soloQ..we got soloQ. We asked for better decay. We got better decay. We asked for reset. We got reset. We have got everything we have asked for. Are you not entertained?
What really annoys me is that i have over a legitimate 324,120 man hours lived..yet i still have to walk down the street and work and live in buildings with people who have only 150,060 hours lived. I am sick of living with,and being surrounded by noobs.
Welcome to life. All the more reason leader boards should be removed. Random arena’s proves alone that throwing in the veterans with the beginners in matches that aren’t rated with no leader boards can survive for 7 years. (It still exists today with shorter wait times than soloq) keep soloQ..let go of trying to rate every single match.
I got a precursor.
gift of exploration=fun to do
gift of battle=fun to do
gift of ascalon=fun to do
crafting 400 armour/weapon=expensive and not fun
100 runestones=100 gold= fun as you can do as you like
2000+ t6 mats= really,really not fun..lost interest.
481 obsidian shards=fun at first because of multi path ways to get..in the end not fun because of how many you need and how much karma got nerfed.
The grind put me off.
grind for gear is just not fun when in the end so many req’s are reaching for brass hops rather than playing the game for specific items.