I’m sorry but when I played this game every day and was extremely active on these forums like 2 years ago, people were saying this same exact thing about PvP except it was all about Warriors and Thieves making people quit. People are still saying the same thing xD
Quick question. The toxic shoulders and gloves…..i can transmute them like all my other gear right? or is it once
Hey guys! So i just came back to the game after a couple month break and saw that the toxic shoulders and gloves were there and ive been waiting for them for ages to come back so i was super excited. I was curious if the Grenth Hood came back and i missed it or not?
I think they should implement one as well. Make it so that 15 down votes makes the post hidden and you can reveal it if you want to just like LoL’s forums.
Edit: and I’ve never seen anyone post any suggestion to riot and get downvoted, not to mention the riot staff is non existent on those forums.
Wait…..so even if you unlocked them prepatch you now have to pay transmutation charges to equip them? This is a joke right? I thought they would be unlocked to freely use unless you wanted to make a duplicate. I haven’t logged in yet. Please tell me I’m wrong.
I’ve brought up many times about reworking stealth but it seems it’s never going to happen. I think a good idea would be to decrease movement speed by at least 25% while in stealth.
If you had watched the cutscene then you should know what to expect already. What makes a story dark isn’t really the villains but rather the good guys/girls. If you do away with the traditional notion of good and evil then you can create something truly dark. Let’s say your protagonists aren’t necessarily good and they are flawed like real people are. They try to do the right thing but things aren’t always black and white. Maybe they’re forced to sacrifice someone to save others and that someone is close to them and they end up letting everyone else die instead.
More to this point, the elder dragons aren’t really your traditional villains either. They are similar to the Old Ones from the Cthulu mythos in that they are neither good nor evil. It is simply their nature to destroy and consume. I believe they have been described as forces of nature. You try to kill them not because they’re bad but because they are threatening your way of life.
Agreed. Both effect it and the nature of the story but the good guys have a huge part in it as well. A good example would be like marvel movies compared to the recent dc movies where marvel generally goes with the good guys having a lot of that corny comedy attached to it while dc tends to go more serious and deeper into the roots of the story on the heroes, or the older spidermans compared to the newer ones. I too would love for a more serious deeper dark story when it comes to the heroes of tyria.
This is great news. However I hope that they can expand it to the other maps relatively soon because a lot of the big events aren’t on 1-15 unless they plan on changing that which it seems like something is coming about that tomorrow.
I’ve seen a couple people mention it but I thought they were staying. Does this mean we won’t get to see the dragon finisher? Will it mean I won’t be able to have my rank finisher anymore? I’m so confuzzled
Make warrior have base health of Ele. Warrior fixed.
Hehe :p
Aww, I was hoping for SAB since I’ve never got to try it. Maybe that’s the April Fools joke :p. Tomorrow it will open and they will say April Fools! We really did make it. Lol.
One of them is going to be about the world bosses and such. I’m hoping it’s a reward system overhaul. The first thing I said was datamined so…..
Runeblade can you explain your point of view?
Unnerfed rtl is still less mobile than warrior/thief.
And differently from them, DD ele NEEDS IT to be able to stay in fighting rangeImmune to crit has nothing to do with mobility and prevents ele from dealing damage leaving it still exposed to conditions (expecially immob).
So i don t get it.
D/D ele sacrifice less than a mobility warrior. If Mobility warrior wants to be more mobile than Ele, then he has to give up something. A mobility warrior is not a 30/30/30/30/30 build. Ele still has everything because his mechanics gives him everything.
And here you are wrong…
First there is no “mobility ele”….
Second the time you equip DD you are stuck in short range….with warrior you can equip a Bow or something and pair with GS…And still be faster than an ele….
Warrior beats ele at mobility even 0/0/0/0/0 its all about weapon skills not traits….
Warrior gives up simply nothing.P.S. don t suggest anet to bring RTL to 30…its not good its the only reliable gap closer the weapon has….needs to be lower….they can even remove all the damage but its needed to keep us in fight
p.P.S. prenerfed ele simply did 1 to 5% more damage with 25 water….but the only thing that wasn t nerfed was DSP because in other trait was buffed…
Worth nothing since except for burst on AFK opponents you can t land your hits.
I would love it to be less as well but you did see what I posted right? I said 30 sec without a target. Also said it acts as an evade and is unblockable and undodgable except to negate damage which would always give you a 15 sec CD on it if you were using it as a gap closer unless you were out of range.
If it were completely up to me I would just revert the nerf back to what it was but it isnt.
Ya, I didn’t have it either. I switched maps as well (wasn’t trying to trigger bobble heads). Then when I switched chars it triggered. I probably will get tired of it, lol. It blocks my vision when I’m trying to look for the vista doing map completion. Oh well, it’s just a day.
While i do agree with Chaith on this one, it would be nice if the system didnt allow class stacking in soloq.
The devs have said from square one that this game is supposed to be able to be completed with 5 thieves, 5 Engineers, 5 Elementalists, etc. (Referring to 5man content).
Casual PvP shouldn’t be any different, but seriously.. feel free to switch chars.
PvP is completely different lol. PvE content is understandable with that setup but what you said wouldn’t make sense unless the game was balanced around 1v1s which……….I wouldn’t mind at all lol. I wish someone besides dragon nest and c9 would balance a mmorpg around 1v1s.
Condis are broken and nobody can deny it. They are OP when roaming with less than 5 people and they are UP in zerg fights. It wont be easy to fix them. To be completely honest, I don’t know how to fix them either. Well atleast not for zerg fights as making them viable would make them immediately broken.
Why are condis OP?
1. The stats, as been said before only 2 stats are important. Condition damage and duration. Duration ain’t even so important tho, you just get it from the food anyway. Precision is only important for certain classes up to a certain point. But good that you can get it all on the rabid set. Dire is even worse for like necros. They don’t really need precision and can go rediculously tanky while still pumping out max damage.2. Some conditions have too many effects. Poison deals damage AND cuts your healing, Chill increases cooldown on skills AND reduces your mobility with -66% (more than cripple…) AND often the skill has a dmg factor to it aswel. Weakness reduces your endurance regeneration by A LOT AND cuts your dmg almost in half.
3. Conditions are a passive form of defense, only making the armor stats of the condition spammer more valuable. Conditions like cripple and chill will cut the mobility and conditions are always spammed from range. Chill increases CD on skill so your condition clearing is less often available and your hard hitting skills will have insane CDs. And weakness which is almost a 50% dmg cut to power builds. Fear as form of CC to stop the damage on you aswel. Just combine all of these and you have a harmless sheep.
4. Not only do condition clearing have longer cooldowns than condition spam skills, they often have longer cast times aswel. So a full condi cleanse that takes you a few skills will interrupt the time you can apply pressure on the enemy. So he can heal back up or has an easier time spamming condis. Stunbreakers or stability is always instant, making regular CC much weaker than chill/cripple/immobilize.
5. The amount of conditions that deal damage is to high aswel. Poison/ confusion/ burn/ torment/ bleeds/ fear (only necro and that ain’t bad). Not only deal they damage, but a lot of dmg aswel. 10 bleeds alone deal 1.3-1.4k/s, burn 800/s, poison 350/s, 5 stacks of torment 1.2k/s (while running). That is way more damage per second than my power builds can do if I fight an opponent that dodges well. And don’t forget all of these are applied from a distance.
6. How easy conditions are applied is rediculous, a well played necro can burry the damaging ones too making sure they wont get removed. Some dangerous skills have pretty much no warning to when they are cast, barely a visual queue, instant and often are unblockable aswel. I mean how much easier do you want to make it? Necro marks for example, they are all the same. Which one do you have to dodge?
7. The amount of conditions is getting rediculous. There are 12! conditions in this game, who brings enough condi clearing for 12? Only a few skills do a full condition clearing and they have long cooldowns. And most classes relying on conditions can almost apply each and everyone of them. Definitely necros.
8. The duration is sometimes completely out of hand. 35s of chill? 1min+ of bleeds? kitten of poison? 1min on cripple? 20s of torment? I get that they have to have a decent duration or they are not worth it to be cleansed off, but conditions as dangerous as chill shouldn’t be able to be stacked for 30s+.
9. The speed at which conditions are applied, a condi burst necro/engi/thief can literally come close to the burst speed of a full zerker thief in damage. And the thief is done after 2s, conditions only get worse and tick harder. I have literally seen 20k health dissapear in under 4s by conditions. Conditions should take more time to apply.
Combine all of this and you’ll notice how bad conditions are for small scale combat. Conditions are the reason to why people join the zerg. They have too many advantages and not enough downsides
Beat me to it. I love how everyone is completely ignoring this post. Makes sense because the post is so true. Conditions are just way too easy to apply. It doesn’t matter if soldiers is better than dire or w/e. It’s the fact that it’s a lot more difficult to apply direct damage than conditions as well as the fact that you can spec defensively with it. 2 huge advantages. I mean how do you dodge a necro mark? Just guess? Which mark should you dodge and how do you know the difference? There are so many ways to apply conditions as well. I mean the post speaks for itself
They should really just allow us to have a second weapon equipped but only able to swap it out of combat. Would fix 2 issues. The stack on kill sigils as well as having to hold a second weapon in your inventory.
Ya I have to disagree man. The reason why they are so high is because then they would compete with regular elites showing favoritism towards certain races.
I understand this reasoning, I do, but right now, you never see anyone use the racials at all. They might as well not even be in the game at this point. The only exception I can think of is the norn elite, Snow Leopard Transformation, and only necromancers take that.
There needs to be a finer line, I think. Currently the restrictions on the racials are just far to off this line to even look at them with any seriousness. Why even bother to add a set of skills if they’re so bad that no one would ever use them?
I agree. Wish they never would have made them and just made some more regular elites. I spent hours trying to figure out which race was the best to pick due to racial elites when I bought the game prior to making my first character all to find out that there was no reason to. They should just take them out of the game and replace the classes with another elite.
Ya I have to disagree man. The reason why they are so high is because then they would compete with regular elites showing favoritism towards certain races.
Dungeon running is another way to make easy loot. You need a lvl 60 warrior or guardian, this is your dungeon runner because he will be invited into speed runs faster than any other class.
My Mesmer says hello. Warriors and Guardians are a dime a dozen. My Mesmer gets a lot of love for Time Warp, Feedback, Temporal Curtain, Mass Invis, and added bonus Portal. In many dungeons those skills are necessary for speed runs.
As for the rest of your post, I found it entertaining to some degree.
You know, I thought about putting mesmer in there but there are alot of complaints on the mesmer forum about mesmer pve damage. That and the mesmer takes a higher level of effort to play.
It makes a worthy mention along with thief to portal/stealth skip content, but that alone doesn’t guarantee you a spot in a group.
Well, I’ve never been turned down. My point is Warriors and Guardians are all over the place. A standard pug usually has a few Warriors and Guards. If you want to stand out Mesmer is the way to go. Yes it takes more skill but once a Mesmer learns where and when to use their tricks in dungeons they are very valuable and highly sought after. The end result is a Mesmer can be a key factor in speed runs. I don’t even know how many pugs I have joined to see in chat, “Oh good we have a Mesmer!”
Not the point of his post lol. He didn’t say mesmerizing weren’t viable but that warriors are more viable. Gonna turn this thread into a “no! i’m a ranger and I rarely get turned away from dungeons” thread.
Haha good post. Tis true.
I understand why people are afraid of it being Un-nerfed but that is not the reason why D/D ele’s were the king before. It was because of the infinite boon up time that they had. Either way, the CD needs to be reduced. I would be satisfied at a 30sec CD as well as it being an evade. I mean, it’s the same kitten thing as a teleport except that it lasts longer and you can see it. Thieve’s have so many teleports but you cannot do damage or interrupt them or anything when they teleport not to mention they get to their destination immediately. I understand that using it as a way to escape a fight should get punished in a way (every other class should abide by this rule as well) but I believe that as long as you have a target and you hit that target, doesn’t matter if they block it or anything, then it should not be put on the longer CD. I’ll put my suggested changes in bullets.
- Reduced CD on use with no target from 40sec CD to 30sec CD
- Acts as an evade
- Blocking or dodging it will not put it on longer CD, only negate the damage
This will make RTL extremely more viable as well as making it not a skill used easily for escape as 30sec is still too long of a CD to make it a reliable spammy escape tool but will also make it so that it doesn’t seem more of a utility than a weapon skill.
Let me know what you think.
Absolutely Not Arena.net !!
It’s an Entrapment by this class to make their mobilities and bursts more OP than it is. Ride the lightning already output Super Extreme Op burst than it should be. Reversing this lock-down would be a suicide to your vision for class balance.
They are already in The Holy Trinity, why make them more?
Instead, Elementalist are Overly OverPowered and are in serious need to be Nerfed/Balanced more.
You gave them Invincibility (Diamond Skin), what more?
More God Mode Burst; Ride The Lightning?
Other class buffs beside Warrior and you, doesn’t make them Overly Overpowered.
take a look at this thread with video and tell me how ‘weak’ Ride the lightning is ?
take a look at this thread with video and tell me how ‘underpowered’ Elementalists are ?
and
LOL. Who uses diamond skin? Just delete it. None of us want it, it’s terrible as well as a hard counter and this game shouldn’t have hardcounters. Please don’t try and say that we shouldn’t revert the nerf of RTL because of diamond skin. That’s probably the worst argument I’ve seen concerning Ele. You think RTL has extreme OP burst? LOL again. Have you ever used it before? You think Ele’s are OP? This has to be a troll post, there’s no way you’re serious? Are you?
It should be reverted or reduced to 20 sec or so. Nuff said.
Just wanted to call some attention to this thread.
It is confusing for me to see this kind of mixed messaging. A ton of people agreed in that thread that there are too many moving parts in this game to balance it well enough. Now you guys are in here saying that removing jewels equates to dumbing the game down.
Can you guys do me a favor and try the game out after the features are in the game before assuming removing this is going to ruin everything?
Geeze, between this here and this extremely disapointing response to complaints about the utter destruction of bought and paid for gemstore items, It’s sad to see this is the tact being taken on issues now. Have things really devolved to the point where the professionals working on the game and its community are now at the point of basically dismissing anything that criticizes decisions and telling us we don’t know what we’re talking about?
If you guys were really open to changing things if they don’t work out, you wouldn’t be outright dismissing complaints as has been the pattern lately. I don’t know what your intent is, but I can tell you guys, this out of hand dismissal of any criticism is setting a very low expectation of your intentions after the patch goes live. Right now it’s “your rationale has been ignored, just try it.” It makes me and just about everyone else I’ve talked to expect that the response after the patch will be “your rationale is irrelevant, learn to deal with it.”
I just can’t fathom why this is the message you guys want to send. Given how vehemently you guys seem to push the notion that you actually listen to feedback, it’s weird that when it actually comes time to acknowledge feedback, the response is to dig up a 3 week old post by DIFFERENT PEOPLE and use it to accuse players of being inconsistent. The community is more than 5-10 people that meaningfully post in any given thread. It’s dismaying that this is not recognized, and that the opposite is in fact being used as a rationale to dismiss concerns you guys don’t like.
I like how you twisted her words there. Saying she said we don’t know what we’re talking about when she never said that. She just said to try it out first before you make such rash assumptions. They have tested it in game and see something different that we might see when we actually play it. Maybe not, that’s why she said wait till we play it. There have been times where the community was wrong about a change before it was implemented such as the thief nerf in December where everyone thought thieves were going to be trash but didn’t realize how much the initiative regeneration actually helped the thieves, maybe even a little too much. They obviously have listened to us and implemented things such as the recent boost to survival for ele and warrior hambow, Decap engineer, and thief Pistolwhip nerf for this patch as well as paying attention to that other thread that Allie linked. Be reasonable.
This is why your mmr rank should be the rank shown but not the time rank. If this was the case then none of these threads nor any of the other “I faced a team of rank x and it was unfair” threads would be posted or at least it would be very minimal compared to what it is now.
Snip
And your opinion represents the %100 of the player base, from the number of the posts here it doesn’t seems to be that way to me.
Some cheese classes like Thief, Warrior only need Berserker, some border line hopeless classes like Elementalist need every piece of fine tuning to be able to exist.
I am extremely happy with my D/D elementalist in WvWvW because I can fine tune every piece of it, I don’t touch it in sPVP because either I am glassier then glass or tanky like hell with no middle ground anywhere.
My post represents 100% of the playerbase in that sentence where I said, “We want balance.” I never said that 100% of the playerbase agrees on removing jewels from amulets. BUT, I don’t think everyone is thinking it through completely on how minimizing “some” diversity helps the game come closer to balance.
I saw a post in here that said Allie was contradicting herself when she quoted that thread and that we also added new traits to the game.
First of all, the way you said it makes it sound like, Example: “Since Warrior/Thief is so OP and gets everything than Elementalist’s should be OP and get everything as well” when in reality you should think about the better of the game by saying,“Warrior/Thief should be toned down because it’s OP to make the Ele that currently is UP more viable in the game.”
I think people fail to see how that can make us closer to balance as well.
Obviously the game isn’t balanced now with the current traits and setups. In order to change that you must add something new to the game if what you’ve been doing (nerfing or buffing traits) hasn’t been working to see if that comes closer to balance. If it does, then they can also start removing certain traits that are out of whack when it comes to balance and leave the new ones as a replacement of sorts. OR, some of the new traits that may have been put in will bring some classes up to par with those traits that may have seemed to powerful compared to other classes before.
What I really think the “PvP” side of this game needs is for everything to be extremely toned down on all sides of the board so that players can’t go to certain extremes that they can now.
Such as full bunkers, or full power, or full condi and how extremely powerful they are in those certain specs. Bunker’s are almost unkillable in certain situations, Power builds can take someone down in literally 3 seconds, and Condi builds are almost completely unavoidable from AOE and extremely powerful at the same time. I think that we should be given stats that can increase our power builds, or bunker builds, or condi builds but just not as extreme as it is now. This will not only make balance easier and more simplified, it will also make fights last a little bit longer to make it more interesting and to allow more ways for games to be turned around from losing to winning.
Eh, I know it’s easier said than done, MUCH easier said than done and people will be angry that their isn’t as much choice or diversity but the game would become much more competitive and watchable. I just hope Anet doesn’t decide to go back on what they’re starting to do because people are screaming about it on the forums right now. I truly don’t think people are fully thinking it through on how it affects balance and the future of the competitive PvP scene.
Just my 2cents and I hope people don’t think I’m calling them stupid or anything. I’m not, I just think people are seeing something and reacting to it too fast without looking at how it could be good for the game but rather being biased and not changing their view because they’re stubborn.
There are also PvE exclusive skins. It’s called the Living Story
What I hope for:
1. Overhaul of how commander tags work. For instance, adding the ability to set tag to “guild” mode or group mode where only people in your guild or joined on you can see the pin. This would allow guild leaders to pin up in wvw without drawing the map to them.
2. More fixes to guilds. I really was hoping for upgrades and influence to be put into a common pool for all servers, but supposedly this is too hard for anet to do. Perhapes we will still get it!
3. Fix the overflow thing and allow people in parties and guilds to stick together. Maybe even allow large guilds to create their own private overflow
4. Fixes to Trading Post. For instance, can I please have the ability to filter armor by type? Pretty please?
So… you are pretty much AGAINST everything about friendly play then
Everything you listed, except the TP filter which I agree with, is exclusionary!!!!
Guilds are a social thing and commander tags help other people, definitely not exclusive.
Reward system overhaul hopefully.
My other classes cus its clear ele isn’t getting any good changes and the new gm traits are awful.
Lol…..wrong. We probably got the best new balance changes out of everyone, not to mention hambow warrior, s/P thief, and Decap Engi just got some more nerds today so we might actually have a chance to have a viable role in sPvP now.
Every class should have greatswords! Lol. But I would love the option.
Just wanted to call some attention to this thread.
It is confusing for me to see this kind of mixed messaging. A ton of people agreed in that thread that there are too many moving parts in this game to balance it well enough. Now you guys are in here saying that removing jewels equates to dumbing the game down.
Can you guys do me a favor and try the game out after the features are in the game before assuming removing this is going to ruin everything?
Yes Allie, that is the thread I was talking about in my post as well. Please stick with it and don’t listen to the complainers. We want balance in this game or as close as you all can get to it and that is the way to do it. Everyone should read that thread and learn a thing or two. Seriously, it needs to happen if this game is ever going to get a glimpse of the competitive scene or for PvP to even have a bigger dedicated playerbase.
Tbh, I can’t believe people are complaining about such a small stat such as the jewel. It barely made a difference. Playerbase always screams at Anet for not listening and I now understand why sometimes now even though they did listen and took it right out of that thread. This is a great step towards achieving balance even if it’s a baby step.
The PvP only player base is so small I’m sure that’s definitely not the reason lol. Most PvP players play the other modes as well. Why do you think they added all these rewards and systems that interconnect PvE/WvW and PvP? You really think finishers was the reason? It was probably because everyone was screaming for it to happen. They could’ve just removed ranks like they said they were going to in the beginning.
LOL Hugh. That was a good laugh. Good one
If you guys think that the percentage of people who want the trinity in this game is even close to 50% you are going to be disappointed. GW2 has set a model that most MMO’s in the future are going to latch onto when it comes to no trinity, Everquest Next being one of them.
I honestly see this as a cop out. Instead of taking the time to balance underwater combat and adding another dimension to the game. Anet just says forgot it, and removes it. I love underwater combat because it adds a whole new element of fighting.
Sad to see it go.
As mentioned in the amulet/jewel thread I’m sure it was mainly due to balance. The competitive scene needs less variables in order for a closer balance to be achieved and I think these are great steps in the right direction to make the competitive scene grow in terms of balance.
How does streamlining it for new players when you can step into Pve/wvw and have tons of different options that dwarfs amulet + jewels.
Who is your target for this? The imaginary person who buys the game and goes straight to the mists without ever stepping foot in pve or wvw and learning the game?
It just sounds like a excuse that doesnt make sense. I understand simplifying it makes balancing easier but your getting paid for a reason so dont be afraid to work.
It doesn’t just make it easier, it makes it more possible and you can get closer to balance. No MMO’S can achieve perfect balance. But the less you can change and customize, the closer you can get to that balance. WvW and PvE would never have major esport competition inside of it so it makes sense it would primarily be focused on Arena. Ya everyone hates that word but if it’s ever going to happen, or if people ever want to consider gw2 as a great competitive PvP scene, stuff like this needs to happen imo
I can’t speak for the designers, but I see this change (and the runes change) as one with the goal of streamline builds. Removing unneeded complexity benefits the game by making it easier for new players to pickup, while also making it easier balance the game as a whole.
Sure more options mean more possible builds, and more ability to tailor to your exact play style, but it doesn’t necessarily mean better builds or a better game.
I know at first, when doing the mental math, it felt like a bit of a contradiction to add more complexity in one area (traits) while removing it from another (amulets). Again, not presuming to speak for the designers, but I think it makes sense when you consider the impact each area has. Amulets are raw stats so they have a much bigger impact on balance because they affect everything. Why wouldn’t they want to lock down the most highly variable aspect of balance? Having greater impact means the cost of complexity grows exponentially.
At the same time, I could see the change also giving the designers more flexibility to do even more with amulets because math. 10 amulets with 10 jewels is 100 possible combinations, right? Now they only have to worry about just 12 amulets… which means they have 88 more amulets to go before they reach the same level complexity.
I know some people will think the difference between ‘streamlining’ and ‘dumbing down’ is only semantic, but I think intent is very important when trying to project where the game is heading in the future. This is part of the reason I’m very optimistic about where we’re going, and I think you should be too.
What are your arguments for the fine-tuning approach that jewels give? What exactly did it open up? What is now going to disappear? I’m genuinely interested in both sides of this one.
I was really hoping this would be the answer and I am extremely happy that it is. I remember a thread talking about how you can go from one extreme to the other and that it makes the game much harder to balance compared to games like LoL where even the trait points were extremely small in changes and it gave the illusion of player customization more so than how much it really affected the game. The less complex things are the easier they are to balance which is great. We’ll I’m satisfied.
All I’ve got to say is, right click someone’s name, click “request a duel”, and then wait for them to accept.
This would solve all boredom permanently.
How will you be screwed? They will stay the same except you won’t have to pay transmutation charges for another of the same piece on a different character cause you already have the duplicate.
I’m glad they removed it. I hated that map worse than skyhammer. Whenever I hot joined waiting for my queue to pop I would hate when that map came in rotation. Nobody ever went to the underwater cap point or if they did it was usually one person and they held it capped the whole time cause nobody wanted to go over there. PvP underwater combat just isn’t enjoyable. PvE is a different story. I rather enjoy it there. Just keep it out of PvP
I applaud these changes as they will hopefully influence the meta in a positive way. These minor nerfs, + the new traits, + rune and sigil changes will hopefully all come together in a positive manner.
My biggest concern now is Conditions, especially with the introduction of Perplexity Runes into sPvP.
Agreed. Before these changes the game would still have the same meta with a couple more builds. Now it might really change it up and make it an even playing field but who knows. All i do know is that the game needed these to happen.
Lol I’m sorry but I play Ele and this is ridiculous. I agree that some of the things you mentioned to be changed but not as drastic as you said.
Ele base health should he brought up to around 15 (18k? Lol)
Attunement swaps should be at 10 sec and arcane should be used for something else. (3 sec? Just wow)
Some of the CD’s should be reduced such as RTL
That’s it. Stealth should 100% never be put anywhere else in the game. It’s horrible as is. And the other new balance changes along with the new traits will help the defense enough with the base he brought up.
I’m surprised this hasn’t been brought up yet. I understand it was primarily a PvP blog/Ready Up but did nobody notice that the rewards are tied to the dungeon system? The NEW dungeon reward system? As in it looks like the dungeon reward system is getting an overhaul and this might come along with the new reward system for the game besides just dungeons hopefully in the upcoming blogs.
No, only thief. I’ll edit OP
Hambow Warrior
- Arcing Shot (Longbow 3) – hit too hard, reduced damage by 15%.
- Merciless Hammer – Right now you deal 25% to crowd-controlled enemies, we reduced that by 5% to 20%.
- Impale (Sword 4) – right now it applies torment over 10s – made it so it applies torments over 4 seconds.
Pistolwhip Thief
- Pistol-whip is very strong, increased initiative cost from 5 to 6 so you can’t spam it over and over. only sPvP
Decap Engineer
- Tune down Automated Response – no longer 100% condition reduction, decreased to 50% and increased activation from 25% to 33%
Finally.
(edited by Cush.4063)
Horrible analogy. A good analogy regarding PvE and PvP would be boosting a rank 1 player to 80 or something along those lines although 80 in PvP is much less achievable. But in that regards, I would love there to be no ranks in PvE and everyone at 80 since in PvE your level is actually a time gate to better content while in PvP you’re not time gated between anything regarding rank. So rank in PvE is much more important while rank in PvP is meaningless. You’re rank on the leader board should be the one shown. Rank is just a way for chappy players with no skill to feel good about themselves while people who are actually good can boast about their leader board rank and don’t give a rats kitten about their number rank.
One of the things that I loved about Guild Wars 2 at launch was that if you didn’t want to PvP, you didn’t have to PvP. Everything about sPvP was kept separate from the PvE game, and so if you had no interest in PvP then you weren’t made to feel that you were “missing out” by not having access to certain rewards that might also be appealing to a PvE player.
I guess my concern after reading that blog post is, what methods will be available for pure PvE players to earn the rewards talked about in the post?
Also,
The PvP and PvE daily and monthly achievements will be merged. There will be enough achievements that you will be able to complete your dailies and monthlies entirely in PvE, WvW, or PvP if you like – but you can also dabble in different game modes and complete your achievements by playing a mix of content.
I hope that this means “there will be fifteen available points each day,” rather than “we have replaced some of the existing points available with PvP points, so if you only do PvE you’ll have less pure PvE options available each day.” I currently aim to get 7-8 of the available daily points each day, and would hate if I were forced to do some of the daily achievements I never bother with, like running a Fractal or Dungeon.
There will be certain skins (as far as we know) that you can only get in PvP such as the backpiece. This is a way to show that you earned the reward via PvP just like there are dungeon skins, fractal skins, there are now PvP skins. Which is a great addition and what us PvP players have been asking for. I mean, we can’t get all the stuff that a PvE player can get either. As far as achievements and everything else, I think you’ll be fine and it will turn out to be like you said, an addition and not a replacement although I’m not 100% on that.
All the other rewards seem to be the same as the dungeon reward tracks that look to be added to the PvE side as well and so there will be one specific PvP exclusive skin that you can work towards with each update probably.
(edited by Cush.4063)
Get blade slivers and shards as well as consumable tokens up for sale from the vendor in game? I, as well as many other players have hundreds of arcane powder and other crafting materials with no way to use them because we don’t have any consumable tokens or slivers. This would be a great convenience to actually have something to do with these. Thanks for reading!