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I wish they would of spread the population around… 90% of it is in DR/the event zones.
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Even after this bug patch, they still unnaturally poof out.
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I used rampage pretty much because of the distance. I love the crazy mobility it offered and you felt like the hulk for a quick amount of time. I tried the new version now and it pretty much lost the appeal for me. I was able to live with the long cooldown because of the mobility but now I will get back to signet/banner like 90% of the warrior. Great job at encouraging diversity…
Yeah… I pretty much lost interest in the ability. It was fun because I could pretty much rush into a bunch of people. However now they just see me coming and my moves are so telegraphed I can’t do anything.
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With all the new models of hair :/ It would be nice for new styles.
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Thieves dagger ‘4’ pulls out a completely different weapon and throws it at the target.
It would be cool for example, if Greatsword ‘4’ pulled out a chain and used the greatsword to pull the target back.
Thief dagger 4 is a dagger..
No, they throw a Ninja Star.
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used it on the first time it got buffed, but that was it. ahaha, returned to battle standard and signet of rage after. Still, it’s a good elite skill.
It was only good for running away, they should remove it now.
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Nobody used it… Lol. The best way to use this skill was to run away from a fight.
Rampage—Dash: Fixed a bug that allowed the character to move further than intended.
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I still think this would be an amazing elite!
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Fixed when they nerfed CoF Path 1, now everyone else can run the zone now.
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Do it, I will do nothing but whirlwind.
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Spirit ranger IS NOT fine. Even if it isn’t/wasn’t OP it’s not fine. It’s brain-dead passive play with AI cluttering the battlefield. So there’s TWO things that aren’t even remotely fine.
We need to include all kinds of play-styles in play.
because of things like “Internal Cool-downs” letting procs only hit one target, it favors people blobbing up in one spot.
People should be punished more for stacking up, maybe sigils could be changed?
However, nerfing someones entire play-style because you can’t think of anything else is rather childish.
The play-style that you are talking about does not fit the game, it is an anomaly. It is also no risk/high reward, which does not fit the e-sport title that this game is trying to attain. Builds like spirit rangers are bad for the game, they make no one happy except for those that love to abuse broken stuff. And abusing broken stuff is their play-style, their play-style is not specifically that particular ranger build. Talking about play-style in context with any particular build is nonsense.
Many builds have been nerfed since the release, would you say that those were all cases of nerfing someones’ “play-style”?
Oh all those poor people, whatever happened to them…Come on man…
A lot of them QUIT.JPEG
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I don’t disagree with you on the matter. Also Fire is not the only culprit, the stone spirit that gives protection also powerful too when trait, you can have Protection up 90% of the time make Dps class seems like a joke to Rangers. Also with the Regen Healing, it also able to out-heal condition dams if used right. 70%, in my opinion is a bit too much to proc even when trait, maybe 50% sound more reasonable when trait. Also make Spirit CD start when they are dead, not when they are summoned. This is also one of the culprit that lead to Spirit Ranger being broken right now. With these two fixes, I believe Ranger will be more balanced and we will see how thing go out before requiring anymore adjustment.
Well, that kind of just butchers it in every other style of content. In WvWvW there is so much AOE that spirits just die instantly, because power damage isn’t kitten in PvE/WvWvW.
Of course you could separate it, but I think Power Damage needs to make a comeback.
I don’t see Spirit Ranger playing much in WvW or in PvE, unless it is a small roaming group or small encounter.
Because the playstyle isn’t viable in an environment where 20 aoes, or one arrow cart can kill all your spirits.
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I don’t disagree with you on the matter. Also Fire is not the only culprit, the stone spirit that gives protection also powerful too when trait, you can have Protection up 90% of the time make Dps class seems like a joke to Rangers. Also with the Regen Healing, it also able to out-heal condition dams if used right. 70%, in my opinion is a bit too much to proc even when trait, maybe 50% sound more reasonable when trait. Also make Spirit CD start when they are dead, not when they are summoned. This is also one of the culprit that lead to Spirit Ranger being broken right now. With these two fixes, I believe Ranger will be more balanced and we will see how thing go out before requiring anymore adjustment.
Well, that kind of just butchers it in every other style of content. In WvWvW there is so much AOE that spirits just die instantly, because power damage isn’t kitten in PvE/WvWvW.
Of course you could separate it, but I think Power Damage needs to make a comeback.
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Spirit ranger IS NOT fine. Even if it isn’t/wasn’t OP it’s not fine. It’s brain-dead passive play with AI cluttering the battlefield. So there’s TWO things that aren’t even remotely fine.
We need to include all kinds of play-styles in play.
because of things like “Internal Cool-downs” letting procs only hit one target, it favors people blobbing up in one spot.
People should be punished more for stacking up, maybe sigils could be changed?
However, nerfing someones entire play-style because you can’t think of anything else is rather childish.
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I don’t care whether it is nerf or buff, I would just like to see something need to be done with all this passive plays. Even you admit that there should be some adjustment to trait, conditions, etc…Then Spirit is not fine at current state. I don’t want a direct nerf to the class itself but something need to be done.
Its not the spirits that are overpowered, its the fact that they get so much damage via conditions, they give the entire group a fire proc. Fire is why they are powerful.
Rangers don’t need anymore nerfs, so I proposed a balance patch that would nerf all classes.
We need more traits though, badly.
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You can even add new traits to Guardian and Ele for example, ones that make fire deal more damage at a price.
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Spirit Rangers are fine and in need of no nerfs right now, the only problem with the game is that conditions hindering power builds are a bit too strong, and to go power damage you have to go all or nothing, meanwhile because of condition damage, Spirit Rangers for example can have huge damage while being very tanky and hard to kill.
Toughness should also reduce condition damage by half of what it reduces physical damage, Sigil of Para should be rebalanced because it gives far more then 15%, Burning could use a 33-50% damage nerf in SPVP.
We could also use an overhaul of traits, we don’t need any more class specific nerfs, 5/15/25 traits should be fixed as well so we can customize them. There SHOULD BE more then 2 builds for every class, its not right that some classes like Ele are forced to X/X/X/10/30 because no other build is viable.
Fire is and has always been the real culprit, nerf fire by 50% and un-nerf the engineer/necromancer’s fire traits and remove the Evil Internal Cool-downs.
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You’re doing this again?
Yeah, Omnomberry Pie got an ICD for a reason: it gave zerkers ridiculous ability to heal. And your 3 times per second isn’t much better than what it was before. That’s still 975 hp/s, which is far more than any healing skill in the game.
The reason Leg Specialist got an ICD was because Hamstring got moved to Sword autoattack. Not having an ICD would be insane. Three times in 5 seconds? Yeah, that would be about the same as not having an ICD at all. And the reason it would be bad is simple: we’re talking near permanent Immobilize. That’s ridiculous. Leg Specialist is already used with Opportunist to provide Sword MH permanent Fury.
Sorry, but that is opportunity cost, if 3 guys are grouped up infront of you and you hit all of them, it will heal 3 times (maybe?) However that is their fault for having either globs of AI helping them or 3 mobs.
In the current Meta, everyone just uses bodyblockings like Mobs/AI because they know things like this hurt it a lot.
What I propose is turning it to a more /balanced/ step then it was before, so Axe ‘1’ heals as much as Axe ‘5’ and so-so.
In my version, it won’t fully heal a zerker, it may help him a little, but it won’t fully heal him up like before, it won’t be NEARRLLY what it was before.
Immobilize only stacks up to to ‘2’ seconds by the way, and can be cured by condition removal.
Warriors already have perma-fury also, its very easy to get.
If your enemy is using minion, spirits, ai, or standing on top of each other and not moving, then you SHOULD have a chance to get 3 procs from an attack. Sorry…
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(edited by Daecollo.9578)
Sigil of Paralization just needs nerfed, or looked at in pvp/pve.
Or completely disabled in spvp.
Warrior’s don’t need nerfs, and the stuns effect every class.
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Wanted it more to be “In-combat” movement speed, for fractals and wvwvw and spvp and harder dungeon content, where you need to move out of circles a lot.
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Needs to hit Infinite Targets.
Needs a much bigger health pool, can be traited for invulnerability.
Needs to fire on its own.
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I agree with this, put the 5/15/25 traits into the full trait line list and allow players 6 picks, instead of having 3 ‘forced’ on us…
It would be a massive shot in the arm for the meta and generate loads of new builds for all 8 classes…
Balance would take care of its self with a new (more fun) meta being formed…
Also, lets face facts its not exactly ‘balanced’ atm is it?
None of the current Minors really help the condition nonsense.
Don’t think you understood what I am saying…
Put the 5 one in with the first third of traits…then you get to choose any 2 out of the 1st 1/3, you do not after pick a current 5/10/15 trait, you can have another instead.
Repeat this for the 2nd third and last third.
So, if conditions are a problem for you, this may allow you more options for countering them, depending on what class your playing and the trait line in question.
Its a BIG change but would allow all players more options and be far more fun.
I think one of Anets main reason for the 5/15/25 fixed traits is they purposely ‘dumb down’ GW2 to have a wider appeal with a bigger audience.
Devs have often give the reason, they don’t want complicate the game for casual gamers.
I also could build up my toughness necromancer traits to not be a minionmancer!
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I agree with this, put the 5/15/25 traits into the full trait line list and allow players 6 picks, instead of having 3 ‘forced’ on us…
It would be a massive shot in the arm for the meta and generate loads of new builds for all 8 classes…
Balance would take care of its self with a new (more fun) meta being formed…
Also, lets face facts its not exactly ‘balanced’ atm is it?
None of the current Minors really help the condition nonsense.
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i think the warriors weapon sets are in a very good place myself. (with the exception of rifle)
we don’t have a lot of boons tied to our weapons because as warriors we don’t wave our weapons about trying to get effects, we hit people with them.
we don’t have a lot of flashy effects on our weapons because as warriors we use our weapons to kill things, not put on light shows.
simple, brutal, direct, effective.
The problem is, our abilities are the most telegraphed.
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I see what you did there.
Let’s not bring the op combinations back into the game under a seemingly fair mask.
So yeah, instead we should just not even consider them an option since they are terrible.
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“Your kidding… right?” – Thief Summon.
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Waiting for Daecollo to agree and show his list of ideas he stashes in his desk…
Agreed!
F2: Indomitable Lose a bar of Adrenaline, convert a condition into a boon.
F3: Shield of Rage Lose 2 bars of Adrenaline, gain 10% damage reduction from all sources for 20 seconds, Stacks up to three times.
When you use it once it gives you 10% for 20 seconds, when you use it again it gives you 20% for 20 seconds, when you use it again it gives you 30%, then when you use it again it gives you 30%, but just refreshes the duration. If you don’t keep it up it goes back to 10% and you have to start all over again.
F4: Fearless Dash Lose 3 bars of adrenaline and charge your foe, become immune to conditions for a short duration.
Damage: 409
Condition Immunity: 2 s
Combo Finisher: Leap
Range: 1,000
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Another example…
Cleansing Water
Remove a condition when granting regeneration to yourself or an ally. This effect cannot trigger more than three times every 5 seconds in spvp.
Omnomberry Pie
Nourishment (30 m):
66% chance to steal life on critical.
+70 precision
+10 Experience from kills
This effect cannot trigger more than three times every 1 second.
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For example…
Leg Specialist
Apply a 1-second immobilize whenever you cripple a target with a skill. This effect cannot trigger more than three times every 5 seconds.
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This effect cannot trigger more than one-three-five times every X seconds.
As opposed to: Internal cooldown of X seconds.
This way it would fix some overpowered combinations, without completely destroying what the skill’s purpose is.
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The class is pretty much based around attunement, so no matter what happens everyone will be locked into this set unless making only using 1-2 attunements a viable option.
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That would change the entire game balance… I’m not saying it wouldn’t be fun I’m saying it would make the game even harder to balance and it’s a struggle as is. So i vote no.
What Balance?
Currently we are grealy in a condition meta, and have been for quite awile. Currently because of the minor traits, some trees are simply better then others, THAT is an unbalance.
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I think it should be able to go into its own slot and just be extra stats for older players.
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I feel as if some of the new Champion Weapons should have unique sounds/trails.
For example, Entropy’s Hammer Trail should be Purple and not the default, it should all have the same affect as if every attack had weakness (when you use a skill with weakness, the effect is purple*
Genesis for example would have a Light trail, a golden one.
It would also be cool if it had a sound to it as well, for example the Light Hammer should sound like church chants when you swing it, and the darker one should have dark themed chants.
When you swing Entropy for example, when it hits it sounds like what a normal hammer would sound like, plus chants. http://www.youtube.com/watch?v=BCIqVlELCts
When you swing Genesis for example, when it hits it sounds like what a normal hammer would sound like, plus chants. http://www.youtube.com/watch?v=PBYef0uUf60
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(edited by Daecollo.9578)
The problem is that hammer is already one of the most OP weapons in WvW. It would be tough to improve it in PvE or PvP without making it crazy in WvW.
The main reason it’s strong in WvW is because of Earthshaker. Yeah, Earthshaker is fantastic when no one sees it coming during a clusterfrack. Also most WvW battles are in places that dont trigger its glitchy vertical axis issues.
No one here has really suggested buffing Earthshaker (I just suggested fixing its delay/vertical glithes), and not many of the other changes people have asked for would change it’s performance in WvW.
Yes, I don’t mind not touching earthshaker, its the 1-5 skills I want worked on.
Less Delay/No Root/less pushback skills (Its hard getting into melee, and our skills help the enemy get away?)
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(edited by Daecollo.9578)
I wouldn’t say movespeed is a selfish stat. It would basically be a defensive/utility stat. 50% movespeed bonus would basically negate cripple. It would also help in position yourself out of AOEs better. It would also increase damage for Thieves who rely on attacking from the back or the side. It has a lot of combat potential. Then there’s the sPVP and WvW applications that aren’t so selfish.
Not to mention it suits the Explorer and Traveler prefixes really well.
Except that speed as a defensive ability is rarely used in game. There is very little to no kiting in this game. And even if there were, the current 25% does it’s job.
Speed is used a lot in fractals. Having movement speed could make moving out of the way of attacks easier then just dodging.
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And change the 33% cap to 50%.
Adding movement speed to the game on traits and such will make the game a bit better for the better!
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Thieves dagger ‘4’ pulls out a completely different weapon and throws it at the target.
It would be cool for example, if Greatsword ‘4’ pulled out a chain and used the greatsword to pull the target back.
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Why have templates when every class has 1-2 builds?
If we had a better trait system I could see this happening, however as it is now such a feature is not needed, an elementalist will always be X/X/X/X/30 for example.
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Please let us change our minors.
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I actually have the same problem, after almost 30+ fractals after level 10 I have not got one as well.
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Honestly all the stances are fine how they are. Learn to work with them.
Stances are very situational, I would like them to be more complete.
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I would like more aggressive leaps/pulls on other weapons. It feels like a lot of our weapons are in-complete compared to other classes. Other class’s weapons have boons/conditions and a lot of cool effects attached right to them, while ours are like theirs, except less. Bland
You want boons on your weapons? Go play a Guardian.
You want cool effects? Put on a dress and play a magic user if the Guardian isn’t for you.
I am saying that these classes have more powerful complete weapons while warriors have more subpar. If you didn’t get the message before I would like our weapons to be more complete as well to compare to those classes weapons.
I don’t want boons or conditions, but if they can at least give us good effects in the form of pulls/leaps/crowd control/cripple/ect ect, it would be nice.
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g(1% of vitality is converted into percents condition duration.)
Chaotic Transference (1% of toughness is converted into percents condition duration.)"
What? Really? So 2000 toughness translates into 20% increased condition duration across the board?
Yep, if you can get 2000 toughness.
They are really unique traits.
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(edited by Daecollo.9578)
Why not have an arena where we can use geaR?
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This is not how damage reduction works.
You take 10k damage.
Its reduced by Armor first (Lets say you have 2750, that is 33%.)6700, then its reduced by another 33% (Protection.)
4489, then its reduced by Signet of Judgement, another 10-15%, lets say 15%.
3816 Damage is what you take after all of thakittens Impossible to reduce your damage by 100%.
I will just leave this hear.
No man reduction stacks additively so that method is wrong… it s not 1000 -10% then 900 -20% but 1000 -30% which is different
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Launch nearby foes into the air with a powerful stomp.
(20 second cool-down.)
Damage: 183
Stability: 1 s
Launch: 450
Radius: 240
Combo Finisher: Blast
Range: 240
Breaks Stun
This skill is ground-targeted.
Fixed the Skill.
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In-fact, the more that I think about it.
It helps solve the issues that the classes have. For example Guardians have low critical chance, now if they hybrid they get more critical chance, ect ect. Just an example, it builds more roles for each class without getting to far because of the stat system is the way it is.
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