Showing Posts For DavyMcB.1603:

HoT Price Feedback + Base game included [merged]

in Guild Wars 2: Heart of Thorns

Posted by: DavyMcB.1603

DavyMcB.1603

It’s not the price. It’s the fact that two groups of customers have to pay the same price for something with promotional benefits. One group get to enjoy that benefits while the other can not. Worse, it’s because the other group already paid for it.

If the promotional benefits are more universal and both group can enjoy them, this wouldn’t be a problem in the first place. In this particular case, it even feels like Anet is backstabbing old players. You give things that new players can use while old players practically get nothing.

You can say it’s just $50 dollar all you want. That doesn’t fix the problem. Because the problem is NOT the price.

How did your marketing team miss this? HOW?

Forever map transfer + massive ping spike

in Account & Technical Support

Posted by: DavyMcB.1603

DavyMcB.1603

Every one out of three times, I would say, whenever I transfer from map to map (also OF to OF, instance to map, etc.) the loading would take like 1 min or more, the game sound would go quiet for a brief time then the game loads with continuous massive ping that renders the game unplayble. The only way to fix this is to log out to char creation and re-enter map again.

The problem is very specific, I don’t think it’s on my end and it has been happening for some time now. Server rerouting on map change is broken? Anyone having the same issue?

PoC/Terror shouldn't be in the same tier

in Necromancer

Posted by: DavyMcB.1603

DavyMcB.1603

Because… the point of going Terrormancer is that you can also convert stability on enemy for extra fear dmg/cc.

Putting them into the same tier makes no sense and renders terrormancer weaker against stability either way: chose terror, tougher times against stab, chose PoC terror doesn’t do damage.

And not to mention how corruption trait is competing with these two as well, making Corrupted Boons completely less reliable.

Did you think this through anet?

(edited by DavyMcB.1603)

We need a barber shop

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

And how many of those “every other big MMO” does not require a subscription to play?

Make sure to make the character the “right” way from the start if it is such big of an issue to pay a rather small amount of gems to change it later.

They need to get money from somewhere. And I for one prefer if it is for things like these instead of from selling game-effecting stuff.

The Secret World, IIRC. Also, Age of Conan – AoC’s hair stuff isn’t even in the game store, it’s bought off street vendors. IIRC, it was something like 15 or so silver to change the hair (which is absolutely nothing in terms of game currency, and doesn’t matter if you pay a sub or play for free).

Sad to burst your bubble, but TSW and Age of Conan are no where near “big” MMOs. If at all they have become niche. Also both of those MMOs started with sub fees and have a way different subscription model now that they have gone f2p compared to GW2.

Also TSW has a membership option which enables delux content (not sure about AoC, to lazy to check). So no, the game is in essence NOT free.

Heehee, you’re not sad at all! And I don’t have a bubble! How very dare you. :P

And yes, you’re right, they’re not technically big any more, but that’s effectively splitting pun-intended hairs.

TSW is buy-to-play, same as GW2. Cash shop items are discounted for members of varying tiers, they get bonus points per month. etc., and a few cosmetic items a free player doesn’t have access to, but none of it is required to play the game at all, and it’s certainly got nothing to do with the hairs available in the barber shop (which is what this thread’s about).

AoC Unchained is the Free-to-Play with subscription model which, in all honesty, is madness to play without. Hair styles, however, remain cheap and easily accessible to all with in-game money, irrespective of being a member or not.

I bought TSW a few weeks ago and tbh, it is far form a b2p model. More like bbbbbbbbbbbbbbbbb2p model (buy again and again and again and again and again to play). You only get access to the first 4 issues of the games. Plus you need real money to get the new issues. Can’t buy them with in-game currency like gw2 that has gold-to-gem conversion.

[Suggestion] Conditions on constructs

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

Bleed -> Decay: Deals bleed damage
Poison -> Erosion: Deals poison damage
Burn -> Overheat: Deals burn damage
Confusion -> Atomic Disturbance: now deals normalized confusion damage
Chill -> Fragility: Deals a burst of power-based dmg per application
Vulnerability -> Disintegrate: Incoming dmg(condi and dps) increases by 1% per stack

Torment and Fear shouldn’t deal dmg to constructs as there are more for beings. The rest of condition doesn’t make sense on construct and/or are not needed anyway.

We need a barber shop

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

OP, the fact that you can convert golds to gems to buy those already shows that it IS an in-game feature, though not directly.

How did you miss this?

hairstyles/total makeovers are what I spent most of my golds-to-gems on. And I never paid real money for them. 250gems aren’t that hard to find atm, really.

And if Anet is to normalize hairstyle for gold only, they will have to make the price even higher than what it is now (70g to 80g currently, I think) in order to accommodate inflation.

Plus, comparing GW2 to other games doesn’t make sense. The economics is different, the business model is different.

(edited by DavyMcB.1603)

Make Fs explode on attack radius contact

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

Or at least 20% into the radius.

I’m not really sure if it is already intended to work like what I’m suggesting but if so, I’m really not seeing it.

It’s ridiculous to see skills(clones) with 240 radius try to home into point blank spots before activation when they should have exploded a thousand years ago. Plus, clones don’t have swiftness to catch up with runners so it’s really really stupid to see people running away from Mind Wrack when they are actually in the explosion radius!. The delay also destroys carefully timed attack (which should have been rewarded btw).

Kthxbi

[Suggestion] Exploration Compass

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

There actually is an indicator of the nearest explorable thing. You have to toggle off your Personal Story indicator to see it but then you get a swinging arrow in the upper right with something like “there is an unexplored vista in this direction.” Once you have the zone complete, the arrow starts pointing to the nearest event.

I’m aware of the feature but that function restricts the legend to only 1 thing at a time. It’s too limited. And it has this chain-guiding functionality that only points to the nearest things which takes away the point of exploration. I just think there should be a middle ground between knowing where things are and the freedom of exploration to avoid linear progression. The map system is too much, and the content guide system is too little.

[Suggestion] Exploration Compass

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

So I have leveled more than 10 chars but most of them are done through tomes instead of actual map completion. I haven’t really had much pve time outside dungeons and PVP. So I have recently started opening map for the second time and I notice that most of the time, the exploration requires me to toggle map on/off to see where things are. Either that or my eyes are constantly drawn to the minimap, otherwise I would be walking all over the place and never really complete anything.

I think there should be an alternate exploration tool in addition to the map system that guides player to places.

Exploration Compass
The mode that allows you to switch from minimap to a compass that features legends of different map components like Hearts, Vistas, etc. which fade in/out in term of icon size and transparency to indicate distance and move around side to side when you turn your camera to indicate direction.

Yes, I’m talking about the compass that you find in those elder scroll games

Pros
1. Allows players to rely less on minimap (more eyes on the real game not the map)
2. Reduce the toggling on/off of big map during completion.
3. Induce more immersion for exploration and make map completion seem less like a press M -> mark next destination -> press M -> mark next destination -> press M -> mark next destination -> infinity fest.
4. More seamless exploration guide

Cons
don’t see any

Pretty please, Anet.

Mesmer phantasms just die..

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

Get all phants traits, use signet of Illusions. Trait mantra heal. Bring out 3 phants or 2 phants with 1 iDenfender

Spam mantra of pain.

Profits.

Thief hard counter

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

From my experience, the only time you’re really gonna feel like you have an advantage over(if not equal to that of) thieves since the beginning of the fight is when you run sustain/condi/stealth builds.

You can win thieves with power shatter and phant. But it’s gonna be an uphill battle.

And tbh, I feel like power shatter is more of a team dps support not direct 1vs1 scenario (which thief is good for). So often times I would backaway and get in when everyone is being distracted. And if a thief chases me, I would get nearer to my team just to make it harder for the thief or simply back out completely and look for another opportunity. I’m not saying it’s impossible but think about it, you have like 1 sec invul (you can go for 4 but then you might lose your offense), 1 blink, and maybe one or two stealths. Your offense is a slow walking nuke that could be killed with 10 sec CD. A thief can recharge its setup for backstab in 4-5 seconds with plethora of disengage and fail safes.

Think about the odds of winning.

Anet seems to do a good job of removing holy trinity but the game still largely falls into the loop of A wins B wins C wins D wins A with occasional E winning everything and so on.

(edited by DavyMcB.1603)

Movement change big nerf to condi necro

in Necromancer

Posted by: DavyMcB.1603

DavyMcB.1603

TBH, these soft CCs are never really a thing. The best they could do are good distractions and not by any means I am insulting those as functionalities. I was running DPS chill necro for some time to test it out before… and tbh, you’re never really gonna end up holding anything in place for long. It’s not about the impairment effects, it’s the condi cleanses. Losing a volatile movement CCs while doing away with the insta-rocket-launcher-engi-on-cracks seems like a good deal to me.

What are you leaving for Mesmer, ANET?

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

While I sympathize with the Moa thing, I don’t really think it’s an issue. Engi’s elite elixir is always about borrowing other classes’s elites with some drawback like uncertainty or lower efficiency. While it’s mesmer’s mechanic, it’s engi’s mechanic too. Whether its a good one or not is another discussion though.

I’m not too worried about confusion/chaos armor. These things should have general access from any class anyway. They are like bleeds/poison/burn and other various generic armors/buff like swiftness etc. Mesmer still has the most access to confusion though its application effectiveness/efficiency are still subpar compare to war or engi or even thief.

And mesmer does have a lot of unique things. Interrupt build, which is about to become much stronger. Red harring condi staff clones + PU, which is also about to become much stronger. etc.

(edited by DavyMcB.1603)

Staff Condi mesmer

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

I see QQ train coming for you.

->Mes is one of the classes (if not the number 1) that can reach highest condi dmg → will result in even higher condi dmg output with the new scaling
-> Vulver increases condi dmg -> Got it on auto +clones + 2 bounces
-> Constant reapplication of burning (which now stacks)
-> PU got 2x stealth time
-> Crit does Confusion
-> Confusion now has standardized damage.
-> Traits rearrangement makes it stronger overall

Yeah… I REALLY REALLY smell something gonna happen.

(Assuming all information to date remain the same when the patch hits, that is)

Why, jumping puzzles, why...

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

Honestly, I think JPs, in its entirety and concepts, are fine. It’s the pseudo challenge of pixel jumping that makes it stupid.

Like “I don’t know how to make this JP hard and interesting anymore so let’s cheese it by giving player that 2×2 pixel platform to stand on…. mUAHAHAHA”

Really, it’s dumb.

Skill Type Changes: How far should they go?

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

I don’t think any of those are identical. Marks could be read. Traps are invisible. Symbols give buff and damage, wells give debuff and damage. Trick is more about utility. Physical is damage and CC. Not to mention traits that augment their certain functionality. These skills are not the same. Merging them would make no sense.

[Suggestion] More depth for condi cleansing

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

I disagree. Many of the strongest condition classes have ways which quite literally make some of the damage unavoidable. Additionally, the strongest conditions in the game are already difficult to remove as some classes/builds did not get updates to actually allow their removal (thief) when these were implemented.

The main reasoning behind why medi guards, shoutbow/hambow war and celestial eles are so popular is because of their condition cleansing. The reason behind why guards and eles are taken in WvW blobs is because of their AoE cleansing. Without cleansing being so high, strictly speaking, there is literally zero reason mathematically to play anything else but condi builds, because they actually deal more and more consistent damage in most PvP environments. This especially holds true for WvW.

Actually, the reasoning behind why engineers are playable in PvP has largely to do with their ability to flood conditions all at once or sustain them without changing much. The same with mesmers. Necros don’t see much condi play since their diversity is rather poor, and they lack access to the best conditions or very high stacking with shotrt durations/cooldowns.

If anything, your suggestion will only promote more hatred/direct countering towards condition builds. Usually anything I do in sPvP runs as many cleanses as physically possible because dealing with condition classes without maxing out just proves too difficult. I certainly know with the incoming trait changes I’m shifting to even more condition hatred. I’d honestly give up my heal to cleanse conditions on some classes.

Your suggestion would also require the removal of condi duration food (both + and -) from WvW. Otherwise it doesn’t end up resolving anything.

I don’t see why my suggestion would require the removal of those. Anyway, a person who invests heavily in condi building (stack or duration) should be rewarded for it when they successfully land damage. It makes no sense for condi specs to have to get through all those pre-emptive mitigation like dodging, blocking, invul, etc. only to have their damage removed again. Well.. not all in one blow.

Compare this to DPS. As of now, when you land conditions and go up against cleansers. You end up dealing no damage. None. All those stacks you built. Gone. This is incoherent. If you take a look at DPS perspective, when you get heavily bursted, there presents some challenges on getting back on your feet due to limited healing. Strictly fundamentally speaking, this is basically the same as condi cleanse. Both are reactive, but the latter prevent your hp from going down instead of raising it back up. HOWEVER, while both serve as survival tools, healing is MUCH MUCH more limited than condi cleanses. This skews the system toward DPS because it is much more effective to use as method to defeating other player. If you get kill shot for 15k, you might be able to only heal back up for 5k so it nets 10k damage. If a necro burst 15 bleeds (that would require at least 3-4 skills), the stacks could all end up being cleansed in 1 sec from Cleansing Ire and it might just dealt maybe 2-3k damage before that (supposing the warrior only clean once and not using any other cleanses along the way, which is very unlikely). The necro damage is then set back to 0. Does this sound fair to you?

I’m not raising this point just to randomly boost condition. But I’m pointing out the reason why, all things the same, condition specs will NEVER beat DPS. It’s because the system does not allow it to be the most optimal build even just for an option. And this is majorly the reason. Because the way conditions and their counters currently work. It is broken.

Of course I don’t expect them to change this tomorrow. This change would reckon massive overhaul on condition. But I think it will lay a better foundation of a mechanic. Yes, it will make condi specs stronger overall and some current ones might be outright OP. But that’s the point of rebalancing.

The point is to create spectrum on countering condition and span out the degree of rewards/penalty for people who invest heavily in condition/cleanses and people who do not. It is the same as why DPS deal less damage to people who choose to invest in toughness and more damage to those who do not

Edited> If you consider my point more carefully, you will also see that this system will improve smaller scale fight while not really having much affect on large scale fights if any. If there are 3 GDs and your party who are capable of removing 10 bleeds each. That would net AoE 30 bleeds removal. Functionality remains the same. Out of party, of course, it’s less effective but that’s the whole point. As of now, condimancers have ZERO role in wvw. Is this supposed to make sense to you? But in smaller scale like PvP. It will allow rooms for condimancers to be more meaningful to the fight.

(edited by DavyMcB.1603)

Racial Skills

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

Asura’s racials can actually be taken seriously though.

30 sec CD retal + 3 stacks of AoE confusion → This is good enough for a weapon skill
3 sec daze on 45 sec CD → Still good enough for a utility skill (mes has 3sec stun signet)
AoE weakness + poison field that lasts 12 sec → Also good enough to qualify as a real skill.

If they are to be removed, it’s probably because of the asuras’

[Suggestion] More depth for condi cleansing

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

First off, I play all classes, each is fully geared, my main is mesmer and it’s not condi spec. So I don’t think I’m being biased.

K?

Ok, so I think we all know that condition is quite subpar in PvP because of the overloads of cleansing that are in the game. Some classes got them more than others do (Hi ele, war and don’t be sad engi). The thing is I feel like, the way things work as of now, cleanses greatly counter condition. Why? When a condi specs wants to ram up condi damage, since the damage itself is gimpy to begin with, they have to stack a lot of conditions (either intensity wise or duration wise). This process may require the class to use 3-4 skills or more to even put some pressure on the enemies. Now, with specs that have high frequency of condi application like engi and clone mes, that is quite alright. But for other spec like burn gd or even necro, they are at disadvantages. Necro’s condi is usually very slow to build up stacks and we all know that duration dosen’t help much for intensity-based condi. If the necro wants to burst condi, he has to use Staff#2, Staff#3, Dark path, Dhuumfire, and maybe scepter#2 and #5. And the problem is that all those stacks of bleeds could be vanished in a single water attunement swap. Is this fair? I don’t even have to give an example for burn GD, do I? Then some of you would ask why burst them all together just to get cleansed, but what are you gonna do? keep spamming that scepter#1 and hope that the enemy will waste condi cleanse while he’s burst 10k+ meditation combo on you? Or use you as ping pong ball with turrets and rifle?

Key point, I think condi cleanse should clear conditions by reducing stacks and/or duration of condition damage.

Pros:
1. This will make cleansing require just as much investment as condition damage. If a trap ranger successfully blows all his skills to ram up 20 stacks of bleeds. The enemy SHOULD BE penalized for that, not springing back up with instant condi flush in 1 second; e.g. a spamable Cleansing Ire should reduce maybe just 10 stacks of bleed, 5 stacks of poison, 2 stacks of burning, etc.. you get the idea.

2. With this mechanic, each condi cleanse is no longer homogeneous. You can control which cleanses should be more powerful than other cleanses based also on their effectiveness not just numbers of cleanses — i.e. creating more depth for the mechanic.

2.1 You can also control which cleanses should prioritize what kind of conditions

3. Allowing specs with low frequency(but high stacks) of condition application to be more relevant and meaningful in competitive games.

3.2 Putting conditions and their counters on the same plain — i.e. conditions come in stack and duration, cleanses should also come in stacks and duration NOT a clean-them-all trigger. (This is pretty much Pro#1 but from different perspective).

4.(Add) This will also create cutoff points for people who put effort into building up conditions on enemies from people who simply benefit from having a few stacks here and there for extra damage. The cleansing should reflect this — e.g. people who manage to successfully land 20 bleeds should not receive the same counter as people who put 5-10 bleeds.

Con
Well, it’s a nerf to condi cleanses, but I think it’s for the better and careful adjustment needs to be considered, of course.

What do you think?

(edited by DavyMcB.1603)

Welcome mesmers the OP-amancer

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

I have always been hoping to see this kind of wacky/tricky magical class for a VERY long time. Played Allods some time ago and psi is a really goid example of what I expect mesmer to be. Every changes/addition so far is gearing mes into that direction. I’m very excited for this.

turrets are now completely useless

in Engineer

Posted by: DavyMcB.1603

DavyMcB.1603

I wouldn’t worry too much. Not yet anyway. Anet stated in the specialization talk that turrets will be completely overhauled. This might simply be their pilot test to see whether it’s a go or no-go and whether they can make other changes to accommodate this change. Plus, we all know turret engies are one of the top builds (anyone who says otherwise is pretty much lying). And btw the condi damage against turrets should have been implemented long ago. Turrets (though ‘mechanical’ as it seems) are pretty much in the same league as spirits/minions/illusions. They should be damageable from condi spec point of view.

Increase in turret HP should come soon if this change proves too detrimental for the build.

(edited by DavyMcB.1603)

Deceptive Evasion should be Baseline

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

No. All things aside, putting any special function on dodge will be unfair to other classes. Untraited, A dodge is a doge, nothing more.

Dear Robert, why clone death matters

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

People are defending clone death builds? LOL

RIP clone dump (2013-2015)
You won’t be missed.

EVER

Please get regen banner warrior next. Nail that one in stone coffin with adamantium cage please. Also put some holy water on top, just in case it might come back from hell.

(edited by DavyMcB.1603)

[MegaTalk] Trait rewamp preview

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

Confusing combatants with 3 staff clones and IE being baseline will be totally OP…

I was feeling weird about that trait when I read it. Now I know why. Lol

Imagine this with a Rampager 90% crit build :o :o :o

Most likely gonna get an icd. Maybe a short one. Without it, I’m sure you can keep VERY high stack of confusion with staff alone and that would render scepter, which is supposed to be better at it, obsolete. But then icd never brings anything good… Either way icd less confusion on crit is too good gor a minor.

[MegaTalk] Trait rewamp preview

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

Confusing combatants with 3 staff clones and IE being baseline will be totally OP…

I was feeling weird about that trait when I read it. Now I know why. Lol

[MegaTalk] Trait rewamp preview

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

Did anyone else notice that power block duration went up from 10 to 15 seconds?

Power block was always supposed to ‘add’ 10 secs from 5. It’s a buff, i guess. A long due one.

[MegaTalk] Trait rewamp preview

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

kitten … They were not kidding about making traits more meaningful. This is a pretty massive class overhaul. I like it so far. About time, I’d say. My mesmer finally sounds more like a mesmer now.

Specializations & Lockdown Mesmer

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

Don’t think DE will be base line though. That will wreck phantasm build if all else remains the same. Unless they make it so that clones never replace phantasms. But that would also wreck clone death builds too.

But yes, I have long been waiting to see a boost in lockdown build. My mesmer can finally become a MESMER.

specs: not able to use more than 3 lines?

in Guild Wars 2: Heart of Thorns

Posted by: DavyMcB.1603

DavyMcB.1603

Full phantasm build spreads traits over 4 lines (2/2/0/6/4). And all of them are essential traits (+15% dmg, perma fury, attack speed, and the rest on Inspiration). With the new system, I can choose to go full inspiration. And then what? sacrificing dmg, fury or attack speed is all a bad choice. And do I seriously believe they would simply make one of those traits inherent to phantasm?

NOT.

They better be real careful with trait removal/consolidation. If they kitten this up. I will really be UPSET.

specs: not able to use more than 3 lines?

in Guild Wars 2: Heart of Thorns

Posted by: DavyMcB.1603

DavyMcB.1603

I don’t think it’s a total disaster or gamebreaking, but it’s certainly stifling variation and flexibility. It’s a step in the wrong direction, in my opinion. We’re supposed to be getting more options in builds, not limiting them.

There are some traitlines with traits I consider vital in the adept and master tiers. Traitlines that I have no use or desire to go further into. Being able to spend those points going partially into another traitline is a huge part of the flexibility we have now. They won’t even be useful by giving additional stats under this new system.

There are also several characters where I forgo a master trait for a second minor, or even a grandmaster for a second master. From the screenshots in today’s posts, that looks to no longer be possible.

+1

specs: not able to use more than 3 lines?

in Guild Wars 2: Heart of Thorns

Posted by: DavyMcB.1603

DavyMcB.1603

Could you guys please for once stop pretending you know more about this than the kittening devs do… They’re doing an AMA tomorrow to clarify questions, for kitten’s sake!

Regardless, the only way this can affect you adversely is if you refuse to adapt to the new system, as is the way of all nature. Get used to it.

We came in to check if we read and get the point of the articles in the same way. And we did. Nobody is pretending to know anything or refusing to do anything. Duh.

specs: not able to use more than 3 lines?

in Guild Wars 2: Heart of Thorns

Posted by: DavyMcB.1603

DavyMcB.1603

Logged in to check if I understand this correctly, too. Those articles are so sneaky. If you blink for one sec, you would have totally missed the “HEY THERE’S A SIGNIFICANT POTENTIAL BUILD LOSS HERE!!!”

Fix Ranger Spirits with HoT

in Guild Wars 2: Heart of Thorns

Posted by: DavyMcB.1603

DavyMcB.1603

Some people make points to sPvP which I get. Their lack of health isn’t that big of an issue there.

But for PVE and Dungeons? Those things die to ANYTHING in one hit. Doesn’t even matter if you invest in their life. And guess what? Out of all our utility skills THOSE are the ones that affect the group the most.

They are BANNERS for rangers. It’s what they are and do. As BANNERS, they should NOT have HP pools. Nerf them a bit in use to make up for this if need be but as is, they do not work and are unfair in our use of them compared to what warriors have to go through (or don’t have to)

Except that they are not banners. If you have trouble keeping them alive then untrait spirits unbound when you’re about to attack bosses, place them somewhere safe => profit. They have like 25 seconds cooldown. What’s the big deal? and their buffs are good for what they are. Except maybe on storm spirit. It should do more than just giving swiftness. Making spirits immune to dmg would make them even worse than when spirit rangers were reigning the meta.

Stop raging and take a clever play. My ranger runs spirits all the time in dungeon. And he could almost always keep up the buffs except the usual 10secs downtime between recast.

The story of Chronomancer

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

No doubt mes is best paired with asuras. They even have racial skills that do confusion and 3 sec daze. I sitll regret making human mesmer until this day. Too much investment to change char now.

Shatter - Imbued Diversion

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

Diversion should be AoE by default. Maybe, 3 targets cap. Then Imbued Diversion should increase that AoE capacity by another 3, improve radius or reduce cool-down. Only changes around these things would actually make the trait stand out as a REAL trait and accent interrupt/disable build. As of now it is almost a useless trait.

Make Rampage As One a shout

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

It’s funny to have that only ‘pet’ skill when nothing in trait lines has anything to do with ‘pet’.

Plus, it would fit more on shout. I think.

Litany of Wrath - Anti logic?

in Guardian

Posted by: DavyMcB.1603

DavyMcB.1603

Thanks for the input everyone. Gotta stick to shelter, it seems.

Litany of Wrath - Anti logic?

in Guardian

Posted by: DavyMcB.1603

DavyMcB.1603

The skills requires you to get in combat in order to heal, but you’re probably avoiding combat when you need healing the most?

Or… precasting… then jump into combat but then who would wait til hp is low then use the damage skills later instead of when opening the fight?

Can someone tell me how/when exactly to use this skill? lol

(I’m new to GD btw)

Feast of Corruption - LF instead of damage?

in Necromancer

Posted by: DavyMcB.1603

DavyMcB.1603

Scepter is a condition weapon. Feast of Corruption seems really misplaced to me in a sense that it increases damage per condition when no necros would go for direct damage on scepter anyway. Would changing the +8% damage per condition to +8% life force per condition be better for the weapon and the build itself? Because, to be honest, when traited full condi, necro really lacks life force generating skills. You either get stuck with staff that has gimpy bleed stack or current scepter with nonexistent LF generation. Worse, you have to slot utilities like spectral armor that doesn’t really fit into the build at all.

Thoughts?

Corrupt Boon

in Necromancer

Posted by: DavyMcB.1603

DavyMcB.1603

Removals always treat all stacks of a boon or condition the same, regardless of how many are on it.

It doesn’t matter of your corruption target has 1 Might or 25, the Weakness they get is identical. There is no reason to think Stability doesn’t work the same way.

I was thinking about that but then…

“Stability: This boon has been changed from a duration stack type to an intensity stack type. Crowd-control effects will remove one instance of stability apiece each time they are applied. Each ability and trait has been adjusted to apply a certain number of stacks. All instances of stability not listed in these release notes will remain at one stack.”

It’s confusing because corrupt boon is both removal and CC at the same time assuming it’s used on stability. Which one takes priority? Completely removing the stacks is great cuz the skill still retains its function but pulsing fears is great too if you go for terrormancer. Anyone tested it yet?

Corrupt Boon

in Necromancer

Posted by: DavyMcB.1603

DavyMcB.1603

Was wondering about this, too. Haven’t hopped on my necro to test it yet but I assume (big time) that it is good for multiple stab-fear conversion? like if the enemy has 3 stacks of stab you can use path of corruption, corrupt boon, well of (something) and you can pulse 3 fears (the well should pulse even more) instead of 1, assuming 3 stacks of stab comes from 1 skill, comparing to the past where you might only got to stab->fear just once for that 1 skill.

seems like a buff to me but probably only in this specific example.

Vertical Teleports being removed?!?

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

teleport like blink and shadowstep are only meant to take you to places where you can walk to (within the specified range). It was never meant to get you from the ground to the freaking rooftop (caugh battle of khylo caugh). This is how it always should have been. There’s a reason why we have “portal” and “shadowstep”.

it will kitten mes and, on a bigger extent, thief but this change makes the mechanic what it should have been in the first place. let’s just hope that they improve teleport pathing in the process.

Thoughts on celestial mesmer?

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

It’s decent, I have run that for a while. You have regen/regen signet/retal/bleed+burn+confusion/shattering for some direct damage. It’s probably not as optimal as ele or engi because mesmer’s weapons are more on the edge of the continuum like you have staff which scales badly with power and sword which doesnt have access to condi etc. This with the fact that weapon swapping for mesmer is not as fluid as ele or engi, your mode shift between power and condi is a lot clunkier.

It’s not that good but it’s certainly not bad.

Imbued Diversion- where should it really go?

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

Seems like an overestimated trait that has been long forgotten and was never looked at. I agree Diversion should be an AoE to begin with. Actually I was wondering why it was not an AoE ever since the first few months of game launch. lol Like, who care about a random 1 second AoE daze anyway? Not gonna break the game. Replace ID with some other trait, maybe increase target number for each F skills by another 3? That way it would still fulfil the original principle of the trait which boosts the skill AoE capability.

(edited by DavyMcB.1603)

Mind Stab after-cast locks char in place

in Bugs: Game, Forum, Website

Posted by: DavyMcB.1603

DavyMcB.1603

Unless you execute other skills right after mind stab, the char will be able to move just a bit before it gets stuck for like a second. It’s very annoying when using the skill while moving.

seems like a bug to me. (or rather an unpolished change to the skill)

Serpent's Strike still doesn't work properly

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

It still misses like 90% of the time for me (probably even 99%). I always use them while in range. The skills always sends me so far off to the right and make the final bite not hitting the target enemy.

Is there any workaround to get this skill to work properly? The only time I can make it work so far is when I’m being immobilized. Also, if they can’t fix their crappy pathing, can’t they just fix this by adding more range to the final bite?

Reef drake doing PVP confusion damage in PVE?

in Bugs: Game, Forum, Website

Posted by: DavyMcB.1603

DavyMcB.1603

The tooltip is wrong but not in the way you think.

The formula for Confusion damage in PvE is “130 + (0.2 * Condition Damage) per stack”.

At 0 Condition Damage that is just 130 per stack or 650 for 5 stacks. Since the duration for that skill is 5 seconds that is a total of 650 * 5 = 3250 damage.

The damage displayed for conditions in tooltips is for total damage not per tick damage.

I see, thanks for clarification. Still have no idea what the 1450 dmg in the tooltip is supposed to represent though because normally when confusion are displayed as stacks in the tooltip, it’s supposed to show the damage per tick at those maximum stack (like mesmer scepter#3) in which case it should be 650 not 1450.

(edited by DavyMcB.1603)

Reef drake doing PVP confusion damage in PVE?

in Bugs: Game, Forum, Website

Posted by: DavyMcB.1603

DavyMcB.1603

It;s not a matter of high or low damage. It’s a matter of damage not calculated correctly. The reef drake deals 650 dmg for 5 stacks of confusion while the tooltip says 1450. It is very likely that the 650 is the PVP damage version. The PVE of that is supposed to be 1300. Add another recent 33% buff, 1450 is about the right number, except that it really does not do that damage.

This is definitely broken.

(edited by DavyMcB.1603)

Reef drake doing PVP confusion damage in PVE?

in Bugs: Game, Forum, Website

Posted by: DavyMcB.1603

DavyMcB.1603

it deals 650 damage at 5 stacks, no buff. This seems like PVP number to me. The tooltip still says 1450. Am I missing something or it’s really broken?

Precursors Collection

in Guild Wars 2: Heart of Thorns

Posted by: DavyMcB.1603

DavyMcB.1603

what worries me more is the mat price. I wonder how they’re going to do it without crashing the market. With new legends (one for each weapon, I presume) the mat demand will X2 (well not perfectly double but you get the idea). If they rely entirely on the existing mats for the recipe (I sincerely hope not), I think the price will skyrocket. When that happens, the new problem will come when it’s not about RNG precursor but it’s going to be about mat/gold grinding/price manipulation (which is far worse than RNG in my opinion) and people will start another QQ train.

Use entirely new mats → old mats obsolete, price crash
Use entirely old mats → demand multiplied, price sky-rocketed

somewhere in between, maybe?

sign// day 1 player who’s never interested in making legends.